Sonzaishinai
Sonzaishinai
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- Sonzaishinai
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Too bad killers can't see hookstates for whatever reason.
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@latinfla4 said:
https://forum.deadbydaylight.com/en/discussion/comment/2563805#Comment_2563805
Isnt that a bit of overkill...you will be down 2 perks after 2 minutes in the match.
If you get any kind of snowball it's usually worth it.
Having momentum asap is worth all the perks in the world
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They don't do the same thing.
Corrupt is to delay the early gens a bit and ensure a decent 3 gen by the end of the game.
Lethal is to be able to harras as many survivors as early as possible.
They don't counteract eachother. If anything they work really well together
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- Body is 1 character too short.
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Plaything and devourer work really well together.
It's a bit of a gamble that they don't find devour early but if you get 3 hooks on sepperate survivors everyone is suddenly exposed and the devour is one of the 4 lit hex totems now. 5 if you get that 4th survivor. Odds are not in their favour
Dark Devotion is also a pretty good chaotic perk.
Other then that Lethal sometimes allows for chases within the first couple of seconds which will bring some chaos to the survivors
Bloodwarden is always a "Ow snap" moment when it works
Oppresion kinda as you are interracting with survivors who are not near you which is what you kinda want if you're looking for as much chaos as possible. Pretty fun with lullaby.
Can't forget about hysteria
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[Reassuring polite words telling things will be okay]
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If it's like the ptb 90% of your matches will be survivors wasting all their time setting up boons that you constantly can snuff only to suddenly realise all the pallets are gone and they still have 3 gens to do.
If you're really worried run all hexes with thrill. Will they really spend 48ish seconds to bless a totem that's snuffed out in 2?
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@R2k said:
https://forum.deadbydaylight.com/en/discussion/comment/2561248#Comment_2561248
Code it so facecamping counts as zero. Zero MMR, zero BP, zero everything else. I can ensure u none is going to face camp if he gets nothing in reward.
Currently players think they win* so they keep doing it. They get MMR, get some BP points and go next. If u cut it all to zero it will end.
Cause all the ways they tried to detect and punish facecamping in the past worked so well.
Not to mention that you still don't solve the issue. If facecamping counts as zero then the bubba will stay in low mmr and keep facing survivors who fall for that stuff.
Can you seriously not see that by doing that you're going to create a mmr level where it's nothing but facecamping bubba's.
And good luck raising your mmr as a survivor by escaping through the exit gate while your team doesn't know how to deal with facecamping.
Gaining mmr isn't winning. You can't even see it. It's just a way so you can face people who can deal with you.
Whether thats cause your so skilled or you use a cheese strat is irrelevant
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@LordSturm said:
https://forum.deadbydaylight.com/en/discussion/comment/2561207#Comment_2561207
nah, either you're lying or you don't understand how it works, but either way you're wrong
higher MMR = higher skill level, which you said yourself, if the facecamping bubba increases his MMR then he's fighting survivors who are better.
if MMR wasn't an indication of skill, then how would this theoretical killer ever face better survivors when his MMR rose? he wouldn't.
Still doesn't take away that a facecamping bubba having to face better survivors that can deal with that cheese strat is way better then that facecamping bubba facing weaker and weaker survivors who will then be stuck in a mmr where it's infested with those kind of players.
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@R2k said:
https://forum.deadbydaylight.com/en/discussion/comment/2561172#Comment_2561172
Because if game will be balanced around face camping and promotes such a play as most efficient strategy enjoy playing it alone.
Why do you think the game will be balanced around facecamping?
Cause a player who facecamps eventually has to face players who can deal with it?
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@LordSturm said:
https://forum.deadbydaylight.com/en/discussion/comment/2561172#Comment_2561172
it's not an indication of skill
SKILL-based matchmaking would like a word with you
They chose a poor name that's true
@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/2561172#Comment_2561172
Survivors are the only ones who reward my behavior. Not mmr. Lol.
If it would go by hookstates and you keep facing worse and worse survivors by facecamping it would reward you.
Right now if you get tons if kills by facecamping you eventually face survivors who know how to deal with it and you either change your strategy or be content with the 1 or 2 k you're getting each game
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@R2k said:
https://forum.deadbydaylight.com/en/discussion/comment/2561116#Comment_2561116
And what's wrong with it? Want to climb Mmr- git gud. I mean actually good and not because u face camp survivors or afk untill your teammates open gates or bring keys.
Current system sucks. It doesn't show how good are players, it's only shows they understand how to abuse it. Difference between 2 hook face camping Bubba and 10 hook Bubba currently is 0.
And why is it bad that a facecamping Bubba goes up in mmr?
If a facecamping killer goes down in mmr they'll keep facing survivors that don't know how to deal with it. You are just rewarding their behaviour at that point.
After a while low mmr is just going to be infested by those kind of players and good luck getting out of low mmr as a survivor then.
It's good that a facecamping bubba who gets more then 1 kill goes up in mmr and eventually starts facing survivors who know how to deal with facecamping.
Then the person facecamping might think to adjust their playstyle. They never will if you just give them less experienced survivors against who facecamping works.
Ya'll seriously need to stop thinking mmr is there to stroke peoples ego. It's not an indication of skill. It never was. It's just there so by avarage you'll win about as much as you'll lose. No matter how you play
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@PigMainBigBrain said:
https://forum.deadbydaylight.com/en/discussion/comment/2560896#Comment_2560896
Thrill of the Hunt no longer works during next patch. You won't get sound notifications so its useless.
With static blast having a 50-60 second cooldown and it taking 28 seconds to cleanse the first totem doctor can still pull off defending totems with the new thrill.
The loss of the notification sucks but people are really underselling the buff to the action speed reduction.
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@Labrac said:
https://forum.deadbydaylight.com/en/discussion/comment/2558342#Comment_2558342
You're getting the values wrong here. Cleansing a totem takes 14 seconds and the new Thrill adds 50% to that. So 21 seconds, not 28. Not even mentioning it gets shorter for every dull they cleanse.
The only reason to run Thrill is the notification part, the cleansing speed was never meaningful. If you want to slowdown cleansing you can just run Thanatophobia because it at least has another functionality.
Sorry but that's not how it works
Thrill reduces the action progress of survivors
Normally survivors do 1 charge per second, it takes 14 charges to complete the cleanse totem action
If you reduce the action speed of survivors by 50% they do actions at 0.5 charges per second. So 14/0.5 = 28 seconds total to do a totem
And if they spend 28 seconds to do a dull totem to reduce that time to (14/0.6= ) 23.33 then that's even more time they are just giving me.
The cleansing speed increase is really not small. People are really underestimating it a bit i feel.
It won't be anywhere near meta. But i really wouldn't be so hasty to call it thrash
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Addonless m2 only Legion
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With the nerf to boons coming thrill is still going to be a hard counter.
24 seconds by base to bless a hex meaning it will be a whopping 48 seconds to bless a hex if thrill is fully active.
Uninterrupt.
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Deja vu
Trickster hitting 6 knives in a row is just supersatisfying to listen to.
Also robo Legion. Can all killers have a cosmetic with robo voices pls
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I wouldn't necessarily call it thrash
The loud notification loss is a huge nerf but 28 seconds for the first totem is a hell of a long time compared to the 20 seconds it's now.
28 seconds uninterrupted might i add. Got shocked by Doctor's 60 second cooldown static blast? you just wasted your time and doctor knows where you are. If somebody doesn't cleanse the totem in roughly 35 seconds it can happen again.
Not great by any means. But killers who can interupt or find survivors easilly It won't be bad.
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Probably cause it's kinda weird.
Gens don't regres when you block them so you are kinda invalidating the kick.
Not that the regression matters or anything but you know
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I mean it heavilly depends on perks too.
Perksless it's very hard to impossible to make a killer lose you.
Have some houdini build like lithe, dance with me, iron will and q&q or something simular and you can do it multiple times in a match
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2554878#Comment_2554878
Thrill is getting nerfed?
Buffed and nerfed.
Numbers are bumped to 10% slowdown per token so by base 28 seconds to cleanse a token
But it loses the notification.
Overall a nerf but 28 seconds is a looong time so i wouldn't call it worthless
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The only synergy there is is that you can see survivors cleansing dulls for a brief moment and you can stop them before they destroy your plaything spots.
Not really worth it
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@EntitySpawn said:
https://forum.deadbydaylight.com/en/discussion/comment/2554580#Comment_2554580
Not really, you might as well use undying. You could have a great placement for thrill but a bad one for devour, all thrill does now is make it take longer and if they get thrill you lose its effects. You could just use undying, and have your hex protected 100% of the time
Undying being better is completly irrelevant to the discussion whether or not thrill is better as a hex or non hex
With the ptb changes included but it's bassically the same with the current thrill
if thril is a hex then
Thril + 1 hex totem = 42 seconds cleansing time total if they find thrill first and 28 seconds if they find thrill last and are smart enough to not bother cleaning it
Thrill +2 hex totems= 56 seconds if they find thrill first, 65.33 seconds if they find thrill second and 51.33 seconds if they find thrill last and don't cleanse it
Thrill +3 hex totems= 70 seconds if they find thrill first, 79.33 seconds if they find thrill second, 85.33 seconds if they find thrill third and 71.33 seconds if they find thrill last and don't cleanse it
If thrill isn't a hex
thrill + 1 totem= 28 seconds cleansing time
Thrill + 2 totems= 51.33 cleansing time
Thrill + 3 totems= 71.33 cleansing time
It is in almost all situations just straight up worse as a non hex
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He's not awefull. Not amazing by any means but really not bad.
The trick is realising his real power is the box and not his harpoon chain thing.
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Am i the only one who thinks it would be straight up worse as a non hex in most scenarios.
If you take thrill and devour now it means when they cleanse a hex there's a 50/50 that you still have devour. If it wasen't a hex then your devour would be gone with the first cleanse 100% of the time.
Isn't the dummy hex it puts out one of the good things of this perk
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Everything is dying
Time cuts all strings eventually
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I'm not even sure there is a mayority dislike towards mmr. I personally know i prefer it to the old system.
Don't forget that these forums are a small minority of the community.
Even if everyone here agreed on something it would be a fraction of a percent of the whole community.
If you spend a lot of time here it's hard to grasp but something heavilly disliked here is not guaranteed to be heavilly disliked throughout the community.
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@NekoTorvic said:
https://forum.deadbydaylight.com/en/discussion/comment/2552926#Comment_2552926
Speaking about movement speeds though:
Since a killer closes in at 0.6 m/s, it takes an m1 killer 25 seconds to close a 15m gap if a survivor just holds W in a straight line.
That is 37.5 for 4.4m/s killers (so for instance slinger, from 32m to max harpoon range (14m gap to close) it takes him 35 seconds of holding W).
Obviously killers have some powers that can alleviate that, and in most maps you can cut off survivors a little bit. But consider that 25 seconds is half a generator with 2 people, and this is not even counting loops, it's just holding W.
This is not to say I think killers should be faster though. That would probably break most loops in the game and ultimately it wouldn't help too much with map pressure, i don't think. It's just a curious thing to consider about movement speeds.
Yes and if we change it to 4.8 that 15m gap is closed in 18.75 seconds. that's like 25% faster. It is really interresting how the smallest changes in movement speed in this game have such a high impact
@BenZ0 said:
https://forum.deadbydaylight.com/en/discussion/comment/2552926#Comment_2552926
Yes but these mentioned Killers have basicly nothing to close the gap in chases, these are considered M1 Killers that have no power basicly in terms of a 1v1 chase.
Yeah, and i'm not saying they shouldn't be faster or if it would or wouldn't be too strong. I agree these kind of killers should get some help.
Mostly just making clear to whoever reads it that this small increase in movement speed would be a really big deal
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A quick thing about movement speeds.
Survivors run at 4 m/s
Standert killers at 4.6 m/s
Which means that you close the distance between you and the survivor at 0.6 m/s
Changing it to 4.8 m/s means you close the distance between you and the survivor at 0.8 m/s
From 0.6 to 0.8 is a 33% increase. That is huge. Not going to comment on the balance of things, just want to show this isn't a small thing you are suggesting here
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@Rhoska said:
https://forum.deadbydaylight.com/en/discussion/comment/2552717#Comment_2552717
Lethal Pursuer is at the top of wasted perks slots, according to what I specifically outlined above as criteria for their selection.
Investing a perk for 9s aura detection at start is a crutch, and that "works" only then is innefficient. You should be finding atleast one Survivor within the first 20s, and even Whispers is better, as it will help you locate throughout the match, not just the first 9s.
You shouldnt need Lethal Pursuer to find your first Survivor in the first seconds of the game, and its a waste of a perk slot.
Finding a single survivor at the start isn't hard.
Finding a cluster of survivors instead of a lone single survivor is the difference between 3 gens popping in the first chase and 1-2 popping just cause you can instantly pressure as many survivors as possible. And if you have a particulary good early game you could very easilly stop any gen from popping early cause you roughly know where all the other survivors spawned and thus what gens they are working on
If you think lethal pursuer is only good at finding 1 survivor then you are simply not utilizing the perk properly.
especially against swf what the op is asking advice for as without it the survivor you easilly find in those 20 second you talk about will be their dedicated runner at a tile they are comfortable with.
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@James4125 said:
https://forum.deadbydaylight.com/en/discussion/comment/2552550#Comment_2552550
Then he's losing 2 perks in as many minutes and if they're remotely competent they're not gonna stay in the spawn once they notice corrupt so by the time he gets there on big maps they could be anywhere.
Against swf who finishes games in minutes you need early pressure more then anything.
A good early game will do much more then something like pop where you get your first activation when 3 gens pop.
These perks might be "gone" in a few minutes but the early game pressure is something that snowballs throughout the match if you capitilize on it strong enough
Also 9 seconds of aura reading. You reach survivors before the aura reading goes away. There is no way you lose them even on big maps
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Seeing how the earliest statement we are getting will be on tuesday there is no real point in worrying about it now
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@R2k said:
https://forum.deadbydaylight.com/en/discussion/comment/2552443#Comment_2552443
Corrupt doesn't work against swf. They just afk 2 min.
Add in lethal pursuer.
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You underestimate the thirstyness of the dark side of this community
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The reason is probably cause the key/hatch thing was tied to an achievement.
They can't just change that without permision like they can with mories.
Why they didn't just keep the hatch spawning when all gens are done and not worry about the achievement is something i don't know
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@MeltingPenguins said:
https://forum.deadbydaylight.com/en/discussion/comment/2552456#Comment_2552456
you are part of humanity. also as it is an nft whoever has the bookmark can just delete it and charge you again. every time you log in theoretically.
Me going down with humanity would be a small sacrifice for the greater good of things.
On a serious note, if i really wanted the pinhead voicelines i would just get a soundboard and press a button everytime i teleported to trigger it.
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So what i'm getting is that i can buy the pinheads voicelines and destroy humanity while i'm at it?
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@Hex_Llama said:
https://forum.deadbydaylight.com/en/discussion/comment/2550965#Comment_2550965
IIRC, their original position was that they weren't going to explain exactly how the MMR gets calculated, so that people couldn't abuse the system, but then data miners told everyone anyway. So, now they're explaining it to us. :(
No matter what the system is, if you explain exactly how it's calculated, you make it vulnerable to abuse, so it kind of sucks that it's now out in the open.
Curiosity killed the cat kinda shenanigans
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On a side note it now triggering from the survivors location is also pretty interresting.
Imagine getting hit with a hatchet in a corner of the map and the only unblocked pallets are through the huntress skipping your way
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@GannTM said:
I mean should you be using feral frenzy against an injured survivor anyway?
Yes, sometimes.
For example if you find a survivor you haven't hooked before and there is a survivor on dead hook somewhere then it's generally better to FF the first one regardless of their injure state
FF gives information, stall and injure. In some situations the stall and information is enough.
It depends a lot on the situation but never using FF against injured peeps would be like only using Billy's chainsaw to down and never to traverse the map.
You are just not utilizing all of your power at that point.
I'm hoping, we'll see when the patch drops i suppose
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Stabbing a killer with DS and 99 copies of the killer jump out
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@truegod_10 said:
https://forum.deadbydaylight.com/en/discussion/comment/2550018#Comment_2550018
That may be true but that is still just as faulty as the old system, since the old system was largely based on the same criteria, and assumes everyone always plays roughly the same all the time. A better system could account for things like perks to place you in stronger matches when you run better stuff or weaker with weaker stuff. Same is true for if someone is playing with friends or not or if you bring really strong add-ons as killer.
The point of the system should be to make matches fair and fun (like all sbmm systems) and when you only look at one criteria you miss to much of what is going on around that criteria.
Idk, the old system really screwed certain killers (poor plague)
I think there is just too much criteria to make a reliable system that we were expecting.
Take your example that the system looks at perks. That would mean every 3 months 6 new perks need to be added to be calculated. Not to mention any synergies that might make other perks stronger.
That would be an insane amount of work.
What we have now is flawed. But i don't think it's possible to have a good system with as many variables dbd has.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2550189#Comment_2550189
At least it didn't give the boost to the person doing literally nothing all game :)
I think a lot of people are looking at mmr wrong.
It isn't a case of your mmr is higher so you are a better player. It isn't meant to be compared.
If a person can hide in a corner and still get out of the exit gate then shouldn't they start facing stronger killers who don't lose what bassically is a 3v1?
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At first no but after thinking about it yes.
Not ideal but it should do what it's suppose to do.
People just need to get it out of their head that high mmr is good and low mmr is bad.
It's not measuring your skill. (Despite what the poor name suggest) it's just looking to give you 50% escape rate no matter how your playstyle is.
If you loop the killer for 5 gens and die at the end then your mmr will lower so next game you can loop the killer for 5 gens AND escape
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@truegod_10 said:
Time acts kind of as a moderator from what I saw, so if you are playing killer and got a 4k in 5 minutes you get like 30pts but if it was in 10 minutes you would get 40pts. Though again numbers are just examples we don't know the exact math to my knowledge.
I think sbmm is basically the same as the emblem system for killers, since killers who get kills tend to do better in emblems and meet the goals of sbmm, but survivors get screwed. Good survivors who risk their lives to save teammates will be considered worse then the teammates they rescued, and the guy sitting in the corner all game with a key is going to end up looking better then all of his teammates if he is the one who survives.
Honestly the system is way to basic for something that took over a year to develop and is largely the same or worse then the emblem system, especially with the hard cap.
Good survivors who risk their lives to save teammates will be considered worse then the teammates they rescued, and the guy sitting in the corner all game with a key is going to end up looking better then all of his teammates if he is the one who survives.
I think that's a bit of a wrong conception we are having. Largelly because of how poorly sbmm was named.
Having higher mmr does not mean you are better. It's not trying to put a number on how good you are.
What it's trying to do is to get you to a 50% escape sweetspot.
So if you like to make risky resques your mmr will change so that you can make risky resques AND escape about half the time.
It's not looking at how good you are, it's looking so you can escape half the time no matter what your playstyle is
It's just a wrong conception people are having that high mmr equals you are good and low mmr equals you are bad.
It's just a number that tries to give you a 50% escape rate no matter what your playstyle is
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Bassically from what i understand it it's each kill give you mmr, each escape through the gates loses you mmr
The first kill is worth the most points and then it lowers for each kill after as your job is easier the less survivors their are.
I assume the escapes work the same way. You'll lose a lot more mmr by one 4man escape then by two 2man escapes. Probably
Hatch escapes are straight zero mmr
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While i do not agree with it i can somewhat see the logic behind it.
It tries to put you in the sweet spot of about 50% escape rate no matter what your playstyle is.
It's not looking at how skilled you are just purelly focusing on getting you to that sweet spot.
If you like to loop the killer for 5 gens and then you die. It will lower your mmr so you face less experienced killers so you can loop the killer for 5 gens and escape too.
If you like to hide all match and escape of the effort of your teammates it will increase your mmr untill you face killers that crush teams where a teammember does nothing. Untill it once again reaches the sweet spot of you being able to escape 50% of the time by hiding
It's not measuring skill. It's just looking to get you that 50% escape rate no matter your playstyle.
Lots of flaws in this system and i don't really agree with it but i can see the logic behind it
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For everybody that doesn't have time/ want to watch the whole stream sincerely thank you for all the time and effort you put in this.
It's greatly appreciated
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@TAG said:
Legion should get the Freddy treatment IMO. Just nuke the character and start over.
Hell no.
Freddy treatment is something that never should have happened.
That's a killer i enjoyed i'll never be able to play again.
I will seriously melt down if they did it again with my other main
