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jayoshi

jayoshi

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jayoshi
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  • Edited to remove quote since I noticed a mod deleted what they said, but I still stand by what I said:

    Nah - you're wrong and it's not the same thing. One (charms) is used to uplift people and to make them feel like they belong. And those not part of the community can just be like "cool, happy for you". The other is using a mix match of images to create something that is used to make fun of and harm a community of people. Making them feel unwanted and mocked.

  • I think what some people are missing is that having the unknown with their default head with the cheerleader outfit gives the look that a lot of transphobic people use when being transphobic. A person looking like a "man in a skirt/dress" and looking like a monster/freak. Here is what it looks like:

    Screenshot 2024-03-14 134201.png

    I'm not going to post an example because I don't want to give it any light of day, but you can easily search for right wing political cartoons or just a single drawing of what a trans woman looks like to them. Pretty much a burly man with face stubble and a hairy body wearing a pink dress. For people saying BHVR is not at fault for this, that they can't help what awful people do online - I have to disagree. If they had someone on their team that is in charge of looking out for things like this, it could have been avoided and the outfit would have been set to a locked set. Now I'm not a fan of locked sets so I get getting upset at the thought of it, but in this case - they really need to be locked. It's Bubba wearing Claudette's face all over again. Did they not learn from that?

  • Had this happen last night with a Hag. They refused to hook and she couldn't quite get the last person and a couple of randos had unbreakable. Two of us got out including myself but I was one hit away from dying on the ground right away. My friend didn't get out but it was one of the most frustrating games to play against. It ruined the game and caused us to both stop playing for the night.

    I wish BHVR had focused more on slugging and how to stop it instead of camping and tunneling base kits. Really if everyone is on the ground and slugged - there should be a timer set to, like, 15 - 30 seconds before everyone gets up if they continue to stay slugged - but let the killer see the downed survivors aura when said timer is in place. When someone is hooked, then the timer gets 10 seconds or so added to it. Slugging everyone at the same time should have a risk attached to it.

    Any game where a player is forced to move very slowly and can't do any objectives for a long time is very unhealthy for said game.

  • Yeah, just be glad you don't see the endgame chat. Almost every interactive is someone just saying gg/gl nr or they have an essay on why you suck at this game because they lost. It's for the best and I'm glad they give PC players the option to hide end game chat. It's unnecessary to have one - it's not like they let you replay with the same people next match. So why would anyone care what they have to say?

  • I'm curious and I don't know if this has even been brought up before, what does a kill rate mean for killer? Is the 60 percent based on a single survivor that has died or is it 60 percent where a killer won the round? I assume and have always read it as 60% single kills. I think 60 percent is more than fair - because isn't it considered that if you get 3 or more kills you won? If that's the case then I would love to see a percent rate of rounds won for killers and for survivors. I'm assuming 2 kills and 2 escapes is a tie and anything else in the other direction determines which team won.

    Also, a little off topic I know, but if survivors are part of one team - I think they should share some blood points. Like once the round ends if there were so many saves and exits then there should be bonus points given to you. Even if you leave the game after dying on hook. It would make getting tunneled out and only getting 5K BP feel less annoying if your team "avenged" you and got you some more BPs because they did really well in the rest of the game.

  • @monochromeworld said:

    cause game is survivor sided and devs only care about survivors fun

    This game is designed for 40 percent survivor win and 60 percent killer win. It's not survivor sided. If it was then old gen repair speed, old CoH, old healing time, old tool boxes, old loops, old dead hard, old MFT, etc. would still be in this game. I really could go on and on. Playing as survivor in 2019 vs now is a big difference. Same for killer too. Changes have been made on both sides. Killer mains will say this game is survivor sided and survivor mains will say it's killer sided. People who are close to equally playing both will see this game is pretty balanced and that these changes are needed. I've always said that Mangled needs to be timed like exposure, depending on the perk or add-on being used. I'm glad they are finally doing this.

  • I personally don't like how her M2 is on auto pilot. She's a very passive killer. It's very easy to get injured when looping or running away from the killer. Yeah you can couch walk or stand still during a scan, but that slows you down a lot for the killer to catch up. With Knight he can only have one of his buddies at a time and only for a limit amount of time on a set path. Plus you have to stop as you set your path. With SM, you just have to press M2 and your drone is out at a loop and you just need a survivor to run through it three times and they get injured, then if they run though it again, they're hindered. She requires very little to no skills. So with that and a lot of people giving up on hook when they get her - I'm not surprised at all that her kill-rate is so high. It will be interesting to see if BHVR address this or not with her or just leave her how she is.

  • Wild to me that they are saying this is not a bug. Does trickster still lose a stack when he uses one knife?

  • I love forum posts complaining about people complaining too much. Now it just needs to evolve into a new forum post complaining about too many people complaining about people complaining too much on this forum.

  • I get them doing it a limited time to test it out - but for only a week? That's way too short. PTBs last longer than that. At minimum it should have been a month. Then we have to wait 2-3 chapters later for a different one that's probably going to last for a week too. Again, I get excited by something BHVR announces and then the disappointment sets in. When will I learn?

  • If they made Freddy based off the likeness of Robert Englund and he voiced the killer too, giving him added voice lines - I would only play as him. I'm probably more likely to win the lottery than get that. Sigh.

  • Yeah, I like the idea of it - but it really punishes killers for playing the game normally with the perks they bring. Survivors can bring as many fast gen builds and toolbox, and not be punished for it - and they shouldn't be punished. That's what those perks and items are for. If they really want to solve 3 gens this way, then when there are 3 gens left - that's when the "regress a gen 8 times it gets blocked" should be activated and only then. Before the 3 gens are left, it should be back to how it was and allowing survivors to gen tap. Right now killers are being punished for doing one of their objectives and it shouldn't be that way.

  • Yes, I have noticed it too and made a post about it a few days ago. If I can't adjust to it and have fun playing it - I'll take a break and play something else.

  • @Skitten56 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3641605#Comment_3641605

    If it is determined that gens are getting blocked just by engaging in general gameplay, then it is reasonable that it should only be active during the last 3 gens. However as a trade off for this, it is also very reasonable that they re-add gen tapping to the game.

    These 2 features were clearly designed to work together. The removal of gen tapping making it harder for them to stop regression in your face, leading to additional gen regression events when the killer has to kick it later. It exists to make it fair for killers so survivors can't abuse the 8 event limit. However if this feature only applies during the last 3 gens, then gen tapping should come back. I think between 8 or 12 regression events on the last 3 gens even if survivors can gen tap is reasonable.

    To not make both of these changes at the same time would be shifting the balance around more than the devs are intending.

    Oh I agree, I meant all of what the new gen update does - including gen tapping.

  • @RpTheHotrod said:

    BHVR, are yall keeping tabs on this thread? This is getting incredibly frustrating as a killer who doesn't even 3 gen. I mainly only focus on the underdog killers like ghostie, Myers, pig, and such. Game has gone to fun to incredibly stressful. I'm having a hard time even talking myself into playing killer, now. The weaker m1 killers are excessively having to suffer through this update even without a 3 gen situation. On top of that, kick perks have been removed from the game - we told y'all about survivors stopping repairs for a split second at the 4 second mark to prevent kicks from ever happening the entire match and it still went live. Come on. Is this seriously the future for the weak killers moving forward? This absolutely is affecting normal matches and it simply sucks - especially for killers who cannot afford to slowly make their way to extremely far away gens or when survivors just focus on center gens.

    I really hope they do. I saw a streamer get annoyed because he wasn't trying to three gen at all. He had surge/jolt and when there were 6 gens left - the middle gen got blocked for him after he did a normal kick on it. His jolt must of happened 7 times before that. Two of those downs that were caused by jolt got flashlight saved. That's why it had so many "kicks"/"jolt downs" on it. He was being punished for no reason so they got the middle gen easily which is one of the most important gens to complete as survivor. I get what the developers were going for but this was so poorly executed.

  • I know people have mentioned it here before, but this new "regressing the gen 8 times blocks it" should only be activated once there are 3 gens left. It shouldn't be activated during normal game play. This would solve the 3 gen holding the game hostage problem but wouldn't feel like you're being punished as killer doing your normal objective of making sure gens are not getting done as they are still spread out on the map.

  • Why was this labeled as "Not a bug". This is intended?

  • @IpsilonX said:

    That actually is something I'd noticed in my game and I just assumed it was planned. I am very curious if that would continue the regression after it's cleansed though. Gonna have to test that out

    Tested that too, it doesn't.

  • @RFSa09 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3634023#Comment_3634023

    it gives you almost infinite heals, so yes, it was ´´game breaking´´

    This one gives you almost infinite oblivious. With the inner heal you could still chase a survivor, down them, hook them, and sacrifice them to the entity. It didn't break the game. It just made it unbalanced, not "game breaking". We are talking about balance. So many survivors are running around with their heads cut off looking for the totem giving a huge unbalanced advantage to the killer while still having no terror radius for them. Players that are unaware of the bug and only know about the perk from it's description are expecting to see an aura so they won't look as hard for it around every corner.

    I agreed with inner healing being kill switched. People are bringing this perk because it's bugged. Knowing they can exploit it just like people did with inner healing. On paper finding a totem sounds easy, but there have been a lot of games where I"m running around and I have no idea where it's at. And bringing a perk to counter a bug in the game is not the answer. You shouldn't have to waste a perk slot for it and not everyone has said perk that is behind a pay wall.

  • @Venusa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3627165#Comment_3627165

    Using a perk that isn't working as intended to your advantage is an exploit. Exploit is an exploit. Period.

    People are using it to gain unfair competetive advantage and the dysfunction of these perks affect the outcome of the games. It's been more than a month for god's sake.

    Why does it need to be a matter of life and death for you to utilize the simple tools you have created? Why are the standards so low regarding this matter?

    If they kill switch Inner Healing (Inner Strength at the time) for being bugged even thought it didn't break the game, then they need to do the same for Plaything. I'm so annoyed they are not going to kill switch it and being inconsistent with deactivating perks. There have been a lot of changes, hackers, and bugs in this game that it's making me want to finally abandon it even though I have spent so much money on it with rifts and buying cosmetics and every DLC. I'm so close to just cutting my loss with this game and focus on other games I enjoy that don't have constant bugs that don't get fix/kill switched when they need to be.

  • @RFSa09 said:

    some examples: flashlights making you immortal is a game breaking bug, knight vaulting a window to being able to summon infinite guards is a game breaking bug, nowhere to hide making sadako/wesker invisible is a game breaking bug, pinhead making your game crash is a game breaking bug, you know what i mean?

    The Inner Healing bug where you could use it more than once wasn't a game breaking. That got killed switched right away as soon as the devs found out about it. It didn't crash the game, didn't make anyone invisible, didn't make the survivor unable to be downed and hooked, etc. So why was that kill switched? Is it because it made the game unbalanced? I agreed it needed to be kill switched. Not being able to see your hex aura and there being no terror radius because you can't find your hex is unbalanced. I've had so many games with Plaything back to back that I stopped playing survivor and will only play killer because that bugged perk is too OP right now. There is a reason they added the ability to see the aura of that hex when you're close to it. Why was Inner Healing kill switched right away and not this one? It's the inconsistency for me.

  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3633710#Comment_3633710

    Good luck when i am waiting in locker to being grabbed. The moment DS's time is out, Head On will do and chase will continue and your 60 seconds is already wasted for no reason while other survivors are doing gens.

    You can't Head On with crows

  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3633653#Comment_3633653

    Good for you.

    Now all we need old DS back. So killers can play however they want but not for free. Not without risk.

    Hey Siri, set timer for 60 seconds

  • @MikaelaWantsYourBoon said:

    Generators have no feelings but survivors does. So generators will not cry after you finish to repair them.

    If your feelings are getting hurt over a video game you play online, I don't know what to tell you. I'm going to play how I want and if anyone's feelings get hurt, I couldn't care less. I play both sides and when I get tunneled out, yeah, I get annoyed but I move on. I don't demand someone play a certain way so my feelings don't get hurt. It's just a video game and that person is a stranger. They don't know you. It's not personal, it's Dead by Daylight.

  • @Wampirita said:

    both purple oak and purple mist bottle guarantee you the max effect, but the wording of stacking isn't explained in the game so it's always misunderstood by everyone.

    They stack with the opposite types of the same effect, like you can increase/decrease the effect in one offering screen. The lower rarity ones will give you the lesser effect, but can cumulate with other low rarity offerings until they reach the maximum effect of the purple offering. It's a simple math, but yeah, the wording on the offerings should be more clear

    14608107_1180665285312703_1558693314_n.jpg


  • This is a known bug that the developers are aware of. They refuse to kill switch it because it's not game breaking, but when Inner Strength was bugged so you could use it more than once - they kill switched that right away even though it wasn't game breaking. So in conclusion, they are okay with killers having bugged perks that cause an imbalance, but they are not okay with survivor perks having bugs that cause an imbalance.

    I've been taking a break playing killer right now and because of this bug I have hardly played this game - 8 out of 10 killers I get are bringing this perk because of the bug, making it unplayable for me - even with double xp and double bp until Jan 30th. I really hope they have this fixed by the next chapter release. I might move on completely from this game if this is how they handle known bugs that cause unbalanced gameplay. This bug has been active since at least the start of December....

    Here is the thread where Mandy said it's okay to have this unbalanced bugged perk live in the game. https://forums.bhvr.com/dead-by-daylight/discussion/400182


  • I tried last night with a couple of friends and bots. We did one offering and then we did four offerings. We didn't notice a difference between the two.

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3632002#Comment_3632002

    It is extremely frustrating that Boil Over making it impossible to reach a hook is intended.

    I definitely agree with ya here, my friend. This perk really needs a change.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3632004#Comment_3632004

    I disagree with the idea that Boil Over making it impossible for you to reach a hook is part of the game. This is an exploit.

    The Blindness builds you mentioned can be very annoying yes, but they aren't an exploit. Knock Out eventually reveals the survivor's aura and Third Seal can be cleansed. The situation with Boil Over has no counter.

    I couldn't hook them. I couldn't slug because one had No Mither. I couldn't stay there to constantly hit the No Mither Nancy because there were other two survivors to worry about.

    There was nothing that could be done. This isn't comparable to a Blindness build, it is comparable to the Infinite Mending Legion exploit.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3632006#Comment_3632006

    I would honestly compare it to the Infinite Mending Legion situation, which was considered an exploit and players were rightfully banned for abusing it.

    Still not an exploit. It's not a known bug. The perk is doing what it's designed to do and the survivor used another perk to work with it. Call it poor game design or poor map layout but don't call it what it isn't. They won't be banned and they shouldn't be banned. Get upset with BHVR, not the player. If you notice someone doing that, go tunnel the other players out so you can take care of them later. If you play around it then they are wasting two perk slots and not doing gens because they will want you to chase them.

  • Nothing will be done and they shouldn't be "punished". It's part of the game. Just like nothing will be done to a killer who brings an all blinding build to slug everyone out. It's just part of the game, and it doesn't happen very often. Just slug them out and move on to your next game. Luckily it's not every game.

  • As long as DC penalty is a thing - survivors will keep killing themselves on hook or if saved will go around and troll the team. Just give me a bot that will do a gen or waste a killer's time chasing it even if it's for 10 seconds. Every second counts in this game.

  • @Mandy said:

    The Kill Switch is there for issues which are game breaking - such as characters going invisible. We are monitoring the usage of the perks (they've actually dropped below their normal usage rates), so we do not feel this issue is being abused. The survivor is still able to find and cleanse the totems the regular way (without the auras being highlighted), so this is not something we feel is absolutely game breaking and therefore doesn't meet the requirements of the kill switch.

    I'm sorry but I find this highly unacceptable. Majority of games I'm getting NOED and/or Plaything. (I don't care about what your statics see because it doesn't reflect what I'm seeing in games). I have over 3K hours in this game and I refuse to play survivor right now because of this bug. How is that acceptable?? People are admitting to bringing this perk because of the bug.

    When the inner heal bug happened which wasn't game breaking - you could still down survivors and hook them, you guys rightfully kill switched that right away. Some totems are impossible to find and people just waste their time looking for one instead of objectives that push the game forward to ending.

  • I would love if every killer ultra rare outfit that cost 15 dollars (5 dollars cheaper than the base game) would have a unique mori and chase music to justify that high cost. And something else for survivors. Not sure what they could add or change for survivor. If it did I would be more inclined to buy it. It's the main reason I bought the naughty bear for trapper. Added voice lines and a new mori made it worth the extra cost

  • :: puts on tin foil hat:: Okay I'm convinced they go crazy with PTBs and have things tweaked way over powered, that way when it goes live to how they would have tweaked it originally - people won't complain and they will celebrate it's been changed from the PTB. If they did the original tweaks they had in mind - people would still complain and they would have to make it a lot weaker.

    Case in point is the Trickster.

  • Yup. Still bugged and no kill switch. Killers are brining these perks now knowing full well there is a bug (exploit) and nothing is being done about it. I use to hardly get NOED and Plaything games. Now it's 90 percent of matches. Any update devs?

  • https://youtu.be/iXR3V9dmW2o?si=9Iotou8lZqbpuH4u

    Here is a video I made of the bug. I really hope BHVR fixes this soon or at the very least kill switch both perks. It's too OP and killers are using these perks knowing it's bugged (exploits).

  • I made a thread about this and didn't realize one was already made. If they kill switched the bug that allowed you to get inner healing in a locker everytime, then I feel like they should kill switch NOED and plaything. It makes both perks OP like how the inner healing perk bug was.

  • Wanted to update by including a video of it. Did a custom game with a couple of friends so we could record the hex aura not showing up.

    https://youtu.be/iXR3V9dmW2o


  • Not sure how to change it while using the steamdeck interface but if you go to desktop mode, you can access the properties for the game and select the PTB there like you would on a Windows machine.

  • As a fellow Buffy fan, I agree. Would be cool to get this license. I would also love to see an Elvira chapter.

  • @Peanits said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3610499#Comment_3610499

    It's not so much that it's impossible to do something like this, but rather that this wouldn't fix the problem, just shift it. If someone has decided that they absolutely do not care to continue the match, there is nothing we can do to change that. No amount of penalties or preventative measures will suddenly make them want to keep playing. Even if we prevent them from trying to unhook themselves, nothing stops them from then running directly to the Killer to get downed and rehooked as quickly as possible, or from whipping out their phone and watching some videos as they wait for the match to finish. Either way, the end result is the same. You've still got a teammate who isn't doing anything, only now the other Survivors might accidentally waste time saving them and the Killer has an easy way to activate whatever hook-based perks they may be running.

    In reality, people letting themselves die on the hook is not the problem, it's a symptom of the problem. Fixing a symptom doesn't make the issue go away, it just resurfaces in a different way (e.g. going AFK, running at the Killer, etc.). The real problem is they don't feel the need to finish the match.

    That doesn't mean it's impossible, though. There are likely some creative ways to discourage abandoning a match, but it's not as simple as disabling the ability to unhook yourself.

    Really this argument could be used to remove DC penalty. Is having a bot ideal? No, but it is ideal to have a bot over someone trying to die on hook or doing nothing all game - or if you save them from a hook they go around throwing every pallet down as they have a tantrum. I think if someone DCs, it should give everyone extra blood points and remove de-pipping for that match. Reward people for staying in the game instead of punishing one person that also punished everyone else for their actions.

    If it does get out of hand or people are worried about that - maybe being allowed a certain amount of DCs every 24 hours. Like you're allowed 5 a day and after that you get the normal 5 min ban and then it keeps going up until that 24 hour period is reset.

    Plus it would help with boring slug games (would rather lose BP and de-pip vs having to wait on the ground for 4 minutes or 5 minutes or more for a new lobby). Also my game has had server issues (which I have sent so many emails back and forth to support about - found out it wasn't my internet or my computer. Game just likes to randomly freeze and then it times out on the server) and I get a penalty for something out of my control.

  • Actually, I can confirm this sometimes happens for killer. Does it happen all the time? No. If people are in a SWF, then yeah it's gonna be a bully squad and not a great experience. But there have been times where I was able to get someone down quickly and they were making a lot of rookie mistakes (I have over 3K hours in the game and play about 60% killer and 40% survivor that is mainly in a SWF). When I would check their hours after the game ended, they would have about 50-200 hours of playtime. In the end game I would ask another survivor if that person was on their team and they would say they don't know them. I mean I don't know if they are lying or not, but that player shouldn't have been matched with me and it made it a lot easier to get a 4K.

  • @FFirebrandd said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3617637#Comment_3617637

    Noed isn't a must run though? I'd estimate that it's in approximately the same boat as Kindred and Resilience. Really really good for a newbie because their options are limited and still a decent option for veterans if they want.

    Is it a bit of a gotcha? Sure it is. But it gives the Killer 1 easy down at the end and then you know it's in play and should be able to play accordingly. The survivor side has so many gotcha perks that can ruin a killer's tempo that I don't think Kilker having this one is such a big deal.

    I'm sorry, I highly disagree that it's on the same level as Kindred and resilience puts a survivor at a disadvantage being injured. I would agree with you that once it's known people can take care of it, if it didn't rely on finding a totem. There has been plenty of times everyone is running around looking for it.

    Sure you can see the Aura after awhile, but only after a certain amount of time does it increase until it's at max distance range. It never becomes map wide range for the aura.

    It happened three times in a row where a killer got NOED and was able to slug everyone over time and proxy camped the totem and the hooked survivor next to the hex totem because they used agitation and/or iron grasp. It doesn't get rid of it right away if you do find the totem, you have to cleanse it and then when the killer chases you off it, the cleanse time is back down to zero.

  • @FFirebrandd said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3617630#Comment_3617630

    Then you are wrong. It's basically Noed, Sloppy, and a few decent tracking perks.

    That's your opinion, not a fact about me being wrong. Just like I think you are wrong, it's my opinion. But that's rude to say to someone so I'm not going to say you're wrong.

    People said the same thing about MFT and I agreed, it needed to be reworked. But people said it was one of the perks worth running as survivor. Just like WoO on survivors. I also think that perk is unhealthy for this game. It's okay to think perks on both sides are unhealthy.

    A single perk shouldn't be that strong that it's a must to run. Perks should give you a slight edge, not a huge advantage. I would equate NOED with MFT and Hope combo. Or for the people and buckle up. Unhealthy perks that need to be reworked.

  • @FFirebrandd said:

    Absolutely not.

    As it is, Noed is one of very few general killer perks that are actually worth running.

    I disagree

  • @appleas said:

    Let me guess. You lost a game due to No Ed and came to complain?

    Three in a row against bad killers, yes. It was frustrated and unhealthy for this game.

  • @kaoraku said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3609244#Comment_3609244

    You have a whole minute to discuss it.

    I understand why it could be good but...

    Maybe I just saw too many times people mocking others and swearing over other people choice of perks. But i still think it would generate more drama and toxicity then how good it would be

    Not everyone plays on PC and can type what they have

  • @kaoraku said:

    I think it would be horrible for the game. Knowing how many edgelord, and toxic people plays this game they would constantly leave lobbies when the perks aren't good enough for them. It would force people to play certain perks, what the other's think they have to play. And if not, they leave. Which would be also a bad thing, since matchmaking at that point just fill up lobbies the fastes possible way.

    Also when you try to play random perks (as a challange, or as content for your audience) they would reeeee etc. I think it would create more drama and problem then how usefull would be.

    I highly disagree. I would love to know what someone is running so I can play around with it. Oh the Kate has head on with quick and quiet? Next time I'm in a chase and see her near a locker I'll assume she is in it waiting to help me out and I'll make sure to run past it. Oh that person is just doing a meme build, okay I'll know I can't rely on them. Oh three people are doing boil over, flip flop, unbreakable and a couple of them have Boon: Exponential? Oh and they brought the map for Ormond? Okay so they are going to keep the killer busy with their build. I'll make sure to work on gens as they do their thing.

    But we won't know unless they try it like they did with hiding prestige.

  • I've been having connection issues for years. I have posted videos of it happening. I have submitted a bunch of tickets. I have proven that it's not my internet. They don't care. Even if you get a 30 minute ban for something you have no control over. They are perfectly fine with people getting a ban.

    Even if someone is DCing because they are not having fun, a bot will take over and the max penalty should be 5 minutes. Just enough to make them wait but not annoying enough for people who have no control over a server crash. But they won't do this. You either deal with it and stop playing for 24 hours after you get a 15 min ban or you just uninstall the game and move on.

  • We will have to wait for next year because you know, FOMO is bad. /s

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