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burt0r

burt0r

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burt0r
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  • Well i would say in general (not your case specifically) it is the same "greed" killer get called out for when they try to secure even one kill after the gates are powered even if it means camping and/or tunneling.

    Killer get called out for that all the time as tryhards or sweating. So i am not surprised that healthy survivor get called the same when they don't want to leave anyone behind even when the other 3 could escape already.

  • @Mr_K said:

    Oh no, the killer is going to catch me!

    *DC

    *Rejoin

    Time to repair this last gen.

    This.

    Either you disappear upon leaving the game and can exploit it to dodge unwanted situations

    or

    You character stays and just stands still and if you don't reconnect in 2 minutes is dead either way.

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2823799#Comment_2823799

    My survivor queues are instant too. I figured with all the Killers leaving because of CoH, Decisive Strike, Borrowed Time, Boil Over, Medkits, Toolkits, Broken Keys that it would take forever to queue up.

    And now maybe with some context, please?

    Region, platform, crossplay on/off, time of day you play?

    Arguments like " but my queue time..." Without context are not comparable, useless and as empty as "Nuh uh, for me it's different because I say so".

    At some point i am just tired of having to tell this again and again in every queue time discussion.

    Edit: i forgot to add @hailxsatanxeveryxday since your argument is the same in this context.

  • @MikaelaWantsYourBoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2823741#Comment_2823741

    Rip my dude. Hope he/she is in peace.

    Sekiro is great game, i already finished 3 times. But Dark Souls 3 is still my fav, best souls game.

    Thanks, that was 2 years ago. I managed to make him speechless by managing everything until the second boss without dying ones. We hade a good time.

    Yeah DS3 is also my favorite until now. The only one I haven't played was demons souls.

  • @Veinslay said:

    It's cause they're prioritizing queue times over actually putting players at similar hours together because there are so many more survivors than killers. Either they make that team wait 30 minutes for a baby killer or they just match them with any experienced killer to lower the queue times

    This

    @Brimp said:

    Because they favor queue times over "balanced" matches.

    And this.

    It was the same during the last year of ranked MMR and got the same shortly after SBMMR was introduced.

    And it will always be the same ######### show no matter which criteria are used for matchmaking as long as queue times are priorized and killer to survivor ratio aren't close to 1:4.

  • Damn i still have to play sekiro.

    Sitting in my pile of shame for ages.

    But at the same time it was the last game i played with my late best friend before they died, so i am still hesitating and excited for it at the same time.

  • @Adjatha said:

    Game's frustrating instead of fun. Survivors are disrespectful instead of engaged. Balance disparity between solos and SWF is a joke. Killers keep getting nerfed while survivors keep getting buffed. Map reworks make them uglier, brighter, and more full of endless waves of super safe pallets. MMR has been a complete let down which instead of matching me with a steady supply of medium skill survivors, just kept bouncing me between brand-new survivors and hyper-skilled teams.

    Frankly, the whole thing is exhausting.

    While i would say the buff/nerf argument is slightly tinged by subjective views, the disrespectful behaviour even when playing fair and for fun as killer (without tunneling/camping/slugging) and even much less any gratefulness for it make playing like that even more frustrating.

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/2822611#Comment_2822611

    Yeah, the intention is to not show your hand. Just like any smart person would do for an advantage over an opponent. Particularly with flashlights, no point revealing them early when killers have a perk that literally 100% counters them and punishes you for trying to use them for their only function (save Hag, Wraith, Nurse, and Artist).

    Well and when i want to play casually as killer i won't deal with that tryhard mentality. They want to evade any counter measure (sucks for them i always use the lord and saviour Lightborn, remember i play for BP and relaxation not the win) and earn my ignorance. No interaction until i want my 4th bbq stack and back to ignoring, much less stress than tunneling or camping them and makes them sometimes even more salty.

  • @FFirebrandd said:

    https://forum.deadbydaylight.com/en/discussion/comment/2822842#Comment_2822842

    Yeah... I'm just starting to make steel stuff. I think the only body equipment I have access to right now are parachutes.

    Yep thats the first one but the next is really cool. You can be excited for that XD

    and a tip from me. Don't forget to research with the mam.

  • @FFirebrandd said:

    https://forum.deadbydaylight.com/en/discussion/comment/2822802#Comment_2822802

    It's a great game. I don't think I'm very far into it yet, but I'm loving it so far.

    Yeah the only gripe i have with it is that in the later game you can't use more than one body equipment at a time unlike Factorio where you can use multiple modifications and stuff together.

    You might not know what i am talking about now but will find it out later. 😉

  • @FFirebrandd said:

    Because the factory must GROW.

    More precisely, a lot of DBD's decisions recently have had me and my normal SWF group get... much less interested in playing Dead by Daylight. Mostly MMR and Circle of Healing resulting in running into a lot more tunnelers and campers and also feeling like I get very punished for not doing that as Killer.

    So... we're playing other games. In a group we've been playing Sea of Thieves and its being quite nice. When I solo, I've been playing an early access game called Satisfactory.

    Good choice with satisfactory. I still have to go back and play the new content front the last 2 big upfates but i am playing Dyson sphere program at the moment.

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2822274#Comment_2822274

    This forum is so Killer-biased that I call it the forum-killer-hivemind, it's almost a satire of itself. The OP literally posted something that I see Killer-mains post multiple times a day, about survivors being toxic. When a killer posts this exact same thing, you can see all the other forum-killer-hiveminds jump on the bandwagon and pat each other on the back about the "bad survivor mains". Yet, heaven forbid that a survivor mentions that killer-mains can act the exact same way.

    This isn't all killer-mains on this forum, there's a lot of level headed killer-mains. However, I do think there are some players that really-really need to play the other side.

    I guess you either quoted the wrong person or the wrong comment from me.

    Either that may be the case but I wouldn't call neither Mileena nor a few others on this forum level headed. They are the same kind of extreme biased as the killer mains you have in mind.

    Also to the point you are addressing of killer posting the same stuff, what Mileena posted was about killer blaming everything but themselves for mistakes/losses.

    Yeah the clown did say "swf but yeah, ggs" and the second blamed their choice of killer for their loss. Neither was toxic but what those "killer mains" often post is real toxicity of "ggez baby killer/go uninstall/ go unalive/ etc."

    I myself had a game where i played casual as usual but the surviver didn't step from the gas and I ended with less than 4 hooks total. It was the first game that evening i got any reaction in endgame chat in form of all ggs. My reaction was "not for me". Damn, i poked a hornets nest with that. "######### off/ I take the GG back/ Ungratefull (insult here)" and more came back. All because I felt frustrated after that game and didn't accept their generous "ggs" after getting mercilessly stomped.

    Btw i am a killer main. I have only 300 hours accumulated since release of the game but i play now as a Crashtest dummy for low skill survivors so they can learn the game and have fun while i play for BP. Do i get some grateful reactions as i don't camp/tunnel/slug and so on? Rarely and funny enough also rarely or a bit more often do i still get toxicity. Most of the time end game chat is empty or and that's also frustrating "ggs" but almost exclusively after it is a mismatched team that truly stomps me and tries to deny even the first hook.

    So, i am sorry but playing nice unlike "killer mains" isn't worth it and not even appreciated. Sorry i got a bit off track there.

  • @TeabaggingGhostface said:

    https://forum.deadbydaylight.com/en/discussion/comment/2822334#Comment_2822334

    We should do something similar with dead hard, make survivors take protection hits, lets say maybe 3, before they can use it, instead of being a bs crutch

    Again, i didn't mean the 8 token as a threshold for the perk to activate but as the number of ones hot hits the perk provides.

    But i wouldn't expect either form to be implemented.

  • @Real_RUBB3R said:

    https://forum.deadbydaylight.com/en/discussion/comment/2822198#Comment_2822198

    The only way I could see NOED being nerfed but still maintaining it's power is to have some sort of prerequisite. Make the killer earn it before it can activate, like someone mentioned earlier, get 8 hooks and earn a token for each hook. If the killer has 8 tokens by the time the gates activate, the hex is applied to a dull totem. This way, it rewards good play, and still acts as an endgame perk. Hook states =/= Hooks btw, every hook counts as one token, if a survivor progresses to 2nd stage or 3rd stage, the killer does not obtain additional tokens.

    @Harlekin said:

    https://forum.deadbydaylight.com/en/discussion/comment/2822345#Comment_2822345

    xD xD xD

    I love you survivors, with such changes wishes you always know exactly that here never played against really really good groups or at all seriously killer, but only against casual players who turn on the game 1 or 2 times a week 

    why not also adapt the decision stroke to this white? 

    why should someone who is just walking around have a decision blow?

    the survivor must make 2 generators, heal another completely 15 times and then may use Decision Strike  

    honestly stop complaining about Noed 

    if you dominate the whole round and the killer gets the whole round nothing on the row and he then on the basis of a perk you have finished simply what done wrong 

    ps:

    i apologize for my poor english 

    @Reshy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2822345#Comment_2822345

    At 8 hooks you're probably already winning if the gates aren't literally opened.

    Okay i guess you three are all talking about the idea i mentioned earlier in this post, the token system for noed.

    But i guess Rubb3r misunderstood. I meant for each token your earn you have one hit with instant down applied. Not that noed is only activated after 8 tokens. That would make it less viable than devour hope.

  • @Brokenbones said:

    https://forum.deadbydaylight.com/en/discussion/comment/2821985#Comment_2821985

    No but the point is if at any point we had stopped to 'do bones' when the bubba was facecamping, he would've easily gotten more kills despite his playstyle.

    hell, there are builds out there that are catered towards facecamping - like that one time a streamer did an experiment where he facecamped from the start with perks like corrupt, deadlock, noed etc and won more times than lost.

    You can't expect survivors to spend time doing bones when your playstyle boils down to "i'm facecamping lol". That's NOEDs fundemental flaw.

    And that could still be easily circumvented with idea that has been proposed for over a year now, a token system on noed.

    For each time a survivor is hooked, not hookstates, it gains a token up to 8 (or eleven, even when it would be neglectable at that point).

    The hex totem still only lits up once the token are usable aka when the gates are powered.

  • @Mert_MK said:

    Imagine getting so mad over an item that's easily countered by just baiting the pick up or facing a wall. Heck, if you're THAT paranoid just use Lightborn but don't cry about genrushing survivors right after :)

    It's not the item but the attitude that gets you focused. No matter if it is a flashlight or a medkit or another item, you last second switch and that shows a tryhard attitude. Something i have no energy left to deal with.

    But unlike most other i treat that attitude with ignorance. I completely ignore the player(s) that did something like that and go for the normal ones until I have all bbq stacks from them. Then i try to get the last from the switchers and when i am done with that back to juggling the normal survivor.

    Last second switcher can follow me around or sit on a gen for the whole trial for all I care. I want to play casual and they show me with their last second switch that they want to sweat or dtleast circumvent a possible counter from me side indicating a tryhard mentality and I don't want to deal with that.

  • @mad_hatter said:

    https://forum.deadbydaylight.com/en/discussion/comment/2822230#Comment_2822230

    I don't know the OP - I'm fairly new here myself (more of a lurker). And I certainly don't agree with them. But, I just wish the forums weren't like this. I've had it happen to myself a million times, on numerous fourums - people don't read, jump to conclusions, then act all high and mighty when they really don't know what they are talking about.

    What irks me often is the repetition of arguments that have been brought up a dozen times during a discussion but people only read the original post and post their comment even when the same has been said over and over before.

  • @mad_hatter said:

    I don't agree with the OP, so I'm not here to defend them.on that point, but...

    I do wish you people would read. OPs statement about the strongest killer is referring to the second picture - the killer was Blight. Please, please, please read what people post, and make sure you understand before replying. Not doing so just makes you look stupid. Then to insult somebody when actually you didn't understand just strikes me as being more toxic than most players of this game.

    But again, I don't agree with the OP.

    Op is notorious (nearly on the same as the forum meme person sluzzy) for being heavily biased.

    So i wouldn't expect anyone to answer them normal at this point and to the topic, yes these examples are also not good for the point made in the post. Both survivor teams could be seen as any form of swf from the outside given their loadouts.

    Also calling the nerfed Mori "the strongest offering" seems like a stretch. It might be true in terms relative effect to all other offerings but the Mori itself is nothing but a flair item and a joke nowadays.

  • @egg_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/2822138#Comment_2822138

    Not surprised this reply comes from someone with your comment history

    Not that you are any better than them

  • @TheycallmeLix said:

    You Killer mains wanted the Hatch to be nerfed, so we will genrush instead. Plunderer became garbage (Many people ran it because it was fun to find keys/good items in them). I don’t get why you keep complaining about it you want everything nerfed and only let us do gens..

    Oh please efficiency on both sides has been on the rise way before any hatch changes.

    Even before the counterpart second Mori nerf that lowered killer lethality even further.

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/2820808#Comment_2820808

    Do you need me to link you guides on how to play against Blight? Or do you feel like taking the 2 minutes to look it up yourself on YouTube?

    I don't think they look much at YouTube or they would find themselves (or at least their username) on the thumbnail of one of otz's last videos.

    The coincidence is still hilarious to me.

  • @TotemSeeker91 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2819317#Comment_2819317

    But if the killer really cared that much about winning that they tunnel out one survivor they obviously find it fun

    Again, not when it becomes a necessity to get a trial that is longer than 5 minutes without having to sweat your ass off to pressure as the killer.

    I personally don't care, i play for BP and avoid all efficient tactics (tunneling, etc.) and killing but my survivor can expect next to no BP when they try their hardest to escape in 3 minutes. I won't tryhard.

  • @TotemSeeker91 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2819312#Comment_2819312

    Yeah... they suicide... which makes your job easier because you tunneled? I don't think I'm understanding this

    Maybe because neither leaving all 4 survivor alive as long as possible and then having the game ending in less than 5 minutes without having to put in multiple times more effort than the individual survivor player nor tunneling and camping all four nor having survivor give up at the slightest sign of hardship are fun.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2819216#Comment_2819216

    Not really what I saw.

    There's not a single Dead Hard or DS on that team. I thought @Heartbound was mocking the system for putting him up against an obviously bad team.

    Okay i am on mobile and just woke up, so my bad then.

  • @Heartbound said:

    https://us.v-cdn.net/6030815/uploads/3QPQXGG2191U/mmrrrrr.png

    They really do throw you to the wolves when you're playing killer. It's pretty satisfying to swat down one of those groups.

    And while grades mean jack at this point, account level 62 with devotion 5 indicates that you have hundreds to thousands of hours in this game and are far away from lamb status.

    Also the BP gains from the survivor indicate that the swatting down was achieved by using camping and/or tunneling, wasn't probably much fun for one/both sides and is a further example that the devs have to find a way to make them not necessary and then get them somehow out of the game.

  • Looking at this game from a logical standpoint, no survivor should get back up after getting hit by billy or bubby with the chainsaw or being spear by slinger or be able to run after stepping into a bear trap.

  • Yeah killer population is still not big enough to provide for all survivor during peak times leading to the same measures being used like with old rank MMR. Throwing it out the window to lower queue times. The devs are truly genius.

    Insanity is doing the same thing again but expecting a different result.

  • @landromat said:

    https://forum.deadbydaylight.com/en/discussion/comment/2818206#Comment_2818206

    Yes, i suggested reducing hatchet speed so she must throw earlier to get hit

    Yeah great -.- make the power spammable but easier to dodge.

    Trickster is already such a killer loved by survivor players. /s

  • @anarchy753 said:

    God, what is this, your 3rd thread this week whining about being hit by hatchets because your ping sucks? Get over it.

    Not this week but 2-3 days.

    Before that you might get jailed or banned from the forum for spamming posts at this pace.

    Edit: Also the only logical solution to your latency problem and giving huntress (and blight from the other thread) more counterplay would be making the tell of her throw even earlier and forcing the killer player to commit after it. This on the other hand would ruin the killer against every survivor player with a normal ping due to the telegraphed m2 tell.

    Edit 2: but hey i am all for going through with all this "brilliant" ideas to cripple killers more that pop up on the forum as i am playing this game maybe once every two months and would love to see it burn due to people like the op driving away all killers.

    Put cooldowns on every killer, give them all obvious tells for dodging and counterplay, make every form of tunneling and camping impossible without compensation and see the game die. I bring marshmallows and popcorn.

  • You: "How many breaks have you taken from DBD?"

    Me: "Yes!"

    In other words i played this game since release and am now down to once a month or two when the stories on the forum here get me interest going again.

  • @Adaez said:

    https://forum.deadbydaylight.com/en/discussion/comment/2816373#Comment_2816373

    MMR will never work as intented because killer isn't funt to play and I understand why some will intentionally lower their MMR.

    Well yeah killer isn't fun to play if the goal is the 4k everytime. Problem is that the clean swipe against good opponents feels the most rewarding. None really enjoys stomping noobs.

    My playstyle wasn't originally aimed at lowering my MMR. I just started to intentionally play without camping, tunneling or slugging more than one person at a time and passing hook states evenly aka hook a then b,c,d and back to a and so forth.

    But getting any kills with that was so hard and survivor even try to deny you any hooks sometimes that is just stopped giving a crap about kills but it is hard to change ways so i made it a point to avoid killing at all and maximizing playtime for survivors. I felt bad for every survivor that died because their team didn't save them even with me being intentionally on the opposite side of the map.

    Now my first aim are the 4 bbq stacks and then to bring everybody to hook stage 2. This allows me to provide normal intense gameplay for them and see how far they progressed the game with the pressure i exceed, which isn't too much.

    If they managed all 5 gens i take the gate opening points and let them leave. If not I ease up even more and if that still not helps and they run around like headless chicken then i just end their misery one after another.

  • @LunarWendigo said:

    I've been playing killer more and more because a majority of the time it's more fun for me ... however ... I am exhausted from the second chance perks every game lol. And it's most likely because I don't have great perks as killer since I have I think only 3 leveled up so far? So my observance of the map is REALLY limited and I don't have like ANY gen pressure perks currently. (and I've also noticed playing after 8pm is the worst idea for me cause it's ALL try hard swf's that I run into after that time). Plus, as a new killer I am horrible at getting looped/spun/body blocked... sigh... okay maybe it isn't THAT fun all the time. But like everyone else said ... more pressure on the killer and your mistakes make a lot more of a difference vs survivor cause it's just you vs 4 ppl

    All I know is thank god for lightborn right now LOL

    All hail our lord and saviour Lightborn 😎.

  • @thrawn3054 said:

    Because people take this game too seriously.

    Well if don't take this game seriously, you get sh*t on from the opposing side most of the time.

    Luckily I managed to dump my MMR down and avoid killing most survivors intentionally (can't do anything against people abandoned on hook or suiciding on their first) and I am spared of most BM while being a friendly crash test dummy killer player.

    I made it my goal to make it easier or give fresh breath of air for low skilled survivor but still will see bm for that.

  • The last real gen speed decrease to 80 seconds was in 2017, so please.

    Also the metric hypothetical in an exact 4vs1 ratio still is:

    Lose 200 playersfrom a fixed amount of players:

    - those 200 being survivor player -> 50 killers can't play

    - those 200 being killer player -> 800 survivor can't play

    And the reality of the game is even worse. We wouldn't even notice if those survivor would leave during peak hours at this point since queue times for survivor are already longer than killer, in the evening. During the day it might be different depending on region and platform.

  • It doesn't necessarily have anything to do with perks and stuff in the first place.

    The basic principle of this game with its asymmetrical nature in itself is build for a more demanding/stressful time for killers.

    The killer is in action 100% of the time and has to keep the state of 7 gens, 4 survivor with their 16 perks, 5 totems (in case of hexes or boons) and (in late game) 2 gates in mind.

    Ok the other hand only one survivor can be in chase at once. So given a averaged action (chase) time of 25%, interrupting streaks of boredom holding M1 on gens and maybe rescuing others from hooks.

    Also the pace of the game is initially set by the survivors. Given no interference, survivor can end a trial in less 4 minutes. The killer is only trying to prolong that into infinity (aka 4k).

    But that itself is a result of the age of this game and it's changes over the years itself.

    In the beginning survivor had more broken tools but killer had a way higher lethality with old Mori's for example. Getting caught by the killer could mean an immediate death sentence. Therefore immersed playstyles without getting caught by the killer were more popular.

    But over the years it becamd more and more standard for survivor to be hooked for all 3 hookstates and without camping they had to be chased again and again for each.

    Combined with the improved efficiency in playstyles that develops in any game over time playing killer became more and more stressful despite survivor losing most of their broken tools while killer also became less lethal.

  • This post is over half a year dead. Please let it rest in peace.


    On another note, wow, i didn't even notice that some of those longtime forum people in here got banned.

  • Taunt the bull and you get the horns aka tbag or flashlight click and you won't survive given the chance for the killer.

    Or rather in my case you won't get a game because I am going to ignore you except for easy hits.

    Also sandbag your teammates and your are dead, instant tunnelvision on jerks.

  • Just like in f13.

    But the killer there was way more overpowered than in DBD and still survivor were able to straight up group bully Jason.

    Edit: i hate how autocorrect switches their/there all the time.


  • Screenshot_20220214-051809~2.png

    @FriendlyBubba said:

    So obviously they are basement perks but what do you think that need improvements?

    Sweet irony.

  • The fact that overcharge is still a skillcheck2go is way more baffling to me.

    It is a killerperk that should make gen tapping a detriment but instead only gives a slightly harder skillcheck and the survivor can even continue the chase with it.

  • @Sonzaishinai said:

    Smokes cigar

    Now that's a complaint i haven't heard in a long time

    Exactly what I wanted to say. One of the old classics.

  • Another appeal to the devs, can we already hide lobby grades in the after game summary?

    The only important one is each players own grade and showing them for all is a) outdated and b) misleading.

  • The visual colors are meaningless after SBMMR was Implemented. Used for monthly rewards only now.

    You MMR value is hidden.

    I am ash (grey) but also play against everything from ash to iridescent (red)

  • @Wraithmain319 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2797607#Comment_2797607

    To be fair I wasn't really thinking about that. On the other hand, people who would unplug their network cable would still get a penalty in a way. Because they would have to spend time booting up the network and game again.

    Well replugging or booting back up are inconvenient but a mulithour ban at least keeps these people out of the lobby queues for longer/permanent. And that's the secondary goal of DC penalties. On one hand it is a timeout to reflect upon themselves and keeps them out of queueing up again so the rest of non rage quiting people that don't like to be suddenly 3vs1 or back in the lobby queue (killer DC) have a little bit more peace.

  • @Azshhh said:

    you can make the dc penalty as severe as you want, and I can tell you as someone whose played games where disconnect penalties are 30 minutes to an hour, ppl will do it anyway. If they don't wanna be there, no punishment is gonna deter them from leaving

    But it will keep those feeble minded people longer out of the lobby pool.

  • They could delete noed by now for all I care. Never used it in the last 3 years and it would pull the rug under all those people using it as a counterargument. Not that they wouldn't find something else in its place, maybe ruin, undying or tinkerer or whatever.

  • @Hannacia said:

    Best way to avoid possible SWFs is to see if survivors load into the lobby together. If you see 3-4 people loading same time you can assume they are playing together.

    I usually dodge lobbies like that...except yesterday i didnt..i went with a toxic ttv.. biggest mistake of my life.

    Not anymore. The process has been changed around last year and survivor pop regularly into a lobby together.

    A survivor lobby that has waited for a certain time is given the next available killer, swf or not.

    So 4 survivor plopping together in a lobby is no indicator for swf anymore.

  • @FruityCocktail said:

    So when Survivors meme and do this... yall still lose?

    Yall mad about slugging?

    This happened to me on RPD when I was running thrill. All 4 were running Boil Over, 2 were running SOUL GUARD, and 1 was running No Mither.

    It's clear their only goal was to annoy me (I was playing the Twins LMAO!!!!!!!). Yeah, it was an obnoxious 15 minute game, but I did it.

    Boo Hoo... Cry me river. I bet some of you clowns run double pink add-ons.

    Sick of you crying nonstop.

    Then maybe quit the forums if it annoys you so much.

    You don't seem to be quite active with just 33 posts over 10 months.

  • Well if nothing else, this thread shows why mods/devs don't talk much is discussions anymore. Especially heated ones like this.

    2 pages worth of comments and a huge chunk of them beings "attacks"/passive aggressive questioning directed at a person that maybe isn't even involved in the decision making process for the development of the game.

    (On the other hand i think the frustration and feeling of unequal treatment in itself is justified.)

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