ThatOneDemoPlayer
ThatOneDemoPlayer
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2856151#Comment_2856151
It would be a decent traversal tool - but I disagree on 'usually'. The spawn RNG on these things can be silly.
My last 3 games:
RPD. Several useless TVs in the very corners of the map, the gen they correspond to was inaccessible from their location. Most of the TVs were clustered around one side.
Mother's Dwelling. 4 TVs clustered around the tall wooden structure, 3 basically naked and one right on top. Survivors could clearly see me emerging and I was miles from gens.
Grim Pantry. A mess. TVs in the corner of the map or in amongst clutter, facing into walls. Almost no TVs in the places I would need them.
I wouldn’t really call that TV spawns being bad and more the map being bad. Swamp, RPD and Mother's Dwelling are really bad maps for the Killer
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I agree with everything you said with the exception of:
When the stars align and TVs spawn in useful spots, they are an okay chase/traversal tool.
When they work, which is usually, TV's are some of the best map traversal tools in the game. They're the whole reason I wouldn't say she is weak, combined with my few experiences with and without CoH.
CoH might seem like it hurts her a lot, but in my experience, her TV's allow her to teleport right next to the Boon, wasting almost no time snuffing it.
I do, however, agree with giving her a few buffs, like the ones I posted a while ago:
@ThatOneDemoPlayer said:
As I've previously stated, I believe Sadako is in a pretty good spot currently. That doesn't mean I don't think she could use a few buffs, along with some nerfs to balance out the proposed buffs, to feel more "threatening", especially her Condemnation mechanic.
Here are the changes I thought of:
-Sadako should not have a Lullaby while demanifested.
She's the only stealth Killer we currently have that has a Lullaby and also has the Undetectable Status Effect.
-Sadako should not lose speed while demanifesting.
I don't think Sadako should slow down when she turns Undetectable, as it makes her feel clunky and doesn't really serve a gameplay purpose.
She should however keep her slowdown whenever she does exit her stealth
-TV's should have a 24 Meter Condemn-Radius.
16 Meters is a bit little in my opinion, and 24 Meters would also fix the problem with TV's spawning in a wonky position, not allowing them to condemn Survivors.
-Projection TV cooldown should be lowered to 60 seconds.
100 seconds is too long, it's longer than a whole Generator.
-Bloody Fingernail Add-on should be base-kit.
Her current speed boost upon projecting to a TV is a bit short. Either make the Bloody Fingernail Add-on base-kit or buff the base-kit by 25% and nerf the Add-on to a 25% boost.
-Condemnation now builds up passively, 1 stack every 25 seconds, once a Survivor gets 3 stacks of Condemnation from either Projection or from turning TV's off.
This would make Condemnation more threatening if a Survivor decides to ignore it.
-Holding a Tape would increase the passive Condemnation build up by 20%.
With this change, holding a Tape while having 3 or more stacks would be extremely dangerous and would force Survivors to quickly remove the Condemnation.
-Well Stone Add-on should be buffed to 7.5 seconds.
If turning a TV off disabled it by 75 seconds, this Add-on should be buffed aswell.
-Fully condemned Survivors should be Exposed.
This would help Sadako deal with how quickly the Tape can be inserted after getting a hit.
Here are a few nerfs she could have to balance out her buffs:
-Turning off a TV's turns it off for 75 seconds.
This would make turning off a TV more practical and useful, while also making Survivors interact with the Condemnation mechanic more.
-Cabin Sign Add-on should get nerfed to 7.5 seconds.
If the Projection cooldown were to get buffed to 60 seconds, this Add-on should get nerfed aswell.
-Condemnation stacks, when carrying a Tape, should increase every 35 seconds.
With Sadako's Condemnation being more potent now that it passively build up every 25 seconds along with the range of the TV's being buffed to 24 Meters, holding a Tape earlier on shouldn't be as punishing.
These were a few buffs and nerfs I thought off that Sadako could receive to be more potent. If anyone has feedback or changes of their own, they'd be greatly appreciated
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2855780#Comment_2855780
So how does Demogorgon handle CoH? Just focus 1-2 people with Black Heart/Barb's Glasses? That's what worked for me, but that was before CoH.
Not much. Demogorgon handles chases pretty well so being forced to chase isn't that bad, but 3-Genning with his Portals has become harder due to 3-Genning getting nerfed thanks to CoH
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Dead Hard sucks.. A lot, but if CoH got nerfed, Dead Hard wouldn't be as bad since you wouldn't get punished for leaving chase anymore
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Twins not appearing is understandable. They're clunky and weak.
As for Mommy, most don't like her playstyle
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@[Deleted User] said:
How about delete spirit
Yes
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Not in a row but I had 2 Onryō games with no CoH and 3 Condemnation Mori's each
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@FeelsBadMan said:
https://forum.deadbydaylight.com/en/discussion/comment/2855666#Comment_2855666
That's not what I am talking about. I talk about people who claim in here they hate:
Four man swf stacks with meta builds and/or coh but happily run all of those perks in their own 4 man groups, people who state they are against bm'ing, yet when you encounter them ingame will happily flashlight clicky-clicky and tbag you when they realize the killer is struggling. People who criticise face camping, slugging and tunneling in here and yet that's exactly how they play in game.
And no, I am not over exaggerating. I could name all the individuals I am talking about but I won't for obvious reasons ("naming and shaming") also it won't change their behavior anyways.
I wonder who would run CoH even though they hate it.... couldn't be me
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Plague isn't Demogorgon, and people shouldn't be forced to play 1 Killer to counter a Perk
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Here are my thoughts on the year 5 Killers:
Nemesis: Mediocre, boring and an inferior version of Demogorgon and PH
Pinhead: Cool design on theory, but weak in practice
Artist: Love her design, it's sad that she's the only good Killer of year 5
Sadako: Fun, not bad, but could use a few buffs
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Like Demogorgon, but weaker and with a few extra steps
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It's a mystery
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Because he gets Survivors off gens for a little while.
Having to get off gens every minute or so is pretty irritating.
He's a low tier Killer nonetheless so escaping isn't hard, but it's still not an 'enjoyable experience'
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Why should playing with friends be bannable
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How would the Power even work? Shape-shifting isn't something that's possible in DbD thanks to SWF
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@Nikatara69 said:
https://forum.deadbydaylight.com/en/discussion/comment/2854479#Comment_2854479
U serious??? Omega lol
Yes, unhooking isn't hard
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I enjoy Cabin Sign with Ring Drawing, I personally believe they're some of her best Add-ons
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Alchemist Ring? Sure
Base-kit? Hell no
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@Voodoo_Thirsty said:
https://forum.deadbydaylight.com/en/discussion/comment/2854505#Comment_2854505
I think the joke was that Japan is famous for sush (fish)...
Japan might be famous for it's Sushi, but does it look like a fish? No, I didn't think so
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@Vakka said:
https://forum.deadbydaylight.com/en/discussion/comment/2854467#Comment_2854467
We got Japan tho?
Japan ain't my fish.
This is
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2854134#Comment_2854134
Yeah, me neither.
https://forum.deadbydaylight.com/en/discussion/comment/2854132#Comment_2854132
https://forum.deadbydaylight.com/en/discussion/comment/2854133#Comment_2854133
So what's so strong about Alchemist's Ring? In an individual chase, where you go from healthy to injured or injured to downed, what makes his counterplay (which clearly exists) harder to pull off?
It renders Blight's fatigue meaningless, aswell as making distance while Blight is recharging his Rush
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@Nikatara69 said:
https://forum.deadbydaylight.com/en/discussion/comment/2854129#Comment_2854129
Same as camping off first hook to have Mori... Lmao
If the Survivors allowed the Killer to camp a Survivor to second stage without doing anything about it, then it was their own fault
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Couldn't agree more
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No fish country representation :(
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@Aletria said:
https://forum.deadbydaylight.com/en/discussion/comment/2854129#Comment_2854129
Thats why is a rare offering and cost alot of BP...
So according to your theory I have to watch a killer T-bag me for 10 minutes until i bleed to death so the hatch can open or my team mate sacrifices himself. that fair?
Ok, then we can buff Mori's to where they can kill you after getting downed, no Hooks needed.
If you're making a complaint about something, please be educated. Bleeding out doesn't take 10 minutes.
Yes, it's fair. You lost the game, you and your teammate don't deserve a pity escape for losing
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Just nerf Alchemist Ring, it's the only Add-on he has that isn't fine
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@Aletria said:
https://forum.deadbydaylight.com/en/discussion/comment/2854047#Comment_2854047
if the hatch is no problem why was it changed to benefit the killer? the key is useless and not fun anymore.
Hatch and keys were overpowered. Having a nice 3-Gen stolen away from you because the game said "Survivors! Here, come take this free escape for letting the Killer get a 3-Gen and almost winning the game" was certainly a problem
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Cleanse the Totem? Hex Totems aren't hard to find. Either learn the Totem spots or listen for the fire-y sound
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Happy birthday.
If I was a mod, I'd count anything more than 2 Spirit posts posted within 24 hours as spam
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Anti-Hemorrhagic Syringe is fine, Styptic Agent is the Add-on I dislike more
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@kaneyboy said:
https://forum.deadbydaylight.com/en/discussion/comment/2852989#Comment_2852989
nothing to do with my ping.
Are you sure? Huntress Hatchet hit boxes are fine whenever I go up against a Huntress
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Get better ping
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"Cone Baby incoming"
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@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2852729#Comment_2852729
It was sarcasm, given that you had done the impossible.
https://forum.deadbydaylight.com/en/discussion/comment/2852837#Comment_2852837
"Instead of the daily "Dead Hard" forum post with arguments that don't really hold any weight, why not actually do something that someone will pay attention to."
Given that the devs have said they're looking into it + the fact that you, yourself, wrote a wall of text that you'd like someone to pay attention to, this quote is particularly amusing.
It's not hard to do the impossible, as long as you're a Demogorgon main of course
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2852713#Comment_2852713
If there is sound logic to your arguments, I am willing to change my opinion and even more so if there was data (which I think would be easy enough to gather).
I want you to understand where I'm coming from. I play both sides but tend to play survivor slightly more than killer because my friends generally want to play, otherwise I would play more killer. When I play survivor, I don't use Dead Hard because I think Sprint Burst and Overcome are superior because they give more speed burst time and you can control the direction of your speed burst, unlike Dead Hard.
When I make these counter statements to your arguments, I'm not making them to be mean or because I care about Dead Hard being nerfed. I am making them because I don't understand the logic behind these arguments. I also doubt anything I say on these forums will do anything to what the developers are planning. I doubt they even read these forums, judging by how bad the game design is right now.
-it grants a free Health State, which no other Exhaustion Perk grants
Dead Hard is different from a free health state. When you are hit and lose a health state, you get a 2 or 3 second speed boost and have maneuverability during that speed boost. When you exaggerate, the people on the other-side of the argument see this as an exaggeration and tend to ignore the argument because they feel as if you really don't have anything backing your statements since you resorted to exaggerating.
-it can be activated whenever, unlike any other Exhaustion Perk
Sort of. Lithe, Balanced Landing and Sprint Burst can also be activated by specific player input. Sprint Burst is exactly like Dead Hard in this aspect because it requires you to press a button (The shift button) just like Dead Hard (The active button). However, I don't see how this is a problem in the first place, different perks are activated differently. Just because 2 of the exhaustion perks require an activation key doesn't make them better or worse than other perks. It only makes them different.
-Dead Hard Validation straight up denies Killer Powers (confirmed to be a bug)
So this is a bug that will be hopefully be fixed at some point. I don't understand how this matters in an argument for buffing or nerfing anything.
-it probably has the lowest risk-highest reward among Exhaustion Perks
This is an opinion, there's really no way to measure this. For me, Sprint Burst and Overcome and much less risky and much higher rewards because they cannot be baited out or missed. They always work.
-renders mindgames useless, unlike any other Exhaustion Perk
I believe you are saying that if a survivor makes a mistake during a chase, they have the option to use Dead Hard. I agree. Yes a survivor would have 1 chance to correct a mistake made in a chase. It doesn't render mind-games useless, because the survivor still needs to use Dead Hard, so your mind-game draws out a Dead Hard.
If you refine this argument more to show why this means Dead Hard needs to be nerfed maybe gather data.
-using Dead Hard for distance is uncounterable
I just don't understood this argument. No exhaustion perk use for distance is able to be countered.
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Again, I'm trying to understand why Dead Hard out of the other exhaustion perks is in need of a nerf. None of the arguments I've seen against Dead Hard hold much weight as an argument.
To me personally, it seems like there are some killer-players that are bothered by Dead Hard because it is such an in-your-face perk. I think killer-players are noticing Dead Hard because it's similar to a big-flashing-sign; you "see" it because it's used in close chases. If these killer-players took a step back and analyzed it compared to other exhaustion perks, I think they would be surprised at home much more chase times are extended with the other exhaustion perks.
This is only my opinion from what I'm seeing on the forums because I'm not seeing compelling evidence or arguments that suggest otherwise.
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I presented an argument that close-proximity-camping is rewarded in game. A lot of people disagreed, so I did 40 games close-proximity-camping and presented the evidence on the boards. It feels as if this is something that people are so polarized on, that it would be worthwhile to do testing on.
Instead of the daily "Dead Hard" forum post with arguments that don't really hold any weight, why not actually do something that someone will pay attention to.
No offense taken.
Dead Hard is different from a free health state. When you are hit and lose a health state, you get a 2 or 3 second speed boost and have maneuverability during that speed boost. When you exaggerate, the people on the other-side of the argument see this as an exaggeration and tend to ignore the argument because they feel as if you really don't have anything backing your statements since you resorted to exaggerating.
Alright, no exaggerating. Dead Hard is an Exhaustion Perk able to give you free, controllable distance on command with no drawbacks.
Sort of. Lithe, Balanced Landing and Sprint Burst can also be activated by specific player input. Sprint Burst is exactly like Dead Hard in this aspect because it requires you to press a button (The shift button) just like Dead Hard (The active button). However, I don't see how this is a problem in the first place, different perks are activated differently. Just because 2 of the exhaustion perks require an activation key doesn't make them better or worse than other perks. It only makes them different.
Lithe is probably some of the best balanced Exhaustion Perks in the game. It require player interaction and decision making. Use the speed boost but give up a tile or continue looping and give up the speed boost. Sprint Burst is more similar to Lithe in that regard.
Different is good. What's not good is having a Perk with no interaction or decision making being better than a Perk that does something similar.
This is an opinion, there's really no way to measure this. For me, Sprint Burst and Overcome and much less risky and much higher rewards because they cannot be baited out or missed. They always work.
Dead Hard can't be baited out. I know it's hard for you to believe but trust me, it's easy to use it properly so you don't get baited.
I believe you are saying that if a survivor makes a mistake during a chase, they have the option to use Dead Hard. I agree. Yes a survivor would have 1 chance to correct a mistake made in a chase. It doesn't render mind-games useless, because the survivor still needs to use Dead Hard, so your mind-game draws out a Dead Hard.
It did render the mindgame useless. You would've downed them, now you gotta start a whole nother chase with them.
I just don't understood this argument. No exhaustion perk use for distance is able to be countered.
There's a whole difference between Dead Hard distance and the distance of other Exhaustion Perks. Most of them either deny chase or end chase, Dead Hard extends chases by 30 seconds minimum.
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/2852799#Comment_2852799
Even with Ceremonial Candelabrum?
I guess its more a noobstomper strategy if you don't know the rules of a character. (Like how many people here knew charolette lost collision? I didn't)
Probably, as Charlotte goes through a 3 second fatigue after switching from Victor to Charlotte, which is a huge amount of time
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/2852777#Comment_2852777
How? Victors not gonna hit them. The twins player just has victor stand beside charolette and the survivors cant get between them both because the lerys door is to small? And they just keep cycling between them both to make sure you can't crush victor and charolette doesn't lose collision. Because the collision time resets everytime you control charolette.
If they're going to switch back to Charlotte so they don't lose collision, you'd have enough time to kick Victor
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@CryptFriend said:
https://forum.deadbydaylight.com/en/discussion/comment/2852783#Comment_2852783
Unless you're like the poor dumb Meg who managed to Dead Hard out of the way--then ran right back into the tentacle, downing herself.
What I'd give to see such a thing
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Or 4 Health States if you have Dead Hard
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/2852751#Comment_2852751
When the streamers who popularized this played with goalie twins theyd just swap to victor everytime the survivor would get close. And just cycle back and forth.
https://forum.deadbydaylight.com/en/discussion/comment/2852746#Comment_2852746
Yes but they run no way out and remember me to make it so if the survivor wastes any time trying to get past them. (I think they have 27 seconds to get to the other gate and open it before the egc would kill them minusing the time from remember me and no way out). This is also played on lerys where there actually isnt enough room to get between both. (The small doorway to go out to the exit gates)
Edit:sorry didnt see your other message before i posted mine lol. You get it now though.
Survivors could still escape if someone let themselves get downed then hooked, unless they don't like taking a hit for the team in which case, everyone dies
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2852731#Comment_2852731
Source? I’ve never experienced or heard that before.
This is from the DbD Wiki. It could be wrong, I don't usually play Twins, I'm sure I've walked through Charlotte as Victor atleast once
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@dugman said:
- The Pig thing really just should be patched so survivors can use the boxes from the sides. Pig can still guard a box obviously which is fine but they couldn’t literally be afk and get a kill or two.
- The Twin Goalkeeper thing is pretty silly. Otz and Dowsey and other streamers popularized it I think. Hypothetically a quick fix for it if it needs one would be to turn off collision on idle Victor or Charlotte.
I'm pretty sure Charlotte loses collision after 30 seconds of her being dormant
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@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2852713#Comment_2852713
No idea why you're blatantly spreading misinformation as "No one who wants it nerfed can articulate why they want it nerfed."
How am I spreading misinformation? What'd I say
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2852186#Comment_2852186
So each endurance perk, including Dead Hard, need to be activated somehow. This means Dead Hard needs to be nerfed.
I'm so glad the developers don't listen to these forums except to amuse themselves, some of the most over-the-top things are said on here. I would have sworn this post was satire it's so self-unaware.
This post, and other posts like it on this threat, is the reason Dead Hard isn't going to be nerfed. No one who wants it nerfed can articulate why they want it nerfed.
People want it nerfed because:
-it grants a free Health State, which no other Exhaustion Perk grants
-it can be activated whenever, unlike any other Exhaustion Perk
-Dead Hard Validation straight up denies Killer Powers (confirmed to be a bug)
-it probably has the lowest risk-highest reward among Exhaustion Perks
-renders mindgames useless, unlike any other Exhaustion Perk
-using Dead Hard for distance is uncounterable
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With how many Survivors are using it poorly, I don't think it will make a big change
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Forced Penance does a smiliar thing, afflicting Survivors who take a Protection Hit with the Broken Status Effect for 80 seconds or so.
You could buff Sloppy Butcher by increasing it's effect but giving it the same effect as another Perk isn't a good idea
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Just bait it out 4head
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He needs a lot of buffs. He's Add-on, map Survivor and loop reliant. He needs Add-ons to be good, he needs a small map to be able to find the box himself without wasting too much time, he needs Survivors to not know how to loop and he needs small, unsafe loops for his chain to do anything
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How? They never post something useful. Every time they post it's either some Demogorgon propaganda or "tunnel good-not tunnel bad"
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Is she really good? I'll disagree, she's not better than B tier.
Is she good? Yeah, I'd put her around mid to low B tier, probably a whole tier under Demogorgon

