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Warcrafter4

Warcrafter4

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Warcrafter4
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  • Despite this being a clown/billy archive I have only seen 2 of each for this entire rift.

    Its kinda telling on how bad to play billy is if he's nearly extinct on his own rift.

  • They are an overall weak duo killer who focuses on camping/tunneling to make up for how horrible they are at playing a normal 8-12 hook game.

    They are a weak but extremely annoying killer.

  • I feel like Survivors need specific dailies themed after each survivor as a mirror of killer's power specific dailies which cause killers to have more dailies.

    I'd imagine dailies like this(I am not very good with naming things):

    Dwight's light: finish repairing 2 generators while working with another survivor as Dwight.

    Meg's endurance: Become exhausted 3 times as Meg in a single game.

    Claudette's Virtue: Save or help a dying survivor recover 2 times as Claudette.

    Jake's Deceit: Be within a killer's terror radius for 30 seconds while not in a chase as Jake.

    David's Sacrifice: Take 2 protection hits as David in a single game.

    Nea's Grace: Fall while being chased twice as Nea.

    Laurie's Solitude: Escape or be the last survivor in a game as Laurie.

    Ace's Fortune: Open 2 Chests as Ace in a single game.

    Bill's Perseverance: Recover from the dying state as Bill.

    Feng's Evasiveness: Vault 3 times while in chases as Feng in a single game.

  • Face camping loses killers the game in most situations as survivors should be able to get 3 gens completed and half way through the last 2 just based on the sacrifice timer.

    If the survivor whose being camped stalled the killer for about 20-30 seconds before being downed and hooked then all generators should be done by the time they get face camped to death.

    Its not fun but I'd just give the camped survivor a black pip and BP if they were camped.

  • @supernoVa7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1838634#Comment_1838634

    I didn’t know We are Gonna Live Forever can be used as an anti slug. How?

    It gives double healing speed to downed teammates.

    It might not help you unslug yourself however it will help dramatically against killers who either choose to slug(Like lether face) or are forced to slug to get the most out of their power(Michael/Oni/Plague/Twins).

    To give an example: Against the twins if they down a survivor with victor then you Punt Victor during his vunerability you can pick up your teammate before victor can even respawn and become active again.

  • Since you have kindred I'd also suggest spine chill so stealth killers can't sneak up on you as easily.

    Also you can never go wrong with "We are Gonna Live Forever"(BP and insane anti slug), "Dead Hard"(Its easiest to use free exhaustion) or "We'll make it"(90 seconds of X2 speed healing is insane) for solo as healing and an exhaustion perk that's free for everyone.

  • @Freddy96 said:

    Wait isn't stealth how everyone was supposed to play? And when it comes to so called teammate-induced tunneling is ds still unfair or not?

    Also will we see killer-induced genrush video too?

    Yes killer induced gen rushing is a thing(I swear scott has done a video on it but I can't find it) and is there to counter perma T3 Michael/Iri head huntress as pretty much everything but rushing gens doesn't matter given the nature of those builds.

    As for teammate induced tunneling DS does go to show one of the major flaws in DS' design:

    Your teammates screwed you over and yet the killer is the one punished for your own team's mistakes.

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/1837389#Comment_1837389

    https://forum.deadbydaylight.com/en/discussion/comment/1837893#Comment_1837893

    https://forum.deadbydaylight.com/en/discussion/comment/1837902#Comment_1837902

    All i’m saying is that Demo’s kit is already pretty large, and there are some exceptionally good Demo players out there, that making the stealth aspect that Demo has any stronger (I.e. removing some of the tells and cues) might become unbalanced. That’s all I’m saying. I think it’s intentional that survivors get a warning so that it rewards attentiveness.

    I never said to remove the crawl out tell but given that demo DOES have a stealth extension addon(Red Moss) that increases its duration to 10 seconds and its still rarely helps should be telling on how bad demo's base undetectable is.

    Heck most people probably don't know demo has a score event(Surprise Arrival) for hitting someone while still in their undetectable duration.

  • @CLAUDETTEINABUSH said:

    https://forum.deadbydaylight.com/en/discussion/comment/1837592#Comment_1837592

    I thought of that, but if that's the case, then why it doesn't see any play to other killers with fatigue (legion, deathslinger, ect).

    Legion doesn't look down in fatigue so its not that helpful.

    Meanwhile most Deathslinger runs M&A so they already have a FoV perk that's also better for helping him sneak up on survivors.

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/215548/can-we-talk-about-demos-undetectable-effect

    I think far too many put it in the “pointless” basket simply because they’re never going to get a gen grab out of it.

    But I think that’s kind of the point though. It’s simply meant to give Demo “a head start” on a chase rather than allow it to achieve sneaking right up behind a survivor successfully. If that were indeed possible, that would make Demo way too overbearing and powerful.

    He has a global tell and the used portal's loud warning noise that happens WHEN the demo crawls out of them.

    Even if the undetectable was 10 seconds long it wouldn't be over baring due to it having MULTIPLE TELLS warning you of the demo's movement.

  • We did for killer from undying and "survivor mains" are crying about it.

    As for survivor its hard to make better perks then 2nd chance perks for a side that technically can't fight back normally.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1829930#Comment_1829930

    Thats just not true. Pyramid Heads were also camping when they were able to see Cages and this is a Killer which is really strong and has not that much Counterplay.

    Killers will camp if they have the opportunity. A Killer with built-in Insidious like Twins invites to do so.

    My counter example is bubba:

    He was too weak outside of a specific build so he just ended up camping/Tunneling everyone to death as he wasn't strong enough to do 12 hook games.

    Also once he did get his buff rework his camping went down by a lot as most bubbas try to go for 12 hook games from mine and other's experiences.

    Also before you say:"What about the rev hold change.". The rev holding punishment from my experience didn't change much for camping bubbas when they did happen.


    Also lets be honest PH is designed to tunnel people to death specifically because he can ignore BT/DS/UB/Flash lights potentially on every down so using him as an example doesn't say much as he was doing what he was meant to.

  • They camp/mass slug because they are too slow/weak to play a 12 hook game.

    If you make them weaker then they will become even more reliant on camping/mass slugging.

    They are both awful to play as and against while being forced to play dirty due to being too fair.

    Aka they are too overbalanced for a 12 hook game to ever be viable so they have to go out of their way to NOT have a 12 hook game.

  • If you get the killer into BL 3 you have already stalled for enough time for a full batch of generators to be completed.

    In your case the final 2 generators should have been completed within that chase window.


    Aka blame your team for not finishing generators as that chase SHOULD HAVE won the entire survivor team the game.

  • @Shirokinukatsukami said:

    https://forum.deadbydaylight.com/en/discussion/comment/1831570#Comment_1831570

    Billy nerf wasn't really random. A lot of survivors were complaining that Billy was OP especially with BBQ.

    If you paid attention to the names on a lot of those threads you'd realize most of them were from the same people.

    So in reality it wasn't a lot of survivors it was more realistically 10-15 crying for 6-12 months straight.

  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1830091#Comment_1830091

    Ahh it's been a minute since someone tried to hit me with he "whataboutism" stuff. You tell me. Do you think its fair for him to give up instead of getting better? It is the equivalent of a dc, it ruins the game for others, it subjects the survivors to gen simulator.

    I know who you are you love killers and cant see any flaws to them. Also I never insulted his killer I play a bit of freddy every now and then. What I did say is that if he wants to get better play a weak killer learn the basics of the killer role itself (mindgames, pathing, iq stuff like when to quit chase).

    But alright please try and come at me again I dare you.

    You clearly have never seen me talk about the twins if you think that.

    Also you literally went on about changing the subject to learning trapper(Aka whatabout learning trapper) then insulted him for playing freddy.

    Also if you paid attention he said he was waiting for the exit gates to be finished aka he had already lost the generator and unless your advising him to down then face camp the last survivor so he can get a single down then him going afk or not doesn't matter.

    Aka: He had already lost and without excessive camping/tunneling couldn't get any kills and needless to say face camping in end game won't help him improve.

  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/214817/survivors-waiting-in-the-endgame

    It's not when a killer gives up instead of playing. Heres what you do. Play trapper learn how to mindgame and how to become a sweaty killer and then go back to freddy. He carried you against all of those trash survivors who dont know he can be pre throws hard against.

    Ah classic whataboutism.

    Also randomly insulting other users for their choice of killer.

  • Don't you get tired of reposting the same thing with no constructive feedback?

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1829930#Comment_1829930

    Yeah because its the survivors' fault you decided to play Twins and it's the survivors' fault that BHVR designed them that way so it's the survivors we should camp!

    When did I EVER say it was the survivor's fault?

    This is solely at the developers not seeing the forest from the trees(Trying to make the twins fair to the point they have to play dirty to win).

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1829176#Comment_1829176

    Finally someone who thinks like me. I've been saying for a long time that Victor is basically uncounterable in chase and people just responded with "git gud". You can't possible escape a killer that has the equivalent of Demo's Shred (with the same hitbox for some awesome reason) and moves at the speed of Windstorm Wraith (and for another awesome reason he also has speed addons). Incredible design.

    Its old Legion all over again.

    Effectively impossible to escape in chase and will always catch up to you but it also takes them forever to actually kill you.

    It doesn't make them good(Much like old legion) but it makes them extremely obnoxious to play against.

  • Turns out when you give a killer WAY TOO MUCH counter play in chases/Lack of an ability to reliably hook then they rely on camping/slugging to win.

    GEE I WOUNDER WHY!

  • Mine would be buckle up's down survivor aura intensity but not its killer reveal aura.

    SWF can tell eachother how much recovery % they are at but solos can't without this perk so why not let solos have that as well.

    Also SWFs don't need more baseline killer knowledge which is why I excluded the killer reveal aura.

  • @ukenicky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1824079#Comment_1824079

    I've never seen all 5 totems get cleansed in the first minute of the match but go off.

    They don't need to all 5 as undying breaks first ruin can't be revived(50/50 each time with it increasingly favoring survivors to destroy undying).

    So 4 survivors finding 2 totems in the first minute is reasonable and happens semi frequently if you actually play with/against the build at red rank.

  • Ah the classic:

    "Lets nerf a killer into the ground because my team 3 gened ourselves" thread.

    Just because you lose to a killer doesn't make them overpowered.

  • @Mister_xD said:

    when i learned one thing in my plenty of discussions regarding this build on this forum, here is how you, as a solo survivor, can counter it:

    stop playing solo and queue up in a coordinated SWF.

    here is my opinion on it:

    the perk build is lazy, boring and carries way too many bad killers through red ranks. it destroys solo teams, is highly medicore against coordinated SWFs (so in actual high level play you still get stomped even with this build) and as someone who usually plays solo survivor i have very little respect for those that run it (i avoid playing it myself too) - i call it "the fun build" (with an ironic undertone ofc - cause its not at all fun to go up against).

    the only perk in the build i would deem "too strong" would be Undying though, both Ruin and Tinkerer on their own are fine. imo it does way too much and should have the aura reveal either be taken out of it completely or at the very least have it be restricte to Hex totems only. also the survivors should get the Hex notification for Undying once their aura is revealed by it / a Hex respawned so they are at least aware of its existance.

    "Lazy perk build"

    A perk build that does literally nothing unless the killer is proactively pressuring generators and survivors.

    Also next to no other aura reveal in the entire game shows itself to you as survivor so...

  • @Almo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1823080#Comment_1823080

    Legion is right in the middle of the pack in terms of kill efficiency, even among the best players. There's no way I can construe Legion as "weakest" given the data I have.

    So how about buffing nurse with her abysmal KR if that's your logic?

    I mean her KR is so low its the only one below the 2/2(50%) target AND even cuts off part of her portrait on the stats unlike anyone else.

    By no means to insult you but this contradicts what you guys have said about nurse and her KR.

  • Well mine doesn't kick me out but unless I verify EAC makes me game slow to an unplayable crawl in the last 2 patches.

    I know its EAC since its always what gets replaced when I verify.

  • @Shirokinukatsukami said:

    https://forum.deadbydaylight.com/en/discussion/comment/1823825#Comment_1823825

    Ah this sounds about right. Where is the 3.75% coming from? I'm used to the 16% lullaby skill check regression but it looked like I said closer to 20% than 15% which is what threw me for a loop.

    The ~3.75% is coming from the progression blocked by working on a generator that just exploded as no progress can be made for 3 seconds afterwards.

    So if your working on a generator that just exploded you'll be denied 3 seconds worth of progress or 3.75%.

    Mind you a loss can look larger then it is when your mind expects it to be further along as a generator exploding effectively puts you behind by 20%(If lullaby is in play)

  • Just for sake of reference missing a normal skill check removes 8 charges aka 10% progression then blocks any further progress for 3 seconds.

    Also the doctor was probably using Hex:Huntress lullaby which at max rank further increases the skill check penalty to 16% progression lost while making skill checks harder.

    So losing what looks like 20% from lullaby effected skill checks is close to whats actually happening if you also factor in the progression blocking of 3 charges which is roughly 3.75% or each skill check denying 16% lost + 3.75% denied = 19.75%.

  • @Shirokinukatsukami said:

    I mean it was a little too easy getting a key with that build, but since a key nerf is coming up was it even necessary? Not to mention it's far from meta; playing Plunderer/Appraisal is pretty niche and more something you do for kicks rather than because you want to win. It's a weak build that doesn't help you do gens or loop the killer, and in fact is detrimental to the team because you're wasting time opening chests instead of doing gens.

    They could have just removed keys from appraisal's pool to avoid this issue but given that they had to remove hoarder's item pool effect seemingly due to the item pool code breaking when touched...

    I don't think the item pool code is stable enough for them to to mess with so they nerfed both hoarder and appraisal into the ground so they didn't have to deal with the item pool's code.

  • @Drywatr said:

    Pgtw can be used several times and decimates gen progress. Ds can be used once. I dont use it myself but you killers need to get some skill and stop tunneling. In all my killer matchs ds has cost me the match exactly once and thats because i played poorly. Its a non issue for good killers

    This is a False Equivalence Fallacy.

    A single DS can win the entire survivor team the game but a single pop does very little.

    The amount of usages doesn't matter if the one limited to one can instantly win the game.

    A single pop is =/= to a single DS making only comparing the uses irrelevant.

  • @brokedownpalace said:

    https://forum.deadbydaylight.com/en/discussion/comment/1823105#Comment_1823105

    95% of survivors complaining about Billy (and there weren't exactly a ton of them), complained specifically about a few of his add ons. Stop trying to rewrite history to fit your anti survivor narrative. I never saw one person say that Billy's chainsaw should overheat.

    And I still plenty of variety in killers so I have no idea what you're talking about

    Dude 75% of those posts were from the same people if you bothered to read the names.

    So no it wasn't 95% of the survivor community it was realistically the same 10-15 people crying for 6-12 months straight.

    There is no history rewriting here.

    As for variety is regional as some killers are preferred to varying degrees over others in specific regions.

  • @Felnex said:

    Do you think they account for the Killers that AFK'd or purposefully went easy during that period to intentionally skew results? Because I remember seeing people say they were doing that.

    They should also take into account that many people said they'd simply stop playing Killer as it was hard enough for them, and they'd restart after the test was over. In other words, only people addicted to playing Killer (and as such were probably way better than average) stuck around to test, which would account for the small difference.

    Also don't forget they also said the general Kill Rates for that week were already abnormally high even before the test.

    So the test results were already thrown off even before what you said happened.

  • DbD has the issue with killer loses were some of the time they aren't your own fault.

    Match making/Bugs/Map spawn RNG.

    It all makes losing these games as killer feel awful because there is legitimately games nothing you could have realistically done better.

  • Survivors got their wish with billy and no one plays him because of it.

    Nothing new to see here but survivor hubris slowing killing both killer variety and survivor's own dreams of reasonable queue times.

  • @nursewannabe said:

    https://forum.deadbydaylight.com/en/discussion/comment/1822882#Comment_1822882

    Because other aura reveal perks only have that effect, meanwhile this is an *added* effect to an already powerful perk

    What about:

    Blood warden.(Blocks exit gates + aura reveal for survivors said gates)

    Cruel limits.(Reveals and blocks off windows near a completed generator aka near survivors)

    Dead man's switch.(Reveals and blocks offs generators survivors have stopped working on)

    Thrilling tremors.(Reveals and blocks off generators survivors AREN'T currently working on)

    Surveillance.(Aura reveal + louder generators)

    Lightborn.(Aura reveal and flashlight immunity)


    About half if not more of all aura revealing perks in the game do something in addition to the reveal.

  • @nursewannabe said:

    https://forum.deadbydaylight.com/en/discussion/comment/1822862#Comment_1822862

    Maybe because you reveal YOUR presence just by walking by a dull totem?

    Most(If not all) aura reveals in the game don't tell you that you're being revealed so why would undying be different?

  • @kamisen said:

    I'm genuinely curious as to why the hex totem isn't announced when first activated. All other totems are displayed when first activated along with status symbol (correct me if I'm wrong here: not counting Devour Hope that notifies the survivor on token 3). Shouldn't we, logically, also get a notification that Hex: Undying is in effect the first time a totem is resurrected?

    I could be wrong but don't believe any hex perk that activates on a hex's destruction shows a proper perk icon warning.

    Retribution doesn't give a warning as far as I know but the oblivious from dull totems makes it obvious.

    Haunted grounds technically doesn't warn you but the exposed is obvious.

    Undying doesn't warn you but you retaining a hex icon makes it obvious.

    So why should undying be any different from the others?

    Edit.I was actually wrong on this they do have the reveals for when they activate.

  • @Sonzaishinai said:

    I wish my main had this so called disease where you bassicly have infinite of your best addons.

    Like ow noes all my best addons are dirt cheap and supercommon

    This disease also makes it so you have no strong add-ons at all so...

    Pick your poison:

    Strong add-ons but limited quantity.

    or

    Mediocre/Underwhelming add-ons but with a near infinite quantity.

  • SWF is overpowered to the point that they expect to win every game and when they lose they think you cheated them then complain to no end.

    Its simply people feeling entitled to win due to bad balance.

  • @OldHunterLight said:

    Survivors if you are looping around a hooked survivor, if you go down don't go under the hooked survivor.

    It is getting old and you guys are forcing the killer to camp because you don't want to be hooked.

    If you are going to crawl under the hooked survivor don't complain to the killer that they are camping.

    Please and thank you.

    Its also a Report-able/Ban-able offense as your not allowed to intentionally go to/stay in spots where the killer can't possibly pick you up.

    So far warning for anyone who tries it.

  • @Ace_Ventura said:

    Like others are saying, it's a killer shortage.

    Here's a good example of why more people don't play killer:

    You can go on Twitch, and watch a lot of survivor mains who try killer. What you notice is, many, and I mean a majority, of those survivor mains? When they play killer, they use the same builds they complain about as being "boring" when they're playing survivor. You see them rocking Insidious, Ruin, Undying (slowdowns out the wazoo in general), NOED, Iri Heads etc. All the builds they hate are the ones they use; and if they don't, they tend to lose. A lot.

    I'm not saying those builds are NEEDED to win, because they aren't. I use either Pop, or Corrupt. Never both. I tend to win about 80% of my games. Would I win more games with Ruin/Undying? Of course. The point here is, your average survivor main doesn't want to play killer because it's too hard for them (I'm not saying killer is hard, but it is harder than survivor by a long shot). They don't want to think. They don't want to strategize. As boring as they say holding M1 is, that's all they want to do; and they also want to feel like a god tier looper when all they do is hump the main building on a map.

    It boils down to the fact that although yes, killer is the easiest it's ever been, it STILL requires far more thought and strategy than survivor does, and the learning curve is substantially higher. Incentives need to be put in place. As it stands, killer is already more difficult and requires a lot more thinking than survivor, but the entire community pretty much bands against killers and shames them for running builds they don't approve of. Killers deal with that nearly every game. Would you want to deal with that every game?

    Yep the rampant hypocrisy of the community negatively effects the game and queues.

  • Wind storm is borderline mandatory to play the wraith as cloaking normally grants you 11% bonus speed and the weakest wind storm Mud(12%) turns that up to a 23% over doubling your speed bonus while cloaked.

    If your going to be using cloak in chases YOU NEED WINDSTORM as its simply better to not cloak and bloodlust without it due to how much distance you loose while uncloaking(You also don't count as being in a chase while cloaked so no Blood Lust while cloaked).

    Btw Swift hunt barely reduces your reappearence time because even the most powerful purple one only grants you 12% reduced reappearence time or by .36 seconds... Aka its purely a placebo addon with minimal game play effects.

    blink is ok(40-60% disappance time) but mostly pointless due to how fast you cloak(Without a speed penalty mind you) and you'd rather just have addons making your cloak better.

    Ghost is fun and can help you mind game at loops.

  • This is punishing the killer for the wrong doings on your teammates.

    You admitted this came from your teammates farming you so I have to ask:

    Why SHOULD the killer be punished for the SURVIVOR'S mistakes?

    This wreaks of cognitive dissonance("My teammates wronged me so I must punish the Killer for my team's mistakes").

  • Freddy being easy shouldn't be a deterrent for you to learn other but he will also help you learn the basics without being forced into an auto loss(Unlike what a lot of people want).

    That being said a lot of the base killers are either weak or are extremely new player unfriendly.

    Trapper/Billy both are very new player unfriendly despite how easy they seem.

    Wraith is just plain weak without add-ons and doesn't really teach you the basics by playing him.

    Also Nurse/Huntress are just hard to learn period with skills that don't transfer to other characters.


    Two killers I'd suggest you learn to play for the basics are Legion(Fair warning legion ranks up insanely fast) and Doctor as they both have tracking and reward you for good power use without making you skip looping entirely(Docs anti loop is good but is often overrated) while also having good add ons.

    They also have decent perks for several other killers(Discordance/Iron maiden(For huntress) and M&A).

  • I'd say it would be ok to have oppression have a 200% regression rate given its INSANELY LONG cool-down.

    Heck I'd say maybe increase it to 300% for Oppression to actually make survivors care more about those generators.

    Also I'd rather have Surge be less restrictive then to have an increased regression rate.

    Edit: Overcharge should also have a faster regression rate so survivors will be pressured into actually doing the skill check instead of being able to ignore the generator until later.

  • @Aven_Fallen said:

    I am always amazed how Killer Mains can care that much for Perks which they would have never played anyway.

    Ok so killers can't run memes now?

    That's like asking why do survivor care about "Any Means Necessary" or any non meta perk.

    People have fun finding uses for under-powered perks and by nerfing it it removed that fun from the game.

  • Survivor queues are long due to a lack of killers during the times your playing in your region.

    So for your queues as survivor to get better the developers will need to try to get people to play killer more.

  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1817674#Comment_1817674

    Yes I do definitely believe the killer side is easy in pubs. Outside of that (tournaments) its genuinely hard I should know. Also read the whole thing since I can tell you seem to have a slight killer bias and don't understand my frustrations.

    I was referring to leaving the forums, not the game itself. I am a killer main after all and enjoy that side more than survivor. I don't care about killers killing me once again read the post or don't comment.

    Yeah I'm not sticking around for all the killer mains who really think killer is hard outside of tournaments. You guys complain way too much for my liking.

    Says killer mains complain too much while calling themselves a killer main on their own rant/complaint thread.

  • @Johnny_XMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1817344#Comment_1817344

    @Warcrafter4

    Just because you can't take them serious, doesn't mean the developers aren't. I am pretty sure this is why DS hasn't changed yet, because it only half counters hard-camping/tunneling. It doesn't even do a good job on its own.

    Also, if these threads aren't your cup of tea, why try to delegitimize someone else's opinion? Camping and Tunneling have a potential to be abused, everybody knows this. You have it at your disposal in every single match. Whether you use it or don't.

    My point was that these threads due to general overall falsity don't really get noticed.

    Also his comment about wanting to SPAM THE FORUMS about it until he gets what he wants also further self de-legitimizes this thread.

    My comment were never aimed at smearing him but more of an overall warning that these threads are increasingly nothing more screaming into the void.

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