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Sadako_Best_Girl

Sadako_Best_Girl

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Sadako_Best_Girl
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  • @jamally093 said:

    Sacrificing all four survivors in the basement from the first tome a challenge I never want to see as a master challenge again it took me almost a year and a half to beat it since the archives came out I was just remembering what I did which was down three survivors and camp basement and having the other guy basically say I could he wasn't happy since he hadn't gotten good matches so in the end I felt bad. But when I have the chance to get it the challenge was never selected. In the end I don't think there was a survivor challenge like it I know there was one where you had to hide ten meters without being caught but for survivors they have maps and lockers so it's easy in a way but there will never be and hopefully never will be a challenge as hard as Six feet under.

    It's not that hard, I got it with Demo using a meme basement build with STBFL slapped on top.

  • Most probably not. It usually releases 3 or 4 weeks after the PTB.

  • Demo is definetely better than dredge. Good mobility means nothing without a good chase power.

  • @BaroneMaximus said:

    Many already know me in this forum, but probably not all do so i will reintroduce myself (i doubt that any dev knows me lol). I play both sides, i don't care about "winning" killing/surviving, i only care for the fun that this game can give (as every other game i play). This game tho has a huge problem: it is very unfavourable and unfun towards the killer. I don't know why you favour so much survivors and i don't even care. What i wanna say is that every time you make it easy for survivors you are making it easy for FOUR survivors, in many situations, four survivors that are cooperating together against a lone player that is struggling already with killer powers and addons almost ever changing with every patch when survivors never changed their game style since the very beginning of this game. This created a situation where survivor became cocky and toxic to the level where the killer can't ever have fun in his games, but he has to try everything he has and many times fail since the game is waaaaaaay harder for him and maybe get a 2 man out of 3 or 4 hooks and still "lose" and so not be payed off at all. In my very honest opinion, you should really stop thinking that this game is a 1v1 whenever you do your balance changes and start thinking that this game is an actual 4v1 where the 1 atm is veeeeery behind in balance even in the 1v1 scenario. If you are worried about solos, just do the changes thinking the 4v1 and then buff solos. If you are worried about casual players or "bad players", casual players don't care about winning or losing and if they do they are not so casual ( ;) ;) ;) ;) ;) ) while bad players can always improve and don't have to relay on devs making it easier for them. There are tons of content creators out there, namely your fog whisperers, that can help them out and even without ANY help from the outside, they would just have to try and play the game since they would finally make it through (this is how i do in ANY game i play.) Are you worried about op killers making it impossible for survivors to live their lives? Nerf them, change them, dismantle them and build it anew. You are really good at that :)

    I've been very honest and i skipped all the lies behind almost every bad player hides like "this game is not unbalanced" or "there is no such thing as gen rush" so i hope you will be honest with yourself and start thinking about the real good and health of this game and then you will see that all your worries were in vain and that this game would become better and better.

    P.s. i also wanted to add that i'm very disappointed for the upcoming changes that you announced to perks. You created monstrous survivors perks and gave them bt at base, while for killers you just destroyed their only chance to defend gens by nerfing to the ground pop and giving no notification with scourge and waiting at a gen to get to 0 for 30 seconds is not really my go while other gens could pop in the meantime :) so now the best option you gave killers is to camp and tunnel. Changes you made to kicks and stuff are really meaningless and bloodlust should not even exist for me, it's a bad brute force mechanic that gets rid of any gameplay survivor or killer could have and also the buff you made is quite useless 99% of the times so yeah...

    Hope to hit the right ppl with this, have a nice day and gg all.

    This is just a generic rant.

  • I personally got started on RE after 7, so I have a soft spot for the Baker family and Ethan Winters. At first I was thinking Lucas but with the way his fight plays out I don't see any good way they could implement him into the game without gutting his power like they did with nemesis. So Jack or Marguerite would probably work out better, Marguerite specifically could be very interesting with her thing with wasps and other insects.

  • @Shaped said:

    I am asking because I was thinking of getting her but might get pinhead instead.

    I am already used to m1 killers and like playing them, except freddy that is.

    So what should I do? Maybe get both I guess and then I am only missing demo when it comes to licensed. For now.

    Not really, I would argue pig is definetely worse. The only advantage she has over Sadako is that her slowdown is more consistent.

    Michael also has next to zero chase utility besides his increased vaulting speed and is probably the killer that gets screwed by the hold w meta the most. With Sadako you can at the very least switch focus to another gen if you think the chase will take way too long.

  • They should go back to the old system and tweak it. Re-implement the old map offerings that increased the chances of going to a map slightly and remove the current ones from the survivor pool, make green map offerings killer exclusive and cap the chances of getting a map to 50% or so.

    • I consider his statement way more valuable than just some random guy from dbd forum

    He literally is just a random guy from dbd forums.

  • Myers does not require nearly as much strategic play as ghostface.

  • @Dwight_Fairfield said:

    If they're going to add a new Halloween character I would much rather see Dr Loomis above anyone else. I like Alyson a lot, but nobody else compares to Loomis.

    I wouldn't mind a bald old man for a survivor, it would be a nice change of pace.

  • @GannTM said:

    https://forum.deadbydaylight.com/en/discussion/comment/3055860#Comment_3055860

    Obsidian goblet is an iridescent add on and it’s really not good on any build.

    Yeah but it's good for memes on indoor maps.

  • @AnnoyingNarrator said:

    Picture a horror movie where everyone is in the same call. That is what SWF is.

    SWF with Coms is, in my opinion, the single greatest problem in the game because it throws everything off balance.

    DBD has a lot of perks that can be broken if timed correctly, but they are limited in effectiveness by that exact same timing. But if you happen to know exactly what the killer is doing at all times, it can be very easy to use these perks to their fullest effect.

    As Solo Que, Soul Guard is a perk that will rarely be used. In SWF, it is a very powerful way to deny a down.

    Speaking of Perks, SWF can do something so evil and so broken that I consider it to be one of the strongest things survivors can do. They can all play the same character. This makes keeping track of whose who incredibly hard and can easily make it impossible to keep track of which survivor has which perk. Combine this with the aforementioned ability to make certain perks very strong, and you can make the killer have a very, very bad time.

    However, it should be noted that not all SWF are like this. In fact, most SWF are just that, friends playing a game together.

    This leads us to the reason why SWF is a Deal with the Devil.

    On One Hand, players get to play with their friends which greatly increases the amount of enjoyment for many people.

    On the Other Hand, the potential to abuse SWF to make the killer's life miserable is now there.

    While I don't think that SWF are responsible for all killer's toxic behavior, I do think that it can easy lead to a sort of arms race where killers always bring the strongest stuff because they don't want to have to go up against a fully decked out SWF with a weak build.

    SWF, for all of the fun it can give people, completely changes the balance of the game. What is supposed to be four strangers taken from their world and forced to work together despite their differences to escape from an crazed, unstoppable killer turns into four survivors who all have cell phones working to complete some generators in order to escape for a killer that is actually quite stoppable.

    • Picture a horror movie where everyone is in the same call. 
    https://www.youtube.com/watch?v=JQfjW0DLDr0


  • @GannTM said:

    A lot of killers have boring add ons, this isn’t just a Slinger problem.

    But it's especially noticeable on him, every killer has at least one add-on that does something gimmicky and goes well with some meme builds, except him. The only other killer that has the same level of uneventfulness on his add-on kit is PH and he at the very least has the obsidian goblet.

  • @Adaez said:

    https://us.v-cdn.net/6030815/uploads/HQZ32ZDGHW6D/indhfghfghex.png

    The next strongest killer in the game does not come even close to a Nurse potential and power.

    So without repeating the same things that we're said over and over again about how strong Nurse is and why,how would you nerf her?

    Now this may seem like a bit much,but this is how I would nerf someone that has the power to ignore everything in the game to make it fair and balanced.

    Make Plaid Flannel basekit.

    Make Nurse a 110m killer.

    Reduce her blink charges to a maximum of 1 at all times.

    Remove blink recharge cooldown.

    Rework addons that gives Nurse aditional blink charges.

    This will make Nurse easier to learn while still being very strong played by a good Nurse player.

    I honestly think there is no middle ground when it comes to Nurse,she needs a heavy nerf to be considered fair to go againts.

    Just make her blink attacks not count as basic attacks and nerf the range add-ons, that's all.

  • Killer op, give upvotes.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3051907#Comment_3051907

    1. Dredge's "anti-loop" basically does nothing on the maps you need it the most, and Sadako's passive phasing usually works in the same loops the remnant does. Except you aren't slowed down nearly as much when activating it.
    2. Locker RNG screws you over way too much, and teleporting between lockers is extremely slow outside of nightfall. Teleporting to lockers mid-chase is usually pointless, especially when locks are in play. At least with Sadako your travel time is consistent regardless of distance, and there's typically always a TV next to a gen.
    3. Dredge has a directional audio cue while walking around. Sadako doesn't. She has a lullaby, but that doesn't tell people exactly where she's coming from at all times (especially since she's invisible past 24m), and it can be easy to miss when other sounds are in play. This makes traditional mindgames as Dredge way weaker than they need to be, and makes pre-running against Dredge extremely strong in areas where there aren't any lockers nearby. Plus Sadako's short, which helps her out even further.
    4. Condemned may basically do nothing, but nightfall basically does nothing against good survivors too. At least with condemned a survivor maybe has to take a tape and run it to another TV at some point in the match. With Dredge, there's no reason not to sit on gens 100% of the time.

    Does Dredge have higher highs than Sadako? Absolutely. But his lows are far, far lower I feel. Definitely not worthy of the praise over Sadako he gets. He's still one of the more mediocre killers, and really boring when you get competent survivors.

    I agree with most things here except the whole anti-loop argument. Dredge's anti loop, while not the best, is pretty consistent. The only times I got anti-loop value out of Sadako's TVs was because the survivor I was chasing made an absolutely egregious mistake. Besides, you don't really want to be using your power during chase unless you want to build condemned on that specific survivor or have a chase oriented build with bloody fingernails, otherwise you will be eating a fat 100 second cooldown.

  • @PaintedDeath said:

    https://forum.deadbydaylight.com/en/discussion/comment/3051708#Comment_3051708

    They won't remove the mori. The devs spoke about wanting to make mori's something the killer unlocks during the match instead of bringing offerings, and I believe Condemnation is the first iteration of that (not counting PH). The REALLY cool thing about Condemnation and how powerful it is, is you can literally mori a survivor the first time you down them if they haven't been able to manage the Condemnation. I've gotten a few moris out of it, if you can manage to stop a survivor from turning in a tape AND apply a stack of Condemn on them, they can potentionally become moriable as soon as you arrive. I think maybe allowing the killer to see the levels of condemn could potentially allow the killer to change their objective, knowing that a survivor is close to getting mori-able.

    What? When did I say anything about her mori?

  • The only killers I haven't prestiged are hag and plague, because I hate them both.

  • @MikaelaWantsYourBoon said:

    And we need to wait another 3 months for her balance update. :(

    I swear to god if it's just "survivors who are fully condemned suffer from the exposed status effect" I am gonna be so mad.

  • @Chocolate_Cosmos said:

    Luck should be buffed or removed honestly. Ace luck based perk reworked.

    I wouldn't mind if Mist offerings would go.

    I think they had greater plans for luck when they added it to the game, then realized that this game had more than enough RNG elements attached to it and realized it probably was not a great idea to add even more.

  • A WWI soldier with the ability to throw gas grenades that passively debuff the survivors until they either get injured or downed, with the extra of having a bayonet charge.

    image.png

    Just imagine getting chased by this mf.

    Also a trench themed map would be pretty dope, lots of things they could do.

  • I would really like to see a Ryuji legendary cosmetic for Yoichi, but with the lack of popularity of Sadako's chapter I don't see that happening. I think a cosmetic with Ryuji's jacket is likelier.

    image.png


  • @Mr_K said:

    Nurse on release:

    • 3 blinks by default
    • Up to 7 blinks with addons
    • Moved faster than survivors
    • Had ######### auto-aim

    Nurse was nerfed shortly after to

    • 2 blinks by default
    • Up to 5 blinks with addons
    • Moves slower than survivors
    • Had addon combinations that extended her blink distance without penalty at the same charge rate (2s) and increased distance for all blinks not just the 1st.
    • Had addon combinations that allowed 4 blinks without penalty
    • Had addon combinations that sped up the blink speed without penalty
    • Had addon combinations that greatly reduced fatigue time. (The only cooldown between blinking)
    • Was able to blink 2-5 times immediately after coming out of blink

    And yet with all this bullshit, survivor were still able to escape Nurse and actually could put up fight.

    Nurse nowadays

    • 2 blinks default
    • 3 blinks with addons
    • Each blink requires 3s ( 4.5 with Iri addon ) recharge time. (Shift-W being extremely effective at wasting time)
    • The extra distance addons requires a constant amount of extra charge time (3s max) and only affects the 1st blink.
    • Fatigue addons mean nothing because of recharge time.
    • Most of her addons became memes and bp generators.

    Survivors with with all of this? Still cry like babies.

    You know what, I'm tired of seeing it. Bring back OG Nurse and let the crying actually mean something because these fools will never be satisfied.

    • And yet with all this bullshit, survivor were still able to escape Nurse and actually could put up fight.

    My man, if you had 5 blinks back then and survivors escaped that was entirely on you.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/3050402#Comment_3050402

    LGBT people have existed and will always exist regardless of whatever politics go on in the world. LGBT+ existence is entirely biologically natural. LGBT+ existence is not political.

    Yes, but the acceptance of said LGBT people is an entirely different issue, and one that is VERY political. I am not denying their existence, I am affirming the existence of cultural and ideological barriers that make accepting their existence harder inside certain cultural spheres.

  • @woundcowboy said:

    Representation matters and is NOT political. The more the merrier :)

    https://forum.deadbydaylight.com/en/discussion/comment/3050336#Comment_3050336

    They are political by virtue of following a sociopolitical agenda, in this case a western cultural agenda, reason why you will not see many LGBT characters in eurasian media (for the most part) - they do not fit in their description of what an ideal society should look like. Whether that agenda is good or not is up to discussion but given this game has a primarily western audience it really would not hurt BHVR to go full diverse.

  • Jesus christ, Sadako is not that bad. This is the fourth time I have seen her bottom of the tier list.

    I won't act as if she was the most powerful in existence but she is definetely better than a lot of the cast. I think people have an issue with her because her basekit has a lot of nuances and quirks that you have to adapt to, her manifestation mechanic is not easy to use for mindgames and using TVs to spread condemned can be quite the task.

  • Just had an infuriating match where I went for a Mikaela that was being left to die, just to die on first hook afterwards. That was not the bad part, as that is the average solo survivor experience, what made me mad was that the Mikaela hit me with a "you should have been doing gens" in ps chat. I saw her literally booning twice for no ######### reason and goofing around until she found a gen, that she didn't leave even when I was halfway through second hook stage. God, some people really make solo absolutely miserable.

  • @Nos37 said:

    Give the killer a chance to go patrol gens or something. They're just going to come right back if you unhook me 10s later

    Don't hear him! He is probably a killer main, please come unhook me as soon as possible and DO NOT stay self caring in the corner.

  • Liscenced tier list.png

    I really disliked Ash's paragraph.

  • @AnneBonny said:

    I mostly play killer, not because I dislike playing survivor but because bloodpoint earnings as survivor are almost always significantly lower than killer. Getting below 20k bloodpoints as killer is rare for me, while getting above that as survivor is even rarer. Most endgame screens I see at the end of a match reflect this, even if I lost as killer most of the survivors have lower bloodpoint earnings than I do. It also feels like bloodpoint offerings are far rarer in my survivor bloodwebs than my killer bloodwebs (the useful ones at least, flowers/wreaths are borderline useless offerings and need to be reworked or removed entirely).

    I think it is warranted, as killer is the harder role.

  • @Ronaldo said:

    https://forum.deadbydaylight.com/en/discussion/comment/3047359#Comment_3047359

    I am from Jamaica so I think its happening to everyone also def a server issue

    Maybe an NA issue?

  • @Ronaldo said:

    When are you guys gonna fix rubberbanding, it is happening more frequently and its getting really annoying. It was even in the PTB

    It may be regional, I am not having this issue at all in my country and neither does a friend who lives in Argentina. Most of the people affected from what I have seen are from the US.

  • @DBD78 said:

    Been a while since I did one of these killer vs killer threads. So the usual two questions for you:

    Who in your opinion would you class as the better/stronger killer of these two and why?

    And which one of them is most fun to play?

    Dredge is better for overall map presence and mobility, but Demo has much more control over where he wants to go, has a bit more slowdown and a better chase power.

  • @ArchAbhor said:

    To extinguish any us vs them arguments I want to preface this post a bit. For the killers who have a knee jerk reaction of "oh hell no" hear me out. Killers and soloq have the same root problem that makes the game Imbalanced, swf.

    The devs essentially said that they're not touching swf. So the only way to iron out swf imbalance is to try and bring soloq up to swfs level. Kindred can help with that. Obviously this would be a massive buff to survivor so just like with BT becoming basekit it has to come with an equivalent buff to killers side to compensate.

    I have no Idea what that would look like to be honest, but i dont think theres any reason not to test it. What are some of your ideas? The next patch makes me think we could have a similar one addressing this exact thing. Maybe with another batch of perks being reworked. I'm interested in hearing opinions.

    IMO basekit kindred would probably do a better job of helping survivors against camping than basekit BT, especially for solos.

  • @Roadrunner said:

    Pls punish it by blocking the exit, if a survivor t-baggs in the exit gate. This game is so toxic, maybe do a little bit against it

    My only advice is to grow some thick skin. Yeah, it sucks, but it's just part of the ######### behavior people have when playing games. Nothing you can do about it. I will agree however that is extremely grating when people don't leave just because they want to scrub their victory up to your face.

  • Bruh, for real? It's extremely obvious especially when you are swtiching killers.

  • @KolbyKolbyKolby said:

    If you want heal tech removed for realism then we can make it so pallet stuns or flashlight saves work at ANY point in the pickup. Makes no sense how blinding light only hurts the eyes or a pallet stuns only AFTER a strenuous action and not during.

    It actually worked like that for a while, it was hell.

  • I accepted a long time ago that whatever build I pick I will be ######### if my teammates are bad, so I always take at least one info perk with me.

  • @Superyoshiegg said:

    Unlikely.

    BHVR would have to get in touch with Konami and work something out.

    Konami, who rather infamously does not give a **** about the Silent Hill franchise anymore, and will ptobably be difficult to work with.

    I'm surprised they managed to work out three different legendary skins for her.

    Wasn't the next installment of Silent Hill leaked a while ago? I think Konami is opening up oportunities for Silent Hill.

  • I have 3 small buff that I can think of for baby girl Sadako that I have been thinking about and that would make her a hella lot better. Make it so that every stack of condemned slows survivors by 1 percent, fully condemned survivors suffer from the exposed status effect, and reduce the time it takes to exit the tv by 1 second. That alone would encourage survivors to actually get some tapes for once.

  • @[Deleted User] said:

    BHVR needs to create another patch like 3.7.0.

    For those who have no idea what I'm talking about, you can read up on that patch below.

    https://forum.deadbydaylight.com/en/kb/articles/179-3-7-0-mid-chapter

    Essentially, there are far too many safe loops with zero counterplay for any M1 killer, but when loops are counterable and have mind-games, most of the time they are death sentences for the survivor, so that's not fun either. BHVR needs to create more fun and fair tiles for both roles to play, rather than creating Gideon Meat Plant a million times over. The Game isn't a fun map, because there is no mind-game for the majority of the pallets. The gameplay is always the same. Both roles run around in a circle a few times, then the survivor drops the pallet and the killer breaks it. Do that, thirty times. Woah. So fun.

    It's not just The Game that sucks. Eyrie of Cringe (yes. its that bad) has a plethora of safe pallet loops, and they're abundant. Additionally, the ones that are unsafe and require a little more skill to play, are unfortunately all worthless as they're too short and the killer can just walk around in half a second and hit you. The main building has up to two god pallets, and two god window vaults (plus 3 breakable walls, two of which are god walls and need to be broken).

    Next is Haddonfield, which just got reworked, and I'm going to say it because nobody else is. They made the map more survivor sided than before, in fact, there are multiple infinites on the map. I do not mean long loops, no I am not overexaggerating. I mean, genuine infinites where the killer will lose chase and cannot gain bloodlust to catch up. This is because the loops that are infinites have multiple window vaults that have no stagger, and the killer has to walk a longer way around. Also, the frame-rate on this map sucks lol.

    Last, but certainly not least, we have Garden of Pain, with a main building darker than any bottomless abyss and an infinite inside of it! Just like Haddonfield, the lack of stagger from vaulting the offending windows and the abundance of safe window vaults results in a map that is poorly balanced and extremely unfun for killers to play on.

    There are plenty of other things wrong with maps, mostly breakable walls being poorly placed, resulting in repetitive boring gameplay, where if the killer doesn't break the wall, the loop is unfair and too safe, but if the wall is broken it becomes unusable and a death sentence to use. Dead Dawg Saloon needs a balance update, as well as Ormond and the Coldwind Farm maps. The rest are in a more tolerable state and aren't nearly as big of an issue.

    I have been playing this game since the end of 2018 and ever since they started reworking maps, I've seen nothing but downgrades in the gameplay department. We've created so many maps that are brutally unfair for M1 killers, and have created an even larger disparity between anti-loop killers and the basic M1 killers. Additionally, with less risk in loops comes less fun for survivor. Because you no longer need to mind-game or really have much skill at looping most tiles anymore, you get bored running the killer, because you know that there is nothing they can do to outplay you.

    Dead by Daylight's modern map and loop design philosophy has caused a lack in player agency in chases.

    What would be an example of a fun loop?

  • @Phasmamain said:

    I will start this by saying that the prestige overhaul is a decent change. Despite this I can’t help but think that the removal of perk tiers would’ve been a overall better solution. Here are the benefits of removing perk tiers.

    1. Reduces the grind by a huge chunk (Similar amount to the current overhaul especially if you only rotate between a small number of killers and survivors like most do).
    2. Easier for new players to get a grasp on perks since they only have to remember 1 tier
    3. Easier to balance perks and takes less design time to figure out what the tiers will change (Discordance is the perfect example of how tiers can end up being confusing and messy)

    In practise lets say I main Jane and want to level up Jonah for his teachables. I get him to level 40 with about 1 million BP and then get 2 perks per Bloodweb with Jane only needing 2 to get all his techables. Isn’t that just more simple than the new system?

    Or let’s say I main clown and want Dissolution from Dredge. All I need to do now is just get him to 30 and then unlock that once on clown since I don’t want Darkness revealed or Septic touch instead.

    This isn’t even getting into the bloody outfits which now as far as I know cost more BP to acquire so you are actively discouraging people playing more characters while also having a system that encourages it

    I can understand that removing tiers would take some design time but I feel you would make up the time since you don’t need to worry about designing perks around them anymore and having to create arbitrary stats to make tiers work (Discordance’s distance and BT’s timer for example). Not to mention this system feels a lot more simple to new players imo and reduces the grind for the players who already have their main characters picked out

    It's too easy of a solution.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/3045566#Comment_3045566

    the lore team will always write lore. the lore team will not suddenly begin programming. we can argue all we want about a misallocation of resources but lore will always be written, so we can always request representation in it.

    therefore, the meme works.

    Fair enough.

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/3045583#Comment_3045583

    Yeah, ######### the minorities that want to see themselves in media. There’s a difference in wanting representation and obsessing over it. lmao

    You are talking about "minorities" as just another faceless collective, not as human beings, are you sure your posture is not born out of some patronizing atittude? I think said "minorities" have the capability to think and speak out for themselves, they don't need to have their demands pandered by a corporate establishment. They are not just a tool for companies to mould an agenda or do some facelifting.

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/3045553#Comment_3045553

    TFW cishets have to see a piece of media that isn’t 100% cishet:

    Have you tried getting over it? There doesn’t need to be a reason to have representation. People EXIST. Lazy representation is still representation. All representation is good representation except bad representation. Because it is still more representation. It literally does not matter what percent of a game’s characters are LGBT+ compared to real life. Get the hell over it and stop projecting your own insecurities.

    I think that the point they were trying to make was that it is unhealthy to crave identification in media. Characters should be defined by their character and personality, not their identity, the same way as people.

  • This game has one of the worst map designs of any major game out there.

  • The Yui cosmetic feels too generic, like she already gives the vibes the cosmetic is going for. It feels redundant.

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