thefallenloser
thefallenloser
About
- Username
- thefallenloser
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
@Baby_Victor said:
How are they expected to fix something in a week? Give them six months to sort this out. They’ve never disappointed us before, you just haven’t given them the two years they needed to find the solution. I promise you by the end of the 5th year waiting, he will probably have built in ricochet and can keep laceration damage without decay.
Then you’ll see how silly you were for starting this topic.
Happy April Fo- (dies inside)
sorry i forgot they just haven't had enough time
darn those ptbs for being so short
-
At least on hook it still plays the sacrifice animation now before they actually are considered gone from the game.
A good change would be that it plays the EGC end sacrifice animation if a survivor DCs to avoid insta hatch opening.
-
Great addition! Obvs have to give the example with Devour so killers on their 4th stack can cry harder.
-
Log out of the forums. :)
-
@AlmosCumDaddy said:
https://forum.deadbydaylight.com/en/discussion/comment/2061925#Comment_2061925
Otz maybe but Scott really just wants this game to be a power fantasy for the killer. He even complained about Pyramid Head's nerf where he can't immediately swing after dropping his Rite power.
HUH???? Literally the post above is calling him a SURVIVOR MAIN LMAOOOOOOOOOOOOOOOOOOO
-
@_HN_ said:
https://forum.deadbydaylight.com/en/discussion/comment/2068900#Comment_2068900
Damn... you aint even good at stramaning my dude. At LEAST try to cherrypick a word that is actually present in my post next time okay?
You couldn't even spell "straw-manning" right, so it's no wonder no one has taken you seriously thus far.
Also this is literally what you said:
"Tru3 is a killer main, Otz too. Scott is a survivor main..."
You called him a survivor main, when just a simple glance at his channel will show that he really... isn't. You're calling someone a survivor main for a random idea they have that you don't like, which will 99% not ever be in the game.
Flashlights still aren't good, BTW. You're probs just a bad killer. It's rare for survivors to get any actual value out of flashlight saves on good killers.
-
@Yords said:
https://forum.deadbydaylight.com/en/discussion/comment/2068885#Comment_2068885
Yeah, I guess since survivors pressed a button on their keyboard I should be playing better smh.
And dead hard is the least situational perk btw, you can use it at any time without any other condition other than being injured.
the same logic can be applied to all of the other exhaustion perks except head on and smash hit, they literally press a button to gain distance
at least try and seem consistent with your argument
-
@_HN_ said:
https://forum.deadbydaylight.com/en/discussion/comment/2064204#Comment_2064204
That's what he likes to repeat, but anyone that have watched any of his videos would know that's not the case, like at all.
Tru3 is a killer main, Otz too. Scott is a survivor main that will pretend he is a killer main to use it as a starting point for is constant whining about how killers are strong. His video "An Idea to Make Flashlights More Interactive" is the perfect exemple of survivor dishonesty since it's real title should have been "An idea to make flashlights way stronger".
saying things you don't like makes someone an EVIL survivor main apparently
flashlights aren't even good
-
@Yords said:
https://forum.deadbydaylight.com/en/discussion/comment/2066993#Comment_2066993
Blood echo is pretty situational and you will get little use out of it most of the time. As the OP said, you can't counter it when it is used for distance.
sounds pretty similar to all the other exhaustion perks haha git gud
-
@GlamourousLeviathan said:
I think it depends on the perk/addon. Sloppy Butcher for example would make no sense being described like "increases bleeding frequency to 3 liters per kilometer".
They could just say double or triple...
-
@GannTM said:
Cursed Legacy is the best DLC in DBD’s history, but in just 2020, it’s Descend Beyond. My boi Blight be bouncing around.
*confused in stranger things...*
-
Even though the map isn't great, a new map is better than nothing. Going to Silent Hill over Descend Beyond. Definitely NOT BINDING OF KIN LMAO
-
Not like they'll listen. Same type of poll when Binding of Kin dropped with most people saying they should focus on improving the game as opposed to adding more stuff. But yeah, whatever, more Head Case-like stuff, less new chapters.
-
@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/2062985#Comment_2062985
Our opinions or suggestions don't matter to them.They do things how they want to do them.It makes me mad.
I've seen plenty of suggestions being implemented and changes made based on our opinions to know that's not true. What you (probably) mean to say is that they don't slavishly defer to what the forum says, which I think is fair.
Orion, I admire how you continue to be the voice of reason on the forums, but BHVR has been on a downwards spiral for a while now and it was especially apparent after The Twins released. We all complained about everything, gave feedback for weeks on end, and lo and behold, 3 months later and we still have The Twins in a sorry state, the bad UI, broken content, etc. BHVR is still using their flawed release schedule and still hasn't done anything meaningful for the game's health other than the colorblind mode that was only commented on and added due to outrage. Simply moving most of the UI elements to the bottom was not what we asked for and they pretended to listen to us with no further changes or comments on it since.
Just stop.
-
@vladspellbinder said:
Because of how bad the devs were in taking feedback I didn't buy the chapter, and just bought the characters with shards. Having said that before this whole debacle with the U.I. and the P.T.B. for all Kill I had just gotten into the game at the tail end of last year and I bought all of the D.L.C. up to that point other than the purely cosmetic charity bundle.
Had the devs done more to listen about the U.I. changes and about The Trickster I'd have gladly bought the D.L.C. instead of just the characters. But because they didn't listen I didn't buy.
I've been playing Trickster for about three hours now, started with no add-ons to get a feel for things. At first I thought his power was bugged, because no where in the description does it say you have a limited window to activate it and why would you ever put a limited window to activation in the first place? Because Behavior I guess. I only found out about this after looking to see if someone else had already made a bug report about it and found the thread on how it's not bugged at all. So I fully agree with number 3. I am getting punished for using my power to down people and having my secondary ability taken away from me because of it. What. Just, what.
I agree with numbers 2, 5, and 10 wholeheartedly. 2) Lower speed makes sense on the other Killers that have it but with Trickster his power isn't so much a "ranged power" as it is an "anti-loop" one. Being able to build up Laceration over short walls, pallets and windows is great but without the normal Killer speed you don't have any real threat unless Survivors play really badly. 5) Again, I am being punished for using my power. There have been times where I have activated it and started throwing and the Survivor jukes out of line of sight and because I can't stop throwing I fall behind. I've not really noticed number 4, why I didn't include it above, but maybe that's why I'm falling behind and not the auto throw. 10) It going down on it's own is just, why? Why. No other Killer has a Power that just... goes away if the Survivors wait long enough. Make it so they have to Mend for a short while to lower the meter. I don't care if they can do it by themselves with no Medkit or Perk, just anything other than it going down automatically.
I have no comment to make on number 1 because I've not used that add-on yet, only have one of them. I'd say either this or the shatter effect should be base kit instead of just having to hit with knives.
I don't really have a problem with number 6 because you can cancel your ability at any time, and picking up or opening lockers should probably cancel it. I see the lockers thing being a problem as you have to wait for the cooldown animation to finish but that's the same with Legion and Bubba so I don't really agree with number 6.
I've also not had a problem with number 7, it's just another factor to the skill in playing the killer, like you have to compensate for the pull on Huntress hatchets. I'd be fine without number 7 being done but I totally agree with number 9. Being skilled and hitting with single blades should be rewarded.
I don't know about 8. I've not had much trouble getting to eight hits and six seems like a bit much. I've used the add-on that makes it the "Laceration meter capacity" is lower but I'm not sure by how much, if it makes it seven or six knives to wound. Maybe drop it to seven base and keep the add-ons the same. Making it an odd number will also allow for interesting skill plays when running lower on knives. Unless you're using the plus fifteen add-on and are already at an odd base number. Also, going from eight to six while also doing suggestion 9 and having single shot knives count as two would be really powerful so it's probably one or the other and personally I'd rather have suggestion number 9 over 8.
In the end I'm just not having fun with Trickster. At all. So far maybe two of my games have come close to being fun but in the end I had no real pressure and didn't ever feel like I could win. The one game I was one hook away from a 4k wasn't even all that fun because I didn't use my power for much of it and really only got that close because Survivors kept hiding in the bushes in obvious walking paths so I literally kept bumping into them.
Yup, Trick Blades and Edge of Revival (ricochet and shatter) should definitely get the Freddy "pallets or snares" treatment. Low rarity add-ons to switch between the two as they're his most fun add-ons that aren't even really powerful. Also think the Cut Thru U (pierce through blades) add-on should maybe be base-kit, as it's extremely rare that survivors will just be standing on top of each other for you to get any actual value from this add-on which is very rare.
The difference between Trickster and Legion in this regard with opening lockers is that Legion can actually still open lockers while in Frenzy without going into fatigue. Bubba on the other hand can still pressure survivors in lockers by bumping into it and forcing them to time their exit or risk being instantly grabbed, and even if they can't grab the survivor, they can still get a hit on them.
7 is mainly an issue for me because it seems especially harsh on the console side of things and also poorly contrasts with Plague's absence of the climb with her Purge. The two abilities are functionally pretty similar so I don't really see why Trickster needs to have a draw back when Plague, Huntress, and Deathslinger all don't have it.
You're right with 8. 6 may be a bit overkill and 7 sound fine when considering the movement speed increase and the single shot bonus.
Thanks for stopping in Vlad. :)
-
@Yords said:
https://forum.deadbydaylight.com/en/discussion/comment/2062246#Comment_2062246
Ok well, I already changed my mind about Trickster about 2 hours ago btw, if you were actually reading my comments like you said you did have realized this.
Also, your comment about me having to chill out with Scott was random, it is a very known fact that Clown can be countered easily by dropping pallets early, or not playing greedy. What is a clown supposed to do if you drop a pallet at a long-wall jungle gym? His "rework" was very underwhelming and is the second-worst killer in the game.
Didn’t read all your comments and also did not say I did. I just said “your comments.”
Your Clown argument assumes that all the loops are relatively safe like jungle gyms when they really aren’t. There are many loops that Clown can just shut down. Not saying he’s a great killer, but he’s not just completely countered by pre dropping every pallet, unless you’re only playing against bad Clowns.
-
@Yords said:
https://forum.deadbydaylight.com/en/discussion/comment/2061686#Comment_2061686
Gonna have to disagree with your disagreement. Clown most definitely does not have mobility and which sort of slowdown? The 10% of speed he gets for using his bottles is pitiful when used for mobility. Wraith's speed while cloaked before was 126% at base, that is only 11% more than 115%, the average mms for killers. Because of that, he was extremely weak at base. 125% movement speed, when used for mobility, is terrible for traversing maps and only makes a difference in chases around small structures.
The trickster can use his power to injure survivors and then use his m1. Clown has to use his power to help him possibly get an m1 hit on the survivors. His power also takes quite a bit of skill to aim because of the recoil, you can definitely learn how to control it.
The trickster can injure survivors with his power, but Clown can't. The only strength of Clown is his ability to get hits in places where other killers can't due to his tonic and antidote bottles, but that is it, and he can do absolutely nothing around decently strong pallets being thrown down early.
Feel like you’re only saying this because it was a meme that Clown was bad. Clown is alright now and definitely way better than Trickster. You will definitely not being getting away from a good Clown on shorter loops even if you drop the pallet early. Chill out on the ScottJund with the “drop pallets early completely counter kill ez” because it just simply isn’t true. You can’t even catch up to competent survivors for long enough to actually get any value from your power.
Really wanna see your Trickster gameplay because your comments are kinda yikes. Maybe you’re just better than all of us at Trickster? I don’t think so when the vast majority of people are saying that he is leagues worse than the worst killers.
-
Survivor: Rank 1
Killer: Rank 3
-
ohhhhhhhhhhhhhh myyyyyyyyyyyyyy goddddddddddddd another M1 and W thread just stopppppppppppppppppppppp gittttttt guddddddddddd
Apparently survivors are supposed to ignore all objectives until they've been chased at least once and start swinging their character left and right every time they get hit, please just stop making these threads.
-
A more modern city-scape would be amazing. Thought we would get that with All-Kill but I guess not...
-
remove twins, add springtrap
-
Billy is good. Most good survivors do agree that his nerfs were overboard, no one wanted Billy's base kit to be nerfed, but instasaw needed to go.
Blame BHVR not survivors no whiny baby.
-
@Zaytex said:
https://forum.deadbydaylight.com/en/discussion/comment/2041224#Comment_2041224
Because its a second chance perk, the only one killers have.
Yet even so, it's not allowed apparently eventhough survivors have more than one second chance perks themselves and all of them happen to stack very well and are meta.
I'll agree that survivors have a few second chance perks that can combine pretty well but c'mon, don't be disingenuous about killers.
You have Undying which is literally Hex: Second Chance.
NOED, Rancor, No Way Out, Blood Warden, and arguably all gen regression perks.
-
@Dizzy1096 said:
https://forum.deadbydaylight.com/en/discussion/comment/2046613#Comment_2046613
facepalm
Again there's a reason people new to the game consider this a frustrating mechanic. I'll leave you to work out why people find so much frustrating in this game but not in games from a much more renowned developer.
Because it's asymmetrical and there are things that both sides can do to hinder the other. And they're probably just bad.
There's your answer buddy.
-
@Dizzy1096 said:
https://forum.deadbydaylight.com/en/discussion/comment/2046610#Comment_2046610
Umm I think you missed the point.
That's not my video, and those people aren't actually in an online match they made the video to show the problems with this loop.
You seem really biased if I'm honest. Mindgaming? are you kidding? telling people to drop chase is ridiculous considering this loop is slap bang in the middle of the map and can be used over and over and over again by all 4 survivors all trial long. Anytime they're near the center of the map they can default to this loop. Ghostface can't mindgame this lmao I'd love to see you try. As survivor you can stand back a bit, watch the window and the door if he goes the other way. You clearly never play killer.
If they aren't in an online match then my point is even easier to argue.
I'm a red rank killer by the way and have definitely been around longer than you have, so yes. I also main Ghostie so...
You logic also contradicts itself because a survivor that far ahead wouldn't even be able to see where in the window the killer is, especially if they go Undetectable. Also you missed the point of going the opposite way. It takes longer for the survivors to get to the vault and cuts down the area the killer has to cover to get to the door which saves time.
So you, in fact, clearly don't play killer, or you are severely inexperienced.
aka nice b8 sluzzy 2.0 (you're guaranteed to ignore at least one of my points)
-
@Dizzy1096 said:
https://forum.deadbydaylight.com/en/discussion/comment/2046599#Comment_2046599
It's a bad mechanic which is why other games go out of their way to avoid design like this. There's a reason so many players new to the game describe it as an exploit or toxic.
What other games? What other games have a hooking mechanic? What other games are you trying to bring up that are similar to DBD? If you're really going to try and compare DBD's asymmetrical nature to another game that doesn't have the same mechanics then you've already failed your argument.
-
It's called dropping a chase.
You didn't even try mind gaming the loop by using your power. Even chasing them in the opposite direction would have made them easier to catch.
You have no mobility. You were nor going to catch them here unless you used your power. You should have dropped chase.
The video is showing some true rank 20 plays.
-
@Dizzy1096 said:
I think people defending it miss the point. You're familiar with DBD, you've accepted the mechanic.
In general it's very bad design which is why you don't see it as a tactic in big budget triple A games. It's also very frustrating for new players to go against because they aren't used to it, and it "feels" toxic having 4 people cheese the mechanics in this way.
Longterm players of DBD have come to accept it the same way they came to accept terrible map design. However there's a reason you don't see things like this in better made games, because the developers know it's bad design so it doesn't make it into their games in the first place. Behaviour saw it and as always instead of fixing it they just decided "it's a thing". Whether they were afraid of a backlash from survivors, or they thought it had depth who knows but deep down it is bad design. As always it was followed up with "here's a perk if you don't like it".
DBD might be pulling in more money now but it's still based on that shoddily patched together indie game from 2016. So sorry dude but they won't be changing this mechanic ever.
It's not even a bad mechanic...
You're literally risking a health state and the survivor loses collision after being hit so it only works if all three survivors take hits or the hook is really far away.
It's a risk-reward system.
-
S T R E N G T H E N T H E N U T
-
@Kees_T said:
I just wrote a big post about my ideias to implement into yours and it didn't posted!!! well let's write all again
I liked your idea because I had the same concept as you, a power to allow the use of all members of the legion gang. I would change your idea of their power to be like this, If you could read and give me your opinion I would be happy:
- You can control all of your gang members one at a time(like Charlotte&Victor)
- Each member will have their unique strengths and weakness
- Only Frank can use Feral Frenzy
So each member will be different and will excel in different situations, and worst in others
tHe GaNg:
- Joe(chases): can break pallets 20% faster and successful hits have reduced 20% cooldown, but he can't gain bloodlust
- Susie(stealth): has reduced terror radius and has no red glow, but her m/s is 4.4
- Frank(basic and the default one you start the trial with): can use Feral Frenzy, no penalty since he's the basic and default one
- Julie(patrol): can hear generator repairing noises(progress or repairing) with extra 15 meters and when she's not being controlled, she reveal all survivors within 16m of her with Killer Instinct, but she can't see blood or scratchmarks.
For example:
- Wanna chase a Survivor?: Use Joe since he can follow up after breaking pallets and hitting survivors.
- Wanna surprise survivors healing/doing gens?: Use Susie with her reduced TR and no red glow.
- Want to injure everyone?: Use Frank and then switch to Joe to chase them while sending the Susie to potential Survivors who are unware after being hit.
- Wanna patrol gens to get information?: Send Julie there and keep changing her position until you find someone with her Killer Instinct, or control her for better information.
You start the match with all your gang members, you are going to a generator, you can then send Julie there and if she detects someone, you can then send her to another place to patrol and send Joe there to chase that Survivor and when he's close, switch to him while walking to the next place you're going after the chase would end(presuming you will down him or ignore him)
You need to know when to use each member and use their advantage to catch Survivors, and you need to have a skill capacity to control multiple members to always be ahead and have your next play ready. In exchange, you can have a strong Killer which can be in multiple places and pressure multiple Survivors very fast.
If you play him in a bad way, like chasing survivor with Susie or patrolling gen with Joe because you didnt move your other members well enough, you will not get the full potential of their power and you will be punished.
That is my main idea, there are various improvements I still had in mind but these are the basics.
This idea does sound cool, and I do like the idea of being able to individually control each member of the Legion, however, my issue is that this version of Legion would make the problem with The Twins even more apparent. The most effective way to play them would be camping, tunneling, and slugging. This would be even easier to do with this version of The Legion as not only can they not be destroyed, but it's even easier to catch up to, locate, and injure survivors.
I do truly adore the idea of each Legion member having their individual strengths, but in this form, it would exacerbate an unhealthy and unfun playstyle.
-
What if you get chased or are unhooking/healing teammates all game? Hatch is really fine as it is and opening up a discussion as to what counts as contributing is a complicated question.
-
Bumping this thread here after a few updates and any pre-existing threads I may have to correlate with the release of a JottScund rework video. Go check it out. :)
https://www.youtube.com/watch?v=Rp6HyRNNILI -
agitation, mad grit
problem solved lol
-
@Masterninja said:
This is just incredible, this is the best Legion rework I've ever seen. Of course I will change some things, but it is still amazing. Good job. You have even better ideas than the devs, they should totaly take this concept. You deserve It.
Thanks! What would you personally change?
-
"Is SHADOWBORN UNFAIR because you can see more of the game at a time with no effort?!?!?!"
How many nerf Dead Hard posts are we gonna get this week?
-
@TheArbiter said:
I honestly can't say how annoying it is that the gates are where they are on Midwich. By far the worst gate placements, however I have the feeling it's because of the license that they had to put the gates where they are. Still annoying tho
The gates on Midwich are the best consistent gate spawns in the game, and that's the only thing I'll give that map, because I truly despise it on both sides. They are not so far to where you literally cannot defend them, as there are two open doors and a small courtyard that leads right to them, but they aren't so close as to where the killer can defend by standing still.
-
Bumping this thread after a few edits. :)
Also check out JottScund's video on reworking Legion and give your own thoughts!
https://www.youtube.com/watch?v=LHtomqDa5RI&t=1s -
I wish people would stop making this same insanely stupid argument to cope with the fact that NOED is reasonably disliked.
Dead Hard is used to extend loops and chases, which is the exact function of literally all of the other exhaustion perks besides Head On. It makes me even more frustrated because Dead Hard isn't even the best exhaustion perk and has a weaker effect if you misuse it.
Just git gud.
-
Still don't understand why Dead Hard needs a nerf, as the same argument could be made for all exhaustion perks. Their intent is to get extra mileage. Just because a survivor can loop one extra time does not make Dead Hard overpowered. More distance can be made on all the other exhaustion perks, especially Sprint Burst, which is more versatile and powerful than Dead Hard.
Dead Hard is fine.
-
@Dwight_Confusion said:
I don't get all the hate. I mean his look doesn't quite mesh with other people I admit, but I like that. I like how he's bright and all that.
His power is a bit weak I think, but has potential to hurt in the right moments. People always compare them like he's a weaker this or weaker that... etc. If they moved his speed to 112.5% a middle ground, that would change him greatly. I think 115% would make him too powerful. The design and art are off the hook, the lore is great...
People put him in this "Kpop" bubble and that is stupid. Who cares that he's from Korea/Asia. I think that's great. I'll be getting him for sure, and he might be one of my favs to play. This chapter will be good. The negativity is just so dry man.
6 hits to a injure and/or 112.5% movement speed makes him perfect. Or forget those things and keep his 110% speed and bump his knives up to 70. There's a way to make him red rank viable.
That's the thing with this game that causes so much polarity in opinions. Every killer in this game in the right hands can demolish ranks 20 to 15 or so. Skill isn't really involved until rank 10 or so maybe 12. That's when I start seeing smart plays and concept thinking and movements.Then you factor in SWF teams of skill and that breaks the game. It just does.
I play either with my son or solo. Never more than 2. And it is just dependent on the teamwork. Get a team of 3 smart, skilled rank 8 and up players... and it's almost over. Mostly. The maps are more balanced, and honestly I think the devs are doing the best they can man.
The game needs ranked rewards and leaderboards. Dave mentioned leaderboards in Feb of like 2019, Where they at??????????
The emblem system needs tweaked for sure. THe system is conceptually good but not exceptionally good.
His power is the weakest in the game. Making him 115% would completely invalidate his power because there's no point in throwing 8 blades when you can just walk to them faster. He is literally a 110% Plague without infection. Imagine if Plague's infection went DOWN instead of up lol.
He's so awful.
-
@Dwight_Confusion said:
https://forum.deadbydaylight.com/en/discussion/comment/2040242#Comment_2040242
They have reduced the grind a lot. You get 4 perks in the level 50 web, and lots more ways to get BP.
The grind is fine. It's been greatly reduced.
"the grind is fine" says the ~1.6 million bloodpoints per character to 50 and the ~6 million bloodpoints it takes to get all the perks and P3
the grind is fine apparently.
-
No one, except the devs who wanna rush out their content with minimal effort. He's still a piece of ######### killer and we haven't heard of any further changes.
-
@Firellius said:
https://forum.deadbydaylight.com/en/discussion/236290/your-game-quite-frankly-is-terrible
If you can't find any survivor all game, you don't deserve to win anyway. Unless you meant to say 'If you can't find that last survivor, you lose', to which I say: Stop being obsessed with 4Ks, a 3K is also a killer win.
The hatch is not a free escape. It only opens up if you already lost, or if you're close to winning and you have a key on you.
The 4% hop chance is hardly ever used because the punishment for failing it is enormous. Also, if that one unhooked survivor is able to single-handedly 'reset the game', mad props to them! They earned themselves a win.
Sabotages aren't worth it in ~75% of cases, because another hook will be close enough. It's an extremely difficult play to pull off, and can be lightly countered by slugging.
I'll give you that exploitative, trolly Swiffer teams are the worst thing this game has to offer, but they are a harsh minority of players.
I see more killer players complain about Spirit being OP than survivors. I haven't seen any calls to change her, either. The only killer that's in hot water and in need of 'nerfs' is Freddy, since he has little to no skill expression.
DS is supposedly getting nerfed. That and unbreakable are counters to killer strats that can be just as aggravating and toxic as Swiffer trolls, so unless there's some other method of resolving that problem, those perks will likely stay.
DH is one of the weirdest things to complain about, really. Out of all the 'f this chase' perks, DH is the hardest to use and has the least impact. You'd rather they hop a window and sprint to the other side of the map?
Let me close this out with a question: Do you have any suggestion that can fix the toxic Swiffer problem without impacting solo queue?
Gonna jump in here. Yes, people do actually frequently complain about Spirit on both sides. A few months ago everyone was saying Spirit needed a nerf but the talk died down quite a bit because the devs didn't give any actual response.
There are a few Spirit nerf threads that pop up every now and then, even one from last week that I saw with a few thousand views.
-
@Ghouled_Mojo said:
https://forum.deadbydaylight.com/en/discussion/comment/2037377#Comment_2037377
All FNAF were PG13 except FNAF 4 which was M17+.
Your point?
-
@DragonMasterDarren said:
For me it's Nurse, Billy, Spirit, Freddy, Huntress and Twins
Nurse isn't worth the effort for me
Billy is about as fun as having bubonic plague
Spirit and Freddy are unfair as hell
Huntress has all the consistency of peanut butter 7 months past it's expiration date
Twins are just ######### boring
what about you guys?
Peanut butter expires...?
-
Twins make me feel like a scumbag.
Freddy and Spirit are so braindead easy.
-
@Ghouled_Mojo said:
https://forum.deadbydaylight.com/en/discussion/comment/2031375#Comment_2031375
Think they meant no killers from a children’s game.
37 votes and 17 comments so far on Reddito k
-
I don't think that people understand that a large young audience does not mean that a game is targeted towards kids. The content present in the games are extremely dark. Having an teen rating does not mean it's target towards kids. Whoa man, Avengers is targeted towards kids! No...it's targeted to a general audience with more mature content.
DBD isn't necessarily targeted towards adults BTW. I saw no complaints about this when Stranger Things, a show with a large young audience, was put into the game.
People need to stop being so insecure about content in this game. Have y'all been anywhere fun as adults? Go to Disney World you weirdos.
-
DBD 5th Anniversary is gonna be 5 for Five Nights at Freddy's.
Remember this on Anniversary day.
-
@selflessnea said:
What if they did the game leading up to the event. Like they roll back to game to version 1.0 and every day they do the next patch that came out. We can relive the old days when everything was broken.
And lead up to now where everything is still broken!