NMCKE
NMCKE
About
- Username
- NMCKE
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Thank You for 3 years of an amazing game. This game is a horror fans dream, you have handled this game fairly well.
I'm so happy to see my favorite game evolving, it's amazing! 😭
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@se05239 said:
https://forum.deadbydaylight.com/en/discussion/comment/520902#Comment_520902
@NMCKE It mainly feels like OP hate losing their item to Franklin's Demise or something.
I am in the mindset that being downed should be a very bad thing. Being able to interact with items while downed makes the Dying State feel less dangerous than it should be?
I understand it now, my apologizes.
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Where can I post or contact an admin regarding a warning I got from a mod?
If you have a problem with your punishment, then try talking to the moderator who administered the punishment to you. However, with that said, try to be polite about it because getting aggressive towards that moderator will make things even worse.
Also, here are the forum rules: (I'll bold what you likely got in trouble for)
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@KillermainBTWm8 said:
No and no the real question is why is OP getting downvoted?
Here, I'll upvote OP for being amazing! :)
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I had this happen a while ago, but it was 2 hours instead of 30 minutes and the killer wouldn't sacrifice us. If you got us locked down in a 3-gen strategy, that's good, but if the game is lasting forever, then at least sacrifice us so we don't have to waste so much of our time trying to do the impossible.
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Aww, I'm glad to hear you always kept me in your mind! :)
Anyways, I didn't like the history of my previous username, so I really wanted it to be changed for the better. Furthermore, it also synchronized my Xbox username and my forum username.
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Devs are adressing main issues of Ghostface but I really can't tell if it is going to be enough for him. Can we conclude anything at this point or not?
I don't understand why the developers can't make small changes at a time. Like it took approximately 11 days (June 24th to May 4th) for the developers to put some of my Survivor Emblem changes on the PTB. Therefore, why can't they make small changes to weaker killers and perks if the process doesn't take that long?
Btw, I'm not mad at BHVR, I just don't understand why it's more complicated than it is.
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For all those saying Nurse is OP! Wait a second... wrong picture, nothing to see here!
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A moderator can change your forum username, but they are usually busy most of the times so you have to catch them when they aren't.
My previous username was Nickenzie.
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From what I have seen playing killer and survivor for a year, both sides can be toxic. And there are no excuses for this behaviour.
Yes, I agree! However, it's usually a stereotype that survivors are more toxic than killers.
Talking about toxic survivors, I have a story!
My brother was playing killer, and he decided to play Nurse because she looked really cool. However, he didn't know that she is a very very difficult killer to learn, so he got destroyed by a SWF group. The survivors were t-bag'ing him, and clicking their flashlights as usual. My brother got really frustrated about it, so he handed the controller to me and guess what? I'm a Nurse main and... they... got... destroyed. It was very satisfying because they got a taste of their own medicine.
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Hex perks aren't OP and the PTB changes coming to Lightbringer, survivors will be encouraged more than ever to cleanse totems.
Plus, I always use Small Game to deactivate Ruin within the first minute of the game.
About DS, I wouldn't say it's OP when it has a condition and counter play (don't tunnel the unhooked survivor for 40/50/60 seconds). People still complain that it's a crutch perks, but what they don't understand is that it prevents boring gameplay: Tunneling. Ruin also prevents boring gameplay despite the perk being very monotonous to power through: Gen-rushing.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/518879#Comment_518879
@NMCKE it is, but it still feels like a crutch.
If I see an injured survivor trying to bait me and I remember they was unhooked, I'll just slug them for a good while because they probably have DS. Sometimes they DC because their bait didn't work out.
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You have to agree that it's way more balanced than the previous DS tho.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/518631#Comment_518631
Sure!
Generally I just use hook states in order to get the best curve (since that's what ultimately matters and NOT the actual number of hooks and a 4k is always exactly 12 hook states unless mori's), but that's close enough.
Done, updated the thread! :)
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Even better, you can buy yourself a hook totem for 500 auric cells! Survivors will love the amazing view of your Hex totem!
Btw, this was the closest hook and the other ones where too far away.
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@NuclearBurrito said:
Somethings:
Personally I'd like grabs (including from traps) to be worth 1 extra hit compared to hitting them all the way down. Since grabs are extremely hard to get regardless of what method you use, and are certainly worth rewarding.
So if you grab someone healthy off a gen then you would get 3x max chaser points and lock in 2 malicious points (since they can only heal off 1 state)
Additionally and more importantly:
I refuse to support any pip system that DOESN'T reward optimal play. As such, if you are able to for example: Down all 4 survivors immediately and hook them all simultaneously, then that should be an auto iridescent in at the very least devout.
Remember, a ranking system that tries to enforce ethical play misses the point of a ranking system. The whole reason why you want to have a ranking system in the first place is in order to track who is a better player than whom in order to matchmake the correct players together.
Thus if 1 person is getting 4k's in 4 hooks, while another player is getting 2K's in 10 hooks then the person with 4 hooks is clearly preforming the superior strategy, since it is fulfilling his win condition (killing survivors) more effectively than the person who is getting 10 hooks. If you think that's only because the 4ker camped for it then that's IRRELEVANT, since if someone uses scummy play in order to get optimal results then they are STILL getting optimal results and should be rewarded accordingly.
So no. Devout should NOT be based on hooks, or at the very least should be guaranteed iridescent for getting a 4k.
Besides. Camping isn't a good strategy, so if a Killer is winning by camping then what that means is that the people they are playing against are potatoes, and thus by giving the Killer a pip he will move up to face better players who know how to counter camping (gen rush), and will punish the Killer accordingly. Either way eventually the survivors will learn to counter camping and the Killers will have to learn strategies besides camping in order to continue ranking.
Personally I'd like grabs (including from traps) to be worth 1 extra hit compared to hitting them all the way down. Since grabs are extremely hard to get regardless of what method you use, and are certainly worth rewarding.
Agreed, I also had the same idea, so I'll add your suggestion into my thread!
I refuse to support any pip system that DOESN'T reward optimal play. As such, if you are able to for example: Down all 4 survivors immediately and hook them all simultaneously, then that should be an auto iridescent in at the very least devout.
Devout is all about hooking and sacrificing survivors, your suggestion seems reasonable. Would you be okay with Devout rewarding both hooks and sacrifices?
1K and/or 4 hooks = Bronze
2K and/or 6 hooks = Sliver
3K and/or 8 hooks = Gold
4K and/or 10 hooks = Iridescent
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This isn't a bait I don't play spirit to much and I was wondering why. As far as I know the add just gets ride of the phasing sound.
Nope, because once you know she has it, you can play around it.
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@BBQnDemogorgon said:
@NMCKE Those are in the US as well.
Crazy stuff, but I think as long as it doesn't show too much cleavage, I think it's okay. However, I don't know the line because of Hag and Spirit.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/517822#Comment_517822
@Peanits you obviously don't know the nude beaches of Europe. Whole families go there. No piece of clothing covering anything. No embarrassment in front of the parents.
Oh and the nudity advice disclaimer is only necessary in NA. We don't have pixelated nipples in Europe.
I learned in my French class that some beaches in France where you can actually go naked. However, there's an age restriction on people going, but still, it's crazy!
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How are people in the red rank and not know any of the basics! Why can't anyone figure out when the killer has Nurse calling!
I'll always open the exit gates because I like the EGC, it adds pressure and makes the game a lot more fun when you're on a timer.
However, I agree with your points!
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Just going to bring this topic back up because the Malicious and Chaser emblems really need to be looked at if you use insta-down stuff.
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@NothingButFeedback said:
2025 is his release date.
It's convenient how they already about to release him on the PTB mid-chapter update. :)
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/516025#Comment_516025
Haddonfield is broken for killers. The only killer who can do well on this map is Trapper because he can shut down the house loops with traps, and if he gets you in the basement it's GG.
Also you had no Ruin, so it would be expected that 2-3 gens pop in your first chase.
If you main Nurse then you need to practice as anyone BUT Nurse. I won't deny that some killers have it way harder at high ranks, but I'm betting that you were so dependent on the strength of the Nurse that you never really learned how to mindgame or loop properly. If you did you would be more successful, though still at a disadvantage.
Like I first got to rank 1 as Freddy, worst killer in the game. I had to deal with a LOT of bullying and BS and it was a struggle every game. It got to the point where I learned how to beat this stuff, and even though it's still hard it's not as bad as it was before. Then I tried using stronger killers and WOW did I notice a difference. I was crushing survivors because I was so used to playing hard for kills that when I had a stronger killer it became almost a cakewalk. Yea there are still the occasional teams that pull one over on my Spirit, but as it stands most survivors die when I play Spirit. If they escape it's usually because I closed hatch and they got a door. Only twice this month did I have survivor legit get to the gates themselves, and 1 game I was playing super nice because 2 of my friends were survivors (they would have been dead if I played like I normally would).
I know how to loop tiles, and yes, I didn't bother using Ruin because they found it practically instantly (it was rarely not found). Therefore, I decided to use a high risk build by using Blood Warden because most high ranked survivors expect the typical Ruin build. Believe it or not, it worked out a lot in my matches if I switched killers so they couldn't memorize me.
https://youtu.be/p6QYjInzLeM -
@Peanits said:
I'm not sure I could 100% get behind that, from a personal perspective. Lowering the requirements and changing the conditions for bloodlust to vaults assumes that every tile is created equally. This would be a huge nerf to tiles like LT walls and the shack while not making a significant difference to some of the more powerful tiles. Two loops of the ironworks window is still a pretty long time, but two vaults in an LT wall can happen very quickly if the killer plays their cards right.
Personally, I'd rather see survivors rewarded for using windows and mindgames to keep their distance instead of encouraging them to use just pallets. With the map reworks on the way, I feel like changing bloodlust and window blockers so drastically might be a little overkill, making some tiles nearly unplayable for the survivors while not really addressing the more problematic loops.
I knew someone was going to bring up LT wells eventually because this is where my system fails. However, I have a fail safe to my BL changes! :)
There could be a timer to the BL system. If a survivor vaults a window, they will have around a 7 second period where any window vaults won't count towards the BL counter (Numbers are just placeholders). This means LT walls won't get absolutely destroyed by BL, and the killer shack won't be destroyed as well.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/516338#Comment_516338
I also think if maps were designed better it would inadvertently buff the weaker killers and nerf the stronger ones by design. This would mean a lot of the weaker killer might not even need buffs if the maps were changed.
The issue with this is that at the rate they are changing maps it would take them years, which is why even though it would be the best change, we probably have to look at the next best option.
This being just buffing those weaker killers and small patching some of the map issues.
Although they do need to find a way to give killers more time for their objectives. They need to slow the survivors down somehow. Many windows are also just way too powerful and need to be adjusted. There needs to be more mind gameable pallets, there are too many just safe ones.
As mentioned before, windows should be blocked after 2 vaults instead of 3.
The problem is that survivors rely too heavily on pallets and windows to survive. This is why it's very difficult to nerf them by how much they need.
True, but fixing the maps where two strong loops don't spawn directly beside of each other should be a start. This means you won't have all strong loops in one area, but more of having a distributed amount through out the map. In the year 4 anniversary stream, they explained it better when they talked about reworking Badham Preschool to have better distributed pallets.
Survivors need more alternate ways to survive so that we can touch the windows and pallets appropriately.
Perhaps more LoS blockers and high vegetation would satisfy that "alternate" way to survive. Thoughts?
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@NoShinyPony said:
@C3Tooth Keep in mind that survivors are more likely to find the Ruin totem by accident when they have to run/sneak over the map to collect + deliver the gas. Ruin doesn't have to be too powerful combined with a 2nd objective.
I agree that the suggestion to rework Ruin to give Exposed status while carrying gas is a bit too powerful. We are now going into the very detail when we are talking about potential perks for this suggestion for a 2nd objective, but that's fine.
I think it could be possible for a perk to keep the aura reveal for a couple of seconds, as @NMCKE suggested, and say the Exposed status is applied for like 5 seconds. (Similar to Iron Maiden.)
Perhaps your Iron Maiden idea will satisfy! I know you really don't want Ruined to be changed, but I feel like it does because of this:
- It increases the generator simulator (We all know how fun it is to hold M1 for 80 seconds, AND guess what? Ruin adds more M1 action! Yay... so fun)
Currently, Ruin is the only band-aid fix to the gen-rush meta, so I'm okay with it extending the generator simulator (despite it being a VERY monotonous task). However, after your change, I really want Ruin to do something else because I'm sick of sitting at a generator for way longer than I need to. Ruin should spice up the gas can process since it's the most fun part about the survivors' objective! Why not make it more interesting with a Ruin change?
I refined the Ruin rework :)
Hex (Ruin):
Survivors will meet their demise if they dare to escape. Whenever a survivor gas generator, their aura will be revealed to you for 5/7/10 seconds and they will suffer from the exposed status effect for 30 seconds. Upon this Hex being cleansed, any survivor carrying a gas can will suffer from the exposed status effect for 60 seconds.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/516395#Comment_516395
That's why it would need to come with dedicated servers and rank rewards finally being implemented. Maybe even an increasing blood point bonus the higher you get as well.
EDIT: They may even find a way to include Devotion level in the matchmaking equation. Basically preventing high hour players from deranking intentionally.
This would all work, but about the part you edited in, I think it would be solved if there was a system that keeps track of your highest rank for the season. If someone was in high ranks and then a few days later they deranked to rank 15, that could cause a red flag.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/516360#Comment_516360
I start to wonder if the only solution to this is altering the number of pallets the system allows to be placed based on different rank brackets. Making enough for low ranks to be alright is destroying high ranks.
Wouldn't that encourage deranking?
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@NoShinyPony said:
First: Glad to hear that you realized that M1 killers are too weak against good survivors. :)
Concerning the main part: Blocking the window after 2 fast vaults sounds could work. Skilled survivors should still be able to make the chase last for quite some time.
The goal however should be well designed maps. (And don't forget, guys: Well designed maps are one thing. Another thing is that a 2nd objective is also needed.)
Concerning the main part: Blocking the window after 2 fast vaults could work. Skilled survivors should still be able to make the chase last for quite some time.
True, but this should help a lot with killers who are unfortunate enough to get bad map RNG.
The goal however should be well designed maps. (And don't forget, guys: Well designed maps are one thing. Another thing is that a 2nd objective is also needed.)
You and @Blueberry are on the gold when y'all said we need better map design to get rid of BL. Furthermore, I like the idea of making games last longer to compensate for bad map RNG.
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@Blueberry said:
I agree with your principle and the problems you found.
That said, I never think Bloodlust is the answer. Bloodlust is a badly designed band aid fix for the games terrible map design. If we properly fixed the maps we wouldn't need Bloodlust.
Maps are the core issue of the problem.
+1
You're right, we wouldn't need BL if maps were perfectly designed (EX: Jungle Gyms shouldn't spawn directly beside of the Killer Shack).
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I Don't Need Hooks - Get a 4k with the EGC
@TAG said:
Fishing Without a Hook - Kill a player without Hooking them once (Bleeding out or disconnects do not count.)
Actually, does the EGC count?
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/516097#Comment_516097
A Pro-Nurse would beg to differ.
As a console Nurse main, it depends on where the survivor is at. If they are in the open, they're dead and if they are around LoS blockers, time to start guessing on my blinks.
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/516034#Comment_516034
We all try my dude, the best we can do until something is fixed, changed, or considered for change.
Its the only thing you can really do in times like these.
True, we have to make good things from a bad situation. Hopefully, M1 killers will get some love because bad map RNG can mean the difference in a "GG".
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/516025#Comment_516025
Feels El Saddo my dude.
When they fix Loops though you'll expect this to not be as much of an issue anymore, that doesn't fix the gen rushing that apparently "Doesn't exist" so...
I made sure to get some highlights on my wild journey, and they aren't pretty. I admit I wasn't perfect and probably made some mistakes, but I did try and it wasn't enough.
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@FireHazard said:
Play Leather Face at Rank 1-4 and tell me how that goes, you'll understand EVEN more how most people who use Mid-Tier killers feel. But Leather Face is dumpster tier so thats a bit too easy...
Try Myers, Pig, Freddy, any actual Mid-Tier killers for like 15-30 matches and you'll understand why some of us want to commit death by DC. (Except I don't DC even in horrible circumstances, but you get the idea)
First chase, just got SF (Spirit Fury) activated. Most pallets were safe, so I had to break them or else I would get punished later. This is what happened soon after activated SF :(
NMCKE playing Dead by Daylight: Special Edition. View more XboxOne clips at XboxClips.com -
@Black_Fence said:
https://forum.deadbydaylight.com/en/discussion/67676/high-rank-gameplay-you-guys-are-right
I still feel it would boost bad killers *cough* Billy *cough* LF. Although I just wish they would buff stealth so we don't have to loop like morons all the time.
I think BL will boost killers against LT vaults if they loop them clockwise, but other than that, it should work as intended. I was thinking about all of the scenarios in which it could be used to boost killers instead of compensating them.
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@se05239 said:
Make it so that WGLF get a token for fully healing another survivor, on top of protection hits and safe unhooks.
Make WGLF and We'll Make It a single perk, plus your idea of tokens. We could have something very special after these changes! :)
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@NoShinyPony said:
@NMCKE Thank you for the feedback!
"Every gas should allow survivors to repair 50% of the generator."
Sure, why not. :)
"Will Ruin make games last too long?"
I don't think so. Since the survivors have to run/sneak over the map to get gas units, this increases the chances of Ruin getting found by accident.
Also, gens are currently done too fast despite Ruin. I feel that my suggestion would just give the killer the needed extra time. If it would be a bit too much, you could always slightly decrease gen repair time.
I don't think so. Since the survivors have to run/sneak over the map to get gas units, this increases the chances of Ruin getting found by accident.
True, you have a point.
Also, gens are currently done too fast despite Ruin. I feel that my suggestion would just give the killer the needed extra time. If it would be a bit too much, you could always slightly decrease gen repair time.
I'm thinking Ruin should do something else as a Hex because objective times are going to be increasing a lot with this change.
I'm thinking it should make carrying gas cans more dangerous.
Hex (Ruin):
Survivors' will meet their demise if they dare to escape. Survivors carrying gas cans will suffer from the exposed status effect, and whenever they gas a generator, their aura will be revealed to you for 5/7/10 seconds. Upon this Hex being cleansed, any survivor carrying a gas can will automatically drop them.
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Prove Thyself: 20% won't solve the problem because 3 survivors will equal a 30% penalty.
Prove Thyself:
Whenever you're repairing a generator with a survivor, you and the other survivors will remain at your normal repair speed.
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Ghost has sex with you and you die. It knows where you are and constantly comes after you unless you have sex and pass it on to someone else.
Ew, this thread is really nasty and should be closed in my opinion. Furthermore, I don't think the developers would want to animate something like that.
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No, we don't need to endorse actual killers by putting them into the game.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/513632#Comment_513632
Oh I have no idea what values I'd choose. They would never do this so I haven't put that much thought into it.
In general though I think pipping is too easy and I would probably put them quite high if it was up to me.
I liked the old pip system, it rewarded you for everything you did unlike the emblem system. However, I'm happy that they are moving forward with my changes on the PTB :)
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Dying Light:
Your Obsession's faith of escaping fades with time. The Obsession will have a 100% chance to unhook themselves. Everytime your Obsession is unhooked, every survivor with the exception of the Obsession will suffer a 30%/40%/50% repair speed penalty for 90 seconds. Hooking the Obsession while the penalty is activate will permanently deactivate the perk.
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I agree, this would make Legion do their job accordingly. Before the DW changes, it would be exploitable because there would be no way to dodge FF and prevent cheesey downs. Now since FF can't deplete the DW meter, it doesn't matter if you dodge FF or not (besides the first hit).
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Your idea has been added to the list.
If anyone wants to add something, please tell me what it is while explaining why it needs to be in the emblem system. :)
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The Thompson's Moonshine
"This ######### will really get you goin" -Billy
First cuss word on the forum! JK, I'm not really happy about it... :(
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@Blueberry said:
Looks good!
Also something else I'd like to point out.
There's a big issue with the relationship between Gatekeeper and Chaser.
Hypothetically if you got an iridescent Chaser you would have Iridescent Gatekeeper because that would mean that you are starting and ending chases very quickly. IE you are slowing down gens as best as possible. However this isn't the case. The fact that you can get an iridescent Chaser and still get gen rushed to hell netting you only a silver in Gatekeeper tells us there is a balance problem imo.
This inconsistency is evidence that killers simply do not have the appropriate amount of time for Gatekeeper even when playing the best possible bar like Nurse etc.
I think that's more of a core game issue rather than an emblem issue.
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@KaoMinerva said:
They've had enough damn time. We're tired of their bullshit!
I get that, but can you at least act mature about it? It's like this community goes apes when the developers screw one time in a while.



