SunderMun
SunderMun
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It's a true statement. Just as Dead Hard is.
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Depends what we're calling cheating, tbh.
Hacking? Maybe 1/2 in the last few months.
VPNing for an unfair advantage? I play EU server, so a good 15-20% of the killers I face are VPN from all over the world.
I did, however, watch an interesting series of events on CoconutRTS's stream; he uploaded the video, too. Someone had hacked in legacy and was basically trying to break the game, speed hacking, etc, and when you tried to view their profile, it would just link to No0b3's profile, rather than the one they were on, so you couldn't even report them properly.
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Idk, 8/8?
As survivor, I've had 5k + hour killer mains compliment me when they were playing killers like Spirit, so maybe 9 as survivor? But idk how to gauge.
The weird thing about this game is that skill doesn't necessarily scale in the same way as with other games; it seems to be pretty linear with playtime, in my experience.
The important thing to note is that everyone has their potato moments on both roles. Going for breakout plays on a killer that is obviously using STBFL is my motif. xD And I love to experiment with powers, so if I'm on Blight, you damn well know I'll give up the down to try a trick shot!
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@Orion said:
Made me laugh, but is that a real challenge?
It's the bugged challenge that used to be for 20k; the survivor one was bugged too, which was objective points.
Only certain killers and survivors were affected, though. So in order to remedy it, they changed it to 1 point as it was a massive slog.
This actually happened with 4.3.1.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/1729361#Comment_1729361
If only that were true, I just don't subscribe to the "killer is so hard" club that forum does.
you're the one that said if a good player had dead you'll never catch them, therefore, you only play against bad players with dead hard, as you have no issue winning even with dead hard.
Exactly...matchmaking is this game's worst enemy; if I get a good survivor running Dead Hard, I can just ignore them because the chances are the other 3 aren't so skilled...the issue comes when it's a stack of 4 very good players.
I don't subscribe to the 'killer hard' narrative, tbh. I play both roles a lot, weighting more toward survivor. Dead Hard is, in my eyes, still a crutch perk that needs to be completely changed.
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It's not bannable, but it's incredibly boring and honestly things like this happening are a massive detriment to the game.
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@yadielrodriguez said:
https://forum.deadbydaylight.com/en/discussion/comment/1729141#Comment_1729141
It doesn't matter in any way like there should be a option where people can use the perks they want but the team can't use same perks like example no more 4 DS just only 1 DS is available that would be a good system and game changer but again not fair to be in a game against swf and 4 DS and not expect to tunnel and not use noed and im good but I just sometimes give up because I don't find the game fun anymore just frustration but it fun to me when I piss them off which is tunnel them, camp them, Mori them and use noed a on them because I love how they get mad and feel the pain how most killers feel so that is what I call fun for me just punish them.
That would be an horrific system.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/1729143#Comment_1729143
If this is the mentality you have, that one perk, dead hard is good enough to stop you fromt catching a survivor entirely then it's probably not the perks fault and instead your own ability.
"I hit this survivor once and then they used dead hard, how could I possibly catch them again when this perk is now disabled?"
Ah yes, the standard of a person that only ever looks at the game from the perspective of one role. Nice try, troll.
I have no issue winning my games when I play killer, including when Dead Hard exists, but it is an incredibly unfair perk at its core. I also have no real issue winning my games as survivor
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@Kind_Lemon said:
I don't know...I would really like if survivors would stick around more often so I could tombstone them :/
I legit had that happen once; it was glorious. They were trying to be toxic and teabagging, too.
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@Yords said:
I have seen so many discussions stating FIX MORIS or NERF CAMPING AND TUNNELING, when the person posting it has clearly just had a bad experience with some part of the game. Every single person playing this game (except maybe the devs) are aware of how BS this game can be, but crying about it on the forums is annoying. I am not saying stop being upset because believe me, I have been through some rough times in the game, but I am saying to at least think before you post something that is just negative and no one wants to hear.
There does need to be a change with regard to all of those things, though; right now, they give too much reward.
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Yeah, I have to admit is is odd we haven't heard anything about it in so long; it feels like they've possibly abandoned the idea, which would be quite sad, tbh.
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Dead hard, imo, is broken strong when it works. It's a crutch for bad survivors, but put it on a good survivor? Yeah, you're never catching that person.
The issue comes from the fact that it means you have to outplay the survivor one extra time per chase, and that's a fair amount of time. Even if it only adds about 10 seconds to the chase, that could be the difference between 2 gens being pressured, and 1.
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@yadielrodriguez said:
https://forum.deadbydaylight.com/en/discussion/comment/1729125#Comment_1729125
I use noed only to piss them off like how they piss me off with 4 DS.
If they're annoying you with 4 DS, then that's your issue with tunneling; legit, I get 1 in about 20 games where survivors actually abuse DS to be invincible, at most. And even those games, I usually do well in.
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Myers; especially jumpscare Myers. It just adds a new dynamic.
Blight; really fun and, again, dynamic gameplay, because his power forces you to think about what he's able to do and counteract it.
Oni; same as Blight, honestly.
Bubba; since his buff there's so much more nuance, and as I play killers a lot, I have the timing down for if he uses all of his charges on me in a tile, quite often even timing the stun feels super rewarding. (That said, last time I did this, the Bubba left me and facecamped the random on the team as I was in a 3-man SWF without comms...red rank killer, btw)
Basically, if a killer changes the way I have to think in chase, and the timings I have, while not being incredibly unfair (Deathslinger/Spirit) I love going against them, since they accentuate the skill of both players pretty well.
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I play in red rank aplenty; I don't use bloodwarden or NOED, ever. Last time I used NOED was on old Freddy.
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@Kaiju said:
Yeah like every game? ngl but there's kinda a increased of them than ever. I'm seeing at least a hacker once per week and that's a lot.
I'm not really seeing people I think are hacking very often, but cheating via things like VPN? Multiple times a day. In the EU servers, half the killers seem to be VPN from all over lol.
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@TheClownIsKing said:
If the killer has downed somebody, doesn’t immediately pick them up because they’re in a chase with another survivor straight away, and so the downed survivor attempts to crawl away to hide first, THEN WAIT UNTIL THEY’VE STOPPED CRAWLING AND HAD A CHANCE TO START RECOVERING UNTIL COMING IN TO ASSIST!!!
This especially TRUE when the killer isn’t even out if the vicinity because whomever they’re chasing REFUSES to lead the chase AWAY from whomever was downed.
I’m getting right royally pissed off at the amount of times i’ve crawled partway to a safe enough spot where I feel confident the killer will not find where I am (without Deerstalker), only to instead have some dumb hero try and revive me out in the open while the chase is still nearby, spotted by the killer, they get injured (or downed), and I get picked up and hooked anyway because of the attention YOU drew to me.
STOP IT!!!
JUST STOP!!!
If a slug is stationary, they’re recovering (or should be) and ready for assistance. If they’re crawling away THERE IS USUALLY A DAMN GOOD REASON, SO LEAVE THEM ALONE TILL THEY STOP!!!
Ngl, there's a lot more context to this. If, for example, the person who comes to help, is running WGLF, it's much faster to just let them pick up the slug entirely. At the same time, if sloppy is involved and there's no WGLF, they should let them recover.
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I agree it sucks; the Nea one is for the dev team only so I'd say it's fair they keep that exclusive to devs, and sure the Twitch shirts make sense to be only for twitchies, but eh, they're kind of generic IMO.
But things like the dwight panda bears, it's sad to see go. ;(
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@OniWantsYourMacaroni said:
Their way of storaging player data wasn't really good back then so they couldn't keep track which player had legacy or not
While this is true, a lot of people had video evidence showing them earn them, etc., and they still used this line. It's very stupid, imo.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/1726301#Comment_1726301
If he can't quick draw anymore under your proposed changes, perhaps he can now drag survivors over pallets and windows?
Hmm, maybe. I feel like that would feel unfair, too, though.
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@GoshJosh said:
No movement speed increase, but I'd be ok with him getting some kind of passive or other ability instead to compensate your other changes.
OK, but what would you suggest in place of letting him be 115? The fact is he needs something.
But seriously, he needs changing ASAP - he is such an unhealthy killer for this game.
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@Uncharted said:
Hope everyone's Halloween went well.
So I've had my eyes on Oni for the longest time. His slugging potential and whole aesthetic caught my attention ever since he got released. With that being said, Blight joined the roster recently and he seems incredibly fun to play. I know both are difficult to master, which is the whole appeal of them since at heart I'm a nurse main.
The deciding factor for me currently is the strength and viability. Which one is more lethal in the right hands?
Honestly, I consider both similar levels of viability; I love them. So really, it's down to which killer power you think you'll find more fun.
It is very satisfying pulling off some of the most insane mindgames that Oni can pull, but it's also the same feeling when you chain 5 rushes together into a hit on a survivor that you had no business getting!
But I would say if you have Monitor and Infectious unlocked, Oni is stronger. Especially if you have a love of the super aggressive Nurse playstyle.
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This was painful to read.
But legit, the bloodhunt didn't last long enough at all tbh.
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@NoOneKnowsNova said:
The only thing I would change would make it 1.5 times when in a chase rather than double, but have it included when being slugged in the killers terror radius. I think 120 seconds is a tad bit too much while 90 seconds sounds reasonable if being directly tunnelled and the killer just waits over your downed body.
Yeah that still sounds reasonable; I forgot to add in the bit about being slugged - I agree there, too.
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@Supahh__ said:
https://forum.deadbydaylight.com/en/discussion/comment/1725475#Comment_1725475
I have around 30 ping every match so I don't think it's lag
It is latency, probably with the killer's ping, tbh. I find that when the killer is laggy, it does something to the server and everything just feels whack, especially pallets.
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@Parallax said:
https://forum.deadbydaylight.com/en/discussion/comment/1722968#Comment_1722968
I disagree with the "whole DS is nerfed stop moaning," Mories used to be able to be used without hooking, but they were nerfed so that you have to hook first, and they're still undeniably overpowered.
Just because DS was nerfed does not mean that it is fair (even if it is basically a requirement if tunneling is an issue).
Also while it's not as unfair as before, it's definitely hugely buffed since its previous state.
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@notlonely does Midwich have a lot of god pallets? I thought it was just the 2; one by the stairs and the other by the...nurse's room? (Idk why I'm having such an issue thinking of the word lmao, I haven't slept in over a day so blame that)
The rest are very much mindgameable in my experience.
Yeah honestly, the way Midwich is laid out, it definitely favours killer over survivor more often than not (SB + OoO aside) and the exit gate situation is downright unfair, tbh. The issue is that it still feels frustrating, even for the side that it favours, because it's hard to get to people you know are directly above you at times. Sure, there are 3 (4 if you break the 2 walls in the bathrooms, but let's be real, doing that is giving survivors you've put in a corner a free escape route) but they're so spread out that it feels annoying as all hell.
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@OniWantsYourMacaroni said:
Until we get a bug fix for this map?
It's super unfun and unfair having to deal with multiple god fences on the whole map because of those stupid bushes >:(
Oh god, yes please.
Literally every damn fence has these bushes, how tf is this even possible?
I played a game of solo survivor earlier, I saw a key and thought 'welp, unlucky for the killer' and then someone put a Haddonfield offering on. He chased one person all game long and refused to chase me and I was a bit confused.
Turns out we had an object gamer, with a key, who also chose the map, fit with Balanced Landing to really milk it out, to bully an unsuspecting killer. Safe to say I don't blame Bubba for face camping her.
BS walls everywhere...I just don't get how it could go so wrong in a patch that isn't even meant to hold any change to that specific map at all xD
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1723894#Comment_1723894
How is a perk that saves time, bad?
It's conversion isn't worth it; better to take another perk like resilience. Now that saves time and it helps in chase, too.
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@SnakeSound222 said:
He doesn’t have additional mobility. He’s still your standard 115% Killer.
https://forum.deadbydaylight.com/en/discussion/comment/1723023#Comment_1723023
You’ll still have time to Mend most of the time. Snap Out of It takes 12 seconds while BT lasts 15 and 20 seconds at tiers 2 and 3, respectively. The only time where you’re screwed is tier 1, but it’s only a tier 1 perk so it’s not surprising that it’s outclassed by its tier 2 and 3 counterparts. You will be cutting it close though, so don’t mess around.
Depends how hard he tries to tunnel you; when looping there are times that survivors have to stand still in order to determine what the killer is doing. It happens far more often than you would think.
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My idea:
-Fix his TR volume or change it altogether; it's cheap;
-Make him 115% (Partially in line with TR)
-Remove quickscoping but give him better ADS sensitivity for flicks, etc.
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The counter play is: don't drop pallets if you're not injured. If you are injured, pre-drop and hope to god it's not a loop he can do some deathslinger BS at, because my lord, there are so many tiles where he can get you from the other side of a pallet.
But that's not really counterplay, because there isn't.
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@Eleghost said:
https://forum.deadbydaylight.com/en/discussion/comment/1723030#Comment_1723030
I like this idea a lot more than mine. It makes it reasonable for each side.
Thanks. I try to think of both sides whenever suggesting changes; it's why my suggestions for Deathslinger actually would make him a super strong killer lol
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Easiest solution: timer goes down twice as fast if the survivor is doing an action such as repairing a generator;
If in chase with killer, the timer slows down by the same factor.
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@DetailedDetriment said:
The only changes that need to be made are what can be done while in madness tier 3.
Remove the ability to open exit gates.
Remove the ability to enter lockers.
Add the ability to heal survivors in the dying state.
You forgot mending! If you're tier 3 and get hit with BT up, chances are you'll end up dropping to the dying state before you get to mend.
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@TheWarNung said:
https://forum.deadbydaylight.com/en/discussion/202822/doctor-s-madness-effect
This OP seems new to the game. No offense, friend. We all have to start somewhere. Before his rework a year ago, Snapping Out of It only dropped you to Tier II madness, and Doctor's afflictions started affecting you at Tier 1. So once you hit Tier II madness for the first time you were stuck there forever.
After his rework it's the opposite: you can Snap Out of It down to Tier I and his addons only start afflicting you at Tier II.
Learn to love the madness. It adds some unique elements into a match and actually makes skill checks interesting rather than rote. I wish more killers had unique powers like this.
Doctor's effects on skillchecks 100% do not add anything of interest to them...they're still skillchecks, but more annoying.
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@CosmicParagon said:
Madness has no direct effect on you at tiers 1-2 unless you suck at skillchecks. Even when the Doctor sees the illusions, he's a standard M1 killer in terms of mobility.
All but the random screaming take effect at tier 2...
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/1722738#Comment_1722738
If they wanted to they could say the Entity and Pennywise made a deal, Pennywise wouldn’t be trapped but can enter and play and feast a little bit on the survs. This would grant him some different abilities to the usual mechanics, maybe something like PHs cages but with balloons.
The ballons thing makes me think of Identity V. xD
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@Primalux13576 said:
For me hillbilly add ons are an example of bad addons. I would swear that all those engravings add ons harm you more than helps 😅
I quite like comboing the Pills with enduring, and lopro chains are fun, but yeah the rest of his add-ons are either pointless or have too much of a downside to be of any real value.
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@Creepa99 said:
Thing about it is though is survivors mains will be crybabies about it like always. I really feel like BHVR is scared to do most stuff to killers because of it being a 1v4 game. Would you rather lose 1 player or 4 players due to a change? And also the 4 players are crybabies the whole time can't forget about that.
This isn't helping; it's just plain insulting to a large portion of the player base. Get over yourself.
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@SnakeSound222 said:
Demogorgon suffers the most from this. Its best add-on is COMMON. There’s only two good Uncommons and one good Rare. The others have garbage numbers and/or require a super specific build to work. At least other Killers can take advantage of most of their add-ons.
This. Honestly I think he should have an add-on that makes him more stealthy. Sure, one of his UR's technically does that, but it doesn't, because the numbers are too low.
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@LowSpecGamersMatter said:
https://forum.deadbydaylight.com/en/discussion/comment/1722378#Comment_1722378
Wrong, its 99% of the time a bad perk. Im yet to find a situation where I was saying "damn if only I had self care now".
If you run an entire build surrounding its use, it's not terrible...but then you're basically hindering yourself. lol.
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@rabldong said:
I was playing survivor in one match where there was a twitch guy playing the killer. Every time I pallet stun here I did slap and point finger motion at her, and blinded her while breaking pallet. I wasn't stream sniping her - I just do it all the time. After she got me, she started to facecamp and reveal my steam profile to viewers. Lol I mean it's just a game why would u even play dbd if u get offended by hand gesture?
It's a form of BM and definitely incredibly rude, but what they did is not warranted by that.
They reap what they sow, and I hope lost viewers for personal and public vilification/harassment.
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@ByNWR said:
And no one is talking about it. I mean... seriously? I've never seen anything like that before. And man, that was hurt to accomplish. This game is desperate for killers to disappear. I just won't understand.
It's not intentional; it's a bug. It is awful, though.
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@Sheffield said:
https://us.v-cdn.net/6030815/uploads/KHY8PB8F0UOX/haddonfield.jpg
I start the Game in Haddonfield and i have a lot of Bushes on every fence.
But what you can see in the picture is that you have a very strong loop.
Yes, I got this the other day and it was very frustrating; in some instances it made it impossible to actually hook people I'd downed because the fences were just that long. And this is new to this patch.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1720233#Comment_1720233
No offence but I trust the person with developer communication than the forum member with 173 posts.
Their post numbers mean nothing. But yeah, their insight into the inner workings of the matchmaking system is questionable, at best.
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@coppersly said:
https://forum.deadbydaylight.com/en/discussion/comment/1720235#Comment_1720235
That could be a possible implementation too. I'd like to have more than 3 though, something like ~15, ~20 seems reasonable.
Idk, I feel 15-20 would be far too high. Queue times would skyrocket.
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@Mandy said:
I think it would be a big problem to add this feature - you'd be able to "avoid" someone playing a killer you don't like or a good survivor is going to get avoided by all killers that play against them. It would just be too unfair on players.
I mean, the easiest way around this is to simply limit the number that can be avoided at once; make it a list. Overwatch started with 1 avoid per person, and worked it up to 3 over a very large amount of time, for example.
It would be a massive positive, since it would skip the whole waiting for a lobby for a year, into finding that a person who literally suicided on first hook in the first 30 seconds of the game, twice in a row, is in your lobby and so having to dodge them. Repeatedly.
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@bingbongboio said:
So in my recommendations for articles on google I found a “best and worst maps for killers” list and It is terrible.
link to the article is https://www.gamepur.com/guides/the-best-and-worst-maps-for-killers-in-dead-by-daylight
heres some of the “best maps for killers” I can’t tell if this is a late April fools joke or not
https://us.v-cdn.net/6030815/uploads/7ADD8QLPE8AY/21b5a284-93b8-47ed-8540-66f4fdea9bde.jpeg
https://us.v-cdn.net/6030815/uploads/SFTUZMR7BOR5/2d263202-d162-4f54-b3a3-b8d43fd3f830.jpeg
https://us.v-cdn.net/6030815/uploads/3S927K5HOUDU/6370a46b-fdf2-46c9-aa13-21864a8ad17a.jpeg
https://us.v-cdn.net/6030815/uploads/29N2YTOMIHIB/52f448ab-b078-46a3-a3b0-fb1d6f9c2359.jpeg
https://us.v-cdn.net/6030815/uploads/O8WS8EBFJ9G4/5eb7ee43-0337-4334-9d43-a529a6231949.jpeg
https://us.v-cdn.net/6030815/uploads/NUXG2YKKRHT8/6b6a7147-5946-4178-bd71-c6a6c0e60944.jpeg
I mean, the first one...ok, sure, until I read their reasoning...it's a huge map, but all gens can spawn on the same corridor (albeit across two floors) and it seems to happen quite often. But lol at the rest, this has to be a meme.
Also lol at the premise of Pale Rose and Gas Heaven being survivor sided. Have they not played in 6 months?
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@DanielJ said:
https://forum.deadbydaylight.com/en/discussion/202453/i-never-wanted-to-dc-more
I Got lerys as blight 3 out of 5 matches today I just sat in a corner and watched a video till they finished the gens so I could open the gate myself, I just shut the game off after that
I got lucky; when I got Lery's as him, I was running Umbra Salts so it was slightly tolerable even if the frames left something to be desired. And I'm getting better at not instinctively holding A or D whenever I want to go through a damn doorway, making me bash back into the frame!