RFSa09
RFSa09
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@VomitMommy said:
Eruption is so trash with this. Basically every kick is going to take 2 stacks for it. (1 kick, 1 down)
Ruin is going to be good, because it shouldn't count towards it, so you get kinda early game regression for free.
Blocking perks are going to be way better now.
CoB, Overchange should get buff with this. Those are beyond useless when it is so limited...
I wonder how Opression is going to work, but that CD is just way too high...
you don´t need 8 eruptions in one generator
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resident evil and saw attracted a lot of players to the game, I think they should be in ´´very impactful´´
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@Gabe_Soma said:
Low tier killers (Freddy, Trapper, Myers but also Doctor, Deathslinger, Clown, Wraith) don't get hurt by this since they all are M1 killers.
the obsession can for some reason step on a trap 4 times to make him lose all his stacks
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@Krazzik said:
The proposed '3-gen solution' seems like it should genuinely nerf 3-genning killers while leaving 'normal' killers unaffected, but what about 3-gens caused by the survivors?
It seems like if survivors 3-gen themselves, it's no big deal anymore since they can just play it slow and defensive and burn through the killer's kicks.
This is exactly what many were worried about, as survivors 3-genning themselves and the killer capitalising on it was seen as fair. Now survivors can just do whatever gens they want and don't need to worry.
idk why a ´´normal killer´´ would kick the same generator 8 times
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no, her old version was so bad, worse than freddy
ok lemme explain, she had a really bad stealth, bad mobility, her drones was just, you know, almost useless, it only worked for 3gen literally, only afk survivors get the exposed status effect, like, at least freddy works
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@tuttoinunavolta said:
Obviously I can only make a comment about the patch notes, since the PTB is not playable yet, but just based on the announced changes the upcoming version of Sadako really feels like what a lot of Onryō mains always wanted from the original iteration of the character. All of what made the first Sadako fun came back, the changes that the community suggested during the first rework's PTB were taken into consideration and implemented into the upcoming update, while still keeping some of the best parts of the current Onryō. It's shaping up to be a pretty much perfect version of the character, and I've already seen a lot of long-time Sadako mains agree.
Thank you BHVR for listening to the community's feedback, going as far as reverting an entire rework too!
it´s literally old sadako but the tape don´t give passive condemn, good i think
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@Gabe_Soma said:
Letting Survivors repair 5% of the total progress incentivises the killer to secure even more 3-gen now...
read the patch notes
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@GeneralV said:
I'm surprised everyone here came up with survivor perks. Because being a survivor means you have to endure an insane amount of pain every single trial (seriously, can you imagine how much it would hurt to be hooked? Chainsawed?).
I wouldn't want to go through that.
This poll had an interesting discussion about this topic:
i don´t think anyone here can like, be a killer you know? unless you´re a psycho sigma male or something
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lost-and-found:
You know how to take advantage of the resources available to you, and try to make the most of them
you see the aura of items left by dead players, when you pick it up the item will have 2x the efficiency it had before and will recover its charges by 50/75/100%
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natural insulation:
you feel uncomfortable whenever you are around strangers
Survivors and killers cannot read your aura if they´re 28/32/64 meters away from you, whenever you are within 16 meters of a survivor or killer, gain 10/20/30% extra speed in healing, breaking totems, blessing totems, opening chests, unhooking, walking, crouching and opening the exit gates
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not enough time:
you leave the most important things for later
While you are on the trial, the end game collapse will take 20/35/50% longer to end
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@TheArbiter said:
You get Bubbas that goof around? Jealous
every day, i love them
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i´m sorry :(
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What map were you on when this happened?
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@ryokoryu said:
So this morning I played a game vs some people and every time this certain Mikaela popped up on screen it would freeze for about half a second then unfreeze and nobody would be there no scratch marks. Every time this particular one. I had a fresh restart assume maybe last restart (less than 3 hours before) may not have fully cleared. Last match the same Mikaela same thing. See her model on screen and freeze. Every time it would happen I would be about to down someone and she would pop in looking like a regular body block but cause a freeze. I had been against others using the same skin a few times with no problems but it seems odd that specifically this same user in 2 different games caused freezes every time she specifically was on screen.
it happened to me today, i was playing pinhead chasing a private nickname kate denson, every time i use my chains or try to m1 her the screen just freezes and she somehow moved away, i 4k them but dude, what a ######### horrible match
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@xEa said:
DBD is not exactly famous for great map design. In fact, maps have even been ranked in the top 10 worst maps in video game history.
In this list for example, Haddonfield was ranked #5 worst map of all time. Inreview
I want to make the argument, that old Haddonfield is compared to Nostromo actually pretty good. With all honesty, i can not think off a worse map in any game i have ever played. This is all of course in perspective to what a map in certain games should be. Mainly focusing on fairness, how enjoyable the map is and last but not least how dynamic the gameplay is.
I dont want to go to deep into this, since the problems (the entire map is a big problem) are most likely very obvious to you. Still here are some:
- 1/3 of the map are dead ends. Left and right next to the main building are basically gameplay killers. Ramps are placed in the most awkward way possible.
- The main building is by far the worst we have in the game. All pallets are super weak and not playable. The windows are without ballanced landing certaint death. The loop in the main is just silly running around a circle.
- Walls and the enviorement are bumpy as hell. There is not a single game i dont pump my toe on some random stuff on the ground, both as survivor or killer.
- Every gym feels like a filler. They are the by far worst versions we have in the game. Most dont even have the possibility for checkspots. They are designed for predroping the pallet no matter what.
- Most filler pallets are very bad and mostly not playable. Most of them are not even 50/50s, just straight up loose.
- Windows are not playable. The only "playable" window is usable from one side. And even there, the dynamic is close to zero. The joke window at main is just silly. Whats the point of that? Another 50/50 nobody asked for.
- The "killer shack" Spaceshuttle is a random thing with nothing to it. No gen, no window, not even a pallet (there is a meaningless filler outside tho). This is basically 20% of the map and can be totally ignored.
- Gen spawns are terrible. Often i find 3 gens in the unplayable main building, sometimes gens are all clustered in the middle of the map or in the dead ends.
I know that some think Borgo is the worst, other dislike Saloon or RPD, but objectivly speaking, nothing can beat Nostromo in my opinion. I can not think of a single positive thing about it beside the easter egg.
What is your opinion on that map? Are there even worse maps? Should BHVR fix Nostromo and if so, how?
Kind regards
those ´´ranks´´ means literally nothing tbh, it´s not objective, and it´s maded by a human being
you need rng to get a good nostromo match, half of the map will have strong loops, the middle + main building have decent to strong loops and the other side is just bullshit confusing tiles that you need to get a stun or you lose, it´s such a weird map, sometimes strong for survivor, sometimes decent for killer and sometimes it´s just bad in general,
imo the real problem is the random trash and the hitboxes, like, nemesis, the ultimate hitbox guy have problems with this map, and the gens spawn are something too
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why is demogorgon (not the best killer in the game) better than nemesis (the best killer in the game)
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twins and every survivor besides cheryl
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imo
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change your binds!
i use:
L1 for running and hitting skill checks
square for actions like repair a generator, pick up an item etc
R1 for dropping pallets, vaulting etc
circle for dropping itens
L2 for crouch
R2 for items
X for ability 1
right arrow for ability two
r3 for event
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@MikaelaWantsYourBoon said:
I guess this is just new trend with BHVR's map design.
Borgo , full with dead zones. They said they fixed it. Wrong. Still huge dead zones and most of loops are terrible bad.
Red Forest, kinda okey but generators are so close to each other. If anti-3 gen works as promised, Red Forest will be fine i guess.
Coldwind maps are mostly full of dead zones. Many times map is not even spawning T L.
Nostromo, one of the worst maps in game. All of loops are garbage, main building is so big and garbage.
Saloon and Midwich never got any changes, like both maps are crazy bad for years but ignored.
Now we are getting balance changes for Ormond. I can't wait for more dead zones.
BHVR is improving some of their jobs, i will give that but one thing is never changes: Terrible map design.
borgo is ok, not strong, not weak, just meh, and there´s some really good loops, red forest is fine, coldwind maps are better than before, i think they´re fine besides the dead zones (half of the map), nostromo can be horrendous for killer or for survivor, like 2 jungle/pallet gyms back to back to main building to 50/50 pallet to a weird loop or just some trash filler pallets, the real problem is the hitboxes holy cow, saloon and midwitch are fine, the only problem is the main building, they´re getting better, not the best map design, but better than before
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you need to use a toolbox to get the skillchecks every 3 seconds, then it´s insanely powerful
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@jonifire said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3621914#Comment_3621914
That‘s what we have with killers right now. Survivor is infinitely unfun, because of killers getting everything in their favor. Only killers are allowed to have good perks. Skill is nothing that matters when all maps are just garbage reworks.
it´s not killer sided, it´s just less survivor sided than before, the game just can´t be killer sided because there´s 4 survivors for 1 killer, 4x more people should play survivor
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@tjt85 said:
Obviously, an escape through the gate or the hatch feels like a Survivor "win" for me, but It's a bit more nuanced than that. And let's be honest, as a not so good Solo Q player I'm not getting out all that often. So I have to get my wins in other ways.
If I get value from my stupid locker Dweet builds, that's a win.
If the Killer kicks my blast mined gen or chemical trapped pallet, that's a win.
If I get value from Diversion, that's a win.
If I can Plot Twist right under the Killer's nose, that's a win.
If I can progress a tome or a daily, that's a win.
If we get one or more Survivors out the gate or even power the gates, that's a win of a sort (and I can at least feel like I contributed to that). Of course, they're not really wins in a traditional sense, but it's fun things like this that keeps me playing.
For Killer, it's more straight forward. 3K is a win, 2K is a draw and 0-1K is a loss.
But I'm not tryharding on either side of the game anymore. It doesn't make me happy to play that way.
that´s it! it´s not a win if you´re not having fun
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@Pulsar said:
As a Killer, a 4K at 2+ gens is a win, anything else is a loss.
As Survivor, two people getting out is a win in this day and age.
4k at 2 gen or more is not a win, it´s a massacre
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nemesis - megaman x8 boss battle theme, i don´t know why, it just looks cool
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@BigHeadAss said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3620682#Comment_3620682
But the need never arises. Killers are so overpowered compared to survivors that it's honestly stupid that any killer (barring the completely new ones who have no idea what's going on) feels the need to tunnel out one survivor just because "the need arises."
It's just sad to see that killers will prioritize someone who's fresh off hook vs. the person who just pulled them off who is just as easy as a target.
I wouldn't call it insulting. Telling someone they suck if they feel the need to tunnel survivors after 1000+ hours in the game is completely justified in my opinion. DBD doesn't have these complex mechanics where you should ever feel the need to tunnel. Honestly, on the killer side, it requires a lot less if any thought unless you're going against a 4 stack. And that can be said for any game. If you need to result to cheap tactics to ensure results vs. just relying on yourself and your skill, then you probably should just give the game a break.
Sure, it's not against the rules, but I believe it should be heavily disincentivized solely because if you're good enough at mindgaming, even the most seasoned survivors can't stand a chance in a chase. Defending tunneling as a way to play the game is just a weird cope.
being good at chase will not save your match, you need good macro, know who needs to go back to the lobby, know how many gens are about to get done, if the team know how to be optimally altruistic, most of the time you need to tunnel someone out against full stack or actually good teams if you want to get the 3k or 4k orr guarantee your 1k or 2k
killers are not overpowered, the objective of the survivors is not kill the killer, the game is currently more balanced than ever (survivors still have badham, haddonfield, the game, garden of joy, gen speed perks etc, nurse, blight and spirit still tier S killers since realize but anyway)
it´s like saying ´´survivors using pallets? you can fix generators oh my god dude imagine needing to waste killer time like that, it´s so sad to see it´´
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better option: remove at least one of the 4 main buildings pls
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gen progression perks should be nerfed, not buffed, like the gen regression ones
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cool
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@Ethromel said:
What is up with the game not honoring survivors filling up the struggle meter, and STILL not breaking free? The game is extending the struggle meter TWO skill checks pass the struggle meter being full. This is a complaint that multiple people I have run with are saying, that the game is cheating and not releasing survivors who should have broken free. This happens even if Boil Over is equipped. Killers are (obviously) deliberately being given the advantage.
if the killer already started the hooking animation you can´t break out
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yes
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thanatofobia OP no way
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3620064#Comment_3620064
This is exactly what killers cried about for healing nerfs before medkit and circle got gutted.
People whined that healing was too easy, they nerfed the crap out of it so most people stay injured. Staying injured is complained about incessantly, sand apparently wasting time healing is too much and getting complained about too now.
At this point just come out and say it's too hard for you if survivors don't start out on hook at match start.
but playing killer and survivor (solo) is hard, you can´t make any mistake most of the time or you´re fcked
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@okaayletsgoo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3619518#Comment_3619518
You mean just like the killer taking someone out at 0 hooks, with no repercussions, in a survivors face? Almost like there's no counterplay? Stop complaining about something that is already in use by the otherwise unless you want both taken out.
sadako: take the damn tape, michael myers: tombstone is bs but you can counter it using lockers, gens, gates etc
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tunnel is and will always be acceptable, there is no point in complaining about it, and it´s not necessary most of the times
1st if the killer tunnels he is risking the entire game, because the tunnel depends on the survivor, if the survivor has off the record, dead hard, decisive strike you simply won't be able to win the game with this strategy (also, there is no difference between chase a healed survivor and an injured survivor with BT)
2nd chasing is fun, I want to be tunneled because i like chases (if my teammates try to do the generators)
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@jonifire said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3619650#Comment_3619650
MFT is only strong when the killer slugs and the 3% aren‘t really noticeable (getting to the point of having deep wounds is almost never and a completely different story).
Also MFT wasn‘t too strong before the nerf, the only problem was that the weaker killers suffered. For example ghost face: I play him without speed perks and he got unplayable at that time, because he has no power like huntress….
Second problem was the pick rate. Everybody blamed this perk for the longer chases, but except of those YouTuber, who claimed it is op, most people didn‘t perform better because of this perk. It helped a lot, but same goes for pain res.
mft was really strong, more 3% distance for every second running is a lot
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less than 900
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@ABAEX said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3619404#Comment_3619404
so you still think need give survivor free perk?
even now survivor have Buckle-up to Counter slug before all down, and unbreakable.
your win most of games is about 95%?
💀💀💀
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@ABAEX said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3618932#Comment_3618932
I'm talking about:
If you're not good, you should practice more. If you can't afford to lose don't play.
The slug is the good tactics, And the no hook is good decision.
If you keep think the slug need anti-mechanic and hook is better. Buddy. Why don't you prove slug need anti-slug-mechanicby play killer?
I think you have no idea what you're talking about, that's not the point of my initial comment
1: I'm great at playing survivor and I'm a decent killer, I say this because I recognize my limits
2: I always slug when I need to apply map pressure, but when the match is over I look for survivors so I can hook them, if they are in the corner of a map where I can't hook them I just watch them
3: I don't mind losing as a survivor, but I get angry when I lose as a killer because I always say it's the map's fault (haddonfield, pale rose etc etc) or something like that (even if I'm playing like a neanderthal) , but I usually win most of my games
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@RpTheHotrod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3619158#Comment_3619158
The game designers did say that the game is designed around 1 killer vs 4 individual players each with their own win condition and specifically NOT a killer vs a survivor team. I think maybe because they know that a whole team of 4 working together always would be incredibly strong, so they add some elements of the game that tempts survivors to do their own thing. Sort of an every man for himself mentality but understanding that working together puts the odds more in your favor. It's like an element of chaos. The survivor challenges that discourages effective teamwork is an example.
hmmm interesting
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@RpTheHotrod said:
It's because generators would fly even faster than they already would. All 4 survivors could just chain generators together and finish within a few seconds. Everyone slaps on distortion, and you can have 3 gens done before the killer could even find anyone. With distortion, you can quite easily avoid killers. Granted, there's ultimate weapon, but that's inevitably getting nerfed at some point.
On top of that, if everyone got a bonus to speed when working on the same gen, it would discourage killers from ever chasing anyone. If they chase someone, that's 3 people hammering out a gen in seconds. That means every chase would result in a guaranteed loss of a gen. The game would essebtially turn into running back to a gen constantly to scare away survivors but never following up with any of them with a chase.
I believe this case would be similar to what we currently have (3 partially completed generators after hooking your first survivor), but I still think that developers should benefit more survivors by helping each other (that's also one of the reasons I don´t like the concept of the hatch)
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@LordGlint said:
To avoid instances of having a gen pop before the killer can even cross the map to reach where the survivors spawned.
makes sense
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@jayoshi said:
A lot of you will disagree, I don't care. I'm tired of going against a killer is that is doing very poorly only to be able to easily slug people at the end because of one perk. A survivor shouldn't have to waste their time over finding totems that may or not matter at the end. It's very unhealthy that one single perk can do that much damage at the end and/or waste so much time during the game trying to find totems. That's all. How it should be fixed, I dunno. I'm not a developer.
you can say that to literally every survivor perk, survivors doesn´t need to do anything to use most of their perks, to use dead hard you need to lose a chase, to use unbreakable you need to lose a chase, to use DS you need to lose a chase, deliverance, etc etc etc etc, noed is a hex perk, hex perks need to be super strong/ overpowered because survivors can literally remove it from the game in 12 seconds
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@ABAEX said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3618345#Comment_3618345
If survivor down under the pallet, don't pick them up. because they may have Flip-Flop + Power Struggle.
hook survivor near hooks and camp until they in Struggle Phase.
(killer can wait 60s until Sacrifice. At this time, killer can destroy the generator and pallet.)
Repeat until all survivors die.
if all survivor down under the pallet, don't pick up. destroy generator&pallet first. if some survivor Climb off the pallet, then pick up and hook.
If all 4 survivors are downed at same position, Observe if they have a flashlight in their hands.
if they have more than 1 flashlight, don't pick up anyone, because they have Unbreakable+flashlight wait for killer pick some one up.
if killer pick one of survivor, the survivor that have unbreakable (A survivor) will get up heal other survivor up(B survivor)
and A flash killer res survivor C, Bsurvivor heal survivor D up.
dude, how do you do that if all 4 survivors are down?
what are you talking about dude
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@Astel said:
This looks very cool and interesting, which means devs will not likely to look at this, unfortunately.
😔
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@ABAEX said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3617478#Comment_3617478
what about 2 survivor use perk slug them self to Get an edge:
A: We're Gonna Live Forever + Buckle Up + Autodidact
B: No Mither + Plot Twist + Made for This
A、B、C、D is in External voice software.
so B can down at first A heal to get Autodidact Token and Buckle Up Aura of the Killer.
C and D can use that Information to Stay away from the killer in advance.
because when be heal, down survivor Cannot be bled to death.
dude, how do you do that if all 4 survivors are downed
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@jonifire said:
That‘s a very cool idea. They should make two variants, the old and the new one.
Decreasing the chests would be a useless offering. I never saw someone use the current one that does that.
The bear traps would either spawn on the ground and you can‘t move them or there wouldn‘t be any. One problem is the button limitation, which behavior prefers, would make it hard to bring that in the game.
I've seen a cheater spawn bear traps on the ground, the killer (clown) was able to rearm the bear traps, so I thought it might be interesting to have this in the game
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@CountOfTheFog said:
Can anybody define God pallets? Or explain why you're literally rewarded BP for dropping them? They do slow down the killers as they have to break them!
if you drop it you´re 100% safe
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bro, alien came out like 2 hours ago
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blight using addons
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you can just go to the exit gates and just make the suvivors leave the trial, you can´t do that as survivor
