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dont_ask_me_again

dont_ask_me_again

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  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/668574#Comment_668574

    It's up for discussion, but you might be confusing the two effects. Oblivious just hides the terror radius and is applied to survivors. Undetectable hides your terror radius, stain, and aura and is applied to the killer. Insidious doesn't give the survivors a status effect right now, so it would more than likely use undetectable if anything (which the survivors wouldn't see).

    Ahh kk... I understand now... if it’s not for information gathering for the opposite team then all good.

  • @[Deleted User] said:

    without perks or add-ons

    nurse

    spirit

    hillbilly

    hag

    huntress

    .

    with perks and add-ons

    nurse

    spirit

    billy

    huntress

    freddy

    .

    with most powerful add-ons and meta perks

    nurse

    spirit

    billy

    huntress

    myers

    guessing you never tried Mint Rag and rusty shackles on hag? Stronger than 5-blink nurse on a good hag. Can’t unhook anyone who gets hooked, she has unlimited range on the map and survivors are easily picked as walking on traps gives no notification.

  • @Peanits said:

    As mentioned when these status effects were first announced, we'll be adding them to existing killers over time. In the case of Freddy, it's very easy to slip that into his power; his terror radius is already hidden for people who are asleep. For a killer like the Pig or Ghost Face, that would take a lot more work (we would need to completely redo their power).

    Just wondering - BVHR aren’t gonna try to completely kill insidious adding it to the perk? “Perk icon appears”... ahh killer has insidious... not really sure why the devs are adding notifications really minimum would be better for gameplay experience aswell as keeping performance good.

  • None of them should trigger though.

  • Pray beads isn’t the problem imo but the add-ons that make her super fast... people probably don’t take into account that pray beads typically get paired with one of these.


    If you stacked both of the fastest movement speed, the game’s not going to go much different with pray beads + faster movement. (You’re seen = you’re dead because she’s so fast anyway + can beat you to any pallet)


    As for spirit’s base kit it’s fine but she’s not boring (nurse is boring) but there’s a blank feeling (for me anyway)... rather that I’d have another killer. I do run spine chill though but when I haven’t spirit does feel like a whack-a-mole style of game of luck.


    The devs could make the phasing directional to give a quasi-/lesser-spine chill... then the spirit has to learn to turn around here and there since the survivors are almost completely blind but the spirit isn’t all that lacking in info.

  • Punishment for DCs won't change much... if survivors only DC against nurse/moris then every other game they play is also factored in where they don't DC (and you need to DC in over 1 in 3 games or something). The issue isn't the DCs but the Nurse.

    TLDR: Just buy Spirit.

    Also being upset that no one wants to play with you... is like survivor's being outraged that no killer's wanted to verse them with Old DS. You're way over your head.

  • OP has concerns:

    Glitches/bugs: they'll get patched, sure there is an odd trend but the devs don't purposely add bugs.

    Yes, strong survivor perks take a hit, strong killer perks don't... mainly due to ruin being mandatory and BBQ gives add-ons.

    MoM nerf isn't dumb but hope they keep the conditions achievable for solos and swfs (not just latter). I just wish an unfun perk/rewarding poor play was nerfed too (spirit fury)... not allow it to stack with enduring when active.

  • Just a statement - if this is not a killer sided forum... one must ask why OP has so many down votes. (seems like a neutral question). I personally don't go throwing downvotes at any neutral statement.

    I think the forum does have a variety of people but a lot of the older members of dbd have abandoned most forums.

  • @CallMeSpidey said:

    I'll try console Nurse today and check it out.

    Nurse is the only thing I use M&K for in DBD for a reason. :P but never (want to) play her.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/481752#Comment_481752

    The timestamps might not work on all browsers/platforms.

    https://www.twitch.tv/videos/425662801

    The discussion on that starts at 25:55.

    I'm not sure what's been done then, because I can even look at old footage of mine on the patch before and feels/looks like I turned faster. I don't know if any detail was left out but I'd guess that the time lost from aiming at corners increased rapidly turning at another corner. That was much better (strafing allows for better dodge, which is why WASD is great for dodging) but the only problem was it didn't function from every 90 degree turn. The older way was better but could have been improved.

  • @Mandy said:

    https://www.twitch.tv/videos/425662801?t=25m56s

    I've timestamped this for you, where they explain in more detail the process.

    Unfortunately when I click play it starts the video from 00:00... I have had the stream running a couple times now and keep missing this? :P

  • I’d return legacy for P3’ing the survivor/killer... getting the adept achievement and by reaching a certain amount of devotion level.

    I’d make every exclusive cosmetics return after a year except the lunar event cosmetics (every 12 years).

    I’d make all cosmetics able to be paid with shards if you bought the counter-parts with shards (normally 2 adjacent that are very alike in the shop).

    Lastly I’d create a way for people who have a number of shards not divisible by 10 be able to make them divisible by 10. Such as by making a perk in the shrine that you already own (spend shards for BP) cost 1357 shards as a discount from 2000. It could always be the perk at the top or bottom and will still be 2000 if you don’t own the perk.
  • @DocOctober Any good Hag mains I know barely thought she needed a buff as a killer who stands better than huntress right now. I was one of the people arguing that she doesn't need a movement speed increase... the goal of hag mains is not to get baby killers playing her so they can camp with her and lurk around the map at ease. That's why increased movement speed was ruled out and buffing her power was chosen... but it could be too much. I think making the basic way to snow-ball with her should be made a tad more complicated. If you even played hag you'd know this change does nothing but complicates the snowball.

  • Tyde likes the exhaustion changes so I dunno why he left... Marth88 says it's not the route of the problem but doesn't bother him because he's a killer main... All I see is that there's no real place for Marth88 if anyone can be a good killer... possibly that's why he left? The exhaustion nerf is just a booster for killers who aren't good in chases. Why watch their content to learn how to be better at killer when being killer will be easier than ever?

  • @IronWolf115 said:

    @dont_ask_me_again said:
    @TrumpJunior I BNP any killer... no streamer is that special... that's funny if there are some getting salty believing they're getting stream sniped because of it. Killer's are happy to use moris/insta-saw/insta-hatchets/3+ blinks etc... why am I bound from using BNPs exactly?

    Well to be fair here to this point, killers have an insane amount of tasks compared to survivors so these things are less of a problem for survivors as BNP is to killers.

    In regards to the post, she is perfectly fine where she is now ( on PTB I mean ) so no she will not and should not get nerfed

    The devs don't actually know which posts are from experienced players and which are not... as a rule of thumb - if the majority of killer mains agree on something in the forum... they're normally not the best killers. Even true said she can be abit too powerful and the PTB can be over-whelming... what this really translates as there's nothing to really do but gen-rush. My nerf isn't even that bad considering you just need to plant 2-3 traps a couple of meters away from each other or so if you really want the same thing. It's just that you have some less access to traps to remove some map control for camping.

  • @AlexAnarchy This is more of a thought from someone who can actually play hag... You like many here are probably part of the people who think she needed 115% movement speed who aren't able to play her. Learn her... she's hard but you'll realise the change suggested in the main post only makes her less of a noob stomper if you're good with her.

  • @RSB Wrong, he was trapper and someone hatched camped not opening the exit (that's what happens when you play solo and the devs make stealth too easy). First hook, last hook... and I'm not bothered about dying in a game where 50% of the time you're expected to die.

  • @TrumpJunior I BNP any killer... no streamer is that special... that's funny if there are some getting salty believing they're getting stream sniped because of it. Killer's are happy to use moris/insta-saw/insta-hatchets/3+ blinks etc... why am I bound from using BNPs exactly?

  • @Jack11803 said:

    @dont_ask_me_again said:

    @MrChills said:
    The only thing on the hag that make get nerf is mintrag. Mintrag, with make your choice, and a red/green mori was strong( even without the moris) some of these changes with the right add-ons plus the exhaustion add on might make mintrag build op. if it does, mintrag will be nerfed. the only thing to worry about here is if you run mintrag often on the hag. Nothing will get nerfed but mintrag.

    Imo it's stronger than 5 blink nurse... but it's an ultra-rare add-on and you basically need grandma's heart too... I think it'd just be cool to keep mint-rag the way it is and just as a wow factor... I mean it does cost a ultra-rare and very rare add-on to do... killers need some way to get that "mori 4 survivors" achievement.

    A BNP costs an ultra rare, and does 20 seconds of a gen in 5, but only if you hit great checks. 25%... Slow Clap

    Yeah, I think this BNP nerf is too much... I think you should install it into a generator... that generator can be repaired in half the time (including other teammates working on it)… if the killer kicks that generator though the BNP is gone. There's the easy way to nerf BNPs... then there's a way to keep them fun.

  • @MrChills said:
    The only thing on the hag that make get nerf is mintrag. Mintrag, with make your choice, and a red/green mori was strong( even without the moris) some of these changes with the right add-ons plus the exhaustion add on might make mintrag build op. if it does, mintrag will be nerfed. the only thing to worry about here is if you run mintrag often on the hag. Nothing will get nerfed but mintrag.

    Imo it's stronger than 5 blink nurse... but it's an ultra-rare add-on and you basically need grandma's heart too... I think it'd just be cool to keep mint-rag the way it is and just as a wow factor... I mean it does cost a ultra-rare and very rare add-on to do... killers need some way to get that "mori 4 survivors" achievement.

  • @zacmangaming said:
    Nope. Terrible idea and It's not even necessary. Are you aware of the "CTRL" button on your keyboard?

    I already 4k with hag 90% of the time on live at red ranks... the change only really effects survivors who don't know how to counter her - which you've pointed out how that's done if the hag doesn't camp/patrol the hook... if you're a good hag why would you care about this change knowing survivors can just crouch the hook? You're not supposed to put traps directly under the hook against the best survivors as it is but rather try to get them to trigger one nearby.

    There's no good way to counter the new hag because she's effective at hooking survivors and effective at camping... once someone's hooked it's gg. With the change to make her a better chaser... her camping effective status needs to go down a notch.

  • @brokedownpalace said:
    They should bring back faster crouched recovery.

    This buffs sprint burst the most... when only sprint burst needed a nerf.

  • For the change to prevent camping being easier with larger generator time... It wouldn't be so that generators are increased by 5-6% for 30 seconds if a hooked person isn't unhooked before a stage hits... more so that generators are increased by 10% for 30 seconds (someone hooked has hit stage 2 or someone hooked for the second time isn't unhooked before stage 3)… this would make gens take 81 seconds to complete... then a further 15% if that person dies for 45 seconds (stage 3 following not unhooked at stage 2 too) which means generators will take 76.5 seconds to complete and this seems fair since the killer will be able to seek a new survivor after and generator(s) could have been completed within the first 30 second penalty or are about to be completed (so survivors aren't actually utilizing that bonus soon enough and need a bonus time to move to another gen - so 15 seconds + greater bonus is added). This is where my estimates stand to be about right.

  • 3rd attempt to save this comment... I mention a possibly (early) idea to address camping @Runiver

    @CrtKazz said:

    Ignore zombie he’s just a troll like so many people in this game and forum. Nice ideas but like the idea better of having another objective on top of gens/totems. Nice keeping lower ranks in mind as well


    (Me) A concern I have with an extra objective is - wouldn't this favour SWF over solo survivors? Whenever I face
    SWF as killer - the SWFs clearly communicate the areas they've covered on the map between them when totem hunting - my ruin pops far faster because of this... Anything involving extra objective would have to be heavily thought out which could take possibly even a year for people to agree with the best solution... generator locations are pretty simple so something involving them won't widen the gap between solos and SWFs... a simple solution with the gens at the least would be best in the meantime until people have agreed on some new objective that works.


    @Freudentrauma said:

    I still don't understand how you keep feeding the person, that is only in this thread for obvious trolling. Especially that that person is admitting in their first post, that they won't listen to any arguments.
    So to give my feedback to your idea: I agree that working together on a generator needs kinda rethought. At this point in the game the only reason to work on a generator together is when there are less than 3 generator to do, or to break a killer's 3 gen strategy. Otherwise it's just unwise, because you can get easily into a situation, where several people get injured, interrupted doing a gen at the same time, or even run into the possibility to be slugged against an instadown.

    Your suggestion, is to make single gen 10 secs longer, but keeping the working together on gens time the same.

    The main problem I have with long gen time, is probably the camping killer issue. I often encountered situation where a killer manages to down a survivor quite early at the start of a trial and starts camping. Knowing they will be able to camp one to death before all gens are powered giving them a chance to catch and camp another one. Didn't do the math, but I think lengthen gen time would give such campers just a bigger time space for getting their 2kill. But probably that too much of an edge case to consider.
    Those 10 seconds could really help with the pacing of the game a little bit. Especially in early game, while barely touching the mid game phase. (Because several survivors work o the last 2 gens).
    So I think it's something Devs should try. Even though I know doing gens is boring, but that is something, that won't change in DbD. I doubt the Devs want to make massive changes to the basics of the gam.
    We will wait for a potential DbD2 for that (If there will be one).


    (Me) Personally I just think there are killer mains who want survivor's gameplay to be unfun as their way of enjoying the game - there attitude to ideas that present that they're aiming to keep survivor fun isn't bad to show for any dev reading (like come on - the community does have it's immature members like most communities)... there could just as well be survivor mains who want killer to be unfun (well, like the SWFs who try to de-pip the killer with gen-rushing and might want to defend some of the broken tools on the survivor side such as BNPs - but I don't really come across these hypothetical individuals on the forums oddly.)

    As for the inadvertent buff to camping - the devs probably could add some kind of feature that works like bloodlust - if a survivor on a hook isn't unhooked before a next stage - generator speed is increased by 5-6% for 30 seconds or something (as a kind of stress feature). It could increase if another staged is missed by the survivor type thing... I don't know but it'd have to be worked out so there isn't more generator finishing input for a survivor actually dying and keep it to about the same as before since it was kinda balanced that the killer got 2k and pretty much black-pipped (just as a morale victory of the strat being pretty pointless). The devs could also award the survivor for all extra progression for holding the hook.

  • I'll repost my comment here because it disappeared when trying to edit (C+Ped it)… last paragraph @Runiver

    @CrtKazz said:

    Ignore zombie he’s just a troll like so many people in this game and forum. Nice ideas but like the idea better of having another objective on top of gens/totems. Nice keeping lower ranks in mind as well
    A concern I have with an extra objective is - wouldn't this favour SWF over solo survivors? Whenever I face SWF as killer - the SWFs clearly communicate the areas they've covered on the map between them when totem hunting - my ruin pops far faster because of this... Anything involving extra objective would have to be heavily thought out which could take possibly even a year for people to agree with the best solution... generator locations are pretty simple so something involving them won't widen the gap between solos and SWFs... a simple solution with the gens at the least would be best in the meantime until people have agreed
    on some new objective that works.

    @Freudentrauma said:
    I still don't understand how you keep feeding the person, that is only in this thread for obvious trolling. Especially that that person is admitting in their first post, that they won't listen to any arguments.
    So to give my feedback to your idea: I agree that working together on a generator needs kinda rethought. At this point in the game the only reason to work on a generator together is when there are less than 3 generator to do, or to break a killer's 3 gen strategy. Otherwise it's just unwise, because you can get easily into a situation, where several people get injured, interrupted doing a gen at the same time, or even run into the possibility to be slugged against an instadown.
    Your suggestion, is to make single gen 10 secs longer, but keeping the working together on gens time the same.

    The main problem I have with long gen time, is probably the camping killer issue. I often encountered situation where a killer manages to down a survivor quite early at the start of a trial and starts camping. Knowing they will be able to camp one to death before all gens are powered giving them a chance to catch and camp another one. Didn't do the math, but I think lengthen gen time would give such campers just a bigger time space for getting their 2kill. But probably that too much of an edge case to consider.
    Those 10 seconds could really help with the pacing of the game a little bit. Especially in early game, while barely touching the mid game phase. (Because several survivors work o the last 2 gens).
    So I think it's something Devs should try. Even though I know doing gens is boring, but that is something, that won't change in DbD. I doubt the Devs want to make massive changes to the basics of the gam.
    We will wait for a potential DbD2 for that (If there will be one).

    Personally I just think there are killer mains who want survivor's gameplay to be unfun as their way of enjoying the game - there attitude to ideas that present that they're aiming to keep survivor fun isn't bad to show for any dev reading (like come on - the community does have it's immature members like most communities)... there could just as well be survivor mains who want killer to be unfun (well, like the SWFs who try to de-pip the killer with gen-rushing and might want to defend some of the broken tools on the survivor side such as BNPs - but I don't really come across these hypothetical individuals on the forums oddly.)

    As for the inadvertent buff to camping - the devs probably could add some kind of feature that works like bloodlust - if a survivor on a hook isn't unhooked before a next stage - generator speed is increased by 5-6% for 30 seconds or something (as a kind of stress feature). It could increase if another staged is missed by the survivor type thing... I don't know but it'd have to be worked out so there isn't more generator finishing input for a survivor actually dying and keep it to about the same as before since it was kinda balanced that the
    killer got 2k and pretty much black-pipped (just as a morale victory of the strat being pretty pointless). The devs could also award the hooked survivor for all extra progression for holding the hook.

  • @Runiver said:
    Increasing gen time will very likely force devs to increase the hook death timer, or camping could prove too strong.

    I just commented on this above.... I'm not sure what the perfect solution is but it's an idea.

  • @CrtKazz said:
    Ignore zombie he’s just a troll like so many people in this game and forum. Nice ideas but like the idea better of having another objective on top of gens/totems. Nice keeping lower ranks in mind as well 

    A concern I have with an extra objective is - wouldn't this favour SWF over solo survivors? Whenever I face SWF as killer - the SWFs clearly communicate the areas they've covered on the map between them when totem hunting - my ruin pops far faster because of this... Anything involving extra objective would have to be heavily thought out which could take possibly even a year for people to agree with the best solution... generator locations are pretty simple so something involving them won't widen the gap between solos and SWFs... a simple solution with the gens at the least would be best in the meantime until people have agreed on some new objective that works.

    @Freudentrauma said:
    I still don't understand how you keep feeding the person, that is only in this thread for obvious trolling. Especially that that person is admitting in their first post, that they won't listen to any arguments.

    So to give my feedback to your idea: I agree that working together on a generator needs kinda rethought. At this point in the game the only reason to work on a generator together is when there are less than 3 generator to do, or to break a killer's 3 gen strategy. Otherwise it's just unwise, because you can get easily into a situation, where several people get injured, interrupted doing a gen at the same time, or even run into the possibility to be slugged against an instadown.
    Your suggestion, is to make single gen 10 secs longer, but keeping the working together on gens time the same.
    The main problem I have with long gen time, is probably the camping killer issue. I often encountered situation where a killer manages to down a survivor quite early at the start of a trial and starts camping. Knowing they will be able to camp one to death before all gens are powered giving them a chance to catch and camp another one. Didn't do the math, but I think lengthen gen time would give such campers just a bigger time space for getting their 2kill. But probably that too much of an edge case to consider.
    Those 10 seconds could really help with the pacing of the game a little bit. Especially in early game, while barely touching the mid game phase. (Because several survivors work o the last 2 gens).
    So I think it's something Devs should try. Even though I know doing gens is boring, but that is something, that won't change in DbD. I doubt the Devs want to make massive changes to the basics of the gam.
    We will wait for a potential DbD2 for that (If there will be one).

    Personally I just think there are killer mains who want survivor's gameplay to be unfun as their way of enjoying the game - there attitude to ideas that present that they're aiming to keep survivor fun isn't bad to show for any dev reading (like come on - the community does have it's immature members like most communities)... there could just as well be survivor mains who want killer to be unfun (well, like the SWFs who try to de-pip the killer with gen-rushing and might want to defend some of the broken tools on the survivor side such as BNPs - but I don't really come across these hypothetical individuals on the forums oddly.)

    As for the inadvertent buff to camping - the devs probably could add some kind of feature that works like bloodlust - if a survivor on a hook isn't unhooked before a next stage - generator speed is increased by 5-6% for 30 seconds or something (as a kind of stress feature). It could increase if another staged is missed by the survivor type thing... I don't know but it'd have to be worked out so there isn't more generator finishing input for a survivor actually dying and keep it to about the same as before since it was kinda balanced that the killer got 2k and pretty much black-pipped (just as a morale victory of the strat being pretty pointless). The devs could also award the hooked survivor for all extra progression for holding the hook.

  • @ZombieGenesis said:
    I haven't said any such thing but keep putting words in my mouth, OH MIGHTY GRANDMASTER! LOL What a joke. And I'm not your buddy, guy.

    I'm very open to discussion, you're the one who has LAID DOWN THE LAW! LOL Oh man, if only you knew how hard I was laughing right now.

    "don't put words in my mouth" - While attempting to put words in my mouth this whole time and now.

  • @ZombieGenesis said:
    OMG, so now you're a grandmaster. I get it, buddy, no one will ever love you as much as you love you. Are you sure you're not actually Tru3Talent? LOL

    Rank 1's the highest rank as is grandmaster so yeah - I am in the same context. Let me get this straight though - you have something against higher rank players yet want the game easier for you to achieve a higher rank - perhaps then it's better if the game wasn't swayed in your favour as you'd only be harming yourself buddy.

  • @ZombieGenesis said:
    Oh, you're a Tru3talent disciple. That explains the self importance. Anyway...YOU HAVE SPOKEN! I retract all my ideas and bow to your obviously superior RANK 1 WISDOM!

    Ideas from rank 1 killers and survivors should just be ignored and everyone should listen to you - who doesn't know how to play the game to a higher potential and wants an ez pz 4k with no effort. No one goes to a new chess player for advise on how to play chess - they listen to the grandmasters. If you can't be bothered to inform yourself that's your problem. I listen to just about everyone - it's just that you haven't really added anything except that you're ignoring my post - you've declared that you're not willing to debate because you're the one who is self-important in your eyes.

  • @ZombieGenesis said:
    The midchatper perk reworks will go a long way to making it 50/50 I think. It's really just a few OP survivor perks that throw things off. Get those in check, buff the garbage perks on both sides, tweak some weaker killer abilities, and fix hex totems.

    The idea given to nerf all exhaustion perks is going to topple just like how closing the hatch toppled. I'd rather the devs just fixed generators which is basically one of the last steps for the overall game - pallets have been nerfed for chases which have made chases playable for killer apart from Sprint Burst and DS (the current idea is also going to topple because DS will be pointless to bring and obsession perks are meant to be a nuance - tru3 has had the best idea and that's to make using DS'ing costs a stage on the hook - that's the direction that's going to work).

  • @Mringasa said:
    Generators don't need to be longer, you just need more objectives. I'd rather go on a scavenger hunt for an item to either repair, or continue repairing, a generator instead of holding M1 for longer. Maybe even flipping a switch of some sort to actually be able to repair a generator. Anything but holding that f'ing button in longer. Lol.

    There isn't any objective loss by the amount suggested that should be increased, you do just as much input when you work with another teammate, the suggestion balances all the shroud offerings, the values given I would not go higher than because then it would feel like a grind. The survivors can't look for anything because they're sometimes carrying an item. I'd rather be in chases with a killer than looking for new objectives to do. Me doing 15 seconds more input of objective isn't a huge deal... in-fact I'd welcome it especially if more blood points were awarded to the objective category.

  • @ZombieGenesis said:
    Oh, so as a "rank 1" killer and survivor your opinion is the end all, be all? We should let the devs know that all future patches should go through you then.

    If rank 1 killers have no problem countering dead hard, lithe, and balanced landing - then killers who are lower rank are simply doing something wrong. I make my suggestions in consideration of lower ranks aswell as high ranks (killers dominant survivors at low ranks - my post aims to make life abit easier for them too) - I've lost my content in the past a couple of times playing with no perks and both times this happened it gave me more insight in how the games play there.

  • @RemoveSWF said:
    No thanks, survivors have been invincible for too long.

    Time to fear the killer and get rid of your safety net perks.

    Dead Hard - bait it, lithe - get them before they reach a vault, balanced landing - hit them before they reach a hill - invincible? Exhaustion Perks make the game fun.

  • @Orion Member - they can't at high ranks... you can't get a second exhaustion off unless it's against sprint burst... if you managed to get a second exhaustion off with the other exhaustion perks - the killer made a mistake. When I play at high ranks any survivor with dead hard or lithe are a breath of fresh air for me - these exhaustion perks are counterable and require skill - this is the same with balanced landing. I included a suggestion to just make running no exhaustion perks more appealing because it is weaker to play like this and less fun.

    @ZombieGenesis You only read the title and didn't see the explanation that shows the changes are minimal is basically every aspect and how nerfing chases actually creates a more "generator simulator" atmosphere for survivors. Please don't add input to a post you haven't taken the time to read because your theory of how the game should expand would actually make it more boring for survivors - speaking as a rank 1 killer and rank 1 survivor.

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