Sonzaishinai
Sonzaishinai
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There really needs to be a warning when you are going to post on something that's over a year old
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With some window mindgames or regular ones you can usually get a hit or the pallet relativally soon.
Out of all the strong loops, shack is probably the weakest/fairest one
also really funny if you get them with the old tripple window vault. nobody expects that
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@C3Tooth said:
Say 4 Survivors have 400% power.
Why a Killer should 1 hook 3 survivors and they get debuffed 45%, when 3 hooks a survivor and they get debuffed 100%?
The idea just make solo worse to play, nothing to fix tunneling at all.
To remove Gen rush / tunneling / camping. New mechanics have to be added so players unable to do it, not putting reward for not doing so, or punished for doing so.
The proof is Survivor will Gen rush ignoring the reward of 5000BP dull totem, and ignoring the risk of Noed that possibly happens. Same to tunnelers breakthrough BT,DS to get 1 early kill.
Pls read the the full post before commenting
You clearly skipped the part where survivors get a speedboost when one dies
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@Pilot said:
Have u also took into consideration these perks when u came with the giant 15-20% penalties to speed?
- Thanatophobia
- Dying Light
- Pop
- Ruin + Undying
And their respective killers? Aka the ones who use them the most.
Someone dying early would give the survivors a 33% increase in gen speed... Wouldn't that be punishing for the killer & would make the 15-20% penalty to repair obsolete?
I have won 3v1 scenarios at 4 gens before, all you need is some good teammates & cooperation, even though it's quite rare.
The last survivor getting 100% speed to gen speed is extremely pointless as both him and the killer would be looking for the hatch.
This means that quickly killing a survivor won't have as much of an impact as before as the number of charges/second the survivors can do roughly remains the same (4 survivors can do 4 charges a second on sepperate gens, 3 survivors with the buff 3.99 charges a second. When one is chased 4 survivors do 3 charges a second and with the buff 2 survivors do 2.66 charges a second.) it only starts being a real advantage to the killer after 2 people died
Toolboxes & Prove Thyself exist.
Your 1st idea would promote a lot of slugging... You hook one, down the other, look for more. That way you make sure not all of them are dead and you keep them either on 1st or 2nd hook whilst ur getting stacks of Thana & Dying Light for example. Then after 20 minutes have passed and only 1 gen have popped you'll finally have them all on death hook with the max stacks from Dying Light & Thana on top. Not to mention if u down them, from the amount of slugging u did, they'll just drop dead. 10/10 would play.
Action speed penalties stack multiplicatively
So with thana everyone on deathhook and injured would effectivally be a 36% penalty.(1-(0.8x0.8)=0.36)
That to be able to get you need to have 4 survivors alive at all time and have them injured at all time. It really wouldn't be that easy to do unless against very inexperiences survivors which you would stomp in the current system too
If somebody dies then we are back at a 11.5sh% penalty (1-(0.8x0.85)x1.3=0.116) so it really wouldn't be that bad. I'm not even going to bother with dying light with how it doesn't affect the obsession and gives them a heal speed buff to negate thana. Those perks will never stack well
Slugging to avoid the increase in repair speed would be a strategy but again you are enabling the survivors to split on gens by doing that. Is it better to have multiple survivors who are slower or less survivors who are faster? The answer won't always be so cut and dry i think.
Yes the 100% action speed to the last survivor would be pretty pointless but atleast helps with that one achievement. Not really the focus
Also numbers can be tweaked. It's the concept that's more important here.
Just to note it's just an idea i had and throwing it out there. I didn't think this through as i felt more inputs would be faster at seeing if it's a bad or good idea then me thinking about it.
So far seems it is a bad idea which is fair
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Bassically old ebony mori's
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/2446962#Comment_2446962
Raging like that is still way healthier then keeping it bottled in
It's really not, because it's a self-reinforcing behavior. It'll just make you rage harder instead of helping you deal with your anger.
and dealing with it in a healthy way is such a vague concept that very few people know for themself how to do it.
It's not vague, there's about a century of research into the subject. Things like "not taking your anger out on other people" and "not doing things that make you angry on purpose" are extremely basic and I'm sure everyone's heard of them. Hell, they're just plain common sense, as far as I'm concerned.
I mean it clearly not common sense if so many people aren't doing it right.
I don't think i've ever met a person that hasn't vented once in while
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We technically already have it.
KYF ensures you play with people who you can agree with to play casually
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/2446948#Comment_2446948
If that's your opinion, it's certainly a strange and unhealthy one. Most people (like everyone in this thread) agreed that people need to deal with their negative emotions, but in a healthy way, instead of raging at strangers because you lost at a video game. I know I stop playing when I get tilted and deal with it some other way.
I do to, but that doesn't mean you need to stoke the fires of someone who is frustrated.
Raging like that is still way healthier then keeping it bottled in and dealing with it in a healthy way is such a vague concept that very few people know for themself how to do it.
And while it certainly isn't 100% correct to rage at strangers it also isn't hard to just step away from a stranger raging at you over a video game and let them deal with their frustrations on their own way.
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Legion
Not saying they are the best ofcourse but the general consensus that they are the worst is so wrong it's not even funny
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No no no showing and expressing emotions that are concidert negative is wrong cause they need to be kept in a bottle and never be released untill they obviously fade on their own.
Anyone that does show these kind of emotions need to be punished and rediculed as they make other people uncomfortable.
These emotions are not the prefered way of life and therefor need to be ignored and discarted
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They use to have them. I miss them so much
Legion could use an addon pass in general.
Replace the Frenzy cooldown addons with movement speed ones and reduce the cooldown to 3 seconds by base
Change Frank's Mixtape and stab wound studies into something atleast somewhat usefull
That alone would help so much
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@ObscurityDragon said:
https://forum.deadbydaylight.com/en/discussion/comment/2444974#Comment_2444974
Key: opens hatch for 1 second allowing 1 survivor (key holded) to escape
It would still be BS, but less then what it currently is
No cause when one survivor is gone the other ones are bassicly screwed. And the killer has a boring cleanup duty instead of a thrilling match. all your suggestion does is take a tiny bit of the frustration of killers away and give them to the remaining survivors.
in the current itteration anyway for even a single survivor to get out without doing objectives is screwing all other players out of a good game. It is bassically the same as DCing exept you get rewarded.
Either they need to make it so you can only escape at the end game (all gens done or only one survivor left)
Or rework how keys and hatch work so it takes the same amount of effort and can be combated by the opposing player with the same effort as completing the generators is which is the route they are taking.
I just wish they would apply the first sollution in the mean time. Just like mories it's a single number that needs to change. It could just as easilly be done in a hotfix patch
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I see what the problem is
It's just upside down
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I do feel that blight's rush attack is more a aoe around him rather then the normal cone shooting out of him
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I agree that it would be a nice change and a way to deal with spine chill without goofilly walking like a crab
I disagree that oblivious is a bad status effect though. It just hard to see the vallue from the killers perspective.
Survivors can use the terror radius amping up to locate you and thanks to that can do the whole run away as soon as possible to create loads of distance strats.
Taking that away can really reduce the distance a survivor can make, it doesn't always need to give you free hits for it to have vallue. It can be the difference of having to follow a survivor for 20 seconds before they have to loop a pallet and them needing to use the closest pallet available.
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@Apollos said:
https://forum.deadbydaylight.com/en/discussion/comment/2444974#Comment_2444974
They're linked but they're not the same. You can nerf keys in a way that won't affect hatch and vice-versa since they aren't mutually exclusive.
Hatch spawning early adds some fun play for both sides. I think it's currently too much being able to spawn with 3 survivors left, but spawning with 1 survivor left takes away the aforementioned play. 2 kills is a good compromise imo.
No it doesn't?
All the hatch spawning early does is ending the game halfway if they have a key or allow a killer to pretty much always be able to close if they don't. Or encourage survivors to stop working on gens and try to hide untill the rest are death resulting in 20 minute hide and seek matches.
You're really going to need to elaborate on how it is fun cause i'm not seeing it
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It doesn't need much.
Like a 50% increase in bp (after trial, like bbq) when using all the perks from that killer/survivor would be a godsent for the grind too
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@Apollos said:
Imo keys are fine as is. There isn't much more you can do without making them totally useless and indistinguishable from maps.
Only two kinds of keys are able to open hatch and they need a charge to be able to work. More often than not, keys actually work against players when they open chests and find a broken key without add-ons instead of a useful item. It's general knowledge as survivor too that bringing a key puts a target on your back for anyone playing killer, so most are less inclined to bring one without a challenge to complete or a plan in mind.
Because the changes being asked for usually have little to nothing to do with key itself or its add-ons, I think it's more reasonable to take another look at hatch. I think the best compromise would be to make hatch spawn only after 2 kills have been made. On top of that, this means that at least 3 gens would have to be complete before it could appear. If the survivors are lucky and/or coordinated enough, they could force a tie using key at most.
Hatch and keys are linked. A change to the hatch can be treated as a change to keys.
Making it only spawn when all gens are done or 1 survivor is left is the healthiest change they can make to keys/hatch.
The only problem with keys that it stops a match halfway. Take that away and they are fine
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There really needs to be a sudden death added to this game.
Like after 30 minutes the Egc starting and every survivor being revealed or something. Simular to a hatch close. There really isn't a reason for a dbd match to last more then 30 minutes
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Chain hunt is still on for the survivor holding the box and if Pinhead can down the survivor holding it the all survivors scream and get chain hunted.
It's bassically risk/reward. If you can hold the box and not go down you deny pinhead a lot of pressure. If a random chain screws you and you do go down then the whole team is in trouble and a smart pinhead will go slug heavy to apply as much pressure as he can during it.
A survivor holding the box going down can quickly turn a game to the killer if the Pinhead is smart and actually pressures the survivors while they can't progress easilly.
This is twice as bad if Pinhead has Franklins as instead of a down he just needs a hit.
Holding the box hostage seems effective now but i think it will be a death sentence if you go against a really good pinhead
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@Rez_Marsiel said:
https://forum.deadbydaylight.com/en/discussion/comment/2443100#Comment_2443100
I said that this perk would likely be paired with corrupt. Now do your math again.
If your going to camp there is barrelly any difference in the math.
It doesn't take that much time to run to a different gen if the killer isn't pressuring.
I 100% agree that it will be strong. But not if you camp. Hell if it's really a issue then comp people will just adept to hiding out corrupt
Also my math was without any perks. If all survivors have prove thyself then 3 survivors can do a gen in 29ish seconds. Even faster with toolboxes
There are still 3 gens popping if you camp. With a 4th gen on the way.
Again if you actually go out and pressure this will be very strong but camping against a comp team will always results in a loss if they expect it
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@DwarvenTavern said:
Why would Netflix take the post down?
Netflix swooping in the 18th november to take all post about demogorgon away
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You are forgetting one crucial detail
Deadlock can affect the same gen over and over again
This is what will happen
3 survivors on gens 1 being chased
Lets say gen A gets completed when you get the first one down
Gen B at 80% gets blocked gen C at 75% will soon be done
You start camping and it gets called out you are camping and deadlock is in play. The survivor of the finished gen and the locked gen go to other gens.
Gen C gets done 20 seconds later and gen B being the gen with most progress gets blocked again. The survivor heads to another gen
They fix them untill they reach 70-75% and then do them one by one forcing gen B to constantly be blocked
That's 60 seconds to get to 75% and then 20 seconds for every gen pop
By the time you are finished camping only 1 gen remains and 2 are at 80ish%.
You have no hope at winning at that point.
You will destroy solo's with this but against coordinated survivors you are going to need to pressure to make use out of deadlock.
I think it will be strong but camping will be punished every time with it
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They can still balance and tweak him but don't expect a full rework.
It would be not so smart as a company to put a lot of time and effort into something that isn't paying the workhours anymore
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@woundcowboy said:
https://forum.deadbydaylight.com/en/discussion/comment/2442691#Comment_2442691
Yes and it is needed. Survivors being able to hold forward for 30 seconds without the killer catching up is dumb.
Problem is that it's a tricky beast to balance
Say we change it to 120% and now a lot more loops become unsafe and the unsafe ones now simply become dead zones.
Then the only effective option survivors would have is to preemptively leave and hold w while dropping pallets instantly.
And while it would be slightly less worse then it is now it would be all you see. Now there are survivors that try to loop normally. The less you make that an option the more you'll see shift w insta droppers
In the end you didn't really balance the game you just made it more boring.
If it was as simple as just bumping the speed a bit it probably would have happened already
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Quick math thing about movement speeds
Survivors run at 4 m/s (meters/second)
m1 killers at 4,6 m/s
That means killers catch up at 0.6 m/s
Your change would bumb that to 0.8 m/s which is 25% faster
A survivor 10 m away takes 16.66 seconds to catch up
With your change 12.5 seconds
I'm not going to comment on how it your change would be balance wise but i do want to point out that 5% more movement speed is a big deal in this game
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I mean tinkerer does have a counter.
Doing gens seperatly. If 2 tinkerers proc there is only one place the killer can go.
I'm sure there are examples from the killers perk list you can use but tinkerer really isn't one of them
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@lagosta said:
This just sounds like victim-blaming, if you choose to tunnel, that's your decision alone. The best survivor strategy to combat the tunnel is not even to body block, and unhook on the very last seconds.
How is it victim blaming when i'm not blaming the victim but the people who aren't helping the victim?
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/2441174#Comment_2441174
Tell my team mates in solo q to take aggro then. It will happen in 1 out of 10 games at red ranks.
That's exactly what I'm saying
Why aren't people doing this? The fact that it's not happening is the whole reason i made this post
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@Marigoria said:
Your logic only applies when you go against SWF. Solo survivors exist.
I pull it off in solo as well
I never play swf
Bond is a godsend
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@ZaroktheImmortal said:
https://forum.deadbydaylight.com/en/discussion/comment/2440753#Comment_2440753
It is still only the killers fault since they chose to tunnel. There's only so much you can do against tunneling. Okay body block one hit. Then what? They can still keep chasing them.
Attack cooldown is 3 seconds survivors run at 4 meters per second.
A single bodyblock allows a survivor to make 12 m of distance
As a point of reference DS allows you to make 16-18m of distance
Standart killers gain on survivors at 0.6 meters per second. That means a single bodyblock takes the standert killer 20 seconds to catch up.
More then enough time for the tunneled survivor to reach a safe loop. Even a mediocre looper should be able to hold on for a while then.
If you have a medkit you can heal up and do it again. Ideally other survivors come do it too.
Worst case scenario you can bodyblock while injured. Either the killer picks you up and spent all that time to have 2 survivors on 1 hook or they leave you and the tunneled survivor has another 20ish seconds to find a loop
Sure you can't force a killer to change targets but you can make it so difficult that it's bassically an autolose if they do
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I realise fault was a very poor choice of words. Survivors are enabling tunneling is probably a better way to describe what i mean.
Edited the first post to be less accusatory
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@KajdanKi said:
I was tunneled for having key. Also for being good looper (or him having bad game) or simply he didnt like character i was playing or outfit.
Is it also surv fault?
And for the rest what you wrote you keep forgetting that you get paired with players from any range of skill.
So what do you want to expect from a guy 15 rank, hell even 8. Its so east to rank up in dbd.
Did the other survivors try and stop him? Cause if they didn't the killer isn't the only one to blame.
Also thank you. Atleast someone who actually adresses the counter i'm propossing instead of justifying their tunneling or playing victim.
Yes teammates are unreliable that's true. But if that rank 15 is getting tunneled and goes down without a teammate in sight their first thought will also be that the killer isn't playing fair and develop the same mindset of you can't stop tunneling.
If they see the other survivors actually do effort to stop it they will later also try to stop it happening to another survivor
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@NerfedFreddy said:
Your post is victim blaming at its finest. Stop with that killer main mental gymnastics.
Is it victim blaming or is it players playing victim when they actually aren't.
I'm not trying to downplay survivor players. I'm trying to get people reevaluating it and to get them to see that maybe the solution to it is already in the game.
It reminds me of when i got into a fighting game. I kept getting projectile spammed and ended up complaining about it. Mayority of people told me to suck it up, go into training mode and learn how to fight it.
I did and i never had issues with it again. If people there agreed with me and said my opponents were so scummy and skillless i still would have issues with it.
Seriously try it yourself. Next time someone gets tunneled go out there and try and stop the killer. Even go down for them. It seriously either stops tunneling in it's tracks or make it such a waste of time that the killer automatically loses
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@meatisadelicacy said:
LOL yep, a choice the killer makes is absolutely the survivors' fault. SURE, JAN.
There are absolutely times when the killer can't find the person who made the save and I don't blame them there for "tunneling" the person who just got saved. But that also means they either never left the hook or chose to go straight back to it.
Don't act like 95% of the time, the killer is just unskilled and chooses to tunnel. Play how you want, but you make that choice, no one else.
I'm not saying it's the survivors fault if a killer chooses to tunnel.
I'm saying it's their fault if it succeeds without effort.
Is the killer player really unskilled for seeing an oppertunity to remove a player out of the game or are the survivor players unskilled for giving him this oppertunity.
This is exactly the problem. You are directing your frustrations to the killer player while most of the time your teammates have the power to stop it and don't.
It's like in a rpg the enemies focus you down and the healer chooses not to heal you. Will you get upset at the enemies or at the healer then?
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@ZaroktheImmortal said:
https://forum.deadbydaylight.com/en/discussion/comment/2440395#Comment_2440395
That's assuming you can rely on team mates to do this. Solo ques can be a coin toss on how useful your team mates will be.
Yes but that's not really the games fault.
when you get tunneled and your teammates didn't do anything to stop it then telling your teammates what they did wrong will help a lot more then getting angry at the killer
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There already is a perk to stop tunneling.
It's called Bond and actually helping your teammate with bodyblocks instead of shaking your fist safely away from the killer
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Seeing how you can't repair or heal while on the ground and there is no way to go from downed to healthy it doesn't really matter.
No matter what they will reach injured state before the slowdown matters
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@Soulpaw said:
https://forum.deadbydaylight.com/en/discussion/comment/2436690#Comment_2436690
I'd think it wouldn't be offensive due to the game usually considering offensive actions being something that can damage survivors. That's why I'd think it wouldn't be considered one.
Yeah but does it change then with his iri addon?
Or is he finally going be a killer that can actually use pwyf in a non meme way
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Hmm could work wrllwith his iri addon that injures survivors if it indeed doesn't count as an offensive ability but i think it does.
They really need to change pwyf so you only lose tokens when a survivor takes damage
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/2433263#Comment_2433263
And I hope that search showed you why people are so angry/annoyed by FNAF threads and comments, and that the situation is in no way comparable to any other topic.
Kinda?
I still don't really get why people can't just ignore it. Especially since the post will die out again after the ptb.
They always flare up when teasers drop and die out soon after
Seems like a lot of wasted effort to get rilled up over something they can't change and is mostly going to fix itself in time
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A pyromaniac would be lovely
A bughybrid would be very cool too
I also really want a bad survivor. Most if not all survivors are goody two shoes. I want a survivor that actually deserves the entity's torment
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Losing content would make me sad no matter what the content was
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waw, no stranger thing has happened to dbd
I wonder if it's because the licence got pulled back or if dbd isn't doing so hot as i thought it was
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/2433142#Comment_2433142
I'm surprised you actually did it, most people just gloss over verifying sources. You get an upvote on that alone.
Truth be told, I didn't scroll through the pages because I just assumed it was working properly. However, it does seem like it's a bug, since it happens with "Candyman" as well, on page 9. I'm guessing it's related to deleted comments.
Noed also stops at page 9
My first idea was that it showed you all pages but only loaded the one within your search date but if you up it to a year fnaf pages increase to 313 so that isn't either
So yeah does seem like a bug
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/2432993#Comment_2432993
Better watch out with candyman suggestions. We are nearing the tolerance level of some people.
Getting so tired of this deflection...
https://forum.deadbydaylight.com/en/discussion/comment/2432942#Comment_2432942
Don't compare the two, they're nowhere near the same level. Comments mentioning FNAF outnumber comments mentioning the actual chapter, even though, by now, we would've been swimming in threads about the new chapter. That's how much spam there is, that people don't even want to talk about the new chapter.
I tried this
Searched Fnaf, restricted it to one week
It said 125 pages of discusion
Going through the pages it ends at page 10 and all the rest are "no results found"
So is the site bugged for me or are you people overreacting?
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Mostly on what will happen when both hexes and boons are used.
There are only 5 totem spots. Will they increase the number of spawns once hexes and boons go over 5?
I suspect boon perks will activate on cleansing a totem that will then be replaced with the boon totem so it's probably not an issue
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@SonicOffline said:
https://forum.deadbydaylight.com/en/discussion/comment/2432514#Comment_2432514
I've already covered this, but here we go.
My ego is not related to being annoyed at the sheer volume of FNAF content overtaking a DBD forum. Thanks for being the poster child of my grievances though with the community, and rehashing an already displayed example of my complaints. "I LIKE THIS SO YOU HAVE TO DEAL WITH IT" is not a valid argument.
The same argument btw could be said for you. The world does not revolve around you, and this is a forum for DBD, so why do we have to have 20 threads a day on FNAF? Is it really not ok in your eyes that we chill it out? Because that's a fine example of entitlement, which is just another complaint I have about the FNAF community. You're far from the first to tell me to suck it up without any real substance to your opinion.
That's the whole point, you don't have to deal with it. You can just ignore it. You just choose not too.
It is in no way entitlement. The difference between the fnaf community and you is that you are deciding for them what they should discus while they are just talking among themself. They are not forcing you to read any of it.
Trying to turn the world revolving comment around while they just want to discus what they like and you as an outsider step in and tell them they can't is beyond ironic.
And fnaf is a horror game. DbD takes licences of horror games so it's 100% a valid point of discussion.
Or are we going to put a fixed number of threads on all suggestions for this game? Better watch out with candyman suggestions. We are nearing the tolerance level of some people.
I don't personally care for fnaf but people who try to silence other people just cause they don't like what they say need a serious reality check.
Thanks for giving the perfect example of what i said about ego's. Your problem with the fnaf community is exactly that. Your problem that you made for yourself.
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Aah thanks
I thought it was incorrect but i didn't have time to double check it
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People who complain about this need to get their ego's checked
The world does not revolve around you that you can decide what people can and can't discus about. Especially seeing on whether you like it or not fnaf being added is a valid point of discussion.
If you don't care about it it is as simple as ignoring post and replies about it. You don't need to announce to the world that you don't care
