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For a position that plays as a killer, it is not used because the playing experience is not enjoyable. There is a slight sense of exhilaration when Victor runs a little fast and jumps at you, but that's it.
For the seasoned survivor and SWF there is a lot of counterplay, which causes more frustration than fun.
Even as a survivor, these women are probably not well-liked because their effective tactics almost always involve slugging.
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I often give up everything and play with this build without thinking.
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This may not be a good idea, but what about making the map offerings ultra-rare?
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I love this system.
If I am matched with a good survivor or killer, I am good enough to match.
If I am matched with a bad survivor or killer, I am as bad as they are.
I love this system that forces me to give convincing reasons for questionable matches. I love this system that is hidden and completely invisible to the disparity between players that was highlighted in the rank matching system.
I need to play better. If I do, my allies will be better players too.
But there are times when I think I shouldn't play better. It's hard when your opponent is a good player.
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Five seconds before the game starts.
All survivors are now Dwights with skinheads, red clothes, and flashlights.
I'm still terrified of even the fact that this is possible lol
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For me, I am grateful that there is even a follow-up report that there is no follow-up report.
It would be great if one day PS4 would be eligible for cross-progression.
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I would like to see streaming, but do not need to stream.
Just like a 22% win rate killer does not stream.
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A similar "I can't enjoy it" discussion was erected in Japan two years ago.
The CM's response to this was.
On the contrary, let me ask you, why do you think you don't "enjoy" it? Is it because you can't fix the generator fast enough? Or is it because you can't get wiped out every time?
If it is one or the other, the speed of generator repair depends not only on the perk, but also on the killer's strategy, so if the generator is repaired in an instant every time, it would be better to change the strategy or strategy to make it harder for the repair to progress. If you are really getting repaired in an instant every time, it would be a good idea to change your stance and tactics to make it harder for repairs to proceed. You may seek advice from the good veterans on this forum on how to do this specifically. Or maybe you could watch videos or feeds of people who are good at game-making and use them as a reference. There is no such thing as an instant generator repair in every match, so you should look for tips that you can apply in your own play.
If you're having trouble getting wiped out every time, you're setting your hopes too high; Dead by Daylight doesn't aim to balance the game so that you can get wiped out every time. It's like trying to win a competitive game every time. Why don't you scale down your goals a bit and relax your shoulders a bit more, for example, aiming to outwit survivors who are good at archive challenges, BP earning, and chasing?
Finally, I know you've only been playing serial killers for two years, but I urge you to try playing survivors too! Playing survivor will give you discoveries you won't get in serial killer, and Dead by Daylight is neither a serial killer game nor a survivor game. It's a waste of time because it's one game that combines both and will help you improve.
This is not a complete answer because the question was asked by a different person. However, I would like to tell you that the management's answer was to lower the threshold for fun.
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Perhaps the developer did not create the achievement with the expectation that it could be obtained right now.
It seems to me that they want you to keep playing and before you know it, you will have acquired it.
I think that would be a good incentive for people to play DbD for a long time.
I myself will play to unlock achievements, but I think it might not be healthy to be too adamant about it.
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Yes, I am. That's a little embarrassing.
But when I see other people swaying from side to side in Mario Kart... It's cute.
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It was actually over-advertised.
When the first large number of fragile walls were installed in the saloon, it was kind of fascinating because they had them installed in the shacks found on the general map.
However, no other map or graphic update since then has had fragile walls installed in sheds on other maps.
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With a kill rate of 61%, a 99% win is not a strange story.
BTW, I win and lose as a survivor and as a killer. I don't do statistics because it's too much work and it's tedious. I'm not streaming either, but you have to believe me.
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I honestly don't even think its fun to play with bully squads and I don't think whether or not I could deal with it has any bearing on my enjoyment. Therefore, I don't like the "it's a matter of skill" advice in discussions about bully squads.
Because they don't aim to clear the game, they aim to collectively bully someone on the internet, and they do all the frustrations, including BM's.
Of course it is possible to play DbD just to succeed in clicking and T-BAGGING, spamming noise, and 4 consecutive Head on's. ...... It's a little too much. I'm not convinced that it's not a stressful element of the game's progression, but rather that it's played just to intentionally stress you out.
And even if you achieve 100% kills on such bully squads, there is no fun in it. There is only tiredness, sadness and frustration.
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yesyesyes...
That's why we are going for the 3v1 game early on. The goal is not to make you feel bad. Saying that will fall on deaf ears.
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@Akumakaji said:
Just for some healing and soothing purposes, I will share a game I just had were I 4k-ed against a bully squad and they didn't expect it, because it was my "Late Game Salt"-Mikey build.
They harassed me all game, t-bagged and flashlight clicked me at every opportunity, while playing it as save as possible and looped back to the shack at every chance they got, so I went into EGC with just 3 hooks to my name.
But thats the beauty of this build: Overconcidence is a slow and insidious killer and in quick succession they all fell to my blade. No one expects NOED with Mikey, so it totally catches them by surprise :)
https://us.v-cdn.net/6030815/uploads/YCI75CNG1K56/lategame-mikey-salt-01.jpg
But back to topic: I often get the feeling that a lot of killer mains are actually at least 70/30 split players and that there is really rarely a full "killer main". The players that identify as "killer mains" love playing killer, but that doesn't mean that they won't play survivor. I have actually never encountered any killer main who didn't play a good portion of survivors.
If you turn the thing around, though, it looks quite different. You can't kill with friends, you can only survivor with friends, and as the vast majority of players enjoy playing together, this leads to a very big portion of "survivor only" survivor mains, ie players with next to non experience of the game as the killer.
I am not trying to spin this as a "killers good, survivors bad" thing, we all know that there are horrible persons on both sides, who actively try to ruin others fun, BUT the lack of empathy for the other side is far, far bigger on the survivors playerbase then on the killers. And I strongly believe that this ties in into a lack of playing the other side. Circling back: most killers also play survivors and know the pain of getting tunneled and camped on 1st hook, while a good portion of the survivor population don't really know how tough life of a killer can be and how debilitating a crushing survivor victory feels.
I identify myself as a killer main, but I never, ever felt the same rush of frustration or anger when a killer nods at me and hits on the hook as when I get hit in the face by a palette and then t-bagged and pointed it. Nodding might be the killers version of BMing, but it doesn't even play in the same ballpark of infuriation. Hitting on the hook beyond the first appreciation slap is meanspirited, but even that gives the survivors the satisfaction that they tilted the killer enough to lose their cool and they might even enjoy themselves while dangling on the hook, whereas a killer NEVER gets satisfaction out of a t-bag and thinks "yeah! I chased you so good that you now need to t-bag me". You might get jaded enough that it doesn't get to you anymore, but thats not thanks to this particular survivors gameplay, that just the thousands before them who BMed and t-bagged you.
BMing the killer has been part of the game since the very beginning, and it has never been adressed. So this leaves us with the question: is BHVR actually scared that they might lose players if they can't stick it to the killer anymore? Is the humiliation of the other side and the bully survivor playstyle an integral part of the fun of a big enough portion of the game, that they can't just change this without risking their revenu?
I like your assertion of truth. I affirm all of this.
However... There are some of the worst BULLY SQUADs who know that killers are hard and do BM knowing that.... That is really worse than BMs done by ignorant survivors who have no knowledge that killers are hard. They even proudly clip it and upload it to social media... Why can't the world stay peaceful?
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I wanted to fight Dredge at Hawkins.
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@Draxlore said:
https://forum.deadbydaylight.com/en/discussion/comment/3222409#Comment_3222409
I don't see complaints from the vast majority of players. Just the survivors that either can't or refuse to work on increasing their skill level to counter the killers play.
When you say it's not designed for people like me...are you saying it's not design for people who play both killer and survivor, and don't need to complain about strategies or tactics employed because I can counter at any time with my own tactics and strategies?
I hope my words translate well.
Mine seem to be complaints from a certain multitude. The reason is probably as you said.
By increasing the skill level (or the ability to think about how the killer fights), the complaints should go away. At that point, the ridiculous complaints should turn into suggestions for meaningful changes.
All this talk about design seems to me to be about some people not being good at the game in DbD.
In fact, every time I see a discussion about camping and tunneling erected, I feel that many new beginners are entering the game, and I am pleased. There is no way to change the fact that the adjustments for them will be very difficult for an advanced demographic like yours.
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In periodic satisfaction surveys, they are asked if they are interested in the lore.
Not long ago I answered yes, but now I answer no.
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Yeah, I wish the killer serum was also playable outside of the Halloween event...
PS: Regarding the serum, I remember that in 2020 there was a time when it was playable until 4.4.0, some time after the Halloween event, but it was not mentioned in the patch notes; in 2021, it became unplayable right after the Halloween event. Is this the consistency of DbD?
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It is the nurse's special attack requirements that should be changed, not the starstruck.
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Pointless items with no effect without add-ons...
Maybe it should exist as an item in a different category, not in the category of keys capable of opening hatches.
Very likely to be a meme since the probability of it happening is so low, but what about a mechanism that creates a purple key by joining two green keys?
Or, it would be nice if there was a change to the ability to use the green key on a toolbox or medikit placed on the ground to release the item's potential and grant a random add-on.
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The advantage of tunneling is that it reduces the number of people needed to repair generators, which is absolutely necessary for escapes. That's right.
Since it would be advantageous to do so, tunneling is done. I am not happy that when tunnelled, escape becomes much more difficult, but I understand the killer and can accept it. Killer cannot win without killing me... Joke.
If not tunneling gives you an advantage, choose that option. I looked for such an option and could not find it.
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I remember that the skins for the old Summer event were distributed to everyone, even if they did not play the event until some time later.
Regarding this, a friend of mine told me that it was because the developer had explained that it was not a permanent limited edition item.
The same goes for this Halloween skin. It does not say it is a permanent limited edition.
I will not be buying it at Auricell this time because I plan to buy it at the shard next Halloween.
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Insidious needs to be changed. Because it promotes inactive playing which the developer does not want. The perk is pointless only in Bubba's underground camp, which is a frustration for survivors.
Therefore, I would like to see the main effect itself changed. In addition to that, I agree with the addition of this 5 second undetectable and Oblivious.
PS: With or without Insidious, if a killer stops for a few seconds and moves again, the survivor will hear a loud and strange SE from that killer.
The nonsensical base kit that exists in Killer. I hate it and need to remove it.
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I'm on a console so there is almost no chat about results, only very rare in DMs. (Most of them are a bit of a terrible rant lol).
But it is nice to get a message from a gentleman player who explains what kind of playing is GG, not just saying GG.
"That gap attack is awesome!"
"That good feint fooled me!
"I didn't think there was a trap in that spot!"
Whether it's a survivor or a killer, when a GG comes along with a sentence like these, it makes me feel a little better, even if I lost.
I wish it were more like that, but most of the time the accompanying sentence is "EEEEEZZZZZZZZZ", "Camping and tunneling is forbidden by law", "You are out of manners and I reported you", or "Quit the game". A bit sad.
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Only a killer with 8 hooks and 4 escapes would meet all those requirements. Those are of course no-camping, no-tunneling, no-slugging, and no-slowdown. A moderate jump scare and 10 or more pallet stuns; a minute or so per chase will be omnipotent enough.
Um, just kidding.
For killers, it seems that the fun is basically centered on whether you have an element of control over the game or whether you can get anti-loops and quick downs, so for both survivors and killers, the combination of strength, balance, and fun is.... I think it would be quite difficult.
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A baseball game between team alpha and team beta. Currently, Alpha is dominating the game; one of the hitters on the Beta team has suddenly left the field for selfish reasons.
Do you think it is good sportsmanship for the α team to intentionally lose to the β team?
When translated into English, this analogy may not come across. My point is to question why it is sportsmanship to cut corners when it happens.
If 5 gen's were repaired with 0 hooks on the killer, should they all be executed?
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3219182#Comment_3219182
It's not fun. No killer has ever said, "Camping and tunneling is so fun!" But fun for me is winning. When I lose all the time, due to factors I can't control, it sucks. I get that as killer, in solo, and even in SWF. It's not about not wanting to improve your chase game. Most of us who have turned to camping and tunneling, we know how to chase. But you're kidding me if you think you can beat good survivors just off of doing well in chase. Gens don't care about how good you're chasing. Neither do hook states. You get frighteningly little for injuring, downing, and hooking survivors. They can shrug that off, because they're still alive, have a chance to rush gens still, and have a chance to escape still. Them being dead is the best and only definitive slowdown you're gonna get as killer, so you've gotta do what you've gotta do to get to that position ASAP.
Almost every attempt the devs have made to discourage camping and tunneling has failed. Oh, survivors get free BT off the hook? Better make sure they never get off. Oh, survivors can have 80 seconds of BT with this perk? Better to hit them right away. Oh, the survivors can pick themselves up off the ground for free? Better make sure I hook them straight away after I down them. They're trying to punish the undesirable playstyles, that they themselves have admitted are legitimate strats, while also making killers so weak that they're forced to play like that, and around and around we go. It's like a sick joke.
Everything seems to be written here.
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Because there is justice on both sides.
But the opposite is not evil.
Good and evil are opposites.
They hate each other with different justice. They could get along better.
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I understand how you feel. When an ally selfishly dc's, your chances of winning as a team of survivors are extremely low.
However, it seems to be a survivor's rule book that you must always let the survivor go if that happens.
You can have a killer who cares and lets you escape, or you can attack the survivor as usual, as is the goal of the game.
Well, whatever it is, I think that dc'd survivor is worse than a killer who doesn't change his/her objective even when there is a dc survivor. It was that DC survivor who caused him to eat poop.
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@Wezil said:
https://forum.deadbydaylight.com/en/discussion/comment/3217335#Comment_3217335
There are a lot of disconnect-dictators in here. It's a freaking game. Could you image if you had someone lording over you the way you want to lord over other people.
Do you think I want to lord over other people?
Not so.
I am consistent in my thinking that selfish DC should not be done in online games.
Isn't the reason this discussion was erected because you saw a problem with people killing themselves to DC for the purpose of avoiding a DC penalty? I believe so.
For that matter you seemed to be affirming that if you didn't enjoy it you would ######### without incurring the DC penalty.
I wanted you to imagine how I would feel if someone other than you did the same selfish DC & suicide, that is like a dictatorship.
Ok, in your opinion both selfish DC and suicide should be affirmed and it would be more fun to do so in general.
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I'm not 100% sure, but I know what you mean and agree.
Both are things we do for the sake of winning.
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The position of the rocker and the playback of the animation with the viewpoint locked is not in itself a problem.
Flash light saves from outside the killer's viewing angle simply should not be made.
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I miss RUIN, where all I had to do was break a bone.
Now a combo of Eruption and call of brine that is quite difficult to compete with in a solo cue.
Can we at least test 20 seconds? If it is still too much, then 15 seconds.
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By the way, you may also see it on Survivor. Allies running up to you with noiseless yelling motions... It's a little scary.
But this type of bugs has always existed. There are survivors who are not using cheats, but run in the air with an animation of being hung on a hook, or more recently, survivors who run with an animation of being thrown away by Wesker, etc. Similar bugs.
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There are a few points to make.
The developer has announced that the main purpose for this change in finish mori is to increase the chances of seeing mori.
Certainly at the moment mori is not an attractive element. There are new killers, new skins, and the opportunity to see Michael and Sadako in certain builds and pyramid heads, but that's about it.
So do we need a finish mori? Couldn't the yellow mori base kit be used?
As a side effect, it has the benefit of not wasting time on toxic players who deliberately AFK after all-slugging with the current version. (It is an advantage to be able to quickly end a game that is already over.) But I think the PTB has already revealed a playing style that takes advantage of this, ignoring hooks early in the game and aiming only for slugging and finishing mori.
And to counter that, we created Base Kit Unbreakable. Well, if it is a work to deal with such a playing style, it makes sense. However, I feel that BHVR continues to chase its own tail with this. For a killer who is not aiming for all-slugging with the system from the start of the game, Base Kit Unbreakable is a bit too much.
In my opinion, Base Kit Unbreakable should only be applied during the "last survivor" state. It works well enough against all-slugging killers. (I would like to see it tested, and if it doesn't work, then it should be applied to the last survivor. If it didn't work, I would like to see it tested at the current 32 seconds, not 45 seconds).
I also don't agree with removing MORI from Rancor and Devour because they want more opportunities to see MORI. Why?
I feel very strongly that you want to improve the game. But this time this seems a little too rough.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3217363#Comment_3217363
I havent heard it refered to that, but it sounds like the new strat of prioritizing two survivors and rotating them to maintain pressure and scare them into being less risky when on death hook. Generally you only go after the other 2 survivors for slug pressure, or if they can be downed and hooked with minimal commitment. Its still technically tunneling, but its probably the most even middleground for how the game is currently balanced. If you ever find yourself as one of the two, you want to become ghost when on death hook, and always run away from any pressure positions on the map as soon as the killer sees you in order to minimize its effectiveness.
I am in the position of thinking that neither camping nor tunneling is a problem, and that if the targeted survivor is dissatisfied by it, some changes should be made regarding it.
Yes, I think you are correct. I just learned the word toggle tunneling lol.
I was well aware that there is a derived language about camping. Face camp, proxy camp, gen camp, Franklin camp, Insidious camp, gate camp, pallet camp.... .etc etc etc.
But it was kind of interesting to me because it is rare to hear a derivative language about tunneling.
All I know is, 1,1,1,hard tunneler, 1,1,2,1,tunneler! And gen tunneling! That was about it.
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Toggle-tunneling!
New language and concepts learned.
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@jokere98 said:
https://forum.deadbydaylight.com/en/discussion/comment/3215411#Comment_3215411
it was fixed in 6.2.2
as for my question - i vaulted window near the Springwood main, saw survivor to my left, trying to vault back (but i blocked the vault), and Wesker didn't hit him
And there was many situations, where i vault the pallet, and survivor just goes straight back to it and vault it back, because i moved a little (i was expecting Wesker to hit him at this situation, but apparently he's not)
Oh, I'm sorry. I didn't read your intent.
Hmmm, I don't know if that is what the developer assumed, but it may be that the coordinates of Wesker and the survivor are the same right after vaulting. For example, to be able to enter the body of Michael who is stalking him. If so, it might be because the vault action cannot be made unfeasible due to body blocking.
I am not a developer so I apologize for not being able to provide a satisfactory answer.
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Did you enjoy playing before 6.1?
Not having fun playing is not a right to play DC.
How would you feel if a killer dc'd on the basis of not having fun? It's the same thing.
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@mizark3 said:
The current form DH is in now is less annoying than it was, but I would say that it should be .75s instead of .5s. Too many matches are laggy as fudge, and no one plays against people on LAN. I all too often check the profile of the Killer or Survs and the name or profile is nothing but Chinese characters (google translate helps, and not Japanese, Korean, or European strangely enough, even any of those groups would be closer to me). With matches as laggy as they are, .75s is a fair balance of lag mitigation and legit reactionary timing.
I agree with .75s. I'd love to see it tested at the next PTB.
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The developer mentioned "pallet loop safety" only once. It was a bit of a controversial topic.
It was explained that a higher value would make the loop safer. Perhaps if the number is 100, it is the so called "God's Palette" that cannot reach Survivor without destroying it. Perhaps in the same way, a "window loop safety" could be created as a system.
Maps that have recently appeared in the game seem to have too high values in my experience. By God's Palette and God's Window, I am strongly impressed by the main building, which has no mind games at all. This is also the case with Garden of Joy.
The design of installing God's Window and building a fragile wall (or rather, a wall that, for a killer, must be destroyed to counter a survivor) next to it may not be a bad idea, but... I feel we need to talk about this system a bit.
As for the God's Window, could the fact that you can just go there without thinking and buy time for the entity to seal it off be one of the reasons why the M1 killer is not used and the killer that you all have as strong is chosen?
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If I had the authority to make changes to this add-on, I would make it so that only survivors who have stalked to the limit and turned red can be instant-killed.
PS: It is also necessary to change Michael's base kit, as it is too weak to be as expected by itself.
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@steezo_de said:
https://forum.deadbydaylight.com/en/discussion/comment/3215420#Comment_3215420
Yeah. It's in Seoul, Korea. Busan is similar. Really, a lot of places can have the same look under the right conditions, like Akihabara & Shinjuku, Taipei, Bangkok.
I didn't know.
Even though it is in Korea, it is natural to think that the language of other Asian countries is used along with Hangeul for tourists.
But the Japanese language used seemed a bit strange to me as a Japanese so it looked like art lol.
I would love to visit this place, even better if I could get there in DbD!
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The archive will also be able to set both Killer and Survivor, so it would be great if the Daily Challenge would do that as well.
3 of each.
You get a token for each day you log in. 3 tokens max. Spend the tokens and recycle the challenge into the trash. In other words, exchange for up to 3 random challenges.
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I watched the video. I feel the worst.
It should never be tolerated, and it is far beyond my understanding, but I knew there were lousy players who played for the purpose of making people feel bad. But streaming it? Did they not have a chance to learn shame?
I get the emotional idea that these players should be banned. perk, add-ons, and camping choices are each fine, but they should not be used for consistent, malicious, TOXIC harassment. (Although the little finger seems to be in need of a nerf).
It would be very sad if these players are causing camps to be seen as evil to the purists who play survivor and make them say that perk and add-ons should be nerfed.
There is nothing wrong with going for 4k. But ...... But ......
It really sucks. I don't have the vocabulary for this. ...... I feel really bad. How can they do this? I wish all the unlucky survivors who have been matched with him the best of luck somehow.
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I imagined Wesker's POV mori lol
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I disagree with the bamboozle base kit. It is necessary to use one of the PERK frames to seal the window.
That said, I understand the frustration of having the same window used 3 or more times because it is considered not a chase by the system when it is in fact a chase. Similarly, as if the background music is still playing as if the chase is still in progress, even though the chase was terminated for the PWYF tokens. It's Murphy's Law, though.
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@th3syst3m said:
https://forum.deadbydaylight.com/en/discussion/comment/3215425#Comment_3215425
Game is already unplayable, yet people continue to play.
? Unplayable?
It seems playable to me. Why unplayable?