PlaysByShady
PlaysByShady
About
- Username
- PlaysByShady
- Joined
- Visits
- 362
- Last Active
Comments
-
@Mandy said:
Enduring 2 reduces a pallet stun to 1.1s (down from 2s) watching that clip in slow mode she recovered in roughly that time as well so I can't see a bug here.
Fair enough
-
I like Otz because he seems genuinely nice and happy, and talks straight. There was another streamer who I used to watch a lot, until I noticed that almost every comment they'd make was some veiled reference to how great they were, etc.
Otz doesn't need to tell anyone how good he is. He lets his gameplay speak for itself.
-
@Shoottokill_Shinsou said:
https://forum.deadbydaylight.com/en/discussion/comment/2010457#Comment_2010457
Stridor counters spirits only counter. That's why its broken on her.
Wait, so you're saying Iron Will - which completely mutes injured survivors - is not broken. But Stridor, which allows Spirit to hear breathing, etc - which she needs because SHE CANNOT SEE YOU WHEN SHE'S PHASING AND THERE IS NO OTHER SENSORY INPUT AVAILABLE - is broken because Iron Will is doesn't mute 100% any more, but only mutes 50%?
Like... your idea of balance is for a survivor to be able to equip a perk (i.e. no skills necessary) that completely negates the only thing the Spirit has to track survivors during her power (which is the essence of her ability), and it's broken for the Spirit to have a perk that ensures this ability is always available, even at reduced performance?
Bruh, where you are guys learning these definitions for "broken", "balanced", etc???
-
@Azeroth said:
https://forum.deadbydaylight.com/en/discussion/comment/2010457#Comment_2010457
Her power is stay still? ######### bro u dont need skill for that ######### xD
On spirit it gives u advantage if u phase walking omg...
It's really hard to tell whether you're being sarcastic, or whether people really are this dumb to strawman a point.
Her power isn't to stay still... obviously! Her power is that she leaves a husk when she's phasing, so you're not supposed to be able to tell if/when she's actively phasing. You have to rely on (educated) guesswork, which is exactly the same that she has to rely on to make that tactic work!
Here's a tip. If you see a Spirit standing still... make distance!!! Don't camp a loop or pallet, etc, because you might lose the mind-game. Make distance, and she's forced to phase to catch up, but at least this time you can play a different mind-game knowing that she's phasing!
-
Here's a PSA... it is not the killer's role to make the game fun for you!! You do that yourself. The killer plays for their own amusement (which may or may not involve making the game fun for you, but is certainly not obligated upon them).
-
@Azeroth said:
https://forum.deadbydaylight.com/en/discussion/comment/2010139#Comment_2010139
Because she can stay still and animation look the same as phase walk, if she use stridor its overpowered.
Yes... that's exactly her power. You've just described what it does, not why it's (allegedly) broken.
And Stridor is available to all killers - how is it different on Spirit?
-
How is Spirit "broken"? Because you can't see her in phase?? That's literally the point of her power!
-
@Kellie said:
https://forum.deadbydaylight.com/en/discussion/comment/2007781#Comment_2007781
I’m not running two perks to counter one killer.
Right... because Q&Q + DWM only work against Spirit??
Well, I guess if that's the depth of thinking, there's literally no convincing people of anything other than to "git gud"
-
@Kellie said:
https://forum.deadbydaylight.com/en/discussion/comment/2005361#Comment_2005361
Those really only work against bad spirits. And hiding in a locker? Are you kidding me.
So, what you're saying is, you just want a button to outplay a good Spirit rather than actually developing the skill to outplay a Spirit yourself??
And yes, I'm completely serious. Quick & Quiet, and Dance with Me are things, y'know?
-
@Ihatelife said:
https://forum.deadbydaylight.com/en/discussion/comment/2005131#Comment_2005131
That's not the counterplay lmao
Learn what the definition means folk.
That is counter-play... it's called awareness. The killer just loses their stain and TR... they don't turn invisible, and they don't gain speed or other abilities. So you just need to use your eyes and look around a bit more. Simples.
Or are you expecting counter-play to just be "Press E to get out of danger" type of thing?
-
@Kellie said:
https://forum.deadbydaylight.com/en/discussion/comment/2001722#Comment_2001722
I shouldn't be running perks to counter a killer. BTW using perks isn't counterplay.
Learn to mind-game then. You can crouch, you can hide in lockers, you can fast-vault windows and slow-vault back through, you can drop pallets... seriously, how much more do you want??
-
Played as Nurse, reported for going through walls, and teleporting around the map, etc
-
Translation: we won't learn to counter mind-games or play our own, so please nerf the killer based almost entirely around mind-games to let us know she's mind-gaming us so we retain the edge in the chase
-
@AChaoticKiller said:
I don't understand how players find that play style fun, I personally can't stand tunneling or camping as either side unless it is reasonable like after gens are done.
You can play however you want but do you honestly have fun ruining other's experiences? That goes for survivors too like play how you want but playing just to kill the fun for the other side in my eyes makes you part of the cancer of this game to put it nicely.
This is the way - from the killer's perspective - the mechanics work. If you have 4 survivors alive - doesn't matter how many hooks - they can do gens. You can only chase one survivor at a time, which means there are potentially 3 on gens, which means that in around 90 seconds, you could lose three gens.
If you get a hook, that means one person is off a gen, but you still have two others who are potentially pushing gens.
If you play the round-robin game of hooking survivors sequentially, etc, you're only prolonging the inevitable conclusion that the gens are going to be done because there's at least 1 doing a gen (one hooked, one being healed, and one healing). In short, round-robin keeps the survivors in a situation where gens are being pushed.
But... if you can take one survivor out early enough, you severely bring the balance of the game back into your favour. And that can start to roll into a successful outcome (however you measure success).
At the end of the day, survivor mains need to realise that killers play for their own amusement, they want to have fun too. They're not playing for the survivor's amusement. So they'll play in a way that they feel successful... especially if they've had a series of back-to-back games with SWF depip squads, etc.
Survivors need to get out of this mentality that killers need to be fair to them, etc. That's not their role or objective. That's something survivors made up for their own amusement. I've yet to see survivors come up with a ruleset, etc, that focuses on the killer's amusement and enjoyment.
-
@jadedcaffeinated said:
https://forum.deadbydaylight.com/en/discussion/comment/1985058#Comment_1985058
losing collision as in they can't be bodyblocked by the killer or other survivors for a brief moment, they can still be hit
I'm pretty sure the collision is based on the hitbox - when a survivor gets hit, the hitbox/pill contracts momentarily to allow them to escape.
Also, body-blocking benefits the killer, particularly when done by survivors acting poorly, e.g. too many running for a window, etc. That's an almost guaranteed hit.
I think a better solution overall would be to allow a survivor that is standing still to be pushed.
-
@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1985064#Comment_1985064
So you seriously think that Survivors would stay still for at least one minute so that the Killer cannot hit them? Despite the fact that they are doing nothing even if the Killer is not nearby? And when they are nearby, they have ~60 seconds to find and hit the Survivor, who is doing nothing?
At this point I dont know anymore, lol.
I'm talking about a survivor being AFK, and coming back at their own leisure to continue playing the game as if nothing happened, while the whole time the killer has no idea if/when they'll be back and when he needs to go and check on them or whether it's a continual waste of time to keep doing so.
If you're gonna be AFK, don't queue! If you're gonna queue and be AFK when the game starts... sucks to be you, but that's your own problem.
-
@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1983773#Comment_1983773
It takes 1 minute for the first Crow to appear. How is a Survivor not doing anything bad for the Killer?
The Killer will not notice anything from that, unless they are the one blocking the Survivor.
Because it prevents the killer from achieving their objective... they've found a survivor, but cannot do anything to that survivor because they're standing still. Which forces them to having to keep coming back to check if the survivor is still there or not (and wasting time doing so) because for all they know, the survivor could now be active and doing gens.
-
@jadedcaffeinated said:
https://forum.deadbydaylight.com/en/discussion/comment/1983773#Comment_1983773
the idea was for them to lose collision, not to become invulnerable.
Lose collision = killer cannot hit them! How is that not invulnerability?
-
@Aven_Fallen said:
And still there is no way to escape those situations. Once the first AFK-Crow appears, the Survivor loses collision. Thats it and it is fixed. Neither Killer nor Survivors can take people hostage with that.
Wait wait wait... you're honestly saying that survivors should develop automatic immunity from the killer just because they happen (or are pretending) to be AFK?? Are you for real?? That's so ripe for abuse! It punishes the killer for something completely outside of their control, and puts them at risk of the survivor "coming back to life" and proceeding with objectives completely unaware to the killer.
Suppose two people are AFK, how is the killer supposed to end the match? That's essentially holding the game hostage.
-
@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/1972648#Comment_1972648
Firstly when did I say second chance perks were fine? They have their place but need to be toned down
secondly I have no problem with someone who is good at balanced killers like huntress blight and billy. My problem is killers like spirit require little skill to become good with but are also very potent
You’re making very baseless assumptions here
I didn't say you said anything. I said presumably you adopt a particular opinion. Now, I haven't done a search of your post history, but I'm willing to bet that if I did, I wouldn't see any threads started by you about how survivors have too many 2nd chance perks and the killers need some assistance. Presuming that to be true, it would seem clear that you're happy about that situation, juxtaposed with you making threads about how certain killers are too overpowered.
And even if you did think that survivors had too many 2nd chances, etc, you'd be in the minority of survivors who think that. You classicly missed my point about the wider issue to focus on your own personal take.
Spirit requires time to get good. You have to learn the mind-game. You have to learn to predict where survivors might go, etc. It's not the same physical skill as a huntress, billy or blight require. It's more of a mental skill. Different category altogether. And some people can adapt to that better than others. I can't aim for poop, so I'm useless with Huntress. But I'm better at putting myself in the survivor position and predicting where they might go... and because you don't like that, I have to lose the very essence of this killer??
-
@Phasmamain said:
I’ve been saying this but people still think there’s some unknown strategy that works every time.
I’ve tried tru3’s strays and everything recommended to me but they’ve only worked against terrible spirits
Anyone who thinks they have counterplay should do a custom against a good spirit and try them
But isn't the survivor adage against killers that play poor "git gud"?
So your argument is, if a killer player gets good at a killer... you want that killer nerfed for all players??
And yet at the same time presumably you're happy with the abundance of 2nd chance perks that good survivors can use to totally break the game. Breaking the game is just a perk of putting in the hours to get good enough to bully killers?
Interesting.
-
Same happened to me with Jane on Mother's Dwelling...
-
@ttvbardberd said:
https://forum.deadbydaylight.com/en/discussion/comment/1968178#Comment_1968178
But then I can just repackage that argument back up and say that because I've beaten and know how to counter a spirit well, I can still sit here and say she needs some sort of tweak, definitely not a nerf, but you can see by saying just because you play spirit and know how to counter her and have been countered many times doesn't make the issues she does have go away.
Err, no, you're literally wrong about that. Just because killer-players who dump 100's or 1000's of hours into getting good with a single killer doesn't mean the game is overly balanced in that killer's favour. That's a ridiculously poor argument to make.
An oft-repeated complaint about Spirit is that "ShE hAs No CoUnTeR!!" She absolutely does!
And another "StAnDiNg StIlL iS nOt A mInDgAmE", it absolutely is. See, the Spirit player has to take the chance whether to start phasing and hope you're dumb enough to stay at the loop, so she'll catch you, or whether you'll just run away in which case she won't see you. If you run and she didn't phase, you just gain distance. It absolutely is a mind-game, just not necessarily the game the survivors think it is... which is half the mindgame itself!
-
@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/1968133#Comment_1968133
Ask any spirit player and they’ll tell you she’s on the easier side and everyone knows her immense power
I am a Spirit player. Which is also why I know her weaknesses too. It's not like she doesn't have any. Survivor mains need to stop this fallacious thinking that just because they can't juke a good Spirit, it means Spirit has no counter. She absolutely does, because I've been on the receiving end of it many times.
-
I'm seeing a trend here with the OP... "pls nerf spirit... pls nerf nurse... they're too easy, etc"
Nurse has fatigue after every blink where her vision is obscured. She has to wait for her blinks to recharge. So many (oh so many) maps are bugged and her blinks get swallowed. And she's slower at moving than survivors. She can also get pallet stunned, and suffers the fatigue as well if it was a blink. She gets swing cancels (where after a blink, her attack doesn't happen... it gets swallowed) and she suffers blink-bug where she can't even blink for a period of time. And she can't blink if a flashlight is on her.
And you still want her ground down even more?? Are you for real?
Because people who've spent 100's or 1000's of hours to get good with her are consistently overcoming these issues and downing you, maybe? Instead of complaining about the other side, why not just learn to get better as survivor??
-
@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/1966888#Comment_1966888
I’m not saying killer is less stressful than survivor( well unless you play Freddy) but Spirit is still too easy for the immense reward you get from her
Too easy, and immense reward?? I really wonder how you've derived your measuring standard.
-
@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/1966269#Comment_1966269
Your pain grunts are reduced by crouching but she can still hear them
Using her power in short bursts alleviates the cooldown
Birds are going to be alerted by you first unless you have calm spirit and footsteps can be heard but by the time you hear them you’re dead since she moves so fat
mindgames can’t happen when you’re injured and she can hear you.
I know I can’t win every chase but I want my skill to mean something. Balance chase killers are huntress and billy
Yes, she can hear your grunts of pain... which meant she had to get a hit on you in the first place. And she can't see you while in phase, that's for you to use your surroundings to your advantage.
Using her power in short bursts alleviates the cooldown
There's still a cooldown, and she's still 110%. Use that to your advantage.
Birds are going to be alerted by you first unless you have calm spirit and footsteps can be heard but by the time you hear them you’re dead since she moves so fat
Birds are alerted by you if you run... who said that's the best move? Often times, as soon as you realise she's phasing, stop, crouch and hide somewhere, and let her mind-game herself. At the very least she'll have burnt out her power giving you a chance to run. But guess what... generally speaking, in a chase the survivors lose to the killer!
mindgames can’t happen when you’re injured and she can hear you.
They absolutely can. Are you going to vault the pallet/window or not? And if you can't play the mind-game, equip perks that'll help. I mean, survivors have got a whole ton of 2nd chance assistive perks... pick some. Don't blame the killer for your inability to play against her.
I know I can’t win every chase but I want my skill to mean something.
That door swings both ways. Spirit players who've learned to track and predict survivor running patterns also want their skill to mean something, and rewarded with a quick down. Plus, you can't presume your skill is such that you can escape her easily because - very clearly from your responses - it's not there. I've played as Spirit against players who've properly juiced me, their skill meant they escaped. You're not at that level, clearly. The solution is for you to get better... not to nerf the Spirit to empower you, because that'll completely break the game at higher levels of gameplay.
Survivors like to crap on killers all the time and complain that a killer is OP, but I've yet to see realisation that killers have to learn a variety of different skills, and they have a much harder more stressful role overall. The two sides are not equal, and killers deserve to get their kills in too.
-
@kreeper124 said:
The devs say there is no aim assist/auto aim etc but it's clear there is
Err, they stated quite clearly there's "aim-dressing"... which can cause you to inadvertently miss
-
Spirit doesn't need a nerf at all. You can't see her, but guess what... she can't see you either! And she can't hear you if you crouch.
She's 100%, ad she has a cooldown on her power too. And she leaves clues in the environment, same as you do (birds, footsteps, etc).
She's all about the mind-games, and you have to play them back - will you vault the window? which side of the pallet that you just dropped are you on? etc.
She's absolutely counterable. Do not confuse your inability to play against her as her being overpowered and in need of a nerf.
You're not meant to escape every game, all the time. There's four of you, split up, do gens, use strategy. End of.
-
@golubushka08 said:
https://forum.deadbydaylight.com/en/discussion/comment/1963938#Comment_1963938
No. I don't bother me to write here, because the only kind of players who re being heard of devs, are the killers.
Well, thank you then for your really insightful comment and helping push the discussion forward. Good job.
-
@golubushka08 said:
https://forum.deadbydaylight.com/en/discussion/comment/1957242#Comment_1957242
Killer is abusing some perks too.
Do you care to explain how?
-
I think the problem is the inability to see how perks - in their current state - can be (and are) abused, which makes it exceptionally difficult for the killer to maintain any kind of ground in the game.
DS currently gives a survivor literally 60-seconds of invulnerability. They can sit on a gen and crank it out, thus pushing forward their objectives. They also literally get a free escape if they happen to have been hooked somewhat near the gate and somehow get off... the killer cannot pick them up and they crawl away.
Now compare that with PGTW which got nerfed to 45 seconds. The killer has to scout the map to find a gen worthwhile to use it on to get any use out of it, whilst ignoring other survivors and chases, etc. In a lot of cases it literally comes down to "do I chase this guy I've come across, or go exploring?", and even if they go exploring its likely the gen they'd want to use it on might pop by the time they get there.
How in the world is it fair for a survivor who can heal themselves, or be healed by any of the other three survivors, to walk around with 60s of invulnerability, but the killer only gets 45s to use their perk or give it up?
Now you might argue that, "oh, the killer can use pop multiple times, there's multiple chances"... true, but he's also battling against 16 perks from the survivors. There could be 4x DS for all he knows.
And when you mix those with borrowed time, unbreakable, adrenaline, and OoO on comms (which extends one perk slot to all survivors if they're on comms), you can see how the game becomes survivor sided and the killer literally has to sweat in order to assert some kind of dominance.
The killer is supposed to be a character that's feared, that you run from. But with the current setup, more often than not (at experienced level of play), survivors see the killer as a plaything, because they've got a multitude of perks that'll keep giving them second chances if the killer does manage to get a hit on one.
The game should be about skill and tactics... not about which perk you necessarily brought, or how many crutches you're able to use.
-
I've had two:
Someone came into my stream after a game and starting being rude and aggressive... so I banned him, cba dealing with that.
He put in an unban request with what sounded like a sincere apology... he was just frustrated and venting, so I unbanned him to see what he'd say. He subbed as an apology :)
On another occasion, someone claimed I'd tunnelled them and came into my stream to vent... they got banned (I don't mind a discussion, but I won't take aggro). Their friend hung around to "argue" their case though, so we watched the VOD back which showed clearly that: (a) they didn't bother healing after being unhooked the first time, (b) they had ample time to hear my TR and get away, but they chose to stick onto a gen, (c) when I approached they literally ran into me (as opposed to away - it was in a corridor on Midwich) so I downed them, they then DS'd me, and I downed them again (no-one else around), and hooked them a 2nd time. I found someone else, took them to the basement, this guy got unhooked the moment I hooked the other person (so they knew I was in the basement at the end of the corridor) and he literally runs to me again... so I downed him at the top of the stairs and put him in the basement.
The friend conceded that he was an idiot and there was no tunnel. He literally gave himself up. Lol.
-
So people know and can see the other side after the game if they so wish.
I get sniped, tunnelled, etc, all the time for it. Comes with the territory. I still like watching the alternate perspective.
-
I find it funny how survivors wait until their rescuer has run across the map and reached the hook before trying this.
If you really want to meme around, etc, then try unhooking yourself before anyone runs to you.
Oh, you won't? Is it because you realise you have relative safety from going to 2nd stage from the person who did come all the way? If so, that's why it's toxic to repay that with an attempt which is pretty much an F-U.
-
Same... I got 7xxx points, and it only added something like 463 to the archive progression.
PC/Steam
-
I also think BHVR shouldn't do a health only chapter... only because every time they "fix" one thing, they break two more and I dread to think what'd happen to the game if they literally just focused on attempting to fix anything.
-
@Shi said:
Dev must use the same reason to nerf PGTW with DS.
After down different survivors, but DS is still usable.
Agree with this completely... if 60 seconds is too long to allow a killer to determine which gen they need to strategically kick, then it's also way too long for a survivor to have not healed up and find themselves being downed a second time. The 60 seconds is actually abused by survivors into tricking/forcing the killer to pick them up in certain scenarios where it can be impossible for the killer to win (e.g. if they're hooked near gates, etc... it's impossible for the killer to do anything).
-
I'm still an idiot... the video got uploaded twice, d'oh. Anyways, should be available now.
-
@Mandy said:
https://us.v-cdn.net/6030815/uploads/CPZBM6E8FU5W/8qxkqtu-5b1-5d.png
That's what I'm getting with the link...you can do a screenshot from the video if you like to save making anymore changes...especially if the tile number is visible. Thanks for doing this.
I'm an idiot... I opened the video to change the visibility... then got distracted by some forum threads and closed the window whilst forgetting to actually change the video... d'oh!
I have actually changed it to unlisted now, so I hope that works. My apologies for being a complete numpty.
-
@Moundshroud said:
https://forum.deadbydaylight.com/discussion/comment/1625999#Comment_1625999
We will have to agree to disagree. The problem is that your "sporting manner" is a subjective mess that is defined entirely by you, and judging (and shaming) anyone who doesn't play how you would like them to be. By default, if they aren't playing by what you consider a "sporting" way then they are unsportsmanlike? Do you see the clear implication? This is that sneaky move the goalposts thing. Players are responsible for their own fun. This is a competitive PVP game where the rules are completely transparent. Those rules are what define what is sporting and not sporting... NOT you.
Now you're just projecting.
Yes, "sporting" is mostly subjective... but as for shaming people who don't play the way I consider to be sporting?? You read that in of your own volition.
The question for this thread was based on an entirely subjective question... why does anyone care about the other side. I've given my reasons that are personal to me. Where you then take that and project other meanings onto it, particularly for other people, is down to you and nothing to do with anything I said.
-
@Mandy said:
The video is not watchable - requires a person to be subbed before watching, so we are unable to view the bug report.
My apologies, I didn't know that restriction extended to highlights...
I've exported it to YouTube, it's unlisted: https://www.youtube.com/watch?v=yQM9xBwk4-c#t=6m15s
The problematic area appears to be between the buildings next to the shack on the window side (i.e. away from the saloon), on the side that faces the main road.
-
@Moundshroud said:
https://forum.deadbydaylight.com/discussion/comment/1625983#Comment_1625983
We agree on SOME of that but there is one glaring exception. I believe the following:
- Do not cheat, i.e. use hacks or lag spikes.
- Do not disconnect; if you start a game finish it.
- Be humble in victory and gracious in defeat, i.e. no salt.
Where we differ is that little bit about "unsporting" game play you snuck in at the end. That is total, and complete garbage because it is entirely subjective, i.e. the parodied Survivor's Rules for Killers that Samination makes fun of frequently. Everything that is within the rules is sporting, that's it.
You're welcome to disagree with my opinion, but the point was the subjective perspective.
I like to play in a sporting manner... whether others choose to or not is not within my ability to control. The reason I care about the other side's fun is because I like to play in a sporting manner.
-
The amount of people that complain about Spirit having no counter, as opposed to recognising how to actually counter her, is too damn high!
The odds are not in Spirit's favour in a mind-game. At a dropped pallet, the survivor could: fast or slow vault the pallet, run around the loop, run away altogether (in a multitude of directions). The Spirit has to guess right to get a hit...
The problem comes in you having to be able to juke her every time to survive, whereas she just needs to be right once to get the hit. But that doesn't make her OP. You just need to recognise her power and the limitations thereof.
-
1) My DBD folder is 39Gb... I never realised!
3) Play the killer you like...
-
Because I like to play with people, not against people (even though we may be on opposing sides during the game). I derive my enjoyment from having a good match with fair (as far as possible) odds of success... not by beating the other side with hacks, exploits, or gameplay that would be considered unsporting.
-
I agree... killers should be super-slow and unable to apply pressure across the map by themselves with four survivors running around independently completing their objectives, especially when they might be on comms and able to lead the killer away to the opposite corner to where the objectives are being actively completed.
Please also make chases longer, and remove the weapons from killers. Survivor's don't carry weapons and that's unfair.
-
The engine-revving is soooo bad, it doesn't even fit within the rest of the sounds. I don't understand why it was added, it adds nothing of value.
-
Wait... why does she need this??
Spirit is all about the mind-game, you can't "fix" her by removing that mind-game. You might as well ask for the Nurse to not have blinks, etc.
You have tell-tale signs when you're close to her that she might be phasing (mind-game, remember)... one is that she's standing completely still. If you're at a pallet with her on the other side, how about instead of vaulting over it into her arms, run away from that loop entirely! It works!
Don't forget, when she's phasing, she can't see the survivor either, and the sounds are broken, so please don't make out like the game is heavily in her favour because she's got this one trick which requires YOU to make the mistake.
Spirit is fine. Leave her alone. Learn to mind-game better, or counter it by running away.
-
@JoByDaylight said:
https://forum.deadbydaylight.com/en/discussion/comment/1545114#Comment_1545114
I am actually just guessing by the cross-play Icon beside their name.
Which could just as easily be an Xbox player...