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  • If the status effects it affects actually wore off with time, Vigil wouldn't be a trash perk.

    You gotta love the moron who designed this perk to reduce the duration of status effects like Mangled, etc. but almost all of the Mangle effects in the game are permanent.

    If this perk allowed status effects that are normally permanent (like Sloppy Butcher) to be healed then it would actually be worth using. I don't understand why nobody recommends this.

    I'd be fine with it not working on things like Seal of the Third Eye, because that's only supposed to be removed if the Totem is blown. But it definitely should affect other permanent duration effects like Sloppy Butcher.

  • Good riddance. Pharmacy has always been a trash perk, like all Quenin perks, and now at least I won't have to deal wtih Pharmacy users stealing my "lootboxes."

    • Unrepentant Plunder user.
  • @Raptorrotas said:

    Wow what an increase of all healing times can do to the perception of the act of healing if that heal isnt instant.

    ALL healing except adrenaline got tweaked for the balance of the game, and suddenly "healing is bAd".

    Back then ~84% usage rate for selfcare... " bad perk" ...

    The tme you spend selfcaring is time you dont have to run around like a bleeding headless chicken, find someone, get their attention (hard to do if you're behind them)and then make them stop what theyre doing to heal you.

    If you selfcare, that person can do generatrs the whole time you stand still and heal yourself.

    Selfcare is designed to be weaker than medikits, who would use medikits if they'd be weaker than a purchase once perk? Thats the design. But selfcare can be used whenever you want, no need for item or anything.

    Next time you're injured and got out of a chase, if you need more than 16 seconds to find someone to heal you, selfcare wouldve been faster. (Well obviously communication makes that easier, but thats the cwf issue, duh)

    Self Care was a god perk before the healing nerf. Nobody is saying it wasn't. The 84% usage was justified because it really was that good at the time.

    But Self Care is most definitely a trash tier perk today after the healing nerf. And especially in this slow down meta where killers run Sloppy Butcher and Mangled Addons like it's going out of style.

    Bond is infinitely better than Self Care, and the trick is not to be afraid of being injured and be USEFUL to the team while injured. Do some gens for crying out loud. Even just breaking totems is fine if you're feeling too much heat to go to a gen. Anyone who is just running around for 16 seconds doing nothing is just as bad as a Self Carer.


  • @picigu9 said:

    In low ranks, I can't trust others to not mess up, and it can kinda keep you hidden, if the killer is not listening. And I can't reliably find medkits, and it works great for rescuing survivors from campers.

    How does Selfcare help keep you hidden? If you are saying it takes you out of the action and keeps you immersed, you can do that without selfcare. All you need is to be a selfish player. You don't need a perk for that.

    Also how does Self Care rescue other survivors from campers?

    I don't follow your though process.

    If anything, Self Care is the perk that ENABLES CAMPERS. The reasoning behind that is simple. When a killer camps, the number one way to punish him is to do gens. Survivors who are self-caring while the killer is camping are basically handing the killer a free dead survivor. You waste all the time you should have been doing gens healing yourself. Now the survivor is dead and you have no gens to show for it.

    Self Care is the reason campers thrive in this game.


  • @Corrupted said:

    https://forum.deadbydaylight.com/en/discussion/comment/647959#Comment_647959

    You clearly don't get it. People aren't saying healing is bad just to say it, the point is instead of healing most of the time - do a gen instead. If all 4 people heal that's a lot of time off of gens, especially if done multiple times. When you prioritize gens over healing then the game ends sooner which is far more beneficial for survivors. Yes, a perk can be good in one patch then bad in another especially if it's nerfed. Look at MoM.

    Theoretically you'd think that not healing is better because the game ends earlier for survivors. But it's a double-edged sword. By not healing the game can also end earlier for the killer -- it's a lot easier for a killer to down and hook an injured survivor than a healthy one.

    Not healing is actually bad, it's just that healing was nerfed so bad that it makes sense to heal less, and this is especially true with Self Care. Self Care is a junk perk nowadays, that's what people are saying.

    If for instance you are using Inner Strength healing by jumping into a locker for 8 seconds isn't a big deal and is a good thing. But spending 40 seconds healing through Sloppy Thano? There are MUCH better uses for your time.


  • @BlueFang said:

    All you people using self-care with Botany knowledge

    Just bring Pharmacy for pete's frigging sake! You'll get a green med-kit so you can heal yourself and others far faster then self-care and botany without the need to sacrifice two bloody slots and you'll search every chest faster

    There's no reason to run Self care when pharmacy exists

    This is terrible advice.

    First off, chests are not bountiful in this game. Second, Pharmacy is a much bigger waste of a perk slot. The Green medkit doesn't last long and you only get one from Pharmacy. You will heal one person tops -- and it's getting nerfed remember? Medkits are getting a nerf/rework next patch.

    Why waste a perk slot on Pharmacy when you can just BRING A MEDKIT into the match and not waste a perk slot?


  • @BlueFang said:

    All you people using self-care with Botany knowledge

    Just bring Pharmacy for pete's frigging sake! You'll get a green med-kit so you can heal yourself and others far faster then self-care and botany without the need to sacrifice two bloody slots and you'll search every chest faster

    There's no reason to run Self care when pharmacy exists

    This is terrible advice.

    First off, chests are not bountiful in this game. Second, Pharmacy is a much bigger waste of a perk slot. The Green medkit doesn't last long and you only get one from Pharmacy. You will heal one person tops -- and it's getting nerfed remember? Medkits are getting a nerf/rework next patch.

    Why waste a perk slot on Pharmacy when you can just BRING A MEDKIT into the match and not waste a perk slot?

  • @brokedownpalace said:

    https://forum.deadbydaylight.com/en/discussion/comment/648041#Comment_648041

    None of that negates anything I said tho. 🤷

    Self Care:

    + Infinite heals

    + No need for a teammate or item

    + Cannot be taken away from you

    + Costs ~16k BP maximum

    - Slower healing

    Medkits:

    + Faster healing

    + Saves you a perk slot

    - Limited heals

    - Can be taken away from you

    - Lost upon death

    - Item and add ons cost BP regularly

    They both have their place in the game. Don't want to use Self Care? Don't. Get over it if others do.

    Using selfcare is a really bad choice though from an optimization stand point.

    It's like people using No Mither or other funky perks.

    And in many ways Selfcare is worse than a lot of the garbage perks in the game because it wastes so much time. I also see so many instances of people on the hook dying because the only teammate close by decided to self care for half a minute instead of helping him. That's not even getting to how it leaves you a sitting duck for Nurse's Calling, or waste even more time running halfway across the map just so they can Self Care because they're afraid of Nurse's.

    Most survivors don't realize how bad this perk is and how there are so many better alternatives to heal if they want to heal.

    That said I can't really complain. Half the time I run No Mither and 100% of the time I'm always running some junk perk that can hardly be called an optimal play.


  • @johnmwarner said:

    Not saying all, but a lot of survivors at all ranks “waste,” their balanced landing in my opinion.

    Theyll take a bad loop or go to a weak part of the map just because it has a hill so it’s obvious what they’re doing.

    My favorite is when they run up to a ledge and literally wait 5 seconds for you then jump off last moment, uhm you realize had you just kept running forward you would actually be further away?

    If survivors are waiting before jumping off, it means they need the killer at a certain position so when they jump off the killer can't just walk back the other way and cut the distance short. This should be obvious, it's part of Looping 101.

    If they are not gaining any distance from waiting, then it means they are checking if you are planning to commit to the chase before spending their load to get exhausted. It's possible you may give up and look for easier prey. It might even be a bluff and they don't have BL at all and are just making you think they do.

    These are the intricacies of the DBD Chase Mindgame.

  • That actually sounds like something I'd use CakeDuty.

    Distortion as it is today is a trash perk. It's almost useless for actually blocking aura detection (which is its real use) and its only real use is to figure out the killer's loadout.

    If you could replenish the tokens by doing things in game that would be great.

    And it fits into the current design philosophy the devs have of having perks work through actually playing, rather than getting everything upfront.


  • @Killmaster said:

    I still believe Distortion needs unlimited tokens, it's the only way to break the bbq/nurses calling meta for immersed players.

    Personally I would like nothing more, but that might be too powerful and some killers would probably complain about it.

    But if it ever happened Distortion would never leave my build and I would stop complaining about BBQ.

    When I think about it probably isn't that OP, since most are fine without the BBQ aura reading anyway, and there are already a lot of killer detection perks don't use auras like Discordance, Whispers, Infectious, Surveillance, even Iron Maiden.


  • @Mookywolf said:

    i forget BBQ even has an aura reading element to it half the time.

    @FrenziedRoach said:

    It really bugs me that things that have a viable counter get complained about.

    Don't want to risk a DS? Slug the person and leave them on the ground

    Don't want to show up on BBQ? Either sit in the aura, mislead where you are going, sit in a locker, or get behind an unfinished gen.

    People's refusal to perform easy viable counters really baffles me.

    It bugs me that people claim that tehy don't even realize BBQ has an aura reading counter sometimes, then fight so hard to resist any nerfs to the aura reading.

    If you really think the Aura Reading component of BBQ isn't important, then surely you should be okay with nerfing it.


  • @Rin_is_my_waifu said:

    https://forum.deadbydaylight.com/en/discussion/comment/776798#Comment_776798

    Decisive strike which has only one counter (slugging) deserves a heavy nerf, not BBQ

    The 60 immunity needs to be reduced

    DS has already been nerfed. But hey that's how it is with some of you people, you just want everything.

    I don't mind nerfing DS further. But if you think that is needed surely you can also acknowledge BBQ also needs an adjustment. BBQ does far, far more for the killer than DS does for the Survivor.


  • If BP Is null for balance then let's remove the BP from BBQ. Shouldn't be a problem for you, right?


  • @alienschmalien said:

    Lol. People who think their rank matters are the worst. Your rank isn't your skill. Your rank is your time played that season. Nothing more. Nothing less. Sure, if you play the game a lot you're probably going to have a slight edge.

    But is there really any skill if your perks gave you information as to where the killer/survivor was, made the chase easier, etc. There is no skill to current DbD. It's all a bunch of meta perks that do the hard work for you.

    So as someone said rank is just nothing more than a matchmaking tool. It's a hollow ass number that means nothing and if you're playing to make sure you're the highest...why?

    There are tons of people who don't use meta perks. So are they very skillful, then?

  • @ASurvkillivorer said:

    Escaping through the hatch when no gens got done is ridiculous.

    This is the design of the game mechanically and lore-wise.

    Survivors are always supposed to have hope. They've actually been trimming that hope smaller and smaller and smaller with each patch. But it must always be there. The entity feeds on that hope and delights when that last hope is finally crushed. Mechanically it is good because otherwise survivors would just DC the moment something goes wrong....

    Oops.

    And there you have it. The game is already so hopeless for many survivors to the point that they just DC at the drop of the hat, and you are still looking for more nerfs. On something that was already nerfed. Come on.

  • @renaclock said:

    I'm very bored waiting for the survivors to show themselves in the hatch every match.

    Also I don't understand they have a way to escape even no gens are completed.

    Killer has no chance to sacrifice one survivor when all survivors are alive and the door is powered.

    Sorry, but this is the kind of post that gets a "Git Gud"

    Also seems you weren't around last year before they introduced the EGC. Believe me, you're much, much better off now than last year. But what you're asking for is basically how it used to be.

    Go figure, the grass really is always greener...

  • Just de-rank. Killers do it all the time, so if you want to play with your friends just de-rank so that you guys get an appropriate rank killer.... hopefully not a deranker.

  • The only thing you can do now, is make a gang of five and play Kill your Friends.


  • @[Deleted User] said:

    camping --> deliverance + decisive strike

    tunneling --> decisive strike

    slugging --> unbreakable

    killer camping your teammates --> borrowed time

    noed --> Detective's Hunch or small game

    bad at survivor? --> git gud

    Now if only there were some way to equip all those perks at the same time...

  • @Boss said:

    Take it as a compliment.

    They clearly recognize you as the most dangerous of the bunch.

    That's extremely optimistic. Tunnel killers tend to do the opposite -- they tunnel you because you're the weak link.

  • The hatch doesn't need a perk affecting it. It's been nerfed enough.

    But if you really wanted a Freddy Perk to work on it, I'd recommend Blood Warden instead, and it triggers the exact same way as it does with the exit. When you hook a survivor you can't exit the hatch for a minute.

    This also means the killer can't CLOSE the hatch for a minute. So make your choice.

  • Killer isn't punished by a survivor DC in most cases. It's beneficial to the killer.

    Survivor DC is almost always a problem for Survivors. It pretty much turns their survival rate to 1%.

  • Yes, it's good that you recognize that killer DC'ing is just as bad as survivor suiciding. I commend you for your wisdom.

  • @Glory said:

    Now, on the topic of buffs:

    On the Survivor side we have slippery meat, no one left behind, the two "if you're injured" perks, small game, deja vu, and hope. And those are just the neutrals 0.0

    -Slippery meat and small game should be one perk. It's painful how bad and narrow they are alone. If you can't, at least make small game show auras of nearby relevant articles, there's no need for the timer.

    -No one left behind is a disaster. Combine it with hope, make a perk that really shines in the endgame. If you can't, remove the timer on hope. The collapse is an effective timer, we don't need an internal one anymore.

    -Resilience and this is not happening need the same treatment. These general perks are not only weak, they're offensively bad. If that's not an option, remove the need to be injured.

    -Deja vû has a duration. Who thought "this is too powerful, I need to limit it somehow." Why are they allowed to make decisions?! Have it scale with gens remaining for levels instead scaling how long they're revealed for (i. e. it reveals auras when you have 3/4/5 gens remaining before the gates are powered)

    Resilience is actually a good perk and is too strong if it works while uninjured.

    I agree though that No One Left Behind is the worst perk in the survivor arsenal.

  • @Centrum said:

    https://forum.deadbydaylight.com/en/discussion/comment/777003#Comment_777003

    I run into 99%'s every map. It's the sweattiest of tactics: A SWF group will 99% both gates at the same time, then run interference when unhooking friends like an NFL defensive line.

    The Killer WILL NOT get a single down: You will hit the unhooker instead of the unhooked, then their full-health friend will run in and block the unhooker, while the unhooked taps the gate to open it & all 3 get away.

    It's basically a way for SWF's to 100% ensure they all escape.

    If you are getting 99'd every map that tells us a lot about your skills as a killer. It's time to take a look at yourself and improve yourself.

  • If they are not opening the gates they are helping you.

    You can't even catch them when they waste time opening the gates to escape. What makes you think you can catch them if they open the gates wide and don't even need to stop for a split second to open it?

    This is a non-issue.

  • Still an interesting tale, what is a key to a great end to a match.


  • @DelsKibara said:

    https://forum.deadbydaylight.com/en/discussion/comment/775941#Comment_775941

    Would you rather have 1 overpowered combo and 1 overpowered killer or 5 overpowered combos and 5 killers?

    I hope you're getting to what I want to argue with here. I hear a lot of people complain there isnt enough diversity in how people play. They all run the same killers/perks. The same addons/tools.

    So rather than make Spirit/Nurse be nerfed to the ground, why don't we buff killers like Trapper and Wraith to make them be able to fight off survivors better?

    Why don't we buff/rework perks like No Mither so it isnt just a broken status effect the whole game? I'm sure more people would run perks like Boil Over if it effected the wiggle timer.

    Point is, rather than make people just choose from one powerful killer/perk. Make them choose from a variety of them. So that there will be more to see for either side forcing both sides to think on their feet.

    I do get what you're trying to say, but also understand my point: when you have too many overpowered things, the entire game just breaks.

    Boil Over affects the wiggle timer? If it goes too far you will have games where the killer can never get a hook because everyone just wiggles out of their grasp.

    It would be like how sabo was so broken 3 years ago and killers couldn't hook anyone at all.

    That is the danger of power creep.

  • Is normal on PC.

    I've learned not to play Killer and instead play Survivor for the legion of killers out there so they have someone to kill.

  • @VexTheHex said:

    https://forum.deadbydaylight.com/en/discussion/comment/776775#Comment_776775

    Only 3 charges kills it though. It's rather limited for a perk, meanwhile BBQ can reach a solid 11 uses in a match. BBQ is pretty much a Killer meta perk and has been since it came out. Distortion is in the trash can with most Survivor perks.

    I'm mostly arguing with the idea people are trying to say a very limited perk that can be used up quickly in a match is on the level of a match long perk that comes with BP benefits.

    And that's on top of the ton of Blood Points it gives.

    It is a loaded perk. It needs a nerf.

  • @FrenziedRoach said:

    https://forum.deadbydaylight.com/en/discussion/comment/776750#Comment_776750

    Where did I say Distortion was good?

    Re-read my statement, tell me where I said it was good? Show me your work.

    If you don't think it's a valid way to counter BBQ, don't bring it up.


  • @FrenziedRoach said:

    This perk has viable counterplay in that you only need to be within a certain radius to not show up at all or just hide in a locker. That's literally all you need to do.

    And that is BEFORE you get Jeff's perk, Distortion, involved which counters not just BBQ, but every other aura-reading perk the killer has.

    Distortion is a trash perk, though. Let's not pretend that it's a viable counter to any aura-reading perk.

    It's actual use is to figure out the killer's loadout, not to counter aura reading.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/776709#Comment_776709

    I'll be more than happy to replace BBQ with something else and find you a lot more consistently with either Nurses Calling, Bitter Murmur, Rancor, Whisperers, Infectious Fright or even Discordance, then.

    I'm a lot happier facing those perks than BBQ, to be honest.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/776625#Comment_776625

    Nobody said anything about that. The perk that @NMCKE suggested would be the complete opposite of that.

    I believe he is suggesting that any perks that give Survivors buffs or extra abilities while injured, buffs the No Heal meta.

    I am still waiting for a Perk that coagulates your blood when injured so you don't leave blood trails.

  • @Latin_Kidd92 said:

    https://forum.deadbydaylight.com/en/discussion/comment/776691#Comment_776691

    What's the point tho? You're leaving a trail of blood and moaning in pain.

    The 20% faster move is good, and maybe there are nutjobs here like me who want to run it with No Mither and Iron Will.

  • @Snapshot said:

    Me playing as killer with a ping of 25 ms in Europe region and a survivor playing with ping 70 ms in the same Region, both spamming the key to close the hatch / to enter it and survivor ALWAYS has the priority, not animation shows, the model just disappears in an instant and survivor escapes.

    On killer screen, hatch closes before survivor disappear.

    That cannot be it. They again made the "standoff" survivor-favoured

    Well that's just you.

    Just yesterday I fought a Leatherface who just hooked my last teammate and I was standing on the hatch spamming M1 the entire time. Leatherface walks over, gets to me before my teammate dies completely. I jump in... and he closes the hatch on me.

    It's just you man. There is no conpsiracy that survivors are favored in hatch showdowns.

  • So what is it?

  • I am the biggest BBQ hater on this site.

    BBQ's aura reading should be nerfed into the ground.

    It is a loaded perk that does too many things for the killer. I cannot count the number of times I have died due to BBQ -- I make the effort to counter it but sometimes you're not in a position to or must do something else. For instance if you are slugged you cannot counter it, or maybe you were opening the exit gate but your last teammate goes down and there's no locker in sight. Countering it takes precious time as well when sometimes you just need to do something else or you will die.

    It just does too much. It needs a nerf.

  • Ninja Master

    • No Mither
    • Urban Evasion
    • Iron Will
    • Quick and Quiet

    Wiggle It Just a Little Bit

    • Flip Flop
    • Tenacity
    • Unbreakable
    • Boil Over

    Hook Master

    • Empathy
    • Saboteur
    • Streetwise
    • Breakdown
    • Alex Toolkit

    Santa Claus

    • Bond
    • Open Handed
    • Plunderer's Instinct
    • Ace in the Hole

  • @Zixology said:

    I still think that No Mither shouldn't give the "broken" status icon to killers. It makes the perk worthless.

    Also, Huntress Lullaby shouldn't notify survivors that it's active after the first skillcheck. Again... it makes the perk worthless.

    No Mither needs a rework. Or a change. Frankly I think the "get up again" part should be removed and transferred entirely to Unbreakable. Unbreakable is "Unbreakable" for a reason. Not, "Unbreakable Once."

    Then No Mither should get another suitably good ability that is similar in "wow" factor to offset the severe penalty of being broken the entire game. One of the suggestions that's been offered by several members of the community is to remove scratchmarks altogether when you run No Mither. Powerful, "Wow" ability and opens up a totally different way to play, and justifies the ridiculously bad drawback.


    @UberMorpth said:

    https://forum.deadbydaylight.com/en/discussion/comment/775945#Comment_775945

    Not to say PGTW is terrible I'll admit is good and better on some killers then others (I personally prefer Ruin but I understand why some think is good), my issue along with OC which is why I lump them in together is that any survivor can easily negate the effect by just gen tapping, is why I suggested that it should only stop after you start working on a gen for 5 seconds rather then just poking it.

    You can't stop the gen regression by tapping. When the killer kicks it the damage is done. No amount of tapping will undo it. It is not a Damage over Time perk. It happens in one fell swoop.


  • @UberMorpth said:

    I think rework would be more of an appropriate term as many perks are just straight up terrible and a buff wouldn't fix em here's some random examples I came up with.

    Monsterious Shrine: Only usable with Iron Grips and Adgitation which both aren't that great to begin with otherwise terrible perk at the moment, perhaps a new effect could be added or increase the debuffs to survivors on the basement hooks.

    Beast of Prey: The fact this only actives after getting Bloodlust negates the possible mindgames as that point unless your looping the survivor at a los loop they will still be able to look behind and see you coming at them, I'm not sure how they could improve it currently maybe make it activiable after getting Bloodlust? Otherwise I think it just needs a rework as it also doesn't fit Huntress's playstyle.

    Overcharge/Pog Goes The Weasel: I lump these both in as they do the same thing Ruin does but worse which is stalling the game out, let's not forget you have to waste time kicking a gen, is even worse with PGTW as you only have at most 30 seconds to find a gen which means not chasing anyone during that period of time. The worst part for both of these is they are completely negated by a survivor just tapping a gen to cancle out the effect, perhaps they could make it so you have to actually hold the repair action to cancle out OC or PGTW for like 5 seconds.

    What the?

    PGTW is one of the stronger killer perks in the game today. I don't think you understand how this perk works. It is not a "regression over time" perk. It deals instant 25% damage to the gen. You cannot prevent it in any way. Also the perk hasn't been 30 seconds for a long time. It's a full minute now, usable at any time within that minute.

  • The problem with buffing everything that is weak, is that you go into power creep territory and eventually the different buffed perks will form overpowered combos that nobody thought of, giving rise to a new overpowered meta.

    It just spirals out of control. This is proven, in every single game that exists where buffs and nerfs are done regularly for a large player base.

    This is why it is better to hammer the nail that stands out, rather than uproot all the nails and make them all stand out.

  • Just so you know, you're a ninja when you use Iron Will.

    Have you tried running this?

    • No Mither, Iron Will, Quick and Quiet, Urban Evasion

    Ninja moves man.

  • It makes zero sense to use this stupid perk now.

    Using it means getting a free hit once. But to activate it you need to take three hits. How does that make sense in any way, shape or form.

    And you even have a penalty after its activated!

    The perk is so worthless it's only worth running for the most extreme meme builds... and I say this as someone who regularly runs No Mither.

  • @[Deleted User] said:

    I’m just tired of spirits that tunnel everyone to death. As soon as the unhook occurs “WHOOOSH”, down again.

    This is actually the bigger problem.

    The main problem with spirit isn't necessarily that she is incredibly difficult to win chases against. It's that Spirit players tend to be nasty tunnelers.

    There are two killers I have noticed in the game whose mains tend to use them to tunnel. The first is Spirit. The other is Wraith. Now, all killers can tunnel, yes. But for some reason these two killers seem to attract the worst tunnelers in the playerbase.

  • Just so you know. The survivor can also try jumping into the hatch, and as they are jumping the killer can literally stamp the hatch closed and prevent it.

  • Sloppy Thana is also good on Legion, even if Sloppy doesn't stack on Deep Wounds. Though you may argue that Legion isn't good, period. But that's a different story.

  • @UberMorpth said:

    I'm not sure if this would be considered noobish as lots of survivors do play this way (mostly Claudette's and Nea's and Meg's) but I was very immersed hiding behind trees, rocks or in lockers and from that I did even worse in chases then I already do.

    I'm glad to of watched survivor streamers as I actually am slightly better at doing things then being THAT teammate.

    The sad thing is that I think this is the way BHVR originally envisioned the game to play.

  • These are my sins as a newb survivor:

    1. Hiding whenever I hear a heartbeat.
    2. Farming meat off the hook with WGLF.
    3. Crabwalking everywhere with Urban.
    4. Trying to get off the hook by myself and thinking Slippery Meat was an awesome perk.

    I don't do this crap anymore, thankfully.

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