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Twins?
Are those twin killers?
If so, is it the first killer that two people can play?
I bet it will be used a lot as it looks fun to play with.
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Well, I certainly understand how you feel.
I don't know how the upper management came up with the 100k figure and made the decision.
Maybe the decision was made because it is an event period and the BP offerings are not being used much, so it is ok to have less.
I used Halloween offerings so the actual damage was almost zero except for the first day, but if there were many players who were using BP offerings a lot during the event, it would be a tragedy.
I wish I could have split the 100k BP I ended up getting with players I didn't know.
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I agree wholeheartedly.
They are not consistent.
Remember the other serious bug in the 6.3.0 patch that caused the stun grenade bug?
Lullaby did not work.
Why is it that the BHVR thinks that a game-breaking bug killswitch for BP offerings not taking effect, but if you bring it into the game without knowing that Lullaby is ineffective, there is nothing wrong with it? Did they decide that because it is a non-consumable PERK, unlike an offering, there is no problem?
And of course multiple stun grenades are not a serious bug, so they left it without a kill switch. This is PERK, right?
How many standards do they need for consistency?
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I use quite a lot of machine translation about English words that I don't understand because they are poorly expressed, so I apologize if there are English words that I shouldn't use... But I am afraid that I might be banned because of those words that I shouldn't use.
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@Rovend said:
I believe there must be a new mod that came fairly recent that must be tasked exclusively with banning.
From what i have seen, there have been a lot of bans of forum users in september-october period.
NEW MOD?
I couldn't figure it out myself since there is no update on the community team page... Who is it?
@not_Queen said:
Community Managers - Studio
@not_Queen - Lead Community Manager
@Peanits
@DeathByGigglesCommunity Managers - Local
@Clyde (Regional Team Lead)
@Andy (China)
@Donnary21st (Japan)
@Metall_D (Russia)
@FunnyName (Korea)Customer Support
support.deadbydaylight.com
@Suggestive
@FadedAssociate Community Managers
In-game management (Bans & Appeals)
@Aizeyu - French / Spanish
@VorfidusCommunity Coordinator
Community Moderators - Forums (Steam + Official)
@PSfix - Russian
@GoogleCH - Spanish
@Gcarrara - Italian
@Rizzo90 - Italian
@KhaineGBCommunity Moderators - Discord
Community Moderators - Local Communities
But well, it is a bit sad to see users who were discussing just a few minutes ago suddenly disappear. I can understand users who are clearly in violation of the rules, but sometimes I am surprised to hear "This person is banned!?" I am sometimes surprised.
It's the same in the English forum.
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@Akumakaji said:
Otzdarva commented on the numbers and had some very good thoughts.
I am not fan boying, but what sounded pretty reasonable was this: the game is very volatile, especially for the survivors. A killer can potentially make a comeback from a very bad start or development in the trial, whereas survivors can sometimes topple the whole game with one blunder.
Also, a survivor who doesn't like the killer/map/whatever can always suicide on the very first hook and practically doom their team from minute one, while a killer can often secure a single kill even in a bad game. Both of this aspects contribute towards skewering the kill rates in the killers favor without the games being "balanced". I guess in order to achieve what we would call balanced, ie having a good shot at surviving a given trial/killing a good amount of survivors, the overall killrate needs to be way above 50%, ie probably around 60%.
Also, the killers that surprise a lot of players with their high ranking, ie Pinhead, Sadako and even Pig and Freddy, all got innate slowdown and/or very strong and useful base perks. Remember that new players in low MMR won't be having a lot of perks to chose from, so killers with strong base perks (Deadlock, Hex:Plaything, Merciless Storm, Call of Brine) will fare better then killer's with mediocre base perks, just by making their loadout more meta.
while a killer can often secure a single kill even in a bad game. Both of this aspects contribute towards skewering the kill rates in the killers favor without the games being "balanced".
I agree with you about this consideration.
The kill rates are 0k, 1k, 2k, 3k, 4k because 0%, 25%, 50%, 75%, 100%.
If the killer has not been able to execute anyone at the end of the game, he will try to execute at least one survivor somehow. It actually works, because it is not worse to be at 25% than it is at 0%.
I agree with your point about this 25% potentially affecting the statistics.
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@Grandpa_Crack_Pipe said:
https://forum.deadbydaylight.com/en/discussion/comment/3234832#Comment_3234832
https://forum.deadbydaylight.com/en/discussion/comment/3234847#Comment_3234847
Steer it like a Billy charge, if it impacts any wall the survivor in the stroller tumbles out and goes into the dying state.
I will provide feedback to the developer so that the stroller can drift like ONI.
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It is essentially a separate issue to have statistics and to consider why the numbers in those statistics are what they are.
The reasons for the lowest kill rate for nurses have already been discussed. It is not because she is weak; it is a learning curve issue. There is never a need to buff her.
Wesker has the highest kill rate. He is certainly not weaker than the others, but needless to say it is because the survivor has not learned how to counter the latest killer.
It is important to look at the numbers only and how decisions should be made.
If a statistic shows that 100% of criminals were found to eat bread, that doesn't mean that bread makes people criminals, and it's not a reason to ban bread.
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In fact, the skill check does not require the survivor to be skilled, so it is not necessary to have it.
However, I think the developer said that the reason the old spam straggle was there was because he wanted to express defiance when death was imminent.
Now it is a skill check that does not require redundant skills, but I think it is unlikely that the developer would make changes that would completely eliminate the aggressive involvement of the survivor in the second stage of the hook.
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I am a baby player so sitting on it should receive 200% haste
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3234788#Comment_3234788
The numbers presented go well beyond the variable of skill. This isn't a perfectly balanced game like chess, far from it. Every game you load will have a variety of factors skewed in one direction or another, in a game where all outcomes are forced into cadences of 0/1/2/3/4 kills. You then have factors that can have an overwhelming impact on said outcomes which goes well beyond the maximum possible influence of skill, like killing 3 then the hatch literally spawning under the 4ths feet.
There is no possible way to compensate for enough factors to reach an offset of exactly 1% from perfect no matter your sample set, its impossible to have that level of accuracy making it an impossible claim without having a tremendous degree of conditions to force that outcome (i.e: claiming "that match didn't count" and other such arbitrary disqualifiers) as the variables would force a factual outcome to have more than a 1% standard deviation from an otherwise absolutely perfect record. The game is nowhere near balanced enough for that, so it then becomes a flawed claim by default. Simply put, the game does not have enough standardization to make a claim that specific, which means it has to then be either exaggerated or simply fabricated.
I understand that what you are saying is correct.
But he said.
He told that it will now be proven.
(I am asking for streaming because I want to see the moment from the killer's point of view)
We may or may not be about to find out that it is not an exaggeration or a fabrication.
But he said.
I believe him.
Whether I was right in believing or disappointed in being deceived is something I will find out later.
Then I will believe. Wouldn't it be a better dream come true to have a great super killer player who keeps on winning?
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3234725#Comment_3234725
Statistically, in a game where the hatch exists let alone the other cacophony of variables present, 99% is an extremely unlikely number. Saying you can get at least 1 kill in 99% of your games is believable because it would be a statement that respects the lack of constants in the game, but saying that 99% of every single person you play against has died is extremely unrealistic. That is well beyond the maximum possible skill variable no matter what your sample size, especially in a game that uses cadences of 25% for all outcome data.
I understand that these numbers are far from feasible...
But... Wouldn't it be possible for a top player?
There are good players and not so good players. I am not a good player.
(Actually not, but just as there are players with a 100% kill rate, there may be players with a 0% kill rate. Then between the two players the kill rate will be 50%. I'm not going to use this to discuss balance here.)
I have complained about killer. Someone said to me. Skills issues.
But it is about to be proven exactly now. The top players teach me the most skills! What else could be so exciting?
I get to see with my own eyes the unrealistic numbers being run. It is exciting.
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@CoDismylife said:
https://forum.deadbydaylight.com/en/discussion/comment/3234746#Comment_3234746
A fan of me? I didn't do anything yet.
You have written a sentence.
And now you are going to do it, right? I have high expectations.
I support you. Good luck🥰
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It is difficult to explain this Japanese spelling and rhyming in English-speaking countries.
October 18 (10/18) is now DEDOBA day (DbD's day). It has been officially recognized by the Japanese Association of Memorial Day.
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@CoDismylife said:
https://forum.deadbydaylight.com/en/discussion/comment/3234725#Comment_3234725
Because I'm not entertaining enough to be watched. I can play games good but I'm not very talkative. I enjoy playing the game by myself.
To me not worth the hassle at the moment
Oh no no, I don't want to see you speak.
I just want to see the top players play. You can mute your microphone if you like.
There is more value in you and your streaming than you think. I am already a fan of yours.
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I believe him.
Because it is not strange that there are actually players who can achieve a 99% kill rate without camping or tunneling.
I am not in the EU so I won't be able to watch it at the time it actually takes place, so I will have to watch the recorded version.
If I may wish, why not take this opportunity to start streaming? I would love to see your point of view. I want to learn from the top killer players playing. Please could you search for some simple instructions on how to use OBS? I really would like to see the top players play.
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https://twitter.com/DeadbyBHVR_JP/status/1237876286854332416?t=yOH32daCK-fhO5Lkf3pVGg&s=09
I am Japanese, so I only have information from the official Japanese DbD Twitter feed, but I stand by my tweet that the DC penalty has been reduced by 35% in the first month since it was incorporated into the game. This was 2 years ago.
The penalty is necessary. There are more players destroying the game with selfish DCs than I can imagine. Sorry I can't share this information from the official English version of Twitter.
But these are the facts.
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@Ryuhi said:
this kinda made me wonder: why isn't there a medium vault for pallets? Wonder how much difference it would make if they were applied but only to safe pallets (as it would obviously nerf the hell out of unsafe ones)
I remember building a discussion about it a long time ago.
It seemed odd to me to just stand there in front of the pallet without assistance and vault quickly.
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no
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Process
It's Halloween and people want to play Michael.
Michael will increase
Michael is weak, so build with strong add-ons
More Michael with tombstone pieces
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@Veinslay said:
https://forum.deadbydaylight.com/en/discussion/comment/3232061#Comment_3232061
What top players are doing it? They all hard camp and tunnel lol
It is devil's proof who is doing it. Not everyone is a streamer.
But I look forward to seeing that in the future. I intend to study it.
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I don't know if I should say this here, but I actually think it is possible for him to get a 99% win rate without camping or tunneling. Top players can do it.
But it seems like a lot of work because you need to play quite a lot of games to actually get a 99% win rate statistic. if you go 20 games a day, it would take 5 days. And since there are more than 20 killers, it would be very taxing for both the survivor team and the killers.
Please go there and take care of your health.
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I agree with you, although a lot of thought needs to be given to the numbers, methods, etc.
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@ArthurVeloso said:
https://forum.deadbydaylight.com/en/discussion/comment/3231994#Comment_3231994
Thank you very much for bringing this up to me.
Firstly, tunneling is a problem because it denies the other party a chance of survival by exploiting the opportunity to eliminate a survivor in a timely manner to force pressure on the other players because of the lack of one or more members of the team. Tunneling a player out of the game is a strategy used to eliminate a target making the game a 3 vs 1 / 2 vs 1 / 1 vs 1 in a very short period of time. This conduct, if done in a correct manner, will ensure an unwinnable position for the other team early game or mid-game.
When it comes to your team, of course, teamwork is essential for survival. However, it is necessary to measure it by understanding that tunneling damages a lot of the possibility of the effectiveness of the teamwork because one of your teammates will be dying prematurely. Moreover, your chances to counter it, by body blocking, and getting slugged for the teammate don't stop the killer to go for the unhooked survivor. The reason for that is that now, you (that unhooked the survivor) are injured or down, and the unhooked is easy prey for him. So, as we say in Portuguese: "You are killing two bunnies with one shot." In fact, it will reward the killer if you do that, you won't be doing gens, totems, blessings, chests, etc. So, 2 people are not doing the objectives, which is good for the killer to force pressure based on tunneling that can make the game unwinnable early game or mid-game.
Thanks for your reply.
Sorry for the back and forth because of my poor English, but there is one more thing I am sure of.
No matter what countermeasures are taken against tunneling, tunneling itself will never go away.
It is true, as you say, that a survivor's chances are greatly reduced when tunneling takes place early in the game. (Killers know this and will do it, as long as they understand that they will be at a disadvantage if they continue to keep 4 people alive.)
Therefore, I think it would be nice to have some adjustments that would allow other survivors to still have a chance when early game tunneling takes place. Such as adjusting DS as discussed in this discussion.
So let's say that actually happens. Even if many countermeasures to tunneling were put in place, the fact itself that 3v1 is better than 4v1 for killers would not change. Therefore, tunneling is done.
And indeed the killer is punished by the countermeasures. To get compensation for being punished, we still tunnel.
Thanks to the resulting larger punishment, the survivor gets 3escape instead of 1kill. Survivor wins.
But the tunneled survivor will still be frustrated, as he was, is, and will be in the future. Tunneled, inadequate measures. Nerf Tunneling.
This happens because many players see DS, BT and OTR as perks that completely disable tunneling.
In reality, those perks are perks that extend the chase time to allow the survivor as a whole time to repair the generator. The perk works because it serves its purpose of buying time, but when faced with your own death, you will see it all as pointless.
Hard tunneling early in the game is still likely to detract from the game experience for many survivors more than advantage or disadvantage.
I would rather see the solution be to incentivize the killer to take advantage by choosing not to tunnel. Sorry I can't offer anything concrete.
However, I still remain in favor of strengthening DS.
If there is a possibility for both killers and survivors to enjoy it, then it should be done.
I am happy to discuss this with you, even though we disagree.
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Hmmm...
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How about Crown, Ghostface, Hillbilly, etc.?
I would recommend not using the ability because if you use the ability effectively and get down, you are likely to be DC'd. If you do take a down, please do so after one or two generators are complete. Sylvpre.
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Hmmm, I am the weakest player against fair play styles, but I don't really consider tunneling to be a problem because I separate tunneling from the purpose of Survivor as a team. Sorry.
If I die before my 1gen is complete, I will be more upset with my allies for abandoning me and not fixing the generator than I will be with tunneling. Because there is no need to hasten everyone's death without earning a chance to escape because they treated my life politely.
It may seem contradictory, but I want to be matched with an ally who can act unselfishly for the good of the team as a whole.
Therefore, DS needs to be strengthened, but since we have experienced 5 seconds and 3 seconds we should test 4 seconds for a start. If that doesn't work, we will repeat the test in a different way.
Sorry for being so subjective, but this is my opinion.
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If this is perceived as a game breaking bug, the window will be kill-switched, developers? LOL
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As a prerequisite for a killer to fight a survivor properly, it is important to succeed in M2 with almost no mistakes.
Killer add-on designs can be as diverse as pure enhancements, additional effects, slowdowns, increased success rates, and reduced penalties for failure.
Huntress is a killer that is predicated on hitting the hatchet; iri head or no iri head, if the hatchet doesn't hit the target, the game is not even close.
Therefore, iri head or no iri head, you need to hit the hatchet without wasting time in order to play the huntress.
In such a situation, if a huntress with the skill to hit the hatchet without wasting time is equipped with an iri head, that is, of course, strong.
I don't think that having the ability to instant down from the start of the game itself is a very big problem.
However, and this was discussed during the Huntress add-on rework, I do think that the iri head should be made to require more skill.
For example, something like instead of having two instead of one, you would have to be at least X meters away to instandown. Like a death slinger.
But she is 4.4 m/s and the map has an effect, so it's hard to determine what form is the best one.
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Unless the developer mentions it, I can only speculate, but it is still a crash issue.
Or there may be a reason for that, since there have already been several discussions erected about cheaters being able to intentionally DC other players.
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Everyone has the potential to be rude; everyone has the potential to be a gentleman.
If we could be respectful to both winners and losers, that would be great.
But even if everyone is a gentleman, everyone has his or her own criteria. That is the difficult point. Behavior that is deemed not disrespectful to someone may be deemed disrespectful to someone else. We have seen such situations many times on the forum.
I wish there could be peace, but peace is impossible. Still, it may be important to try to be peaceful.
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It has been a long time since I have seen a post like this, and it was interesting because I feel like I haven't seen many of these posts lately.
But I guess people who post like this really don't ask for 1, they ask for 10.
I agree with your idea, but please add the following item. (I will note that I am joking just in case lol)
11. remove the roll of killer. From now on, all killers will be BOTs and will not frustrate survivors at all. It is now possible to BM in peace and lash out at program opponents in end game chat.
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In fact, I too feel that the current 3-second DS is not helping.
Repeated testing is needed to see what works best.
Five seconds, three seconds we have experienced.
Shouldn't 4 seconds be the next one to be tested? I would like to see that tested at the next PTB.
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@Stroggz said:
https://forum.deadbydaylight.com/en/discussion/350933/amusement-park-map-please
And bring back Maurice.
This is the biggest reason why we need a new amusement park map!
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I agree with the developer if the reason for the loss of the DC penalty is compelling. For reasons such as cheaters and frequent crashes.
But what if the DC penalty is eliminated at all in the future? No. I disagree with the DC penalty should be eliminated.
I am not convinced that there are players who already insist on DCing for selfish reasons and because it is boring.
Hypothetical:
A survivor who was sure he was going to lose because none of his generators had completed by the time he hooked the first one DCed.
If we accept this, we must also accept the DC of the killer who had 3 generators repaired and complete by the first hooking.
I don't admit neither. There is no game that ends properly when it is possible for anyone to become arrogant, meditating on the point that online games are made viable by the good nature of the game.
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If a base kit unbreakable comes along, it will be changed, as the developer cannot be unaware of this used hook problem.
Even now it is an outdated system, but I hope this thread catches your attention.
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@IlliterateGenocide said:
https://forum.deadbydaylight.com/en/discussion/comment/3230826#Comment_3230826
Slugging is a skill.
I agree.
But the large number of survivor player base seems to disagree.
Emotions take precedence.
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Frankly, I think it will be difficult to obtain an answer from them.
I am sorry that there is nothing I can say, as any writing style could be misleading.
I hope you enjoy your DbD.
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If I use the hook in front of the gate early in the game, is it a skill issue?
Partially agree.
So what if the only reachable hook is there from the start when you pick up? Is it a skill issue? No. It is not.
Pick up at the edge of the map, not before the gate, and slugging because the only hook that was at the edge of the map reachable has been used. After standing unbreakable, the chase starts again a short time later. He is convinced that the edge of that map is safe and runs there with conviction. Of course, there is no hook when he goes down. He slugs it.
Slugging so is it a matter of skill and a bad killer?
He said so, so yes.
Huh?
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"I'm just playing with my friends, so I shouldn't be punished."
I keep hearing this as the reason why nothing is done about SWF.
So, is SWF at all beneficial compared to solo? No. It is not.
Just because a survivor is SWF, they are getting a tremendous information advantage that they cannot get just in-game. This is because of voice chat.
A survivor is getting a tremendous advantage in out-of-game features, is this a problem because I am just playing with friends?
The killer is being punished because the opponent is just playing with a friend.
All of the SWF mains who claim to be "just playing with friends" always talk only about chit chat and never talk about where the killer is, what perk they are using, which generator is at 90%, which totem is burning, etc.?
There is no way to know that.
DbD policy acknowledges that there is a difference between solo and SWF as a premise. I have already written about that.
Punishing SWF with in-game features makes it impossible to adjust, since they say "just play with friends" and voice chat takes place outside of the game.
Therefore, we decided to build a balance between killer and survivor by making solo as good as SWF, a hard resource thanks to SWF.
So is in-game voice chat a good thing?
No. We have not had any in-game voice chat.
It is true for the reasons that have been discussed a lot in this discussion.
Let me point out one point. The idea was that if people don't want to have voice chat, they can just mute it. So what does that bring? If you mute it, it is no different than soloing, assuming that the in-game voice chat brings soloing closer to SWF. And a malicious playerbase will start attacking the muted player.
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Is it a known defect or is it an intentional change or addition?
I believe that disclosing all of that to the public is the way to maintain transparency. They should put it in the patch notes.
Removing auditory effects from knockouts? Adding tiles without mentioning them? Removing effects and text from the Wraith add-on?
They owe an explanation. If they want to insist on consistency and transparency, they should. If they want to insist that they are not, then they do not have to say anything as it is.
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The hatch grab has been removed and I would repair the generator under the circumstances.
If the killer is intentionally not moving from the top of the hatch and still not closing the hatch, then I have no other option but to repair the generator.
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Since the camera swings left and right, how about turning the camera to the right and proceeding diagonally forward to the left when the camera swings to the left, or to the left and proceeding diagonally forward to the right when the camera swings to the right?
I do this, in the console version.
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I agree, because there are survivors who know that the hooks at the edge of the map will be used and deliberately flee in that direction.
Base kit unbreakable would facilitate this. Base Kit Unbreakable has not yet been implemented, but when I was matched with such a survivor before, I countered by slugging and was told I was the worst killer to slug. What should I have done to...
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If the survivor is frustrated, it may be emphasized.
If there was so little information that they had no idea they were approaching, a large number of the survivor's player base would say it was unfair.
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I would like to see 0.75 seconds tested, taking into account connection issues.
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Is this list current?
It seems to me that there are not many Japanese fog whisperers.
My apologies if I am missing something.
ちゃみする(Chamisuru)
りとるん(Ritorun)
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ok
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I watched the video and found nothing odd about it.
The flashing lights in this video are fair because the survivor in the screen is blinding you. It is actually a very similar lag issue, and even if you change your viewpoint to directly behind you at the moment the flashlight save occurs, you can still drop the survivor.
What I feel is not fair with the flashlight is that you are dazzled by the flashlight from a survivor who is not within your viewpoint. It doesn't matter if you face the wall...
