anarchy753
anarchy753
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- anarchy753
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@Akito said:
old ruin: you dont have to do anything it's just there and omegabusted
pop: you have to chase down a survivor, hook them and find a gen and invest a kick which regresses 25% of the progress.
nah it's fine
i think thana + dying light is problematic. both should to different things like dying light regresses idk heal speeds only and thana objective speeds only. if you stack them and then run perks like pop it becomes mega busto
The actual amounts thana and dying light add to gens are pitiful, especially once you consider how one person will always be unaffected by DL so the overall values that it slows for are cut by 25-50%. That and it takes a tremendous amount of time and hooks to build DL and thana is only effective if they don't heal. With Plague having a default fountain the only killer that it's good to not heal against is Legion, and who ######### cares what a Legion brings.
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Or maybe they'll just realise everyone's going to run whatever the most effective stalling perk is because GENS GET DONE TOO GODDAMN FAST.
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I mean Huntress is nearly certainly the next killer for an add on pass, if only because she's now the only killer who doesn't have the same spread of add ons by rarity. I don't think they could possibly leave it in when they do that.
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Survivor: Detective's Hunch. You literally never have an issue with a hex or noed again, and waste 0 time searching the map.
Killer: Overcharge. Since the death of Ruin I used it for a tome challenge, (and several matches after that where I forgot to take it off) and it was really surprising how ######### even red rank survivors are at hitting it. It's like a free surveillance with mini-pop with no cooldown.
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How do I feel when I fall for bloodwarden? Well my immediate reaction is "Wow, how did I travel two years back in time to before 99ing exit gates was a thing!?"
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@jadss said:
https://forum.deadbydaylight.com/en/discussion/comment/1460217#Comment_1460217
We aren't talking about opinions in specific, we are talking if it is even balanced. Which, with the right killer and right skill, makes you literally vunerable even with iron will. And that's not fair in a survivor's position, I understand your Opinion, but It's still kinda not fair.
Killer's should be better then many survivors also shouldn't be "better" then a survivor... The survivor and killer should be balanced, grunts of pain should be cancelled using the perk Iron Will, but Stridor cancells it, and I think Stridor should have a condition. Instead of the right now condition(which is none)
Yes, but what you're talking about is "it's not fair that Stridor trumps Iron Will," and your exact solution is "make Iron Will trump Stridor" in which case the exact same argument; "it's not fair that Iron Will trumps Stridor" is equally valid. The only decision between the two of them is whether a killer perk or survivor perk should trump the other, and I believe it should go to the killer who is sacrificing a lot more to take it.
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It's a really difficult decision with Iron Will and Stridor. They simply cannot coexist without one beating the other, and no matter which way it goes someone will feel hard done by. In my opinion Stridor should be the perk that wins out, simply because taking 1/4 of a killer's build is a far more significant detraction than 1/4 of a survivor's build. Survivors can WAY more easily go perkless than killers can.
I think the biggest issue is that Spirit so often comes down to a competition between these two perks, and I think it's Spirit that needs more work, not the perk.
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@Atomicrow said:
https://forum.deadbydaylight.com/en/discussion/comment/1460049#Comment_1460049
I mean, almost any killer can use their power to tunnel and idk how to balance a power specifically to stop tunneling. As i said, I really just made this out of boredom and I don't know how balanced it is.
As for the skillchecks, they're as easy as gen skillchecks, so nobody is gonna be dying to them very often but taking up survivors time by forcing them to remove the suit/find someone to remove it for you is it's main purpose.
Also I think it'd make looping scarier since you have to complete a skillcheck while getting chased after vaulting or get one step closer to death. The rushed action skillchecks might trip up new players, but i dont think anyone of any skill level is gonna fail the manual removal checks unless they get interrupted (which is their own fault if your attempting to remove it while the killer is nearby)
Pretty simple, just don't make the power make someone who's just been 'hooked' actively easier to kill. Look at pig's traps, people already ######### about them just because they make you go to a different place, can you imagine how much people would hate that if they made you broken?
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The beaten horse that is springtrap;
Edit: also you place a survivor inside a suit which makes them broken, so what's stopping you downing them instantly, or tunnelling them straight away? And instantly dying for failing skillchecks means that either it's going to be laughably easy to do them and it'll be like 4 "snap out of its" a match, or actually difficult and just instakill new players.
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I wouldn't have expected a roadmap in the pandemic like this. Nearly every company has massive setbacks and no real idea of what can be reasonably accomplished so not setting those expectations is probably a good idea.
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Left Behind definitely needs a LOT of factors to work in your favour that you absolutely cannot control. At least it doesn't exactly demand a specific build so you can always keep it in mind.
I don't believe Skilled Huntress is fair in the slightest. Nobody gets hit by hatchets at that range unless they're incompetent and not using their camera AND they can't just be hits they have to be downs.
Silent Approach is also pretty ridiculous. Even going full builds aimed at gen grabs they're hard and rely on not getting the bullshit of starting the grab animation then the killer gives up and swings. I'm just happy I did it when Prayer Beads was still OP.
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I never play without some form of stalling perk. Nearly always PGtW because it's pretty easy to trigger and buys a big, clear chunk of time every time it goes off.
Ruin is nice but being a hex makes it too unreliable.
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I just wish they'd make stalking a little faster and remove the whole stupid 'lean' thing. It's inconsistent as hell, it's not practical most of the time, his daily 'use the power' challenge is a nightmare, and 99% of the time Ghostfaces just abandon stalking altogether in favour of a silent approach.
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Kind of sad that people can't imagine other people having ideas without it having come from a youtuber.
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99ing the gates flat out defeats the entire purpose of having an endgame collapse, there's meant to be a pressure to end the game and get out. Instead survivors abuse it to make sure everyone's safe and happy and all the totems and chests are done before they leave when they're good and ready. At least a slow regression would mean you can't have a complete safe exit primed and ready without any pressure even when the killer's right on your heels.
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So many sounds on the killer side suck.
I flat out can't play doctor more than I need to because his chase music is migraine-inducing and as the killer I never get a break from it.
Plague also bugs me because when you use her corrupt purge, she basically deafens herself with the constant annoying whispering. I feel like it's INTENDED to make life hard for you because it's so distracting and conceals almost all survivor noises.
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If I remember correctly, most of those challenges are "blind the killer while they're carrying a survivor."
If you blind them while they're picking the survivor up, it gets the blind and they can't avoid them, but they don't drop them. Still counts though.
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@LazyPayday said:
https://forum.deadbydaylight.com/en/discussion/comment/1457231#Comment_1457231
So you both think you should wait who knows how long without having a perk that could win you plenty of matches?
Yes. Good players don't need perks to carry them.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/1455929#Comment_1455929
Im on a FORCED break myself. My PC started smoking this morning... So until I can get it fixed, no DBD for me.
You should tell it to stop, that's very bad for its lungs.
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@Swamp said:
https://forum.deadbydaylight.com/en/discussion/comment/1457126#Comment_1457126
You know that it's free right? You just have to buy the games and you can play them.
Everything I'm seeing online says even just the controller costs $69.
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I don't get the arguments for it.
It's not particularly cheap. You could get a PS4 second hand for basically the same price, probably less after the 5 comes out.
It's not particularly functional, it's designed for portability but requires a solid wifi connection.
It's not particularly reliable, it's a rental system from a company who is well known for just closing non-profitable ventures.
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There is blatantly not a fix for bad matchmaking. As long as SWF can contain a rank 1 and a rank 20, there'll never be a balance where both the killer and the survivors are happy. And rank in and of itself is worthless anyway. Everyone reaches rank 1 quickly, it's about how much you play not how well you play, anyone can be lower rank just by not playing one side as often and getting rank reset down. It means that just in red ranks you're as likely to have potato teammates as you are elite players, and pretending that just having matching rank colours means 'balanced matchmaking' is a joke.
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@Sanjow said:
i don't know if this is a known Lag issue, but every time i chased this surv (and only when i chase him), he started lagging just to disappear in front of me, and appear behind me getting away...
I had exactly this tonight. The entire match was fine, all the other survivors were fine, but every time this one Claudette was on my screen, everything lagged to #########. I couldn't walk properly, I couldn't lunge attack, it would only register as basic swings, and as Plague it took over a second to register me charging the vomit. It was ONLY when Claudette was in my field of view.
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@SirCracken said:
https://forum.deadbydaylight.com/en/discussion/comment/1455204#Comment_1455204
Are you just going to ignore all of the requirements for using those activation times effectively, or are you just going to claim that all Billy has to do is hold M2 and survivors will be magnetically pulled into his chainsaw?
Oh, oh no, you have to aim? No other killer has to do that.
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Yeah most killers have activation times, that's not really helping your case.
@Raptorrotas said:
^^^Maybe loosening the restrictions on the worse killers, like said cooldowns, would lessen the gap between the high tier and the low. There is plenty room for improvements on the perceived weak killers before we must touch the strong killers.
But pushing the low towardss the top is seemingly only okay for survivors, even thrugh there arent any ingame differences in the swf solo gap debate lol.
Yeah let's just have Spirit be able to phase every time it ends. Or Ghostface go stealth the instant he's revealed. That sounds great.
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@Todgeweiht said:
https://forum.deadbydaylight.com/en/discussion/comment/1455186#Comment_1455186
But billy is balanced!!!
MoSt BaLaNcEd KiLlEr
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I mean you ask why they don't make a bunch of really broad changes that affect every killer.
Probably because while there's still a killer with insane mobility, one-hit downs, no downtime and no drawbacks is preventing them from making global buffs to killer as he benefits from them all more than the other killers.
Now that's not an issue any more.
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Plague. I love her design. I find Oni too obvious and stereotypical, and I HATE both the Yamaoka's hair.
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I agree that it's overwhelmingly strong, especially because its only downside is negligible when you stack it with "faster stalk."
I think that it's fine when it's with his other ultra rare because it takes an oppressively long time to stalk, penalises your speed, and survivors can basically get the gens done before you pop, but its own innate downside is not strong enough to balance it.
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I'm gonna be honest here, I had no idea it existed until they announced dbd would be compatible with it.
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@CyanideBlaze said:
While representation is important and I, myself, am a proud member of the LGBT community I would like to direct your attention to the fact that
Meg be lookin a goddamn two year old to be talkin about her sexuality
You say that, but the devs made their "we're gonna do LGBT lore!" tweet, and Meg's slated for the next tome.
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Camping has a time and a place. Removing killers options and making everything survivors feel like doing completely safe would make lategame situations basically unbearable. There should definitely be high risk to unhooking right near the killer.
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I really enjoy playing as and against her now. It's much more enjoyable than before where either one blink covered most of the map, or she was allowed to fail again and again and again and keep trying until she lucked out.
She's still strong, she's still hard to manage when played by a strong player.
Her add ons are certainly worse overall, but she's still pretty solid without them.
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I feel like at the very least there should be SOMETHING at every level. Even if it's crappy charms. Hell start giving us perk charms, we got empathy and technician in the first one, where's the rest?
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It's incredibly rare there isn't one and when there isn't all it means is "license to tunnel," so yeah I'd say it would be a positive change.
@Eightball_uwu said:
I think it would be cool if as the obsession you have access to an ability or something that other survivors can't, making it so that being the obsession encourages a different style of play. Maybe it could be something like exhaustion moving down while sprinting if you are the obsession to encourage them to participate in chases
Almost all obsession perks on both sides positively benefit the obsession. There's no need to give an additional benefit to an already majorly positive status.
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I wish I got to play on Midwich more, but Hawkins is terrible.
Unfortunately I've just been stuck on Blood Lodge for aout the last 15 matches.
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@Dr_Loomis said:
https://forum.deadbydaylight.com/en/discussion/comment/1450137#Comment_1450137
Love that film. One of the best horrors of the last decade.
All of the masks could be used as alts like Legion.
I'd prefer to see what people wanted from Legion, and a mask swap to change abilities. Maybe one really fast and stealthy but can't M1, one that can string up the garrote wire as traps, and one that can shoot crossbow bolts. Not exactly a finalised idea but just something like that.
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The issue is the imbalance of the guessing. Deathslinger and Pyramid Head are both incredibly hard to play against because of how quickly they can jump between what they're doing with almost no penalty. Deathslinger and raise and lower his gun rapidly, forcing you to move erratically with basically no penalty to himself.
In Spirit's case, with sound she can precisely work out exactly where a survivor is and land a hit easily. Of course survivors know she's about to appear right on top of them, the issue is there's very little they can do to prevent that being a hit when she has a huge window where she could appear, or completely move around obstructions.
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I mean I only play David and Quentin for the sex appeal, and I still manage to survive my fair share.
At least most killers don't have the mortal loathing and need to kill me they get from Claudettes and Neas.
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You're Next (2011)
Survivor: Erin
Killer: The Animals
Map: Davison Manor
Great movie, but there was never a franchise and it was always a bit under the radar. There's just not enough motivation for them to get something like this.
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@catbeans said:
https://forum.deadbydaylight.com/en/discussion/comment/1449314#Comment_1449314
I agree, the FNAF games are jump scare fodder, that's why I dont play them. But to say Springtrap would not fit into the game is just stupid. Putting him into the game would not make DBD a junpscare point and click game. Also nothing in DBD is scary hate to break it to ya. Ghostface is a joke, Demogorgon has kids toys, Freddy and Myers have children's Halloween costumes, most of these older movies have been turned into a mockery over the years, the ONLY licensed killer in the game that has anything remotely scary in its source material is PH and PH on his own is not that scary, and all the original killers are a joke. So if "scary" is the bar set for admission the roster needs to shrink quite a bit.
Who said scary? We're here for respectable franchises.
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Nah. I'm excited for this change.
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I think the reason is literally just that they can't think of something thematically relevant to the relationship between Laurie and Michael, and they'd probably also need to run it by the license holder if they did a complete rework.
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They're a legitimately terrible killer. As long as survivors are smart and stay a little bit spread out, it's 100% their game to lose. As long as you're not on the same gen together, just running away when someone gets deep wounds is enough that they flat out can't catch you and they waste so mcuh of their own time without even getting a down.
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@V1V3 said:
https://forum.deadbydaylight.com/en/discussion/comment/1449551#Comment_1449551
I think that's how it takes so long like all the challenges aren't the same level of difficulty. Also Paulie is a really active person. Both roles have significantly different waiting times like Survivors being 2-6 minutes and killer being 5-15 seconds.
The challenge length doesn't play a role whatsoever. In 1 hour a day of in-game time, you WILL get all of those tedious ones done like "repair lots of gens" before you get the passive XP fragments done. The only thing that really makes it slower is having shorter matches which means more wait time as well.
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I did the maths on it back in the first one, and that's when there were a lot less challenges in the last tier. Basically it works out to be 70-80 hours of time spent within a match, if you play a game of survivor and a game of killer each day, because of the first game XP bonus for both sides.
@anarchy753 said:
Preface
OK, this is just as best as I can work it out fairly.
First, the amount of fragments required is 700. 70 tiers at 10 fragments apiece.
Challenge fragments (A realistic view)
First we must deduct the challenge rewards.
Tier 1 awards 93 shards. (83 for challenges, 10 for completion.)
The leaked Tier 4 awards 85 shards. (75 for challenges, 10 for completion)
Let's be really generous and say that tier 2 and 3 are equal to 1, which is more challenges but less master, and call them 83 shards too.
So for our player who lives in the real world, there are 9 tier 4 challenges that look reasonably possible. (As in they may take a few attempts, but are not a 0.0001% situation that will almost certainly not occur in a 4 week period.) Let's be generous and say you did all of those ones, and in this case we're ignoring where "impossible" challenges prevent access to possible ones.
That gives us 83+83+83+45=294 shards.
That leaves 406 shards to earn through XP alone.
Player XP fragments
Each fragment takes 800 experience.
At 406 fragments, that's 324,800 XP to finish levelling up your rift.
Each match awards 1 XP per second spent in the game. I can't find anywhere on the wiki which confirms if there is an actual cap, though for the sake of the maths let's say there isn't. (Most people report around 600 XP for a ~10 min match so at the very least, an average match doesn't hit a cap.)
There is also 600 XP for the first game bonus if you play one match of both sides. As the pass runs for 70 days, let's say you play both sides each day to earn that, that's 70x600=42,000XP.
Which leaves us with actual game time; 324,800-42,000=282,800XP
282,800 seconds in matches = 4713 minutes = 78.5 hours.
Conclusion
The devs say the rift was aimed at a player who plays 70-80 hours, or one hour per day.
If a player completes every challenge that isn't ridiculously impossible, AND they get the XP bonus from both sides every single day, it takes 78.5 hours of in-match time to max out the rift.
That translates to significantly longer if we're a rational human being who knows queue times don't work like that.
Even if we assume long 10 minute games every single time with a 3 minute queue, which is far from an overestimation, that's bumping the number up to 102.05 hours already.
TLDR:
If we're lenient on every possible factor that could go in your favour, the rift takes 78.5 hours of in-match time. With a reasonable, but still generous, estimation of queue times included, it takes 102.05 hours of in-game time to complete the rift.
Of course we live in the real world with queue times, daily commitments, other games, and just wanting to play one side one day, so the time goes up and up for each of those factors.
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@Zeon_99 said:
https://forum.deadbydaylight.com/en/discussion/comment/1448227#Comment_1448227
Bro you get heated so fast, you did the same exact thing on my thread lol. "Forcing your opinion on everyone" "FNAF isn't scary" pick one dude. FNAF HAS morbid lore behind it, that's not an opinion, that's a fact. A rotting corpse of a children serial killer who tortured his victims and stuffed them into robot suits and would've done so for much longer if he didn't get himself killed is pretty morbid.
Yeah I'm still pretty happy with McLean's reaction to being asked about it; "I don't really know about FNaF because I'm not 10."
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@SCP_FOR_DBD said:
This thread went to ######### real fast lol. Can I just say this? FNAF either is or isn't kid friendly, its not up for debate. While stuff like the books and other is in the kids section of places, the content within it is most certainly not. Its like seeing children costumes of ghostface and jason at party city, albeit at a much grander scale. And to those acting like FNAF sucks and is the pinnacle of trash, congratulations thats your opinion, its fine if you don't like it but spamming the same arguments over and over is only contributing to the problem. And to that one guy who keeps spamming ######### for FNAF, other people just don't like it, you've had some arguments with people spamming points that don't work, but you've also been telling people their opinion is wrong for no reason other than because you don't agree with it. So can everyone do everyone a favor and Shut The Hell Up? Thank you.
I think you have a vast underestimation of what is for kids. It's not all smiles and rainbows.
FNaF is about the same level of 'scary' as Goosebumps, and I can still remember them being popular when I was in grade 2, so what, 7 years old? To pretend a series isn't for children because it contains dark themes is just blatantly incorrect.
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@Raven014 said:
People don't like him for one reason alone: the cringy fans. Which is a ludicrous argument, because there is a high probability that they have all grown up. FNaF has been around for 5 years, those who got into it when they were 13-14 are now 18-19... around the minimum age group for this game, and have outgrown the cringy part of them. Besides, we got Robbie in this game... I don't see why Springtrap couldn't work.
That's a BIG reason for why people don't like it. It's certainly not the only reason. A vast amount of people have a distaste for the series as a whole because of the annoying, offputting fanbase that came with it. Wanting to stay distanced from that is a valid deisre.
On all of these threads I see people repeatedly saying "Oh these people must not know what he looks like if they think he looks goofy!" or "Oh you just obviously don't know the story or you couldn't possibly think it's crap!" Guess what, most of us do know, because pictures and posted over and over, and the story is repeated over and over.
The story is also all over the place and really weak. From what I understand, it's also retconned and changed with basically every entry to the series. We get it, kids died, forced into suits, the guy who did it got jammed in a suit and now he's possessing it. It's not good. It's childish and poorly written.
The games also put horror into a really bad light with weak, cheap, jumpscare-based gameplay. There's no fear, there's just loud noises and sudden appearances. There's a difference between horror and a scare, and a series entirely built around the cheapest form of scares isn't good.
Robbie is an iconic symbol from a video game that's been highly regarded for decades. FNaF is a flash in the pan that most people won't remember the second they aren't dumping out the clone sequels. Youtuber bait is not iconic.
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@hinoutoumei said:
https://forum.deadbydaylight.com/en/discussion/comment/1449240#Comment_1449240
yes, it's "get 5 gold or better gatekeeper emblems" , but unlike the unbroken one..this is actually possible to do.
How is it impossible? You just have to succeed the most basic goal of 5 matches. That's like a 50/50 shot each time.
