bjorksnas
bjorksnas
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@CountOfTheFog said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3574525#Comment_3574525
I'm sorry I was not clear. You can target them instantly, down hook, proxy camp, tunnel. This happens to me a lot when that perk is used. Does it make sense what I'm talking about now? Like you see my aura, you hook me first and then tunnel. That's what I meant.
I mean I get it but, that happens to anyone regardless of if the perk is used or not, and if you just throw on another passive slowdown to cover for you instead it would have the same effect, this just covers a symptom of a problem rather than a problem itself which I don't think lethal deserves, while MFT itself is problematic and not just a symptom.
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@CountOfTheFog said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3574517#Comment_3574517
Hard disagree. LP allows you to tunnel a Survivor out of the match instantly. I despise that perk. Anyway, would you take the deal?
Tunnel a survivor out of the match instantly.......
You mean start an early chase? The first chase isn't tunneling, in fact nothing until after a survivor gets unhooked could even be classified as tunneling which then afterword since its a heavily overused phrase depends on who you ask. Ive never heard of tunneling before someone gets hooked before this is a first for me
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Lethal isn't even a problem perk, it shows where survivors are at the start of the match and providing no other benefit unless you use other perks and addons that reveal auras, which you could just fill up with slowdown instead. I think its fine since the perk is almost exclusively synergistic wanting you to sacrifice other perk and addon slots to just get information longer.
MFT on the other hand has 1 broken effect and 1 good effect
Id rather just change mft so that the game didn't have easy to use haste perks
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@KolbyKolbyKolby said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3574241#Comment_3574241
The chance to randomly get a meme addon is part of the fun and the risk. Your chance to get incredible addons is paid in the price of getting less than favorable ones. Not every person playing killer is playing to use the best possible items and perks and win every game. That's why it's called Entity's GAMBLE, you don't know what you're gonna get. You might get Silent Traps and Padded Jaws as Trapper or you might get BLoody Coils and Iri Stone. The RNG is what makes the perk fun. Much like Dramaturgy, there is a risk in using it and not only a benefit.
The secondary effect is a little too much for what is meant to be a fun perk to boost your inventory, it could honestly be it's own perk thoguh I'm not sure it's a healthy perk for the game. Survivor's ability to recognize perks and play around them is a developed skill, and if one moment you have Bamboozle and you have them run a tile a different way only to eat an unsafe pallet with the enduring you now have but didn't before, it sort of punishes that for knowledge they couldn't have.
I disagree the cost of a perk slot for 2 random addons would never be used, even if its a fun idea being left with 3 perks and a 1/10 chance of a meme addon on most killers and most likely mush addons on most of the other killers means it would be a novelty rather than something that is used consistently which most perks should strive for. Its a fun effect so it having a decent baseline so you effectively still have 4 perks and being able to sift a little bit through the meme addons and mush to cobble together a build would be just as fun but be more usable.
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Building on this the killer perk should have an effect to allow you select from 3/4/5 random addons to use for the first 10 seconds of the trial and you gain a copy of the addons selected, so you don't get forced to use meme addons which would make people not want to run the perk on half the killers because of the 1/10 chance of meme addons.
And it should have a secondary standalone effect outside of the addons for killers who have really weak addons to also want to run it. Sticking with the theme of random just have it randomly rotate through some basic killer perk effects every 45 seconds.
Some effects it could rotate through,
Brutal strength (20% break speed)
Enduring (50% pallet stun time reduction)
Bamboozle (15% vaulting speed and 18s window block after vaulting it)
20% reduced successful attack cooldown (doesn't stack with stbfl just uses whichever is higher)
33% extended lunge distance
Just rotating through some effects could make it a interesting disruption perk as well since survivors will get false positives for perks you don't have, to indicate which one the killer has the perk icon chances to reflect what effect is active
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Its a very niche perk, it has a range limit, basic attack requirement, all for 8%, just make it apply to ~2 closest gens and its a goated perk
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@SOULWARRIOR71K said:
I don’t think it’s good design for a perk to basically be “run calm spirit every match or have the killer know where you are at almost all times”. At least with bbq, it requires the killer to win a chase and down the survivor. At the very least, the cool down needs to be extended if the activation requirement is going to remain so easy.
knowing where survivors are is only half the battle and it requires you to give up a perk slot that could be used for a chase perk or slowdown perk instead, I think its a fair compromise that tracking perks find survivors
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Stridor I think the audio balance kinda sucks so being able to actually hear survivors consistently might be nice without having to blow your ear drums out
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nah
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Hex pentimento itself has no totem and no effect at the start of the match, they way it works is when a totem is destroyed by any means either cleansing or that one perk no one uses on killer you can "rebuild" the totem at the broken totems location, the rebuilt totems have hex pentimentos effect on it and can be cleansed, the strength of the effects are based on how many rebuilt totems you have, there is no main hex totem for it all totems with effects must be individually cleansed
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Buff all the weak killers to slightly below blight level
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@GoodBoyKaru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3569570#Comment_3569570
idk when i play games casually (a la paladins and dbd) constant small tweaks makes the game a lot more enjoyable and refreshing than coming back after like a 3 week break because i was busy and everything is identical
I mean dbd does change every 3 weeks you either have the release of a new chapter / midchapter or the ptb for an upcoming one. Id like more changes too but its just not gonna happen
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@GoodBoyKaru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3569563#Comment_3569563
so then revert the changes in the next hotfix or disable some really broken things. give us some more pizazz than tiny number changes every 3 months
Like it or not the game is mostly a casual playerbase constant fast changes would probably not be appreciated by the casual side of the player base
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Honestly it might be a healthy change for distortion to start with no tokens, as its somewhat of a buff as well to overall gameplay if the killer goes for someone with distortion and they start building tokens then get hooked the killer will have a harder time applying pressure to the survivor again meaning they take some pressure from the team but are likely to still stick around as opposed to current distortion which the survivor might only be hooked once at the end of the game and it plays more like a 3v1
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Even if they could sometimes seemingly small changes have big impacts remember when they increased boil over from 75% to 100% and it was hell on console players. Sure small numbers changes works fine on a lot of simple perks but small changes have big impacts
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Dc penalty shouldn't be changed and it should be applied to hook suicides
People signed up to play a game they should play it or get penalized for not playing it simple as.
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@CrypticGirl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3569063#Comment_3569063
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3569065#Comment_3569065
And hey, the devs went ahead and gave us the anti-facecamp feature rather than telling us to run Reassurance, so why not?
And those who argue that "Survivors don't need basekit everything" are just exaggerating. We have basekit endurance after being unhooked, we have the anti-facecamp mechanic now, and none of those things make us invincible. They can be played around quite easily in fact. They're just meant to give Survivors a fighting chance when they would otherwise have none. Being slug-camped by the Killer just to be insta-downed again after getting picked up, you have no chance. Unless you're lucky enough to have the right perks at the right time, but when does luck exist in DBD?
Just gonna say hard disagree
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@CrypticGirl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3569046#Comment_3569046
Everyone knows that "just use so-and-so perk" isn't the solution. In fact, I DID run Soul Guard for a while after this, and guess what? I haven't had any Killers slug me like that since, making it a wasted perk slot.
Equip so and so perk argument vs make it basekit doesn't work in all cases, in this case you want a strong effect for free for something the devs clearly won't give because... its a strong effect for free on, we don't really need more endurance effects at the moment, we already have 8 endurance effects 2 basekit ones for things killers should do seems overkill
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M1 killer pretty much means they smack you with basic attacks they don't have a ranged attack or a special attack
Wraith
Trapper outside of his traps
Myers
Hag
Doctor
Freddy
Pig
Clown
Spirit to a lesser extent
Legion
Plague to a lesser extent
Ghostface
Oni to a lesser extent
Pinhead
Onryo
Dredge
Sm
Singularity
All are m1 or partially m1 killers to an extent where a lot of their gameplay is just smack survivors with a regular attack or build up to it
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3567699#Comment_3567699
Exploiting bad game design is the killer’s objective? It’s more reasonable to prioritize the faster internet connection. Otherwise, what’s the point of having a faster internet connection?
It would be more reasonable if it were inconsequential but it changes the gameplay around it in a negative way. The faster internet connection still makes you have a smaller window for not being hit your personal internet connection though is not only factor. Ping favors killer, if it goes the other way then dozens of things go with it.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3567253#Comment_3567253
It shouldn’t be side-based, it should be based on whatever player’s info connects with the server first. Like in every other online game.
Again that would still make it side based on ping but not favor one side or the other which would feel worse for both sides instead of being consistent since half the time you would still get hit like that and half the time killers would have half the amount of time to react and hit over a pallet or window with no visual difference.
Its a 1v4 game this should favor the killer because its their objective
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3567012#Comment_3567012
It shouldn’t prioritize perspective; it should prioritize ping (internet speed). So while the person with lower ping (a result of faster internet speed) should of course have the better outcome, as is the case in virtually every other online game, in DBD the person with lower ping is prioritized as like a pity. Well, with killers. For some reason low ping doesn’t benefit survivors. Not sure what that’s about.
prioritizing ping would make it inconsistent which is worse than favoring one side or the other getting hit half the time and not getting a hit half the time both would be terrible
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@GentlemanFridge said:
weak mobility??
really?
she has the best burst movement across the board
Clear LOS = death
Nah the best burst movement speed is huntress throwing a 52m/s hatchet
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Well the formula for ping hits over windows and pallets are probably Killers ping x2 + your ping. Meaning on ~50ms you have an additional 150ms that you can be hit over that pallet on top of how long your hitbox lingers which doesn't have an exact number but is probably something like 0.5s. To be fair if it worked the other way around killers would likely never get hits over windows and pallets even if it expressly looks like they should and in a 4v1 game I think the game should favor the killer's hitbox perspective because otherwise there will be a lot of jank if survivors are favored. New vault speed build 0.3s vaults, good luck killer timings and power hitboxes
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I feel like the problem is if killers can get a 12 hook 4k without ever getting their hands dirty imagine the strength of a killer who tunnels, camps, and slugs. Its been 7 years and if they can't make a state of the game where 12 hook games are stronger than getting your hands dirty I don't think it will ever happen. Well just keep getting a bunch of global killer nerfs and some killers will sink while others swim and bhvr will keep making broken perks and leaving them in the game for too long, at this point just increase all killer movement speeds across the board by 3% so mft can't throw off any timings and force survivors to waste perk slots so killers can use their speed differentials properly
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@I_CAME said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3318599#Comment_3318599
because it's boring sitting on the ground for 4 minutes? It's incredibly obnoxious because you've already won the game if you're in a position to slug for the 4K. At least let the slugged person give up after they've been slugged for a certain amount of time. The obsession with the 4K is weird and wastes everyone's time.
idk it seems to go both ways, survivors want a free pity escape because they would be the last one to die
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Using whispers t1 "are there survivors on the map" "yes"
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Killers have to find survivors to progress their objective, if you want to stay hidden you have to put a lot into your build since the killer is putting a lot into their build to find you that they could put into slowdown, or chase instead
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I mean if the endgame wasn't heavily luck based and then killer and perk dependent then yeah but I mean some killers just can't so its just begging to get a 25% chance to win in a match you should get a 4k from as a reward for good play
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A lot of perks need a lot of love but they can only do so much to try and play it safe, boil over on the surface was a simple change with big ramifications, on top of free escapes it was brutal on controller players, so even small numbers tweaks need testing
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nah
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@WilliamSN said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3564732#Comment_3564732
You mean the same bloodlust that only triggers after 15s in chase + gets reset everytime you break a pallet or try to use power and is therefore not a factor on the great majority is killers?
SM doesn't have "permanent haste", you get the haste effect IF the survivor is radar trackable + the hinder only applies IF the survivor got radar'd 3 times and got a clawtrap AND IF the survivor gets radar'd again for 6 seconds.
also my brother in christ, the haste % means the same ammount of meters per second on both roles.
PWYF Stacks are hard to get, they require you to fake chase a very specific person 3 times, wasting almost a minute just for 3 tokens that will go away when you swing.
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The nerf MFT deserves is literally the simplest of things.
Endurance effect removed, and MFT is only up for 30s after being injured, then it deactivates until healthy again.
Well actually haste does apply differently to each side, or its just in 1 instance with clown because the developers thought it would be funny
it was confirmed clowns yellow gas was a 10% increase meaning it makes survivors move 10% faster and clown move 11.5% faster
so haste works as a percentage increased based on your base speed / power that modifies base speed
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3564123#Comment_3564123
Not really, as then his range would technically be shorter than 5 or 6 meters since the hitbox wouldnt follow him.
The only way to really fix that is to not allow him to move side to side when using his tentacle, which would feel awful
tank controls nemesis
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I wouldn't mind a sprint bar for a perk like mft but for the entire game probably not
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3563891#Comment_3563891
Expectally since hooks perma break on sacrifice. Would make a giant safe zone that ppl would FOR SURE run to.
And from personal experience I know survivors will use it and someone will bleed out because 2-3 people will crawl into the corner and there aren't enough hooks to go around. Then when you end up bleeding someone out they will complain that it took so long or you didn't give them a free escape, after giving them ~2 chances to give up and let you hook them they decide to waste 4 minutes. I've been in that scenario dozens of times and not once has a survivor given up and just let me hook them to end the game instead of waiting 4 minutes to bleed out.
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its a corner of the map if there was only 1 hook around that would suck
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@chibizodo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3563874#Comment_3563874
I mean yeah but before it wasn’t as practical, now it’s like if you jump in a locker against a myers he’s likely to camp you and hope you are dumb enough to tombstone into his arms. Plus they took bubba into consideration but no other killer.
True they probably designed it with a 115 killer in mind and not much else you can do a lot of cheese stuff like huntress and trickster on basement stairs to chew through hook states quickly if the survivor doesn't realize that is your goal
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I mean it worked the exact same with myers before you always could just face camp with a tombstone t3 pocketed its just now that theres a new system people are so excited to use it they just throw themselves into the killers face without thinking about it.
Its not good design but it is a bit on them for just throwing themselves at the killer when clearly something is going on
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There can be strong things in dbd without having to gut them 24/7
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I mean on paper blight is a perfect killer with no downsides and is absolutely broken for balance, in practice you have to fight more against the game than the opponents 24/7 and is very difficult in terms of knowledge and mechanical skill.
Most people leave out of discussion with blight is
bugs
collision
more bugs
map knowledge
mechanical skill
Sure a blight can do great but you do realize its a constant balance of all of these things in the background that lead to the end result and just just a I press button win game
blight bugs, attacks with no hitbox, cooldowns not triggering, double bounces because its based on latency not client side and "you played too fast", normal lunges out of rush attacks, double cooldowns, attacks "landing" then not landing so it ends early
dbd is not a perfect game the game itself is still buggy so tack that on top of it
Blight collision, terrible on a ton of maps and so many props are either made of butter with no hope of redemption, so low you can't even use them but they sure will get in the way, some one ways, fickle bushes, extra collision, ect, every object can and will ruin a rush streak just because it feels like it
Map knowledge, to counteract all the jank collision or even hope to play around it or use it to you advantage you learn tons of maps / tiles / bushes / janky spots to play around them, imagine needing to know where you can't use your power not because the timing would be off but because of something you can't see that you have to know
Mechanical skill
Could his broken things use a nerf, probably, but does the killer itself deserve massive changes probably not
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The perk gives the survivor a 32 meter heads up that you know where they are and gives you a snapshot of where they are, 1 minute cooldown and you need to go out of your way to find a locker to use it.
Sounds reasonable to me as a perk in a video game, even if you didn't earn it its only so strong. It itself is a weak debuff and an info perk it can tell you where someone is to chase but you still need to do the other half of the work yourself of chasing them
Examples of even stronger perks you don't have to earn
Made for this
Unbreakable
off the record
bamboozle
brutal strength
corrupt intervention
Using that as an argument just doesn't work so well especially since you don't need to earn every perk in the game and since they have a opportunity cost of 1 / 4 of your perk slots on top of perks being well, perks
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It should get an actual perk effect, small numbers on a niche effect makes it see no usage whatsoever
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@ArthurVeloso said:
I have played 5 games so far, and in 4 of them, killers just stay near the hook for about 8 seconds then they proxy camp from a very close distance. It ensures the person to goes to another hook stage while not activating the anti camp measure. Please, check this.
yes killers still have a window of time they can use to confirm hook stages if survivors don't get the save, why should survivors who spent 52s on the hook with the killer not camping around get a free escape in those 8s after their team wasted 52s also since grabs are gone just go for a trade because at that point the killers going to get something out of it
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If the anti-camping mechanic functions as an actual anti-camping instead of just a free escape buff to survivors then it should have the same impact in 90% of matches
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It seems like nightlight users are more polarized towards being players who have and use a lot of the popular choices, so it definitely can show popularly for the top things but as you go further down the data will be less 1 for 1 when applied to the larger population of dbd players who don't use nightlight
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Its a good idea but with the amount the game would need to change around it mountain of effort and reworks to keep things balanced
Stealth killers are a lot less stealthy when you constantly call out where they are
Stealth perks are a lot less effective when people can constantly call out where the killer is
Knockout is a lot less effective when you can ping yourself on the ground anyway, and by extension other blindness perks that strip info from survivors, even in groups knowing exactly where they are with a button press instead of a callout is a lot stronger
Pinging where you are takes a lot of the strength out of perks like aftercare, bond, empathy, empathic connection, blood pact, kindred, lucky star, fogwise, alert, situational awareness, open handed.
Killers in general would need to be stronger since you can track where they are going, where they are chasing, you know whos going for the unhook, you know whos closest to the unhook. Where the gens are, what gens people are working on + their percentage, ect
The amount of things and interactions it would change around it would create an immense workload or they would just skimp on it poorly implement it and for the next 2 years can bandaid it together which sounds like a mess, this small change would be a full game overhaul and I don't think they want that
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@adaw0ng said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3556987#Comment_3556987
So will devs about OP’s idea and thank God! Sweet weekend x
No my points still stand we just don't make any headway arguing our points against each other so I'm passing on discussing it further with you since we can't convince each other of our sides
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@adaw0ng said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3556826#Comment_3556826
... What? How does that even make sense? Of course a friend group are going to know they are a friend group, the same way the killer knows what killer and power they're queuing up as. Information the other side does not get to know and never should. Also now people mold over prestige being covered because killers can't see it, when survivors never could. Now suddenly it's a problem. Looks like you're being biased and don't know what equality means. Like... Please, think straight fo 2 second and be serious.
I think ill pass
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@adaw0ng said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3556286#Comment_3556286
The thing is that build against teams are x100 times stronger against solos, so if you stick to those you will do well regardless. Still see it as a both sides issue. Stop with the damn biased arguments, most problems of this games are applied to BOTH sides.
If you want to take a neutral standpoint then it would be equal information both ways
under the current system survivors know they are a group more than killers know they are in a group
if you actually advocated for neutrality and no bias you would advocate for it to be known equally on both sides rather than 1 sided
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I played 3 huntress matches in a row where survivors just threw in the towel on hook 2 or 3 usually 2 or 3 different survivors first hooks I might add