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roundpitt

roundpitt

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  • I think people forget that No Mither is a perk.

  • The new End Game Mori falls under the “New Mechanic” option.

  • @The_Krapper said:

    https://forum.deadbydaylight.com/en/discussion/comment/3216880#Comment_3216880

    If you can create a algorithm and code they can use that works at a 95% success rate you should apply for a job with them, but the real question is if you can do it better why aren't you making games ? That would be easy money if you had the know how to be that accurate

    I work for a hospital and make software for them. I make a lot of money doing that. I also make games with Unreal Engine in my free time because I enjoy building things. :)

    I don't think Behavior Interactive can afford to pay me.

  • I just had a game where the survivors hid for 30 minutes. Idk if they were cheating because they were not getting crows. If they were not cheating then the crows need to appear much more quickly. Survivors should not be able to hold a game hostage by hiding and pressing an emote every 30 seconds.

  • @The_Krapper said:

    https://forum.deadbydaylight.com/en/discussion/comment/3212886#Comment_3212886

    But how would the game tell the difference? What happens if the other survivors are downed and they're trying to free themselves? Or if a solo player is with a swf group who leaves them on hook or just trolls instead of playing the game? Are you telling me that person should endure a penalty for that situation? The game won't be able to tell the difference in some situations where you'd probably do it yourself , like a trolling swf just hiding and not doing gens or anything just to see how long they can hide (sad but I've seen it before) there's certain variables you can't account for where I would say it's acceptable to not want to be in the match

    Use OpenAI integration to have AI tell when the user is trying to kill themselves on purpose. As long as it's correct at least 95% of the time then it's a success. I doubt the devs would know how to do such a thing though. Hire me if you can't figure it out yourselves. 😁

  • Anyways, the PTB was just released. I'm going to go abuse the crap out of a build that the devs completely overlooked. Can't wait to see the rage on these forums. Peace.

  • @DEMONANCE said:

    https://forum.deadbydaylight.com/en/discussion/comment/3209443#Comment_3209443

    i mean, you already see the same hook animation every game now at least the final death would look cooler and different with each different killer you play/play against.

    but creating new animations is not an easy job and should only be done imo in cases that actually need it.

    They created cases that actually need it.

  • @DEMONANCE said:

    would be so much time, effort and money spent on something so useless.

    who cares about new mori animations?? the problem was we rarely ever saw the current ones and now there will be one every game so...

    Seeing them rarely is not a problem. It made the mori's feel special. Now you will see them almost every game and you will see the same handful of mori's over and over and over and over and over.

    If Behaviour's goal is to make games more stale, then they achieved that goal with this update. I'm a killer main, I actually don't want to see the same animation every time I win. I'll probably end up leaving to get a snack or go pound my wife while I wait for the mori/game to end.

  • @Zolfo16 said:

    https://forum.deadbydaylight.com/en/discussion/348501/mori-update-stale-games

    The mori update is a bad idea overall.

    The UB update is a good idea but infinite pickups will be abused.

    I agree my dude, but they've been taking about doing this mori update for over a year. They are going to do it even if it kills them.

  • I agree. People will be asking for more Moris before the PTB is over. People would pay for Moris

  • @AmpersandUnderscore said:

    https://forum.deadbydaylight.com/en/discussion/comment/3206529#Comment_3206529

    Bots should *never* be a fill in for players in regular games. Custom games, sure, but never regular matches.

    Let's set aside the issues with nemesis zombies completely, which are admittedly dumb, prone to bugs/stuck, and can be completely useless or even a hindrance for nemesis if they body block.

    Will a bot know to avoid line of sight with Myers, or run away from a killer like Wraith even though there's no terror radius and barely a blurry outline?

    How does the bot deal with tile mind games? If it doesn't, or is random, then it's free fodder for the killer to farm stacks off of. If it does react, doesn't a bot rely on exact killer location that a player doesn't have? In that case it's got instant reaction time and possibly wall hacks.

    Should a bot cleanse against the plague? The correct answer is 'it depends' which is impossible to code.

    Will a bot unhook while devour is revealed, or go look for a totem instead?

    And if the bot does get stuck somewhere, it's actively preventing hatch from spawning at best, and feeding the killer a free blood warden at worst.

    I'd rather have an empty spot on the team than ai. If you want bots, go play the tutorial.

    One thing I’ve learned in my 20 years as a software engineer; nothing is “impossible to code.”

  • @RonMan32 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3207850#Comment_3207850

    I agree but where does the claim that they ever said they would make new Mori's come from?

    I didn't claim they are doing that. There was a question mark at the end of that sentence.

  • @RonMan32 said:

    There is no way they said they would add 10 per killer. If you can find proof I'd be very interested. They don't make their workload bigger. They love recycling or making very simple animations. 10 moris per killer would not happen before they'd make something like Nemesis's injection an actual injection instead of the self-care animation.

    Yea I don't think they are going to do that, but if they are making Mori's happen more frequently then it's something that needs to happen. Those Mori's are going to get old REAL quick.

  • @Sluzzy said:

    Hook suicide is a symptom of an unbalanced game. Killers can always come back from a bad start with strategies, survivors don't have a way to come back. If survivors feel the match is unwinnable, it is why they suicide.

    Spoken like someone who's never played a single killer match. It's easier to recover from mistakes as survivor, because there are four survivors.

    If the killer spends 2 seconds kicking a gen, four survivors can spend 8 seconds working on gens.

    Each second of a killer's time, is worth 4 seconds of survivor time. A killer's time is much more crucial and has to be spent well. And there are no other killers in the game to help you recover from your mistakes 🤯

  • Nurse will always be OP because she ignores most core mechanics of the game. She can teleport through pallets, wall, windows and entire floors. The only way you make her not OP is by taking away her teleport ability.

  • @Bran said:

    Can't wait for bhvr to not admit their wrong and are quite incompetent in their work 🤷‍♂️

    Yeah...that's a bit mean...anyway, Not a good change honestly.

    Based on past experiences, they will release this exactly how it is or worse. Then games will be extremely terrible for a month or two before they do anything about it. Finally, when they do decide to fix it, the fix will be a complete knee jerk reaction that will completely swing it from being abusable by survivors to being abusable by killers. Everyone will screech on the forums and tell them how horrible the change is. They'll ignore it. Then they'll call it a day and leave it how it is for a year until they silently delete it so they can pretend they are doing a "pretty good job so far".

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3205458#Comment_3205458

    It's literally the only way for killers to secure their Mori bonus.

    Killers are now incentivised to finish the game with a Mori finisher, either because they brought a Mori offering which means they have to to get value out of it, or because doing so enables them to completely bypass 6 hooks and instantly end the game half-way through. The only way to do that is to ensure you down the final survivor. You can only do this if they don't get to the hatch first. So now there is even more reason for killers to make sure the last survivor doesn't reach that hatch.

    It doesn't really matter that survivors can pick themselves up, and not everyone is going to be running Unbreakable, especially when it inevitably gets nerfed. If you only have two survivors in the game (because surprise surprise you tunnelled the first two out) you can safely keep one slugged while you search for the other one.

    If the one you slugged gets up, you know exactly where they are, because they panicked about the finisher Mori and recovered instead of crawling away, so you just make a beeline straight back to them and smack them down again. Each time you do this you're covering more and more of the map, closing in on the final survivor. You might need to smack each survivor down a few times, but you will eventually have them both on the ground at the same time and secure your Mori. While you're playing this whack-a-mole game, those survivors won't have the opportunity to repair gens, because they're either recovering on the ground or hiding from you.

    Survivors can now expect to spend even more time lying on the ground, because every time you stand up, just to be instantly smacked back down again, you're pausing your 4 minute bleedout timer.

    Basically this. You can't finish the last gen with two survivors remaining. The game is over. It's all a matter of whether the killer finds the last survivor, or one of the survivors bleeds out before that happens. This changes nothing, it just makes that phase take even longer.

  • If behaviour’s goal is to get people to trigger more Moris, forcing the Mori and removing player agency is not the answer.

    If you want more moris, give more perks to trigger them. Give us more mori animations.

    But do these things after you fix the real problems. Hacking. Please. Please.

  • The changes which they are adding are not good or healthy for the game in any way. People will simply not slug, effectively removing an entire style of play and the perks which effect it.

    The correct course of action here, is to listen to the players. Do not add this.

    Instead, work on things that will improve the health of the game. Work to reduce hacking. Work on a solution for survivors who kill themselves. These problems are ruining the game.

    This announcement purely demonstrates Behaviour’s disconnect with the community.

  • No one asked for this or wants it. I suggest scrapping the idea and working on problems that the player base is literally screeching for. Hacking.

  • One form of hacking I’ve seen used in gaming and enterprise level applications is packet sniffing. Here’s an example to help understand.

    1. The hacker listens to http requests. They see a particular packet and record it. Let’s assume this is the packet that usually tells the game that a survivor should be healed.
    2. The hacker replays this packet over the network. The server recognized this command, and heals the player.

    This vulnerability would be resolved by following the directions in my opening post. This is because the only packets sent to the server would contain information about which buttons the player is pressing.

    This particular hack is extremely easy for anyone to do and can be setup/exploited within seconds on client authoritative applications.

  • My first suggestion which would have the biggest gains, assuming you still use UE4:

    Have the character’s actor blueprint exist only on the server. The client may only issue very specific commands to the blueprint, they can’t directly change any values.

    And when I say very specific commands, I mean only button presses, analog stick movements or mouse clicks. That’s it.

    Now hackers will not be able to directly manipulate the speed of their Actor Blueprint among other things.

    There’s a lot more you can do, but at least do this.

  • Behaviour, if you read this and think “well it’s not possible to implement server authoritative for a video game”

    Please. Hire a security expert. You don’t know what you are talking about.

  • The first problem that DBD has is that the game is client authoritative. This means that the client can say,

    • I should have this skin displayed.
    • I should be able to move faster.
    • Even though I missed this skill check it is actually a great skill check.

    And the server will dutifully fulfill these commands, no questions asked.

    This problem becomes obvious if you watch any video of hackers who show everything they can do. None of that would be possible with a server authoritative architecture.

  • @Pulsar said:

    Just disable the DC penalty at this point.

    If there's a cheater or if you suspect someone is cheating, just go next.

    It's clear that BHVR is incapable of dealing with the issue.

    Behavior is a video game company. They hire people who are good at making video games. I doubt they have hired anyone who knows anything about security.

  • @Tsulan said:

    I don´t get why they can´t implement server sided detection. Since everything has to pass over the dedicated server, the system should check if someone goes over the allowed speed, use one time perks several times, got out of downed status in X amount of times, etc.

    Because people who make video games don’t understand simple http security. They need to hire a security team that knows what it’s doing.

  • When I play survivor with my wife, good Sadoko do not chase unless you are in a dead zone. They rely on their killer power to sneak up on survivors and get free hits.

    Yes, this means she is weak, I’m not disagreeing with you. But I think if you gave her good chase mechanics on top of what she has now, she will become oppressive.

    You can mind game with her demanifest, but I’ve never seen anyone pull that off, it’s too easy to not get mind gamed with that.

    Her build that allows her to slug and get Mori’s only works if you can apply enough pressure to down survivors. It doesn’t work very well in high MMR because survivors just don’t let you sneak up on them and they are quick with the heals and video tape management.

    In high MMR it feels like you don’t have a killer power. In low MMR that build wrecks people.

  • I don’t think removing perk combos is a good idea. It would just make the game stale. Half the fun of DBD is trying out different perk combos and seeing how it plays out.


    removing that is akin to sucking the fun out of the game.


    Now, if most players are running the same perks. That’s not healthy either. Most people still use dead hard at high MMR from my experience as killer. It’s just harder for them to use.

  • @Carth said:

    It's almost mandatory to run stakeout with hyperfocus imo, the extra 1% from stakeout applies to hyperfocus. In addition to making the effect of hyperfocus stronger it also combos extremely well to your point in helping with those later skill checks. I would try your experiment again with stakeout swapped out for one of your other perks and see how you feel about it. Just with those perks alone you can make a solo gen take around 55ish seconds solo

    Wow I forgot this perk existed. There’s just too many perks and no good way to filter them in game I guess.

    I have to try this. Thank you!

  • @shiroo said:

    https://forum.deadbydaylight.com/en/discussion/346449/disconnect-penalty-only-penalizes-people-with-bad-connections

    Fix your internet and then play online games instead of ruining the matches for other people. How bout that?

    My internet is fantastic. I pay for a Gigabyte internet (up/down). I don't think there's any better internet available, at least in my area. I don't think I've ever disconnected from a game because of internet and I've only seen the "bad ping" indicator on the killer. I have disconnected due to bugs in the game. Like my wife and I will be playing together and all of a sudden one of us get's disconnected and an error code appears on the screen, that actually happens somewhat frequently which I assume is just DB being buggy as hell, which idk why anyone would disagree with that unless they work for Behavior, because it's pretty obvious if you try to play like 10 games.


    I don't understand why so many jumped to attack my internet, while making such huge assumptions. I merely stated a fact that people who do have poor internet connections will be adversely effected by Behavior's poor decision. I don't think anyone should be angry with someone because they have poor internet quality, not everyone lives near a city or is wealthy enough to afford good quality internet. I find it quite shameful that some have this mindset. Perhaps check your privilege.

  • I think this would only work for more than two killers if the action speed penalty also applied to healing 😬

  • @jaawn said:

    https://forum.deadbydaylight.com/en/discussion/comment/3102844#Comment_3102844

    Maybe that build is decent right now, but you shouldn't need a "go-to" build to be successful. That means there is a problem. Ideally, everything should be viable. Choices should be based on preferences and what playstyle is fun for you. I am not interested in doing a detailed analysis of all the perk stats on the wiki and building an optimal combination of perks or something. I just want to have fun. The game should always prioritize fun over everything else, and just because it is an asymmetric struggle between a killer and 4 survivors doesn't mean it can't be fun for everyone involved. Right now, it seems like BHVR is trying to "balance" fun because they can't figure out how to make the game fun for both "sides". This is causing problems. Any specific build that is stronger than others may help people be more successful, but it doesn't help fix the issues or make the game more fun.

    I invite you to go look at Evil Dead. The developers of that game kept nerfing killers until no one wanted to play killer. The queues got so bad that they merged their servers together which temporarily lowered survivor queue times, but now I see people on reddit complaining that Evil Dead survivor queue times are so bad that they can't get into matches for hours.

    So yea, if you make on side not fun, people will stop playing my dude. Then you end up with a dead game.

  • @Biscuits said:

    https://forum.deadbydaylight.com/en/discussion/comment/3102728#Comment_3102728

    Makes me wonder how large of a killer que the developers are okay with until they actually do something.

    today my killer queue is 30 seconds.

  • @ByeByeQ said:

    @roundpitt

    We shouldn't be pandering to solo queue survivors because it will lead to bullying the killer in discord squads. That's the easiest way to alienate the entire killer community and kill the game. No killers = no games.

    Eruption panders to SWFs. BHVR shouldn't be pandering to SWFs at all.

    No one here is asking SoloQs to be pandered to. However, recent stats show that over half of the survivors playing DbD are SoloQs, so they certainly shouldn't be alienated either.

    My suggestion is to integrate discord into the game.

    https://discord.com/developers/docs/rich-presence/how-to


    It's super easy to setup and basically allows for everyone to jump into the same lobby together whenever the game starts.

     From the docs:

    It's so easy, a caveman Junior Dev could do it

  • @ByeByeQ said:

    Eruption incapacitates a survivor for 25 (used to be 16) seconds working on a generator previously kicked by the killer when they get a down.

    Eruption disproportionately affects SoloQs while being easily countered by a SWF on comms. If a SoloQ is working on a gen they have no way to know if a survivor is going down to counter the incapacitated effect, even running perks like Empathy or Bond don't really help. This is bad perk design.

    The Incapacitated effect would make more sense on Pain Resonance where an alert SoloQ can at least get off the gen as the survivor is hooked to mitigate the perk's negative effects once they know the killer has it.

    The Incapacitated status effect is also just plain horrible. Not being able to repair gens, sabotage hooks or cleanse totems sure, but if an injured teammate shows up and you can't heal them... if they don't know the killer has Eruption they just assume you're a lousy teammate. "Well screw this Meg. IF she's not going to heal me I'm leaving her to die later on." This is extremely bad for the game. Why can an incapacitated survivor open an exit gate but not heal a teammate?

    Rework Eruption or chuck it in the bin.

    In my mind, this game needs to be balanced around everyone being in discord. Because being in a discord is the equivalent of all survivors having +3 perk slots or more. You can't balance between the two. It's not going to happen.

    They also can't say "Alright, nobody can use comms.", because let's be real, we all know people will either use something else or circumvent the anti-cheat. It would also ruin the game. The game is much more fun when you are playing in a discord with a team. As long as your team members aren't terrible people.

    We shouldn't be pandering to solo queue survivors because it will lead to bullying the killer in discord squads. That's the easiest way to alienate the entire killer community and kill the game. No killers = no games.


    Before the 6.1.1, survivor queues for my wife were about 15 to 20 minutes. My killer queues were 3 to 6 seconds.

    After the patch, my killer queues increased to about 30 seconds to 2 minutes. And my wife's queues are 10ish seconds. This is much better from a numbers perspective. More games are happening more frequently.

    For anyone curious, we sit right next to each other in the same room. So we talk during our games and I can see how fast her queues are.

  • There's less toxicity from survivors, because they don't have time to be toxic. Usually I tunnel toxic survivors out of the game as soon as possible. So there's less tunneling from me since I have less of a reason to do so.

    When I say less toxicity, I mean that there's less T-Bagging at every pallet, flashlight clicking or the entire team spam tapping one gen to keep it going in your face.

    (entire team spam tapping one gen to keep it going in your face): I had one team try this yesterday as the match started. They kept trying to tap it even when I had two survivors on hook at the same time. They were even flashlight clicking trying to get me to leave the gen and my two nearby hooks.... They did eventually complete it, but that match ended in a 4 kill and they only completed the one gen.

  • Yes. But you should be in a discord with a team. Being in discord is the equivalent of everyone having three extra perks. They can't balance for both solo Q and discord. It's just not possible.

  • You have to walk everywhere if you want to use sprint burst. It's a huge time waster. Leave it how it is.

  • My wife kept complaining that it's now impossible to escape. She played 10 games and died in all of them. I don't normally play survivor, but I played like 12ish matches with her. We escaped most of them. She escaped 2 more than I did because I suck at looping. It's not as bad as people make it out to be though.

    She says, having even two people in a discord together really does make a huge difference though.


    Being in discord is like having 3 extra perks

  • @Mekochi said:

    Note: This thread is not directed at killers who made meaningful arguments, you guys are nice to conversate with even if we don't always see eye to eye

    Blah blah blah, we get it, DH was nerfed, not every survivor used the damn perk, stop using that as your one excuse. Because believe it or not, not every survivor and their dog used DH. Time and time again a see specific killers (you know who you are) saying survivors are only mad about DH, but they don't even read the post, they see the title and go "Yep, keep crying cuz your precious DH is gone, gg ez bozo!"

    There are valid complaints from the survivor side and it mainly has to do with solo-queue, not even the actual nerfs survivors got. So please, thake the time to read their posts instead of jumping to conclusions, because guess what.

    Everyone knows Dead Hard was nerfed. But guess what? Quite a few people didn't use the god forsaken perk.

    At high MMR before the patch I was seeing every single survivor in my matches us Dead Hard. It was rare to see a survivor without dead hard.

    Based on Behavior's own data, the amount of people using Dead Hard scaled linearly with MMR. The higher the survivor's MMR, the more likely it was they carried Dead Hard. Dead Hard, quite literally, carried survivors to high MMR.

    Now that these survivors have lost Dead Hard in it's previous state, they have found themselves in an MMR bracket that is far above their skill level. All the killers they are playing against, have a skill level far above the survivors they are currently playing against, because they got their rating from playing against overpowered survivors.

    Give it some time and everyone's MMR will adjust as they lose games. Their actual skill level will be made apparent.

  • @Oscarnator said:

    https://forum.deadbydaylight.com/en/discussion/comment/3084108#Comment_3084108

    Genuine question, what do you do when a spirit is phasing at a loop with her broken addons? I drop the pallet she can hear which side I’m on I’m dead. I fault windows she knows I’m dead. I stand still? She has headphones I’m dead. I walk backwards she knows because she has headphones I’m dead. What do I do genuinely asking? Not saying she’s OP.

    In my experience, when playing as the Spirit, when I'm being lopped and I start phasing; survivors who leave the loop are more likely to avoid me than survivors who stand in the loop or at the pallet. A survivor who stays in the loop or worse at the pallet is almost guaranteed to take the hit.

  • You can reduce your terror radius with perks. Default 0 meters terror radius is bad design because

    1. It's too powerful, if the killer isn't super slow
    2. It makes some perks have no value

    Maybe an ultra rare addon can do something with bleeding.

  • So you're telling me you can't survive without Dead Hard and 2 extra seconds of stun on your DS.

  • Borrowed time was buffed to 15 seconds from 12 seconds. So it's better now. I don't know why you are complaining about also getting an extra 5 seconds of borrowed time as base kit.

  • They did say they were going to update how prestiging effects rarity. I think they are taking time to do it right.

  • All survivors now have borrowed time by default. What more do you want.

  • @Dead_Harder said:

    https://forum.deadbydaylight.com/en/discussion/comment/3075448#Comment_3075448

    Not only does Dead Hard require you to not suck, it requires killer to kinda suck. The animation is obvious and the killer can even drag out the hit animation to skip the parry or intentionally miss to bait it out. Its the billy perk now, too much effort to get a use out of and not enough reward.

    Tinkerer? I love tinkerer. But it doesn't require skill. It only lets you know a gen is almost done. You are better off taking something that regresses the gens more, doing that will take more skill because you have to figure out which gens need to be defended with less information.

  • @Dead_Harder said:

    https://forum.deadbydaylight.com/en/discussion/comment/3075139#Comment_3075139

    Its better than dead hard because the new dead hard is #########. Half second of parry isnt a good exhaust perk.

    Dead Hard now requires more skill. Of The Record is the low skill, poor man's Dead Hard. You don't have to do anything to get value out of OTR, while dead hard requires you to not suck.

  • @Dead_Harder said:

    https://forum.deadbydaylight.com/en/discussion/comment/3074402#Comment_3074402

    Dead hard is not at all the best perk in game atm lol. Thats probably OTR. Complete silence (old IW) plus 1 minute of automatic hit protection. Dayumn

    Let me list the reasons why Off the Record is not as good as Dead Hard.

    1. You must have been hooked and then unhooked before it will activate. Meaning you can only use it a maximum of twice during a match, and when you come off the hook, you already have the endurance effect for a few seconds anyways. Dead hard can be used many times during a match and before you are ever hooked.
    2. The perk is turned off when the exit gates are powered. Dead hard does not have this limitation.
    3. 1 minute of automatic hit detection is not as good as it sounds. The effect is cancelled prematurely if you perform a Conspicuous Action. If you aren't doing anything for 1 minute, that is great for the killer.

    What does OTR have that is better than Dead Hard? Well, I don't think it matters at all. Because it can only trigger twice during the entire match and it is turned off if you perform a Conspicuous Action.

  • @socalfusions said:

    Just got out of a match against a hard tunneling and camping clown that was dead set on playing toxic and the only thing that changed after the update is that he was able to do this much more efficiently. The attack speed reduction and heavy nerfs to decisive strike just ensure that whoever goes for the unhook is going to go down that much easier and if he decides to tunnel whoever's unhooked they're dead too.

    There's a reason why no survivors are playing, the update made casual play unwinnable in most regards when taking your average players skill level into account, 10 second longer gens with the addition of overtuned perks like Thanataphobia being buffed are way over the top and very questionable to why they were changed so.

    Of all the changes they could have made they really let down the casual survivor player base and clearly either have no intention or remorse towards making it more viable which is evident by the absolute refusal to implement even the most basic communication tools for solo players or those who aren't in a full SWF.

    TLDR: Killers being buffed way over the top with absolutely no communication tools for casual survivors has resulted in a complete shift in balance towards killers and the lack of survivors queing up is hard proof of it.

    Survivors should fear killers. The balance should be killer sided. You should not be escaping every game as survivor. When you do escape, it should feel awesome and rewarding.

    The more killer sided the game is, the less killers will feel the need to camp.

    My suggestion to you though, if the killer is camping, just do gens. You should be able to complete three gens while one survivor is on the hook. It takes 90 seconds to complete a gen and it takes 2 minutes for that survivor to die on hook. If each survivor works on a gen during these two minutes, you should all complete three gens with 30 seconds to spare.

    How do you think the killer will react when three gens pop while he is camping? Do you think he will leave the hook?

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