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PigMainClaudette

PigMainClaudette

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  • @AsePlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1010331#Comment_1010331

    Cheap tactics? You mean what their literal base kit is?

    Do you want everyone to be an M1 killer or something?

    I mean that GF, Myers and Plague actually earn their's. Billy and Bubba don't. I don't want ALL killers to be strictly M1, but ffs it's a utility tool that is also a super powerful weapon.

    @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1010331#Comment_1010331

    ???

    This is like saying Survivors shouldn't be rewarded with evader for using window vaults and pallets to extend the chases because using them is a "cheap tactic".

    And no. That's the Survivor's only option outside of flashlights. I'm saying stop relying on your saw unless you have Speed Limiter. You are literally cutting chases in half, so you should get half the reward.

  • How about no since there are too many Billies and Leatherfaces ONLY using their saws? You have a mallet. Use it.

    Or what about Plague with her vomit? Does she get the bonus?


    I like that the emblems do currently punish those who rely on what I would describe as cheap tactics. If this worked for Myers, Plague or Ghostface, I'd be fine with it. They have to WORK for their instant downs.

  • S H I R T L E S S M Y E R S

  • It has it's place, like punishing an obvious DS play or accidentally looking like you're tunnelling, but other than that, it's a total Richard relocation.

  • I had someone complain to me that I didn't go for their friend.

    It was EGC, against a Plague with Corrupt Purge active, 2 of us were in the gate in the other side of the map to her friend (long Autohaven map) with the Plague at our gate. Her friend was in struggle, and the Jane I was SWF with ditched, seeing a bad situation.


    Called me trash for 20 minutes until I said how much respect someone who calls themselves "Baby" (it was something like bbygirl..........) commands and that she made a stupid call and died.


    She probably reported me for gameplay sabotage or unsportsman. My games haven't suffered. Just gotta remember that for every adult, there's about 20 children.

    Also, if you want a game, come find me. My name's different to the forums, but I can give it to you if you want.

  • Animal Whisperer needs a cooldown, considering how many crows you can set off at once.

    We've also had killers who are totally reliant on their power to get downs, as in old Freddy, and they were considered the worst killer in the game. It also seems really easy to cancel his power.

  • @SebaOutbreak said:

    Because Sabo is no longer meta, Calm Spirit is not very useful and only skilled players can make the most out of Iron Will.

    I also don't get why did you leave David out, he's not a DLC character... at least on PC. You can start playing with him right off the bat. I'd say David is a close second because of No Mither, but DH and We're Gonna Farm Forever save him.

    Lullaby for the Dark is still a DLC, just free.

    And yes, it is on Console.

  • Luck based perks. Aura boosting when very few people actually use aura perks. Items can be useful though, but not when the average mentality of a survivor is "YEET!" and they go to second phase instantly.

    @DetailedDetriment said:

    I find Claudette to be the worst simply because getting used to Self-Care is a garbage habit and shows lack of skill.

    It isn't THAT bad. I've also found that lower ranks are way less likely to heal each other than higher ranks. Think of Self Care as more of an insurance policy at these ranks.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1000998#Comment_1000998

    There are A LOT of factors that can really diminish the effectiveness of that, as:

    1) You don't get that 7% penalty until you chase,down, and hook someone.

    2) 7% might not be terribly impactful if you don't get that first hook in a short amount of time

    3) In order to get to 14% from there, you need to get a second person before the first person is unhooked and healed.

    4) The Obsession can unhook and heal the first Survivor noticeably faster than normal, and you get no Dying Light benefit from hooking the Obsession. So if you go back and find that the unhooker is the Obsession who has already healed up the Survivor (which is not unlikely, as the healing boost from Dying Light is stronger than the healing nerfs from both Sloppy and Thana when not everyone is injured/dying/hooked), you can't go after the unhooker if you want the full benefit of the combo.

    I realise that, but this is still taking away from the initial discussion. This is just some logic that I somehow concocted while at work, then posted after a few drinks.


    What can we use to have the slowdown effect of old Hex: Ruin? I thought that Dying Light could have that effect. Maybe not.

  • Yes. Yes it was.

    I only want to get creative in my writing of fiction, and my roleplaying games.

    I do not want to come up with different ways to swear so that the mods don't ban me for inappropriate language. Isn't that right, @Inji?

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1000929#Comment_1000929

    I think the problem is that Dying Light only really does something even a little meaningful with Thana, and Thana is only useful on a small number of Killers.

    Thought I might mention it, because first unhook the Survivors are at a 7% penalty because of your perks. You get the person who unhooked. That's now 14%.

    They heal the other guy, so they're back to 10%. They're not on generators.


    You snowball it out by increasing the overall penalties over time. Making those precious last few seconds tick away while the survivors panic that they're all on the verge of death.


    Am I overthinking this too much? Probably. Then again, I also main Pig and my main tactic is to stall out with RBT and snowball kills.

  • @CLAUDETTEINABUSH said:

    https://forum.deadbydaylight.com/en/discussion/comment/1000963#Comment_1000963

    I believe that you don't try enough you beautiful piece of orange juice. If you freaking tried a bit then you would have to complain about something you really useful piece of human poopy

    (Hope you are not insulted btw xdddd)

    I work in Aus Liquor retail. Any day I don't get sworn at is a good day. I'm 6'6" and built like a mix of Clown and Trapper. People like a shorter version of Yui think that they can yell at me and get me to serve them over an expired ID that went out of date TWO DUCKING YEARS AGO.


    I am not kidding either. This is what I do for a living. 99% of the time, it's pretty fun and I have some good moments, but ravish my delicate behind if I don't wanna glass the Entity out of some people that I've met there.

  • @NullEXE said:

    Nothing can replace Hex: Ruin.

    Dying Light takes too long of a time to get a moderate reduction to gen speed. It's a weaker version of Thanatophobia, while turning one survivor into a super hero.

    Thanatophobia, as it is easier to stack then Dying Light. With the buffs to med-kits, and base speed healing others. It get's easily countered by that alone, and then requires you to take Sloppy Butcher just to become balanced, which many Killer's don't have the room for 2 perks just to cover repair speed.

    Pop Goes The Weasel is the closest contender, as a whole 25% of the current generator is handful, however the issue with it is that it only effects 1 generator at a time, and only usable when you hook something.

    Corrupt Intervention, as it may sound nice on paper - vs good survivors it will just push them to the gen's in the middle of the map, giving them an easier time during the 3 gen later, and at the same time tells them where the Killer spawned, and the direction they are coming from. It's really more of a benefit to the survivors than it is at reducing gen speed.

    What will replace Hex: Ruin however is going to be EGC builds with NOED and Bloodwarden, and basement camping builds with Iron Grasp, and Agitation.

    Myself am already running Make Your Choice, Surveillance, Pop Goes The Weasel, and Barbecue & Chili , as a 3 gen build, and so far have only gotten 4k's because they literally can't touch the last 3 gens without me getting on top of them.

    Funny. My favourite Pig build is Ruin, BBq, Surveillance and Nurse's.

    Great for the 3-Gen!


    I'm just trying to get people thinking about actually replacing Ruin with a worthy substitute, rather than just crying.

  • Making in Aussie not swear is like saying that Fosters is a good beer.

    It will not stop us, because it goes against our blood. Nor will we ever touch that pathetic excuse of a beer. Or recognise ScoMo as a worthy PM.

  • @CLAUDETTEINABUSH said:

    https://forum.deadbydaylight.com/en/discussion/comment/1000923#Comment_1000923

    Just swear but put these in front of the swear words like ash or sh*t or freak, synonyms are love

    But it's not the fecking same.

  • @Seltas0208 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1000906#Comment_1000906

    Anti heal isn't as strong as people say it is, being Injured can actually benefit a surivor on a generator if they run perks like resilience and dead hard.

    And then when all the gens are done that slowdown means nothing because adrenaline insta heals them

    It's more that Thanataphobia either forces you to heal, or take more of a penalty, when stacked with Dying Light. THAT is why I mentioned it.

  • @Accullla said:

    Like @Seltas0208 said, for dying light to actually be useful, you need to start stacking it quickly and get several very early downs. If you manage to do that, then arguably, you shouldn't even need any stalling, as you've already put enough pressure on survivors to tip the scales in your favour. You're better off equipping a decent tracking or chase perk instead of it.

    So, to answer your question, No - I don't think dying light will become meta.

    I understand that, but with the severe popularity of characters, such as Myers, Ghostface and Hillbilly, then having an instant-down would be super easy and able to apply the pressure quickly THAT way.

    And like I also said, you can stack it with other perks.

  • I just want a forum section where censorship of swears is turned off for specifically 18+ or those of us who are mature.

    Especially since I'm Australian, and it's literally half my fecking vocabulary.

  • @Seltas0208 said:

    To be honest. I don't think it will.

    You already have to be doing well to get a good benefit out of it.

    If you get one token by the time 3 gens are done then you might as well just be running a perk that'd help in the chase to make that 3 gen pop into a potential 2 gen pop. If you get what I mean

    @johnmwarner said:

    You have to hook people first, and each hook will slow downs three survivors by 3% which makes a gen take about 3 seconds longer...

    The math is underwhelming

    Did I forget to mention stacking bonuses with Sloppy Butcher and Thanataphobia? Mainly Than, but those two together are brutal.

  • @Volfawott said:

    https://forum.deadbydaylight.com/en/discussion/comment/996808#Comment_996808

    Hoffman would have technically fit the label of a dead by daylight killer a lot more considering he outright murdered people and enjoyed the brutality of it.

    John even though he was a murderer in the common sense he did have his own moral code about about whether he gave people chances or not so him not being it is understandable. Even though I could bring up a lot of points where the people he put in traps had no chance

    Amanda is probably the middle ground between Hoffman and John while she did murder people due to unwinnable traps and one mercy killing she didn't enjoy it like Hoffman did and most of it was due to her own mental instability.

    .

    All in all I'm happy we got Amanda because she was my favourite character in The Saw franchise however I can agree that Hoffman would have fit the bill of a dead by daylight killer better even though I do hate Hoffman with a passion

    Hoffman still was being used in the SAW franchise at the time, so getting the license for him would have been extremely difficult, especially since they were still writing lore for him.


    Having Amanda also fits my theory about the Entity extremely well.

  • That's only for other Survivors coming near you in phase 2.

  • @Tokkern said:

    https://forum.deadbydaylight.com/en/discussion/comment/996893#Comment_996893

    If your pc can't run the game, that's your problem. They can't balance the game around someone's outdated pc...

    What PC? Did you not read all of my replies/comments?

  • Eh. I see this only affecting the lower ranks anyway. Into the Void is kinda broken down there atm.

  • @Eye66 said:

    Lol "pros" on new ruin

    Refer to Baulder'sGate2's post if that's all you're going to contribute.

  • @Murcielago said:

    https://forum.deadbydaylight.com/en/discussion/comment/997471#Comment_997471

    And isn't everyone complaining about how matchmaking is and how low rank killers are against high rank survivors and vice versa if it does bring back a lot of people it likely more will join

    I've already covered the whole matchmaking issue, and a lot of people have.

    I did hear that there is a shortage of higher rank killers, though.

  • @Murcielago said:

    https://forum.deadbydaylight.com/en/discussion/comment/997234#Comment_997234

    The problem with that is it's still a hex and takes another perk to be good almost every good two combo perks aren't hexes once that hex goes you're now down to mostly two perks instead of three

    Well, yeah. But we have that problem anyway.

  • @Rlabotath said:

    I always use the comparison to Identity V, as the two games are similar, yet one fixes the major issue at hand: if you want to rush ciphers by taking repair characters, be ready to be weak af during loops. Minds Eye, fastest Cipher speeds beyond Explorer Password Pages, and if she vaults anything it's as if your grandma tried roll out of bed. Not to mention every "hunter" has tools to counter loops. Guard 26 has bombs, soul Weaver with her webs, Ripper by being "fast af boi." Play smart, and you win all the time, but that requires skill. Identity V also has smaller maps and Rocket Chairs (hooks) take 45 seconds a phase instead of 60. If Survivors want all four to live, which is encouraged, you're gonna have to not play the immersed Claudette in the corner while killer is on the opposite side of the map (lul). It forces action, and that in turn makes for more engaging gameplay.

    To the main topic of this post, since maps are larger, no timers are in favor of the Killer, and there's no weakness to genrush build, it's no wonder high ranks did the one thing they knew would work to slow the game down, just a little bit.

    I did say that this won't stop gen-rushing, and there are tools out there to help stop gen-rushing with toolboxes.

    As for Identity V, I've never heard of it.

  • @TutorialEntity said:

    https://forum.deadbydaylight.com/en/discussion/comment/997286#Comment_997286

    We've given them 2 years. We lost events, got multiple killers and perks nerfed, and multiple bugs/issues still not addressed, and outright ignored.

    Ok, then. Let's see YOU code an online game. Let's see YOU try to appease 2 groups of people who only stand on one of the two sides of your very specific style of game, and the people in between. You do all that, and deal with constant belittlement because one side doesn't feel appreciated enough.


    It's not called being a sheep, it's called being a decent human being and using empathy!

  • @NuclearBurrito said:

    Guys. 1 bad update isn't enough to overturn years of consistent (albeit very slow) improvement.

    Even several wouldn't be enough.

    We get that the devs suck at communication for the most part. But it's unfair to turn on them just because they have flaws sometimes, and the whole "oh they've shown their true colors now" thing is just total BS.

    We get it, they should word their things better and address ######### faster. However if you are going to complain at least keep it to what is actually true. The devs don't hate you and they do (eventually) get to solving whatever problems get found with the game.

    Their direct perk buffs have been great. EGC was (mostly) great. Oni once they fix his flick is cool. New Doctor is really cool and it sounds like he's being buffed after the PTB.

    Even new Ruin is still a good perk, even if it obviously won't compare to current Ruin (lets be honest nothing really can compare to current Ruin) and now that Peanits has explained more about why Ruin is being changed like this it even seems like it could be good in the long run.

    Basically the idea (according to Peanits) is that by removing Ruin the devs can see what the game looks like without it with a much bigger sample size. Obviously we (as players) expect to see gen rushing be a problem. If this is the case then the Devs should expect to see this and know the exact magnitude of the problem thus letting them address it properly with a non-bandaid basekit fix. However if they tried to address it immediately, then Ruin masking the issue makes it extremely difficult to implement the proper solution.

    Should they have said all of that in the dev update? Totally. But if you don't get blinded by poor details and look at the big picture you will see that the devs genuinely are trying to fix the games problems.

    In terms of actually succeeding they aren't 100%. But that's not the point. Biased devs wouldn't try to fix these kinds of issues at all.

    THANK YOU! Someone finally said it all!

    I felt like I was the only one trying to say that there is more to this problem than one perk, and that we should give it a little time.

  • @Eleghost said:

    There are a lot more pros to old ruin than you think any amount of time slowed during a game heck even them breaking the totem gives you something valuable. The main problem is not the ruin change, it's the severe lack of addressing why it was used so consistently. They are saying it's because people want their gatekeeper higher instead of the issue of the games lasting only a 4-5 mins. new ruin doesn't punish at all if someones on a gen and if you're chasing one survivor the other 3 are on a generator care free.

    That is why I did say that it can force the killer to split their attention.

  • @GaunterODimm said:

    https://forum.deadbydaylight.com/en/discussion/comment/997225#Comment_997225

    Exactly why the update is bonkers. Nerfing Ruin but still failing to address the issue with gen speed and maps? It's a mistimed update. You don't do an update this stupid and without thinking why this particular perk is used a lot and just go "Oh just wait for the toolbox nerf".

    You said this nonsense "The main things that they were topping off is that it was OP against lower rank players, near useless at higher ranks and they wanted to change it to be more consistent in ALL ranks." When the developers never mentioned this as one of the core reason to nerfing Ruin and in fact the whole post begs to differ. There's a limit to faking argument points, mate.

    "Mobility killers also already rule the game, so that argument is lessened." So that invalids the whole argument? Hey guys just use Billy 24/7 don't use any other killers!

    What a joke.

    Nurse, Billy, (to an extent) Demagorgon and I never said invalidates.

    You also have Myers and Ghostface in top ranks, who have instant downs.

    The toolbox or generator nerf will soon follow with Ruin falling out.

    And they did mention the consistency thing, across the forums. If you ever actually looked.


    Calm your farm. It's not the end of the world, and it's just a game.

  • @Murcielago said:

    You can't use pop with new ruin up at all

    This is true, but there are new perks that the new Ruin does synergies with better. Surveillance and Dying Light, for example.

  • @Reaper_xx said:

    https://forum.deadbydaylight.com/en/discussion/comment/996893#Comment_996893

    A lot people are whining about the doctor making people scream and how hard ruin skill checks are. Most of them are new.

    Stance Doctor is way stronger in the lower ranks, yes. Blast Doctor will be more consistent in all ranks, and retaining his role as a PRESSURE KILLER.

    And ruin checks are a nightmare for not just low ranks. It's been well documented my issues with it on consoles.

  • @GaunterODimm said:

    https://forum.deadbydaylight.com/en/discussion/comment/996840#Comment_996840

    I already played enough as both Survivor then killer and I concluded that it's bonkers so what now? Majority of my playtime with this game is on Survivor and I can tell you that this is survivor sided. Unless you're playing a mobility killer which most killers aren't then Ruin is flat out useless for them.

    They said none of that reasoning in the patch notes, What are you on about? In fact they said that perk provides very little risk on behalf of the killer lmfao. Stop lying.

    Oh yeah it was so inconsistent that now everyone can just bring a tool box and go nuts. Bravo, Bhvr.

    We'll see the inevitable Toolbox nerf, and one that I have asked for before. And what am I lying about?

    I can't test on the PTB, so I can't lie about it's effectiveness.

    Mobility killers also already rule the game, so that argument is lessened.

  • @Peppa_Pigsaw said:

    https://forum.deadbydaylight.com/en/discussion/comment/996893#Comment_996893

    That sounds like poor optimization, in which case, thats BHVR's fault.

    It's a combination of controller input lag, my terrible Australian NBN and the fact that I'm using a medium sized TV with distance, rather than a close computer monitor. I CAN hit them, it's just a little bit harder.

  • @Reaper_xx said:

    https://forum.deadbydaylight.com/en/discussion/comment/996875#Comment_996875

    It is the new players who don't want to learn the game that are ruining everything.

    No, it really isn't.

    @Peppa_Pigsaw said:

    https://forum.deadbydaylight.com/en/discussion/comment/996867#Comment_996867

    Agreed, hitting greats isnt that hard and neither is finding the totems because totem spots are laughable at best.

    To fix the new player tactic all they'd have to do is actually put new players with other new players, but that requires a functioning matchmaking system, which we have seen is not a thing in DbD.

    And yes, it is. Not all of us are on high end gaming PC's. There have also been games with invisible totems for me, and by that I mean unless I was running Small Game, I'd literally never know of their existence.


    No I'm not a new player, I'm rank 6 Survivor consistently, I have been playing for a year and I'm on Xbox, which makes Great skill checks very hard. Before either of you ask.

  • In an ideal world, yes. If I down someone who just got unhooked, I'll literally ignore them. It's just a spiral of toxicity at the moment, for what feels like L I T E R A L L Y E V E R Y O N E E L S E.


    They find one person who's goal is to ruin everyone else's play, then they try to do the same thing to that person and the cycle continues until it's only the norm and people like us are the only ones standing who move onto other games because we have friends who have picked up a new game and we all go and play that for a time, and keep bouncing through games, only to occasionally pick up the game, get done in by toxic players and ditch it again after one game.


    Welcome to online multiplayer.

  • @MakoaKeo said:

    https://forum.deadbydaylight.com/en/discussion/comment/996829#Comment_996829

    first point: Vaulting and dropping from high places are also common things that do not trigger exhaustion normally. Why should one perk be effected with this?

    Second Point: You twisted the example I gave you. In the example I used, the survivor was hit, rushed to the hook, unhooked a survivor, **THEN** used dead hard so that the attack that would down them hit the unhooked player instead. There's no camping in this scenario, but just because the killer chased the survivor to the hook, Borrowed time is activated and no one gets downed.

    Third point: You didnt defend anything here. You just ignored the scenario I provided and went straight to the main survivor scapegoat of "camping op." I recognize that Camping is an issue and was the whole reason for this perk's initial creation/implementation, however I disagree that 90% of the time BT triggers is because "tHe KiLlEr iS a CaMpInG nOoB"

    1. Again, they gain a speed boost from Lithe and Balanced Landing. They become faster than a Bloodlust III killer.
    2. I didn't twist anything. You said chased across map/no exhaustion. I went for that point as presented. As for hitting the unhooked person, that seems like an aim assist problem. As a console player, it's happened to me a lot.
    3. I never stated numbers. Your example is an exception, I will give you that. However, if I had to categorise it under my two categories, it'd be under BAD PLAY. In which case, you let the person with Deep Wounds run off, down the person who used Dead Hard, then hook them.
  • @Hoodied said:

    https://forum.deadbydaylight.com/en/discussion/comment/996842#Comment_996842

    accidental discovery

    Accidentally learned about organs and how weak some are compared to others due to a simple YouTube video about the liver.

    i learned almost all of my knowledge on accident tbh

    Huh. Interesting.

  • @Hoodied said:

    https://forum.deadbydaylight.com/en/discussion/comment/996834#Comment_996834

    You are not the only one. I creep people out with that knowledge too

    How do you know? Martial arts?

  • @GaunterODimm said:

    Someone explain to me why the patch note lists three benefits for Hex ruin but all of it are for Survivors?

    Lol.

    Killers can stop complaining, go on the PTB if they're on PC and experiment for themselves. Also, 200% regression speed is a Survivor sided thing?


    The main things that they were topping off is that it was OP against lower rank players, near useless at higher ranks and they wanted to change it to be more consistent in ALL ranks.

  • I freak out people with my passionate love for horror movies and knowledge on how fragile the human body can really be, and explaining ways that you could easily cripple someone for life.

  • @MakoaKeo said:

    https://forum.deadbydaylight.com/en/discussion/comment/996818#Comment_996818

    Right, lifting a person off a hook higher than their head who weighs at least half or more than their own body weight while running from a killer displays no output of exertion on the rescuer's behalf.

    If you read through the thread, you would have seen the example i gave before where the killer is chasing a survivor from half-map away, who gets a survivor off a hook then proceeds to dead-hard away from an attack. There's no camping in that scenario.

    Think before you post, please.

    I read through the first page initially.

    Now to dismantle your points you have just given me:

    • Lifting the survivors: This is a common thing in game that does not trigger Exhaustion normally for anyone, so why should one perk be affected with this?
    • Killers chasing people across the map: Doesn't matter for Exhaustion anyway, because it is triggered by the initial Exhaustion PERK or Killer ADD-ON. Not the Survivor literally casually jogging.
    • Camping: A lot of time I see Borrowed Time being used, and in the perk description, activates in the killer's terror radius. This means that the killer must be close. BAD PLAY or CAMPING. That thing I said.

    Maybe take your own advice and think before you post, please.

  • @MakoaKeo said:

    https://forum.deadbydaylight.com/en/discussion/comment/996780#Comment_996780

    why bother? so you can contribute to the discussion instead of ignorantly spewing nonsense

    Like your original idea? What EXHAUSTION is there to be had with borrowed time? All the other exhaustion perks have the player actively overexerting themselves for a speed benefit.

    Your idea taxes people for using a perk that almost seems mandatory because one side is basically forcing them to do so, so rather than nerfing one of the few options Survivors have, how about trying to change how Killers operate as of late?


    There is no LORE reason. There is no MECHANICAL reason. This just sounds like a dumb idea that is unfounded, and unnecessary. Go and punish bad Survivors for making stupid plays, or stop trying to camp and tunnel people out of a game.

    How about that?

  • Amanda was a KILLER. Kramer wasn't. She created rigged games that would kill people off, and she was way easier to manipulate than Kramer. It's as you said, John NEVER killed anyone. Even his first test subject, Cecil, literally broke the device he was in and went to attack John, so sidestepped and let Cecil fall into a thing of razor wire. It was Cecil's CHOICE to stupidly attack John.

    Kramer gave them the tools to escape. Amanda didn't.


    There's also licensing, and the fact that the original SAW series was still being made at that time, and Amanda had been killed off......

  • Now, look. Just like my post of "Ruin: Old vs. New", this post will be ignored because of the confirmation bias that's sweeping through the forums.

    Or, like a lot of other posts, you're just going to get told you're wrong in colourful ways.

  • What did you do? NoED a Claudette who did the objective all game, with you Hillbilly sawing/tunnelling everyone else?

    I'd tell you to learn how to play if you were relying on cheap crutches like that. Especially at high Purple ranks.

  • @MakoaKeo said:

    https://forum.deadbydaylight.com/en/discussion/comment/996772#Comment_996772

    this has been stated multiple times and even played out in a scenario i depicted myself. read the thread before commenting.

    Why bother? 95% of what I see on here lately is people calling the devs names or calling each other stupid.

  • Good killers would go after the person unhooking.

    Change MY mind.

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