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  • @panernaners said:

    https://forum.deadbydaylight.com/en/discussion/comment/1981592#Comment_1981592

    That's not a horrible Idea but then that might remove all the skill in DH if you only can use it to dodge a hit and I'm sure survivors don't want that either.

    Honestly, I think dodging a hit DMC style requires more skill than just using it as a bump for distance to connect loops. I'd even point to the reference I just made: DMC and other action games where precise dodge timing is a critical mechanic for higher end play.

    For for how it would work, it's not hard. DH, when activated, could give the Survivor a "Dodge Sate" where any incoming damage is 0, but the damage message from an incoming attack tells the Survivor to initiate the speed boost. This Dodge State could have a time on it of 0.3 seconds or so, giving the Survivor a bit of leniency to land the dodge in the event that latency and such isn't working out too well for them. This would extend the i-frames of DH, but make the perk no longer capable of being used outside of directly dodging incoming attacks.

  • @Thasard said:

    Dead hard is a garbage perk that I'm amazed so many people regularly use it. I am constantly seeing players exhausted on the ground because dead hard didn't work for them. The perk is so buggy that even if it does work it still just delays the inevitable for a good killer. If you're constantly getting bullied by dead hard, then maybe you should play survivor more with dead hard so you can learn how to counter it as a killer.

    The issue for most people is using DH for distance, at a distance, to connect loops/obstacles. Most people don't seem to mind it used for timing a dodge before an incoming hit. That clearly takes skill, game sense, knowledge of the Killer, etc. Using DH for distance because you picked a bad route to connect two loops, however, only requires that you know you won't make it without a little booty-scooty.

    Personally, I would like to see DH only give distance on a successful dodge of an attack, which can be coded. That way it would not be able to be used purely for a fart-thrust and would only benefit an actual dodge.

  • @Canas said:

    The tournament has been pretty bad so far. The killers only seem to camp, no kidding.

    Yes.

    Due to how most Tournaments handle scoring, tunneling and camping works best to secure a higher score by the end. In this case, kills score much higher than hooks, so kills become the name of the game. Furthermore, the Killer is ALWAYS up against a tourney-level-swf, and knows they will be playing as optimally as possible. This rules out standard gameplay since the Survivors will maximize their ability to starve the Killer of hooks and kills by the end of the game. As such, any catch MUST be camped for the kill to ensure a higher score. Furthermore, Survivors get their highest score from surviving the trial. Due to this, taking risks to make saves is considered extremely dangerous to the team score. So much so that it's often simply not worth it.

    It is very boring, but it's just how the game looks when played optimally on both sides at the highest level of play.

  • Spinechill is one of the best Survivor intel perks in the game if you are playing solo or your friends aren't good at communicating. If you see it turn on for more than a second or two, you KNOW the Killer is coming your way. It passively boosts your actions almost universally as icing on the cake. If someone ends up on hook and isn't running Kindred, you can look at SC and see if the Killer is headed right towards you, letting you know they are running BBQ. If you are healing and it lights up, you know they are running Nurses Calling. With a bit of trial and error, you can almost accurately asses if Disco is being used or not. It lets you determine how the Killer is tracking you, which lets you start counterplaying their intel perk. It's VERY strong.

    I just wish it was weaker against stealth Killers. They are punished a bit too much by it. I have started to approach all generators sideways just to avoid setting it off.

  • Her cosmetics are nice, and most Killers know she's a toxic death sentence. So get good first, grind up Nea, and assert dominance. Teabag no matter who is winning or losing, remind them that Nea is always packing a glock, and stare them down at the Exit Gate if they didn't ask Neas permission to put a Survivor on the hook.

  • @Todgeweiht said:

    Double pallets? Where?

    The Game had some IIRC. Don't know if they fixed that, but the rework has a hallway that has multiple pallets.

  • @IWFreak said:

    https://forum.deadbydaylight.com/en/discussion/comment/1977428#Comment_1977428

    Hold up... Are you sure? I know what most add-ons do for hag (just don't know their name), but can't remember that one.

    It should either be:

    survs don't get a notification, or Hag can't teleport to them.

    I must have read it wrong, my bad.

  • @IWFreak said:

    https://forum.deadbydaylight.com/en/discussion/comment/1977135#Comment_1977135

    I'm guessing those add-ons are "no notification on tripping a trap" and "traps have hitboxes" (I'm not sure, I'm not versed in Hag add-ons)

    But... It would be damn funny to not be able to walk over a tripped trap you can't see...

    It doesn't notify Hag when a Survivor hits the trap. The Survivors see it as normal.

  • The Game.

    Old and new.

    I hate games. Especially video games.

  • Keys are currently on the chopping block.

    Well, they are in line to be on the chopping block.

    We don't know their position in that line.

    The lady at the desk might be asleep as well.

    This could take a bit.

  • @OniWantsYourMacaroni said:

    https://forum.deadbydaylight.com/en/discussion/comment/1977343#Comment_1977343

    A person in a video game that isn't like them isn't going to suddenly ruin their lives

    Obviously, but quite a few people here are acting like it does.

    They dumb.

  • @OniWantsYourMacaroni said:

    https://forum.deadbydaylight.com/en/discussion/comment/1977328#Comment_1977328

    At this point it's not even because of a speculation but the topic LGBT+ itself.

    Whenever this topic was mentioned in the forum you've seen a TON of arguing about it

    The least they could do is wait until something is confirmed. In the very least they'd be complaining about something that is actually in the game. And then they could still just mind their own business. A person in a video game that isn't like them isn't going to suddenly ruin their lives, and if their life is ruined by a character in a game that is different from them, they have a pretty fragile and pathetic life.

  • @OniWantsYourMacaroni said:

    https://forum.deadbydaylight.com/en/discussion/comment/1977316#Comment_1977316

    Obviously it's not confirmed.Some people just think it could be the case and now we've seen a TON of people trying to explain how this wouldn't be a good thing for whatever reason

    Ya, I was being facetious. I just can't help but roll my eyes at everyone losing their minds over speculation.

  • So the new character is confirmed as being LGBTQQIP2SAA+? I must have missed the character/lore confirmation in the ruckus that has been this forum today. What's the new Killers power? How is nobody talking about all these confirmed, totally-true-totally-confirmed things?

    Or is everyone freaking out over speculation cuz that's always been a good idea?

  • I'm thinking it's Party Rock Anthem. Everyday they shufflin'. It gets in your bones.

  • @kingcarl2012 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1977135#Comment_1977135

    I mean i guess but it'd be pretty stupid to run waterlogged shoe with dragonfly wings, i could do it but 1 add on would literally do nothing.

    Ya. I was looking at those combos. The silly thing is I bet they still set her Teleportation distance as being further, but also still cancel the ability to use it. That said, it IS pretty rare to see something like this in the game.

  • @kingcarl2012 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1976993#Comment_1976993

    Just throwing this out there but thats not true. Hag has specific add ons that disable her teleports that eliminate certain add on combinations as an example

    Actually, I technically DID cover that.

    "Are there counter-intuitive combinations in the game? Absolutely."

    Also, I'm am currently looking at Hags Add-ons, and while there are several that remove teleportation to TRIPPED traps, they don't disable all add-on modifications. As far as I can tell from looking them over, no add-on outright cancels another out. Some major benefits can be lost, but most of the add-ons still have some kind of functionality when combined.


    Edit: The Cicada and the Waterlogged Shoes, however, are an awful combination. I can see your point with those in particular.

  • The issue is that the devs seem to want to allow any possible combination of add-ons and perks. As such, they won't really make an add-on or perk that expressly excludes the use of another one. Are there counter-intuitive combinations in the game? Absolutely. However, none of them expressly forbid, prohibit, or intentionally cancel another out. It's clear the devs want any number of possible combinations. As such, they wouldn't make Iri Heads expressly ignore any other add-on. The better option would be the modify the Iri Head to come with pre-requisites to get an instant-down. Similar to Clowns Pinky Finger, which requires a direct hit and then an M1 attack. In this scenario, a pre-requisite range would need to be met, or the axe must be fully charged.

  • @smartemarte said:

    https://forum.deadbydaylight.com/en/discussion/comment/1976959#Comment_1976959

    it's literally just happened to a guy after his first hook , he got downed twice after that because the killer was toying with him

    Moris are now a replacement for death hook. If you get Mori'd, you were already going to die on hook anyways. The only Mori that ignores this is the one that lets you Mori the last remaining Survivor, though that kinda means they were going to die on hook anyways.

    Yes, someone can get tunneled out of the game, but Moris literally don't help with that anymore. Depending on the animation of the Killer, the Mori could technically take longer than using death hook.

  • ... what?

    You might want to look up the Mori nerf.

  • @Claudette_Baguette said:

    I am gay and couldn't care less about a LGBTQI+ survivor.... Like who cares honestly they are fictional characters with reskins in a "horror" game.

    And who says some survivor characters aren't queer already? Who knows that dwight didn't have a boyfriend once? Maybe nea is into girls?

    Like who gives a damn about that... The lore of this game is boring anyway and nobody ever reads the archive log entries or other stuff anyway...

    TBH I hate how goofy some outfits have become in the past, DBD lost it's horror theme a long while ago (elf dwight, box dwight, the onesies, weird santa claudette, onesie deathslings, cumogorgon, etc.). If they add like a drag queen or someone else to the game it would just be the nail to the coffin, that's Dead by Daylight and not an episode of rupauls drag race. Don't get me wrong I do some drag as well sometimes for fun but that not supposed to be in DBD. It's like the complete opposite of horror but whatever... Goofy stuff over horror I guess, we can't take this game seriously anymore anyway.

    Nea isn't into girls. Nea isn't into anyone. Nea exists to end all human life. The Entity targets Nea because the Entity fears her. Nea is the end game.

  • @Todgeweiht said:

    https://forum.deadbydaylight.com/en/discussion/comment/1976588#Comment_1976588

    He kinda suffers the same problem nurse has, extremely good but has to deal with a plethora of annoying bugs that just seem to increase with every new patch.

    While the bugs DO suck, Blight is by no means trash. Hell, I think he's one of the best Killers ever put into the game.

  • It's a slower moving projectile that needs a BIT of girth on either side in order to allow for hits that could be robbed by latency.

    That said, the circle shape isn't that great for the most part, though IIRC spheres have better physics simulation than many other shapes. That makes them more responsive when calculating physics in real time.

    Still, the hatchets should technically be more like fat coins, with the shape of the hitbox encompassing the entire rotation of the axe when in flight. The extra hit space it would give would be completely negligible. It would still need to be a bit wider than the actual axe, though, to allow for some leniency in the event that latency creates issues where the Killer sees themselves hitting someone that isn't taking a hit. Not as wide as it is now, though. It would be like substituting cardboard for standard paper: Thicker, but not a bit deal. Currently, it's like replacing standard paper with a watermelon.

  • As Survivor: Pips.

    As Killer: 3K + Hatch.

    Survivors are by no means expected to survive more often than not, and many things can factor into them not getting out. Bad team mates, tunneling Killers, the list goes on. As such, I tend to rate my Survivor performance on pips, as they indicate the quality of my contribution to the match. That also means I don't play Claudette. Don't get points for hiding in a bush on the side of the map.

    Killers, on the other hand, are only a threat if they are completing their goal. Which is killing. Therefor, Killers need kills. It's, like, you know, uh, literally in their name. And stuff. Dongs. They are the 1 in the 1v4, and they need to prove that there is a reason they are the 1 in that equation. I believe that's also where some of the frustration of playing Killer comes from: You're expected to perform, but you're not a machine. Two times is too much, babe. I think I'm off topic. YA. On top of that, some Killers don't really get the same pip scores as others due to their mechanics, which is kinda lame, so using pips to rate your performance as a Killer comes with a myriad of exceptions, rules, etc. Kills, on the other hand, is their intended goal. It's what they are designed to do. Killers are expected to kill. Unless it's Legion.

  • Ya, DCing for your health is perfectly fine. I'm sure one or two uppity people will moan about it, but they're just selfish/greedy. Your health isn't worth their fun.

    I also understand that getting flashlight spammed isn't THAT common in the game. So ya, you could play many matches without it being an issue. Personally, that's what I would do: Play those matches, and when something comes up that could cause a medical problem, leave and find another game after the DC penalty wears off. You don't owe anyone here a full match if it risks your health, but you also don't owe anyone here a leave from the game because your personal health concerns may inconvenience them. That's too bad for them, not you.

  • Bugs are bad for everyone. Both sides are often negatively affected by bugs. While bugs may give one side or another ez pz wins, it's not fulfilling and does nothing to challenge the player.

    It's not about bugs benefitting one side or another. It's about how badly they mess up the health of the game and fair competition. A bad bug is a bad bug for both sides.

  • Compared to some of the other theories, I like this one.

  • @GannTM said:

    https://forum.deadbydaylight.com/en/discussion/comment/1972357#Comment_1972357

    I wouldn't mind directional audio as long as it was inconsistent. It would definitely remove the stand still "2000 IQ mind game."

    Could work both ways. It would also remove the Stridor complaints:

    Every 1-1.5 seconds (don't know which) while phased, Survivors can hear the Spirit while the Spirit can hear the Survivors. This affect lasts 0.5 seconds, after which neither can hear each other again.

    This would give both something to work with. Spirit would still see scratch marks and would still have the upper hand as a result, but both would only hear each other inconsistently. It could be hard coded to avoid both Stridor and Iron Will, so IW would still work when Spirit isn't phased, as would Stridor, but both perks wouldn't be helpful during phase.

  • I would like it if Spirit always made her WHOOSHING noise whenever the Survivor is within her terror radius. That way they can't stand still to try and mind game a pallet. I also wouldn't mind some kind of sound cue to play non-directionally that lets the Survivor know she is within like 5m while phased. Just to let them know they have a split second to try something to avoid a hit.

    Good Spirits would likely have no real issue dealing with those kinds of changes. Good Survivors would be able to at least TRY something with them. As it currently stands, pallet humping and hoping you picked the right side is kinda lame.

  • Also going to bring this up for funsies, but I DO think there is some argument to be had over the amount of nerfs in this game overall. GENERALLY SPEAKING, it's better to buff some aspects of a game than nerf others, so long as you can proper level the playing field. Nerfs are a thing that will always happen. However, I DO feel that buffing some of the less viable options for both Killer and Survivor would really help make those nerfs feel like they are more acceptable and warranted. There are many Perks on both sides that see almost no use because they are particularly weak. I won't say USELESS, because they DO have a use, but they tend to be marginal at best or have absurd pre-requisites that make them situational to the point of nearly impossible to use. The devs should REALLY look those over and buff them to make them more generally applicable to a match and to provide a more notable impact.

  • The amount of nerfs on either side doesn't matter. The state of balance does. Killers should be strong enough to be a valid threat while fun enough to make the game enjoyable. Survivors should be strong enough to be a valid threat while not becoming overbearing to the Killer. It's a fine line, and mistakes are going to happen. New strats will need to be monitored and assessed for whether or not they need to be adjusted for the health of the game.

    I only ever really have issues when people blindly defend overpowered/bad mechanics or make non-arguments (read: whataboutism, "You don't like {insert problematic mechanic} because you're bad", FNAF request threads, etc...)

  • @NVerde said:

    https://forum.deadbydaylight.com/en/discussion/comment/1971674#Comment_1971674

    Take your points and yes they would need to be dumbed down/adapted in terms of power, but hey in the Nightmare on Elm Street films Freddy drags people into a dream world where he's basically a god, so I don't think the game killers need to necessarily be movie-accurate

    Well ya, they could be adapted to fit in the game, but it would still feel like it was "for the hell of it". Very little of what makes a Cenobite a scary thing to face up against would be able to transition to the game, as most of what makes them scary aren't things you can reasonably fight against.

  • @NVerde said:

    I don't think Chucky would work as a killer for this game. The height would pose a vision issue as mentioned above, and you couldn't have a doll hoisting a survivor onto his shoulder so they would have to come up with an alternative carry mechanism which I guess is not impossible but I feel improbable.

    Candyman would be great! There could be mirrors on walls that he could teleport to/grab and pull survivors through that survivors could smash, or they have to cleanse, he could release bees to that impact hearing with their buzz so you don't know if he's near you or not, he has a hook for a hand which is iconic, I think he would be a perfect addition.

    Pinhead I can see working too - throw in some sort of puzzle box mechanic (have to pass a couple of skill checks and you can 'banish' him to 15m away from you or something) plus he could either have chain hook traps or fire a chain hook (though maybe too similar to Deathslinger?) plus would slot perfectly into the lore. They could do something interesting with the more screams he is in the vicinity of the more his power grows or something (not sure if that's already a killer trait)

    As a massive Hellraiser fan, I kinda disagree. While I would love to see Pinhead or another Cenobite in the game, their abilities would need to be dumbed down to the point of "missing the point" of the characters. Also, realistically, I don't think the Lament Configuration would really factor in unless it was made into something similar to puzzle boxes, which is to say it would be used to counter one of the Killers powers. Cenobites generally don't chase, though we saw a "depowered" Pinhead do so in HR3. Even then, it wasn't even much of a chase, more like clowning around while following a chick in order to give her multiple heart-attacks and pop out some good one liners at a priest. Despite all their powers and reality warping abilities, Cenobites would likely get reduced to "chains with hooks" and "a box". It sells them horribly short.

  • Magnum Opus.

    Mightee One.

    Clearly, this all points to Ricardo Milos.

    RicardoShockIcon.jpg


  • Candyman could be made to fit, but similar to Freddy and such, would need to be "dumbed down" to work in a video game. In the movies, he makes his kills look like someone else did it, essentially framing his actual intended target. This is to turn society against them, similar to how society was against him when he was still alive. The whole issue of having to say his name would be ignored, but his other aspect of being directly involved with mirrors could likely be worked into the game. We already have spawn locations for clocks and puzzles, so they could be used for mirrors as well. His connection with bees is a bit iffy, though they could make a good sort of terror radius for him as well as serve a passive role.

    With the remake being a thing and mostly finished (iirc it's on the backburner to ride out the pandemic so it can get a theatrical release), I could totally see him making his way into the game.

    Some other movie monsters, on the other hand, would be a much harder fit.

    I see Chucky brought up a ton, but Victor is obnoxious to play as and against. He's the closest comparison we have, and it's not a good start. HIs special abilities would include "stab your legs" and "cuss a lot". Adding to this, they used the remake of Freddy for the game, which might lend to the idea they would use the remade Chucky that nobody particularly liked. Chucky (to me) comes off as one of those villains that people want because of popularity, but not because they would actually be fun to play as/against. High grass in this game can confuse regular sized Killers. Blight, who has a lower PoV, suffers a fair bit from high grass. Victor is entirely reliant on a normal sized Killer scouting for him and built-in Bloodhound in order to track anything. Chucky would be a total butt parade to deal with as the Killer player unless he had a LOT of built-in mitigation for his short height causing every minor obstacle in the game to block his vision.

  • @Chchchcheryl said:

    https://forum.deadbydaylight.com/en/discussion/comment/1956118#Comment_1956118

    I really suck at using her corrupt puke though (ik that will come with time) but I essentially become an m1 killer if people cleanse too much

    Ya, it comes with time, but here's a few tips:

    When your tummy juice is red, your job is to pass it out like a bloody lemonade stand. Don't worry about picking people up, just go pass out intestinal Kool-Aid. You want to get as much V A L U E out of it as you possibly can. Also, tummy juice is NOT body blocked by Survivors. It goes through them. You can hit two at once, which is especially good with the red stuff. That said, the same stream of Red Throat Candy can only hit a Survivor once. So don't try to wiggle it around to hit them again with the same stream, you will need to charge another. Instead, try to make a nice line or splash that is sure to hit them once with the red stream.

    Once you run out of red juice, and you're back to Ecto-cooler, pick up anyone you downed and hook them. Get them slimed up like a 90s Nickelodeon game show, and repeat the process. Get everyone down with the sickness until nearly all or ALL of them are blowing chunks, and make them choose between a donk to the noggin or giving you an excuse to play Raining Blood by Slayer.

  • Survivor: Nea

    Killer: Also Nea

  • @Fukh3r said:

    The game is completely messed up. I have a strong internet connection & am now jumping around the map. I was being chased & turned a corner, next thing I know I'm running toward the killer from a place I already went passed, got downed, hooked & lost my item. The killers definitely take advantage of this glitch & now I vault through a window I'm clealy through the windows & the killers able to down me again which is just bad hit detection. I see you worked on a censor issue (which is stupid because this is a game about getting killed or killing others & I'm on a console so don't even have game chat) but you are not fixing this issue. I'm basically signing in no just to get the bloodpoints because otherwise I'm just going in to die.

    "The killers definitely take advantage of this glitch"

    Killer sees the game as normal, and don't see the extra distance you are seeing. As such, to them, they are making fair hits. They have no way of using or mitigating the issue, as it doesn't show up on their end. So no, Killers are not taking advantage of the bug.

  • Why not just make DH only give distance if a hit is successfully detected during the i-frames? That way people couldn't use it early for distance, but rather HAD to time it to mitigate an incoming hit? It would promote skill, reads, and alleviate the issue of DH giving distance without actually dodging anything?

    This is all assuming they fix the other issues it currently has.

  • Some people want the win. Some people want to deny the Killer a win. If they want to eat a penalty so someone gets hatch, okay. That's on them. They have their priorities.

    I play to win as Killer, but I also don't sweat a 4k personally. If I'm at 3K and the last Survivor gets hatch, alrighty. Game's over. If someone DCed to give them hatch, uuuuuh... okay. I'll still just go to the next match. GG bruv.

  • Comms increases the demand of the meta and game design to heavily feature it and work with it. Many perks for Survivors would need to be completely rethought in order to not be redundant, and many Killers would need to be buffed (some heavily) in order to be better balanced against the overwhelming intel they are now working against.

  • @SaintDorks said:

    Huntress

    Pros

    -More physically powerful

    -In her prime

    -Hatchets that do not need reloaded.

    Cons

    -Has the mental brain power of a child.

    -When out of hatches has to go fetch more form a locker

    -Her humming makes It clear she is coming

    DeathSlinger

    Pros

    -Is Smarter then a 5th grader. In fact is more or less a Servant of tech (he made his gun himself)

    -People want him nerfed. So, clearly he is more powerful at least vs survivors

    -Weapon leaves deep wound without add-ons.

    Cons

    -Bum leg

    -Reloading

    -gets stun when chain breaks

    If we are talking a honor duel clearly huntress is gonna slaughter him. She would knock his weapon out of his hand by brute force and creave him to pieces with her axe.

    If we are talking like fighting on a map DBD style. I can see the Deathslinger killing her due to the fact he has more actual tactics since he hunted people on their own truff for bounties. In that case he will try to keep range and when she goes to grab hatchets out of the box He would shot her in the head with his spear gun at full force.

    Which will lead to final contest...Dancing..Now you like Ho-downs or russian dancing?

    We know how that will end...

    https://www.youtube.com/watch?v=A1PAO3jgmXY


  • Survivor isn't difficult in and of itself. Teamwork is. For all the extra mechanics Killers have to deal with, and the bullet dodging Matrix powers some Survivors seem to possess, at least they don't have a brain-dead teammate to worry about. It's the one real saving grace of Killer, though it also means a loss is entirely their fault.

  • I never run Lightborn, and I get flashed every now and again. I hate it.

    I would never want flashlight stuns to be relegated to specific functions. For the Survivor, it's a high-risk-high-reward option, and comes with the bonus issue of possibly making the Killer decide the Survivor looks better on a hook and admired for a hook phase or two. It can and often DOES bite the flashlight user in the butt to stay that close to someone with a big knife, because that big knife might decide their upper intestines are looking pretty smoochable.

  • If we don't count add-ons, I think Deathslinger has an argument. Going by the mechanics of his gameplay, he'd basically lock her every time he landed a hit, and cause her to bleed after hitting her. Every time she slowed down to ready a hatchet, he could land a near instant hit. Essentially, he could out-zone her. Sure, she has a huge range advantage, which would absolutely come into play depending on the battlefield being used, but he's not a pushover by any means. If they could hear each others terror radius, Deathslinger would still have the upper hand because of her lullaby. He'd always know where she is and where to shoot. I think it would really come down to the battlefield and if Huntress could keep enough distance to land trick-shots over Deathslinger.

    Also take into account that while Deathslinger must reload between every shot, Huntress must go to a locker, which would make her an easy target every time she had to reload.

    On the other hand, Huntress can deal blows faster than Deathslinger can. If she could basically wombo combo him with hatchets until she gets into melee, and then avoid his ability to CC her with a chain, she could do a considerable amount of damage.

  • The issue is that "giving them a break" would be the same as not telling a cook that your food is undercooked. You paid for a product, it was delivered at a sub-standard quality. You can either chew harder and hope you don't get sick, lodge a complaint to get the product you asked for, or never eat there again.

    It's the same thing. The fact that people are voicing their concerns and complaints is a good thing, because it means they don't want to leave yet. They want things to be fixed so they can continue to play the game and purchase the product. It is not only for the good of the players, but for the game and the devs that the players voice their concerns. The alternative would be to let the game become sub-standard, and either only keep people that want to chew on raw stuff or have everyone that cares about quality leave.

  • They also feel terrible to play as and barely benefit from many perks on account of Victor not getting perk bonuses. I PAID for the DLC, and would not be against them being completely removed, rethought, overhauled, and brought back in a more stable and fun form.

  • Timing it right now is a pain in the behind. And I'm all about pains in my behind.

    But seriously, I dropped it entirely and started running DS. Then I played like 10 matches straight and never used DS (I don't use it to work a gen in the Killers face like a turbo-nerd), so I dropped it for Inner Strength since I like to do a totem or two for points. I've only lost one match in red ranks thus far, and just had a match where I bullied a Spirit into DCing when I was about to leave through the gate.

    It's not ALL doom and gloom at the moment, but it's pretty rough. Solid strats still win, and memes still lead to NANOMACHINES, SON.

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