Tekno_Badger
Tekno_Badger
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@Sakurra said:
So I have noticed a lot of posts about how unfun is playing against swf, not to mention they are trying to bully players. My suggestion for this is: the same way we can turn off crossplay, why we can not turn off swf? If you understand what I mean. Let us choose if we want to play against swf (as killer) or with swf (as survivor).
Because literally every killer will do this. The devs just need to properly balance the game
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@Huge_Bush said:
I love being able to hide in a snowman. While they're not the most discreet place to hide, it's nice to finally have something added to the game that encourages stealth play. I think it would make the game more fun if Behaviour would introduce more objects that survivors could hide in.
I understand that many people frown upon stealth gameplay, I don't think it should be completely left in the dust. There are plenty of people who prefer to sneak around and get a thrill out of evading the killer right under their noses. The game should also cater to more than one play style otherwise it would just be boring.
The one thing I would change is that killers who attack the object should be able to instantly damage the survivor hiding in it with their attack. It shouldn't work as it does now, where the survivor can escape unscathed.
This would render lockers useless lol
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I mean, far simpler way of putting this:
- Hexes only sprout up once their effects become active (surv releases gen against Ruin, etc.)
I think this is actually a beautiful fix, great idea
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@fogdonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/2654151#Comment_2654151
Not sure what you mean.
Revealing that a killer has noed makes it near useless. At that point it just becomes another slowdown perk and you never have to worry about it. You wouldn't expect the killer to be shown whether a survivor has DS now would you?
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@enormous_bruh_moment said:
https://forum.deadbydaylight.com/en/discussion/comment/2654147#Comment_2654147
I went into more detail in my previous post, but it's because you can't just attack the issue from one side.
You can't only discourage and punish tunneling/camping, barring toxicity, most people do it because it's the most ruthlessly efficient way to apply pressure to the entire team.
You need to reward, encourage, and incentivize killers to do something else. Gen speeds is one thing, but something akin to how Devour Hope gives you a reward if you are far enough away from the hook when the rescue occurs? That concept in and of itself is a very good idea. You could add something to the base kit that acts in much the same way.
You might be interested in my previous post that outlines what I think are the 3 main reasons for tunneling/camping.
Depends on the reward, but the issue at hand is that tunneling and camping is exponentially more effective than chasing a new survivor. And with all the survivor perks in the game to counter this, I really think survs just ought to learn better counters. There's a reason kinship gets banned in comp and survs can't run a bunch of BTs and DSes. The optimal use of those perks destroys killers.
In pubs, I couldn't even begin to count the number of times a survivor has been saved in my face immediately after hooking them, the surv has body blocked me with BT, then called me a POS when I waited out the BT and just hooked them again. It's terrible play from survs yet many of them all but expect you to bow down and allow it.
That being said, facecamping someone just because you're salty that they looped you is an issue as well. You could perhaps slow hook timers by 10% if the killer is within 8m and not in chase
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@ProfSinful said:
https://forum.deadbydaylight.com/en/discussion/comment/2654140#Comment_2654140
I wouldn't make the blink attacks special attacks strictly because it just forces them to run the same 4 boring perks at that point. I do however agree that range addons are in need of some nerfs. Then again, nurse loses hard to "break LoS and hold W" without range addons and can barely keep up with them. I would say that the best way to nerf those addons would be to cap the maximum range at whatever Kavanaugh's Last Breath gives so that you can't run omega blink anymore
If you've ever played against a really strong Nurse, range add-ons make it so easy to fix your mistakes. It's like a dead hard for killers...every 5 seconds.
And a Nurse with ruin, undying, haunted, noed will make you rethink the special attack thing. Yeah it reduces what she can run, but Nurse with those perks is just destructive to game balancing.
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@Hunter_Main_322 said:
https://forum.deadbydaylight.com/en/discussion/comment/2653851#Comment_2653851
So they are morally weak
https://forum.deadbydaylight.com/en/discussion/comment/2654147#Comment_2654147
then there will remain camping and tunneling + also the generators cannot be started yes you are a straight genius (sarcasm)
What are you saying? Lmao
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You must think Ruin should be revealed at the start of the match too
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Literally just make it require 4 hooks to activate. Easy fix, no more 0-hook Bubbas using noed as a crutch
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There is no good fix to this. Every anti-camping measure that has been tested was immediately abused by survivors, and the game simply isn't balanced enough to remove camping/tunneling, especially for weak killers like Legion or something. For any anti-tunnel or anti-camping measure implemented, gen speeds should be slowed. That's the only way to ensure balance
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As a Plague player I don't mind them that much. I hope if their volume is reduced that they are still audible. Taking them away feels kind of like taking Pinhead voice lines away
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Or, hear me out, learn how to loop her. The only issue Nurse has is range add-ons and instadown perks. Just nerf the add-ons and make blink attacks Special Attacks.
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2610531#Comment_2610531
I like how you don’t know what to say so you try correcting my grammar to justify your side.
...*literally ignores my 2nd paragraph in order to cling to their narrative*
Bye bye, you're hilarious
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2610534#Comment_2610534
...Wouldn't their Asian players be part of their playerbase?
I mean they're trying to get new players, and Asia is a huge market.
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Please no. Blight is perfectly fine as is. Why is it survivors don't want to have the same learning curves as strong killers? You can't expect to just coast through every game solely on basic looping knowledge
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No lol, she's still going to get bullied by good loopers
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Because they care more about revenue than any of their playerbase, so they're targeting Asia
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2610512#Comment_2610512
I literally said COH should be toned down a bit but I guess you disregard that because you’re killer main ego wants to take over the debate.
Lolol don't trash-talk me when you can't even use the right "your."
Also, if you cared to read, you'd notice that COH wasn't the only perk I mentioned
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@Caleegi said:
This is dumb. It shouldnt offend you from flashlights strobing, i dont get why it does and it benefits you cause it tells you where they are and stops them from getting more distance.
Sounds like a survivor main who wants to be able to antagonize killers
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Terrible idea, this gives both survivor and killer griefers the ability to hold the game hostage for one survivor.
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Sloppy is fine as is, Bloodhound does need a rework tho. No need to make blood yellow tho, it'd vanish on Coldwind maps. I suggest the following:
BLOODHOUND
After hooking a survivor for the first time, gain a stack-able 1/1.5/2% movement speed bonus that activates when chasing a bleeding survivor, up to 4/6/8%. Pools of Blood glow bright red and remain 4 seconds longer.
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2610495#Comment_2610495
You know I heard about this well known fact that everyone has an opinion and disagreements are fine as long as you have a reasonable debate with them. I think it’s very good to have that mindset and I totally recommend it.
There is no reasonable debate with someone who thinks infinite-use triple-botany self-care for all 4 survivors along with free lucky break to be placed at the strongest loops is in any way balanced. Just stop.
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I'm a killer main, and this would help with balancing, but it's just going to make the meta more stale and boring than ever. Just nerf gen speeds and slowdown perks and buff all the basic M1 killers, tada, less slowdown dependence and more variety in the meta
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Of course it's not fair, they're just making all the hit servers prioritize survivors.
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Literally delete this stupidity
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Woe is me, survivors have to use skill instead of purple medkits and BNPs, whatever will we do???
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Please stop. Survivors do not need anymore buffs
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Tells us to stop whining, proceeds to whine himself. The hypocrisy is laughable.
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I honestly just want to see mori animations in the store
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Oh enough already. Almost everything desync-related has already been changed to favour survivors. I can't go one killer game without having at least one hit rejected despite it being just fine on my end, and my ping is 40ms. The devs have already made all the server take survivor input as priority instead of actually fixing their servers, we can let killers have their damn pallet hits
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Lmao stop. It's part of the game, especially tunneling. Non-strategic facecamping is the only thing that needs work. It's the killer's job to win, not make sure you have fun and get every chance in the world to escape
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I'm so sick of hearing this, because all the toxic people are just going to go to ranked, as are all the unskilled players
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@SabunoHakia said:
Blind, can't see anything but scratches and rely on sound, let's make playing a high skill character harder folks, multi-directional phasing sound to know a possible direction they are coming in, that's still too hard we can do better guys! Let's make a killers job twice as bad, how? Let's give literal footsteps the magical powers to kick up dust. Thus we make it harder to fake people out. But let's not upset the killers too much they need to WORK FOR IT, BUT WR ARE NICE!! A RARE ADDON THAT ... the nurse has which allows you to simply teleport back to your initial location. Please nerf every killer Devs. When you nerf high end skill killers and you devolved the game to exposed or not exposed it will be simple to enjoy casual players crying about too many hooks
FYI Killers will only take this so much before we revolt. It's no wonder I instantly que half the time with the lack of killers willing to act do 4 jobs at once then when you have NoED they whine that you have it yet 5 minute gen rushing, maybe they shouldn't have skipped totems? Also why can you gen rush and maintain your pip or gain a pip, shouldn't you have to literally do more than generators? I know 5 times I killed everyone by mori and literally did it within 5 minutes lost a pip, I won't quit the game, but my spending habits will definitely change until MY JOB isn't as hard and maybe a bit easier for me? You know like the whining casual survivors whom probably don't even buy skins?
Literally remove one of these aspects of the nerf and maybe JUST MAYBE IT WON'T BE AS HORRENDOUS.
These were good changes. She's not nearly as high-skill as Nurse, and she's just as strong. I'm worried about the directional phasing sound but the dust could be good
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Glad we agree
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2507020#Comment_2507020
But for different reasons.
Survivor meta hasn't changed in 4 years. Because up until recently, the perks were either buffed to be stronger (BT) or didn't change at all (IW). DS was getting stronger and stronger up until the last version. Where it finally changed to a anti tunneling perk.
Meanwhile the killer meta constantly changed in the same time. Right know, killers are stacking gen slowdown perks. Not because they get easy wins, but because they struggle with gens when they take other perks.
It doesn't matter how or when they get used, the fact is that survivors always bring the best perks, so nobody has any right to complain about killers doing the same
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@wxnickxw said:
https://forum.deadbydaylight.com/en/discussion/comment/2507032#Comment_2507032
Well I suppose you should define win as a killer, do you mean 4k only? Becusse as a survivor main I don't need to camp to get 4ks. I don't get them every match either but again not a killer main
Alright, let me put it this way. The devs balance the game so each match is roughly a 2k, and they include camping and tunneling in those calculations. The exact winning condition isn't really important, I'm just saying the devs have camping as part of the game, so naturally, taking it out nerfs killers, especially at higher levels where they're already hurting
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@wxnickxw said:
https://forum.deadbydaylight.com/en/discussion/comment/2505864#Comment_2505864
Yah it seems like there are 2 really bad things that need to be fixed, keys and camping. Unfortunately you have Streams of killer mains rushing to complain it's abusive whenever fixing camping is proposed and a slew of survivor mains doing the same thing for keys.
I even proposed in a thread that we should get a large portion of killer mains and survivor mains to propose to fix the 2 at the same time in the hopes that by demonstrating on the forums that everyone could agree it may get seriously looked at by the devs. That idea died pretty quick, turns out killer mains wiukd rather keep keys than lose camping (I'd imagine survivor mains would have acted similarly just thay killers mains happened to respond first.)
Okay, look, as someone who plays both sides and has been facecamped for looping a killer too well as well as been keyed out even when I played far better than the survivors, here's my take. Keys are absolutely busted, they allow 2 escapes when only about 50% of the survivors objective is done, and killers can't truly counter it. They take no skill to use, and you aren't going to run out of them when only 1/4 has to equip one.
As for camping, it's freaking boring, but the game isn't balanced around 12-hooking, and the devs have said they have no intention of doing so either. Facecamping when you get salty is an issue. But if survivors start taking the free 3 out, killers will stop doing this as much. It's not exactly a solution, but it's not useless either. And strategic camping is absolutely counterable unless it's a facecamping Bubba, and there's enough perks to prevent tunneling and camping that I don't see *strategic* camping as an issue.
So in short, survivors really don't need keys to win, but killers are going to start losing far more if they're forced to 12-hook, even if camping is extremely boring and annoying. Now if the devs wanted to actually solve these two things, here's what I'd do:
- Make keys take 8s to open the hatch, and regress the progress when not fully opened to prevent 99ing. Allow grabbing from the opening process but not when jumping in. This one is pretty simple.
- Camping is tricky, because the game is actually balanced around it. I wouldn't mind seeing a Camaraderie mechanic of sorts for when the killer remains close to the hook for too long, but you'd also have to deactivate it when survivors are nearby to prevent it from being abused. And then you'd also have to buff killers in an appropriate way so as to not disrupt balancing. As for what that buff could be, I don't know. Smaller maps? An Early Game Collapse to diminish the initial gen-rush issues in matches? Prevent 99ing of Exit Gates? Personally I think all 3 should be implemented regardless, but they'd be good counterbalance to a camping deterrent.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2505887#Comment_2505887
Undying Ruin can be completely ignored during the match though. Since they have 0 impact on survivors hugging gens.
The same can't be said about certain survivor perks.
Look, each has their faults, each has their overpowered components. Acting like one is bad and one isn't just isn't a valid argument. The meta is stale and narrow for both roles.
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The system is garbage. Survivors still get horrible teammates in solo-queue, because SBMM only cares about the team average rating, and skilled players are just forced into a ######### show of boring sweat builds, map offerings, overpowered add-ons, and keys and BNPs and such.
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I thought it was just gonna say "poopoo", and I would've upvoted instantly
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2505524#Comment_2505524
Indeed.
Now that I think of it. The upcoming boon totems might be actual high risk, high reward perks. Now parting from the current survivor meta perks as how strong a "normal" perk is...
The new survivor perks might get over the board in strength. With killer slowdowns, stun locks, and all the nightmarish stuff the devs came up with in previous years.
It will all part from the strength evaluation of both sides that comes with sbmm.
You're both hilarious. The meta is like 6 perks on each side. If you think BT, DS, Unbreakable, Dead Hard along with BNPs and medkits and such isn't at least as problematic as Ruin Undying or whatever, all I can do is laugh
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I almost got heated till I realized it was you lol
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@GentlemanFridge said:
https://forum.deadbydaylight.com/en/discussion/comment/2504188#Comment_2504188
You’re not wrong there, but threads like these aren’t helping either, are they? It can’t exactly be motivating to read “Here’s why I’m sick of you.” Time and time again.
I get what you mean. But the devs implement fixes at a glacial pace, and they ignore 99.9999% of ideas anyway, even if they're good ones. I can't remember the last fix that was actually beneficial to the balance and the fun aspect of the game. The community, especially the veteran community is just fed up with them at this point. I know I am. This game could be in a far better state if they listened to their community instead of acting like they know best when half of them don't even play the game. God knows they don't give a ######### what their QA teams say either, even when they do actually do their jobs, or we wouldn't have such buggy and unfinished chapters and patches. It's pathetic that Dead Dawg was back for 1 day before it got disabled again for the exact same issue they were supposed to have fixed the first time. And why disable The Game and RPD just to not fix their glaring balance issues??
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@Inferno427 said:
https://forum.deadbydaylight.com/en/discussion/comment/2503528#Comment_2503528
I completely forgot the unsheathing noise. Yes, remove that. Kill it. It's annoying as hell.
I think the crouch speed change would help with survivors who leave the loop and let you catch up to them faster, but it's something that might need to be seen in-game to see the benefits of. Fake the dash, uncrouch and chase to condition them to stay at loops so you can dash. I might be too optimistic that this would work admittedly
True, the shotgun collar might be a bit too awkward to Counterplay. The correct counterplay in my head is to have a survivor help you do the box, and stay near that survivor if they get in chase. Maybe even run across the map using the 60-seconds to find someone else to tag along with. It's trading the gen slowdown for keeping survivors running together, so I wanted it to be annoying enough to be worth the trade.
It might be better if it revealed the aura of Survivors while not within 16m of any of them, to make it less annoying. But I was worried that might be too big of a nerf, that'd make it useless
Idk about removing the noise altogether, just make it occur later on in the animation. Pig already bullies at lower levels, if she could sneak up and get grabs just as easily as Ghost Face it'd be brutal. The noise is also necessary for Ambush counterplay.
The crouch speed change wouldn't be enough if you run the numbers. Honestly there's no reason to nerf charge time, it could even be buffed imo. Conditioning them like that is already a big part of her Ambush play, especially at higher levels, I'm just worried that if you make it 1s it'll be brutal to use at higher levels, especially once they learn to time it and not fall for like a 0.2s charge. The biggest issues with her Ambush are the numbers. It takes too long to crouch, doesn't last long enough, and charging time isn't quick enough to surprise them.
As for the collars, I agree that'd be the counterplay, but that slowdown would be so extreme if your partner gets in chase, and it'd literally drag you into the chase. Eventually Pigs will just learn that they can catch the collar partner in a terrible spot because they literally have to follow you when you chase their buddy. A shotgun collar add-on would be pretty fun, but I think you should go in a different direction for it. The 16m reveal idea isn't bad actually, it'd give you an immense amount of info, and they'd still be forced to leave gens and slow themselves down if they want to stop it.
Also, I'm curious what your thoughts are on my Pig rework, you should be able to find it on my profile if you're interested.
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@GentlemanFridge said:
Just saying “fix it” without suggesting any way of “fixing” anything is not gonna help anyone. They’re plenty aware of the issues people have with keys, moris, whathaveyou.
Being aware and doing something about it are worlds about. BHVR is the poster child for that statement. Also, easy fix. Make keys take 8s to unlock the hatch, make that progress regress if it isn't fully opened.
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Only 1 reason?
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@Sh1ndi said:
Everything is cool, but I would add those:
RBT CHANGES
- While trapped, the survivor can not see the auras of boxes and can't interact with them, just like Freddy's way with alarm clocks. There is no danger while the reverse trap is disabled.
So Rule Set No.2 as a base kit and even better, because you can't touch the boxes if the "game" isn't started. I've always found it senseless that survivors have the ability to take off the disabled trap.
- Generator's completion turns on the trap. The survivor now can see auras of boxes and can interact with them. The game has started.
It would be great if the Hello Zepp soundtrack starts playing at that time. The soundtrack is cut for the timer length, and the anxiety of it changes due to the bulb's light color and time remaining.
SEARCHING JIGSAW BOXES
- To remove an RBT, a Survivor must search 3 out of 4 Jigsaw Boxes OR 4 out of 5 if there is an add-on for additional boxes.
This literally just encourages survivors to get on gens
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@Inferno427 said:
https://forum.deadbydaylight.com/en/discussion/comment/2501688#Comment_2501688
Don't worry, I've run the numbers, it doesn't do that. That's something I double checked while planning.
https://forum.deadbydaylight.com/en/discussion/comment/2501721#Comment_2501721
Thank you
https://forum.deadbydaylight.com/en/discussion/comment/2501801#Comment_2501801
The decreased crouch speed makes it more easy to fake the dash and catch up to survivors who leave the loop. The intention is to psych the survivor out of leaving the loop while ambushing. Further empowering the "will she dash or not" mindgame.
While the charge speed has been reduced the total time to crouch and charge had been cut in half. The decreased charge speed has been compensated by the increased duration.
The 4 seconds only refers to the period where undetectable remains after uncrouching. While Crouched, undetectable lasts infinitely.
Survivors won't Counterplay this isn't a fair criticism. While some will make sometimes, acting like players wont adapt isn't realistic or a fair argument to make.
As someone who plays Pig consistently at a high level, good survivors won't leave till you start charging. But I understand the Undetectable part now, I like it. I'd prefer they just delay the unsheathing sound until just before she can grab
And again, there's not exactly counterplay when you're forced to follow the killer sometimes lol
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SBMM should be considering the high and low ratings in lobbies, along with the perks/add-ons/items used. It doesn't really matter what you've unlocked. I have Ruin Haunted Undying Nurse but I shouldn't get punished for that when I play Pig lol
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Honestly they should be putting new animations in the store