RoboMojo
RoboMojo
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- RoboMojo
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Comments
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It depends, for the longest time it was just something I did because I thought it was goofy looking. Now I do it for when I’m being camped. Personally I wish that the hooked survivor’s aura changed colour when being camped (blue maybe?) with the colour changing in intensity depending on how close the Killer is.
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Absolutely. I honestly believe that if Behaviour were just more transparent then it would alleviate some of the frustration within the community. So yes to a roadmap, 100%
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They should make it possible to win as killer without needing to tunnel, camp or slug without making it feel too oppressive for survivors.
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Ace because he’s cool. Plus I tend to pick the characters who are Male, particularly if they’re white dudes because I feel like I’m represented in the game (Which is why adding survivors of different nationalities and ethnicities is a good thing)
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@RamblinRango said:
https://forum.deadbydaylight.com/en/discussion/comment/1823977#Comment_1823977
Fair point. The extra perk slot is reason enough to switch them out IF you think you can pull off the perk which I don't think I could, or wouldn't bother, just playing normally like you said
I might give it a try but Bond + Open Handed has proved itself time after time for me and you gotta remember OH boosts Kindred too so if you're going to run it, might as well have Bond and complete the build
That’s understandable but think of it like this, with aftercare you could run say... Aftercare, Kindred, DS and an exhaustion perk. Whereas with Bond + open handed then you have to make a decision. Do you risk decreasing the team’s efficiency and remove Kindred? Do you risk being tunnelled and remove DS? Or do you get rid of an exhaustion perk and risk going downed quickly if the killer is competent? With Aftercare, there is no decision required. I can understand that Bond + open handed may be a comfort pick for you though and it’s not a huge deal if you don’t have a jack of all trades build lol.
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@RamblinRango said:
https://forum.deadbydaylight.com/en/discussion/comment/1823784#Comment_1823784
Aftercare would be great if it didn't reset upon being hooked, which is the doing it right part. As a solo I don't want more things to worry about like pulling a perk off, so Bond + Open Handed is better just cause the consistency imo
I guess I'm one of people that underrate it lol
It resetting isn’t a huge deal really though. When I run this perk I can pretty consistently have at least one person on aftercare by the mid game just by playing normally. That seems pretty bad in comparison to Bond but it’s important to remember that aftercare also provides aura reading for you AND your teammate(s) which already makes it better for increasing the teams efficiency. The increased efficiency that you gain from bond can help the team too but aftercare increases your efficiency as well as your teammates. One of your teammates is on death hook and needs a heal? Well they can come over to me or I can go to them thanks to Aftercare. That’s just one example but I think I’ve made my case. Aftercare is not the best perk in the game but I can say quite confidently that the perk is decent, sometimes it’s even insanely good but that depends on the game, lol. Plus you’re only taking up one perk slot rather than two with Bond + Open handed.
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I use it because if survivors can use multiple second chance perks and not bat an eye, then by the good will of the entity, so will I.
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The prices are off the charts. For the price of one full cosmetic, I could also get two full characters or even 3 in the case of those skins for €15. It’s insane. When it comes to shards the characters are also stupidly overpriced. In my opinion, the game should just go full free to play. It would mean people who were hesitant to try the game before, might just give it a go.
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@Thanotos_Omega said:
I think one solution to this would perhaps be to change the hooking procedure to one where all survivors share it, so instead of focusing down one survivor to eliminate them it's get a total of 3 hooks to do it, solo wouldn't be super hurt by this as they can just move on to a new match if they get unlucky,
That would actually be worse, lol. Just imagine how frustrating it'd be if you essentially die on your first hook because your teammates were being super immersed after the second hook happened. The sentiment is nice but I don't think it'd help the situation.
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@CLAUDETTEINABUSH said:
I know that this goes against many people in the forums but hear me out. The definitions of tunneling and camping is actually not specific amongst the playerbase. To make it a bit easier for me to explain my points, let's just assume that the actual definition of camping is staying intentionally close to the hook, and tunneling intentionally focusing on killing one player.
There are many reasons for a killer to both camp and tunnel. For example, if all the gens are done and the killer didn't get any kills, it's entirely reasonable to camp that specific hook to secure a kill. Likewise, if a survivor already used their ds, and the killer can only find the unhooked survivor, it's also reasonable to quickly kill them so they can secure that one person is out, and the survivor team will in result be more pressured.
Does it suck for the survivor? Yes, a lot. But both are counterable.
The survivor team, in these kinds of situations, should focus on gens and either force the killer to leave the hook or force them to get a 1k.
Ds/unbreakable is probably the best anti tunneling perk combo. Having borrowed time can assist you in camping situations, deliverance is also extremely good.
So, in conclusion, camping and tunneling are both counterable. It is a really mean way to play the game, but these are simply infective strategies if the survivor team does their job.
(Edit: misleading title, sorry :3)
Camping and tunnelling aren’t counterable for the person being camped or tunnelled unless they or their teammates specifically bring stuff to counter them. If you get camped or hard core tunnelled without DS then I think it’s safe to say that you’re probably going to die and there’s not much you can do. Can’t deliverance if you were the first one downed or if you didn’t get an unhook. Camping and tunnelling is especially scummy when paired with noed as you can occasionally guarantee at least a 2K with no skill required. You mightn’t pip, but If anything, these people would probably be happy that they’re deranking as now they’ll have easier opponents. I don’t think it’s possible to make these things bannable as sometimes there’s little choice for the killer. As you mentioned for example, sometimes You keep running into the unhooked person and their teammates are being immersed so you have little choice but to tunnel. I’d personally prefer there to be some kind of reputation system so that people who regularly camp and/or tunnel gradually worsen their rep if they do. That way, occasionally camping or tunnelling wouldn’t be all that punishing, but people who rely on these tactics to get kills will tank their rep.
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Keys. I always dodge the lobby if there's a key. Everything else is fine though. Oftentimes swfs are just a bunch of people playing with friends. Sweat squads are rare for me at least. Then again, people's definition of a sweat squad can often differ.
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@Saltjar34 said:
As an item that doesn't cost real money, then sure. I'm surprised that they aren't on every male survivor already given the simplicity of an item like that.
Edit : For now, the Lady Killer Loafers are the closest thing to that. They're basically a pair of white pants
Yeah, even if it was just a recolour of the default ones, I'd still be happy.
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@Vetrathene said:
https://forum.deadbydaylight.com/en/discussion/comment/1812516#Comment_1812516
No no, originally they where intended to have impact, but at some point the devs decided they didn't want that. Its fair to say they changed thier mind, which is fine, but its not what was ever intended.
Fair enough. Dbd back in 2016 was almost a completely different game I hear so it makes sense the Devs would change their minds on many things. Personally I just wish that this mori change had came way way earlier. For how simple of a change it was, it sure took them a long time to implement it :/
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@danielmaster87 said:
Well now the dreaded ebony mori is now as useless as 70% of pink killer add-ons. If it's an ultra-rare and it costs 7000 bp, why is it weaker than some common stuff?
Because it’s an offering, not an add-on. Last I checked, the vast majority of offerings have little impact on the game and is seemingly intended that way. The only one I can think of that’s actually decent other then old mories was the one that let all survivors spawn together. Even then though, Corrupt often hard counters this if you run it. There was nothing that could counter a Mori lol.
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@BattleCast said:
Monstrous Shrine
After hooking a survivor in the basement and while 32 meters away from the hook, Monstrous Shrine activates and grants you the undetectable status effect until the survivor is unhooked or sacrificed.
If the basement has 2 spawn locations on the map, both basements will spawn.
Monstrous Shrine can only activate once every 100/110/120 seconds.
Vigil
Allies within 8 meters of you do not suffer from Blindness, Hemorrhage, Mangled, Broken, or Oblivious status effects. Once they move outside of this range, the status effects return to them with the remaining duration.
I really like your idea, especially since it discourages camping.
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@chargernick85 said:
https://forum.deadbydaylight.com/en/discussion/comment/1811407#Comment_1811407
Dying dying creates a super obsession, get no tokens from them, does nothing to cleansing, and erases if your obsession dc/quit or dies. So **** dying light and your comparison of it to my perk. :)
But what you described was just a different dying light. Hell, outside of builds dedicated to getting people to the basement, your monstrous shrine is arguably worse then dying light lol. Stacking monstrous shrine and dying light could be problematic too but I dunno about that one.
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@Bard said:
Nope. They're entirely comparable.
Keys can be (mostly) fixed with a single number change.
The hatch stays open for 30 seconds after being opened by a key right now, allowing the entire team to hop out immediately.
Lower that from 30 to 0, meaning only one person can escape like that, and keys are suddenly a lot more reasonable, since they're incredibly selfish and greedy.
Then Keys would just be used to sandbag by leaving, even when they’re team really needs them. Personally I think Keys need a more comprehensive rework, not just a number change.
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@Callmehandsome said:
https://forum.deadbydaylight.com/en/discussion/comment/1807895#Comment_1807895
You greatly underestimate strength of keys. I play mostly duo SWF and if one of us brings key are success escape rate is definitely above 80%, in 4 man SWF it's almost impossible that none of us escapes specially if keys are involved lmao. The thing is that if 4 survivors repair to different generators to eliminate killers chance to put pressure, he will lose 3 generators first 2 minutes of the game. At that point we only need to repair ONE generator to guarantee that 3 survivors escape with the key (if killer manages to kill one of us). So yes keys are quite OP
I didn’t say keys were fine? I just said that mories were more overpowered. Realistically, keys are only super OP if you swf, for the reasons you said. In solo que, the killer can hit you with franklins and then you’d drop your key and probably not get it back because... Well, solo que! Unless of course you pull a last second swap into a key in the lobby but that’s an entirely different discussion, lol. I’m not arguing that keys are fair or don’t need a nerf. I was simply saying that you claiming that the devs were defending keys by saying they were less powerful then a mori, was not exactly fair.
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@Callmehandsome said:
https://forum.deadbydaylight.com/en/discussion/comment/1805708#Comment_1805708
If you read closely what they have said here, like defending that keys aren't as problematic and suggesting that mories were much stronger.. you can guess that key nerf won't be neaarly as severe as mori nerfs (which are bordeline useless now lmao). You want my guess? keys work exactly the same, but less survivors can escape at once. Maybe something like purple key one survivor escape, skeleton key two survivors escape.
But moris were more problematic. The survivor isn’t going to open the hatch with the key every single game. With a mori, it was guaranteed to get you a minimum of 1 kill. That’s assuming that the killer is bad by the way, a decent killer could 4K every single game with the old moris. Just because Moris were more powerful doesn’t mean that keys aren’t a problem. The mori change was literally just changing a number from a 1 to a 2 whereas keys will likely require a full rework. That’s probably why the mori change has come first. I hope that keys will be changed to do something else entirely but you never know. Tbf items should be stronger then offerings but yeah I hope you’re wrong.
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@OllieHellhunter said:
Yellow mori made base kit, other 2 removed entirely
I agree. Quite a relatively simple change too. It rewards the killer for doing well but doesn’t have the issue of whether it’s too strong or too weak. It’s quite fair really.
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I would be fine with changing it to “Get 4 hits with punishment of the damned”. I don’t usually have a problem with the pyramid head dailies as of now as I main him. If you just want to complete thd daily as soon as possible then you could slap on the duration the trails remain in the environment add-ons and use infectious fright. When you see infectious proc you can cage the person you just downed and then immediately start chasing someone else. If you’re keeping people tormented consistently then this should be achievable in a single game.
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Yeah I hope this is addressed soon as well. Myers probably won’t be changed for many months tho so I just hope I don’t face a myers with this in the meantime.
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/1805182#Comment_1805182
I haven't seen a single key today.
I mean there still is the threat of just being tunnelled. Yeah you can’t be mori’d now but if the killer tunnels you then you’re still going to die. It’ll just take more of the killers time. Selfish players probably wouldn’t use keys for that reason.
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@Kebek said:
https://forum.deadbydaylight.com/en/discussion/comment/1805145#Comment_1805145
They'll love it as much as I love getting constant keys in my lobbies now that key nerfs didn't come out at the same time as mori nerfs.
I’m sorry for the passive aggressive comment. It’s been a long day and I still have homework so I’m a bit grumpy. Personally I just dodge lobbies with keys. Maybe it’s more of a problem now as moris were nerfed but still, you don’t actually have to play against keys. If you see a key in your lobby and decide to stick it out then by all means be my guest. Just don’t be that guy who ruins the fun for everyone because you’re annoyed at a change or a lack of a change. We’re all people just looking to have a brief escape from life and have some fun.
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@Kebek said:
I'm about to use all my 150 purple tombstones before they manage to ruin them too.
I’m sure the survivors you face will love that. Nothings more fun then being mori’d before you were even hooked once :)
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In my opinion, I think they should’ve just removed the offerings entirely and made the yellow ones base-kit. That way they could just be a cool thing you get to do every now and then if you did well. I don’t think that was ever an option for Behaviour though because I heard that they really hate just scrapping offerings and stuff of that nature. A bit silly in my opinion but I’m still thrilled that they nerfed moris in the first place.
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Ace is my favourite by far. He’s rather quiet so iron will doesn’t feel like a necessity and he also has some great cosmetics!
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As a killer main, I agree that killers on average are more likely to be scumbags. I’ve started to play more survivor recently and the amount of people who just blatantly face camp or tunnel even when they’re doing fine in the match is staggering. I basically have to bring DS damn near every game because there’s like a 7/10 chance that the killer will just tunnel. If there’s no obsession then tunnelling is even worse because they don’t even have to fear a stun so yeah. I say all this knowing that I’m not some perfect person. If I’m having a rough game then I might decide to tunnel someone out of the game so I have a fighting chance. Tunnelling even when you’re doing just fine is definitely not something I’d do intentionally though. Sometimes it can’t be avoided if the unhooker is immersed though.
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New gamemodes, all I want is the bugs to be ironed out and new gamemodes to spice up the admittedly repetitive gameplay loop.
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If I'm not mistaken, most people would be totally happy with a 3K. Besides, does it matter if that last person gets out? NO, you still won by that point. Slugging for the 4K is understandable if you're going for the Adept but otherwise, it's just extremely sweaty and unnecessary.
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Dead dawg has like three platform gens which is really annoying. Yes the pallets all suck but the main building is insane if you don't break the breakable walls. Plus I think at certain angles, the shack is considered to be on an elevated position which sucks for Pyramid Head and Doctor.
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I can forgive them IF they right their wrongs and also never release a patch like this again. Above anything else, I just hope DBD gets some genuine major competition. DBD's position as having a monopoly on the asymmetrical horror genre has obviously led them to become complacent. This isn't the first time they've released broken patches (Obviously not as bad as this but still). If they had competition they couldn't even consider pulling something like this or they'd tank their playerbase as pissed off players would move to the other game.
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That’s a no from me, Chief. I don’t feel like getting tunnelled today.
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Unfortunately, as of right now at least, you can't. I'd love cross progression for PS4 too because I'm also getting a PC but I'm afraid Sony and Microsoft seem to be less obliging when it comes to cross progression then Nintendo. Perhaps it'll be possible in the future but for now, you can't sync your progress I'm afraid.
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Yup definitely a bug. If they’re on death hook and tormented, then it’s supposed to allow you to perform the ‘Final Judgement’ (mini mori).
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Remove the basic attack requirement and it would probably become a staple on my Pyramid Head build. Other then the basic attack restriction I think the perk is in a decent spot. It's good, but not so good that it feels too oppressive.
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I adore this game and I had been having a ton of fun maining Pyramid head. Now in saying that, the game is feeling rather stale. More and more matches are becoming frustrating instead of fun and I feel my skill is deteriorating rather then remaining stagnant or growing. I feel like it's way harder to 4k with ol' pp head this week then it did last week and Pyramid head is starting to feel rather stale after playing him almost exclusively the past two months. I've tried playing my old mains though (Trapper, demo and doc) but they just seem so much weaker and less rewarding to play that I find myself just returning to Pyramid head. When I play Survivor it's just camping killer after camping killer. I think I need a break from the game as I usually come back to it with a clear head with a few month break but I just can't because I'm essentially addicted to this game. Most of my days are spent playing DBD or thinking about DBD when I can't play it. Anyhow, my vent is finished. Now go on and have a lovely day you lovely people.
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The Devs haven't given out codes for Cheryl sweaters yet if I'm not mistaken. That must mean they're hacking right?
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Doesn't matter to me. Either way the grass would be useless for Trapper :(
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Object leeches what little fun can be had playing trapper in the first place. Delete Object.
P.S. If you use Object then you are an #########. Just want chases my ass.
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I've always wanted some kinda kwf mode. I don't think it'll ever happen but I'm holding out hope regardless. A 1v1 mode could be really fun though for people who just want chases and nothing else.
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Good ol' pp head. Few things are more satisfying in this game then hitting someone without any los.
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I dislike Pig because I hate having to just run around searching the boxes to get my trap off, especially since a lot of the pig players I've ran into will usually go for the people on the boxes because they're an easy down which is just boring and frustrating. I put Trapper where he is because if you run into a trap then it feels less like I was outplayed and more like he got lucky, plus I don't really enjoy things that end chases prematurely. I still like Trap Daddy though. Myers and Ghostface are where they are because it doesn't feel good to have them to finish their 99 and insta down you. It doesn't feel like I was outplayed and more like I was just in the wrong place at the right time and went down for it. I put Wraith where he is because I just didn't know where to put him but most of my matches against Wraiths were relatively pleasant so I just plopped him in 'very fun'.
Other then that though I feel like my list is fairly self explanatory. If anyone disagrees with my placements or just thinks I'm an idiot then feel free to attack me for having the wrong opinion in the comments.
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You should probably provide an 'other' option. I don't think it should be delayed THAT long. Bug fixes are all well and good but people will stop playing if we don't get new content for 6 months like you suggest. It would probably tank the playerbase for some time until the new chapter comes out. I do think they should delay the next chapter to work on bugs but delay it by a month or two, not 5 or 6.
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Yes, I'm pretty sure that on PC you have the option to just disable the post game chat if you want to. So assuming that would also be available to consoles, there's literally no reason to not add it other then mere distaste for those on other platforms due to misconceptions that are based solely on their own anecdotal evidence. Just because a bunch of people who just so happened to be crossplay teabagged you at the exit gate does not mean all people on said platform is toxic. That should seem obvious but you'd be surprised, lol.
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@RamblinRango said:
I always thought the trappers traps were painfully obvious to spot, they're huge and oddly colored meanwhile the hag gets to finger paint a triangle in the dirt
True but I think they can't be too hard to spot because then someone could literally step onto a trap out in the open because they weren't paying attention lol. I mean the traps being easy to spot was fine before because you could conceal them in grass but not on the newly reworked maps.
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@Mastermind said:
https://forum.deadbydaylight.com/en/discussion/comment/1783492#Comment_1783492
In situations where you hook someone in EGC, the 60 seconds absolutely is a make or break deal. If they get an unhook because they're healthy and attempt to body block the killer, even if I manage to down the hooked survivor who is the only worthwhile target in this case, they either crawl to the exit or I pick them up and they have me eat a DS and escape anyway. Apart from this, I have no real issue with DS. Though maybe I'd disable it when you're picked up from opening a locker because it kinda doesn't make much sense that a survivor would overpower a killer who has them literally cornered.
https://forum.deadbydaylight.com/en/discussion/comment/1783392#Comment_1783392
No wonder you don't see the logic. You think META means perk choice.
Something being Meta, if I'm not mistaken, means that is so strong it outshines everything else to the point where it becomes *the* choice for sweating the win. Right?
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@Mastermind said:
Killers wouldn't have to tunnel if it wasn't the META.
What kinda logic is that?
For one, DS is meta, therefore tunneling couldn't be meta because an anti-tunnelling perk is meta. Also, just because something is meta, doesn't mean you have to use it. I genuinely don't understand the logic on that one, chief. I mean for example, I haven't used ruin and undying in over a month and I've been doing just fine for the most part. (I mainly play pp head but i do play other killers too).
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That would legit cull a decent amount of players from the community. Especially since if I'm not mistaken, according to stats from Behaviour themselves, the vast majority of games have at least a duo. I'm not gonna go as far as to say removing swf would kill the game but it would drastically reduce the game's lifespan. After all, if people are only playing this game to have some fun with mates then removing the option to swf then they're just gonna stop playing altogether. I don't think Keeping swfs in customs wouldn't solve the problem you'd have created by removing swfs. You don't gain bp in customs so you lose that sense of progression that's present in the regular game.
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I dunno if simply making dream pallets base is the right solution. I do agree that something needs to be done about Freddy though. His skill cap is almost non existent, if you're a good m1 killer then you'll go far with Freddy. His teleport has zero counterplay too which is frustrating. You can wake up to delay the inevitable but eventually he will teleport and you can do nothing about it. It doesn't matter that your gen is nearly done because the Freddy is teleporting and probably has ruin or pop to murder that gen you nearly completed. The counterplay to his snares are an absolute snoozefest because all you can do is predrop the pallet and force him to break it (Which is harder at unsafe pallets lol).
I'm at the point now where I would rather face an extremely sweaty spirit then face yet another ######### Freddy. Issue of course is that everyone and their mother plays Freddy so yeah, fun :')
