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twistedmonkey

twistedmonkey

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  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/958259#Comment_958259

    Wasn't this back in like 2016-early 2017?

    I feel like I've seen visible ranks in old videos and images during that time...

    Yeah It was a good while ago and was removed as it didn't add anything and just caused lots of dodging.

    There were numerous complaints about players being dodged over and over on the Steam forums at the time.

  • I disagree mainly because the survivor ranks used to visible to killers and was removed due to the same reason of It causing too much dodging.

    I think it spossbile once it happened they may have thought about leaving it as a feature and why it was left it in for a time but when the results came back the same as before they patched it out.

  • Wraith and Dwight of course.

    Bing bong boy needs a spotlight on him and I would like to see the dwelf's out in full force for a bit longer.

  • You want survivors to do portals as it means they aren't on gens.

    It would be a nerf as the interaction is gone and not to mention the portals being perma with a max of six means as other have said dead zones will appear after a while so they are useless portals. Not seeing survivors also means its luck where you go unless you are notified someone if there by doing a gen but even then they could be gone before you get there

    Then he has no cooldown so players could just make it an easy 3 gen scenario just prolonging the game. They could place a portal around 3 gens close to each other and just keep patrolling those areas and also place them around the doors just in case.

  • Necro thread from October 😉

  • It can be done but you need to play smart.

    Taking a hit is almost guaranteed against a good killer as they know the strats but you can go to one side and when the killer comes duck under the survivor and unhook from the other side. This should make the killer hit the survivor similar to the old hook tech.

    The other way is to have two of you going in. Even if solo a point to the hook when next to another can mean they come and hopefully they or you can take a hit and run so that leaves the other free to unhook them and then take a hit before all running for the door.

    If its a good killer just leave there is no point granting them more kills.

  • @FJSJ_Lunar said:

    https://forum.deadbydaylight.com/en/discussion/comment/956063#Comment_956063

    Oh well. Still reported them. They still abused a bug even if it wasn't their fault. Just weird that the worst survivor all of a sudden was untouchable.

    Its not actually bug abuse as that is something done on purpose and not bannable.

    The only way to not abuse this in reality would be to let you catch and hook them (that apparently fixes it) but some would camp them thinking it is a hack so its a double edged sword really. There are other ways like dropping from a height which may fix it but its never guaranteed.

    It happens so randomly from what I have seen like after an unhook or being hit when getting healed to name but two. It certainly does need fixed asap though.

  • Its probably not a speed hack but the bug which gives infinite speed. This isnt something in the survivors control and not something they can replicate by doing any set actions.

  • Haddonfield already had changes in the past.

    The open doors upstairs were added along with long fences/hedges with some windows being blocked.

    Its an extremely hard map to do something with as its all about two story houses. There isnt a great amount of safe pallets in the game apart from the downstairs in the garage house and maybe at the square hedge area spawn at times. Most others are highly mindgameable.

    Balanced landing is what was complained about on this map as it made it extremely bad as the stagger reduction caused almost endless loops. Now that is on the exhuastion timer the perk isnt used anywhere near as much from what I have seen.

    It makes sense for Lery's to be the map they are reworking as like Freddy being done with Badham the Doc is being done along with Lery's so A killer and their map at the same time.


  • @Ashlich said:

    https://forum.deadbydaylight.com/en/discussion/comment/955427#Comment_955427

    There honest to god isn't. I'm pretty new. Roughly 40 hours and you'd think making it further into the ranks would be fun, rewarding, but no. It's constant sweaty match after sweaty match and god help you if you dare swap off the killer you had been leveling.

    This is more the crux of the issue. You only have 40 hours which is a tiny amount in DBD terms and haven't even scratched the surface of the games knowledge. For sush a simple concept it takes a lot of thinking and has a lot of tactics which need to be used more so on the killer side.

    The game puts all players into one pool so you have a chance even at low ranks to verse someone with say 3k hours on either side as rank doesnt mean much of anything apart from getting an achievement.

    The Matchmaking is bugged atm as you will see red rank survivors v green and brown killers and red rank killer v full green and yellow survivors. For some reason its not finding the correct rank which seems to have been made worse with the change made before the holidays to eleviate queue times.

    There also seems to be a disparity of survivors v killers at set ranks in some regions. This seems to be inline with the challenges being released as more are moving over to play the side they wouldnt normally. When they do this is tends to say they will be in the lower end due to not playing them as much.

    So If 100 killers move over it affect the queues for 100% of survivor games at high rank while is 100 survivors move over it only affect 25% of those queues. this means the red ranks expand much the same as the brown rank for killers so right now you end up being matched with those you arent ready to meet at any and all ranks due to a few issues.

  • Don't tend to run any the majority of the time but if I do now and again I'd pick Lithe or DH.

    SB for myself is wasted as I always run so its not really up when its going to be as useful.

    BL was good but with the change its a bit meh now. I'd rather the stagger recharged while running at least over 40s. It also made me want to get to high ground which was detrimental a lot of times as it changed my mindset wanting to use it.

    DH is always good for an extra loop but with the servers its very hit or miss.

    Lithe overall seems to be the most consistent exhaustion perk atm for gaining distance as a window is never far away.

    Headon well I see that as more of a meme perk for myself and running quick and quiet is needed for optimal use when in a chase. It's also quite inconsistent with the distance a killer is from the locker.

  • To an extent but if the maps were fixed and pallets and windows always spawned in the same place it would be a lot worse.

    Knowing a pallet will be at a spot means you know it's safe to run too while right now you will know the structure but not where the pallet will spawn or if it will.

  • @Tr0g said:

    https://forum.deadbydaylight.com/en/discussion/comment/953790#Comment_953790

    But will it be 60FPS? That's the question. If not then why would next-gen console players stick around?

    While they're at it, they should change the wiggling and struggling mechanic so it doesn't physically destroy a game controller every couple hundred hours of gameplay. The X button on my PS4 controller is already broken due to smashing it over and over. and the left thumbstick is having a hard time.

    It's an issue on keyboard as well.

    The mechanic was originally designed to feel interactive but after a few hours it becomes a chore.

    Personally I would prefer if they changed it to just holding a button instead as it really doesn't add anything to the game.

  • Didn't really participate in it after a couple of weeks tbh.

    I tried but found myself not playing and trying to do the challenge at any cost which I disliked. I just tried to do the challenges where you naturally completed them. Healing, gens, sacrifices etc.

    I understand why some of the challenges are what they are but personally I don't like to use NOED for example and no challenge will change my mind on that.

  • Fun is subjective.

    While I see no point as I like to play around and get as much BP as possible some are just purely put to escape.

    Each person's goal is different in the and why you will also see killers who down multiple and slug with 5 gens and ruin up killing everyone in 2-3 mins. They go out to kill regardless of anything else.

  • Its not a great idea.

    Hook time and chase times go hand in hand. The reason camping isn't always viable is due to the possibility of gens being done as theyvarent applying pressure. With this idea you lose that pressure as there is no reason to play safe for survivors as each hook is just a removal of a set time and not a stage.

    Even if you won a chase in 30s if someone unhooks with BT (cant see anyone not running this perk) you lose all momentum. One person with BT even wlif it was 30s to down means a possible 8 to10 hooks easily that's 240 to 300s of chase time along with the time to pick up and hook. That's 4 to 5mins just for one kill at the very best.

    This really gives the killer no reason to leave the hook at all and stay as close as possible to try and negate it. It then means gens get done easier as after the first down and hook you do them and wait for stage 2. Then just save over and over wasting time for the last 2 with chases.

    It's would be highly in favour for survivors with and really bad for this game.

    Imagine at end game needing to hook someone 4 times or more after each chase. That's them guaranteed out the door even without DS or BT.

  • It's not fair but in the new ranks there isn't enough survivors so the matchmaking widens and just grabs the first available it seems.

    It's an issue with the matchmaking but I don't see it getting any better without them widening the new players search to maybe down to rank 10 for now.

    The new reset will alao become problematic for this case as it means most constant players will eventually work their way down so there is no one above rank 10 if they play even casually. It will need a constant feed of players buying or constantly coming back to the game after a break.

    I think an mmr system is needed more than ever in the game and it should just ignore rank altogether in favour of time played, kills, escapes, chase length etc and it widens quicker. Every 30s after searching it just looks to one higher or lower bracket.

  • Self care will always be one of the strongest perks due to giving unlimited health states. It's technically faster and she a more time overall. The main issue though is when to use it and not.

    You see too many healing when multiple are hooked. This can just be a bad play as most go far away so the time to heal plus getting round to saving them can mean second stage or a death in a lot of cases.

    Personally without botany I just wouldn't run it as the 33% reduction makes it more inline with the original. Plus you do get the bonus of faster healing on others when needed.

    I prefer inner strength for a healing perk as it makes people do totems and is so much quicker once you lose the killer if it's up. It also helps players learn totem spots. I've rarely seen NOED proc in a match with even just one person using inner strength which is always a plus.

  • @Speshul_Kitten said:

    https://forum.deadbydaylight.com/en/discussion/comment/952987#Comment_952987

    That would make sense if as a killer I can see which type of items and add-ons the survivor has, however, it does not.

    I’ll give you an example: 3 of my friends and I were playing SWF, our builds were No Mither along with Broken Keys (no add-ons) literally just that one perk and broken keys. To this test, we were dodged every single game and the very few that we weren’t, the killer brought a Mori. The killers would then message us and would say something along the lines of, “didn’t know you guys were memeing... I thought I was gonna have to sweat.” etc.

    This is merely the cherry-picking version a killer has had from the games launch period that a survivor is not allowed to do for the devs reason of “dodging” therefore deeming it a double standard.

    The type of addon doesnt matter.

    A toolbox will speed up gen progress

    A flashlight will blind the killer or remove hag traps

    A key will let them leave as lets be honest no one brings a broken key in (unless memeing like yourself)

    A medkit will heal them.

    As I said I think lobby dodging needs looked at but the reasoning for seeing one but not the other is still sound.

    Killers know what the item in the lobby is capable of while survivors do not know what the survivor at any rank is capable of.

    They shouldn't dodge I've stated that and rhe game should be played and acvepted as is but that doesn't mean seeing survivor items should be removed.

    It also doesnt mean adding a feature for survivors which tells us nothing in reality and is all about assumptions which is basically just another way to dodge. That's all most posts are about when it comes to adding them back in as they don't want to play with someone lower ranked.

    Keys being one anomaly as you most can hardly see them anyway.

  • @Speshul_Kitten said:

    https://forum.deadbydaylight.com/en/discussion/comment/952949#Comment_952949

    That’s exactly my point, your giving me double-standard logic.

    My argument remains the same, if I know there’s a rank 17 in my lobby and I’m a rank 1, I should know maybe this game I should use BT or even a Key as apposed to running a meme build I just wanted to have fun with.

    Not at all as it not my logic I'm simply repeating what was said.

    But I will add while seeing a toolbox or flashlight helps the killer by allowing them to pick certain perks knowing how low rank someone is doesn't really tell you anything as they could be a 2k hour player with more skill than the others coming back after a break.

    One gives info which by design is to help while the other allows for assumptions on how well the other can play.

  • @Speshul_Kitten said:

    https://forum.deadbydaylight.com/en/discussion/comment/952782#Comment_952782

    https://forum.deadbydaylight.com/en/discussion/comment/952811#Comment_952811

    The same logic could be applied to Killer’s seeing survivors items, which has been in the game since the beginning, wouldn’t you say? If so, why make survivors play a game when they don’t feel like the, say, rank 15-can be something to prepare for or to dodge?

    Because seeing the survivors items is needed for the killer to set up.

    I've always said something needs to be done about dodging in general but to do this you don't start by adding something which adds more dodging.

  • It was never intended and the possibility was discussed but your reasoning is why it was removed as there was an increase in lobby dodging.

  • It's a hard one as while it makes a bit of sense for some practuce games every time a new DLC came out then all killer players with them would be lowered in rank.

    What then happens to queue times for red rank survivors? They could also be reset on that day of course but then nothing much changes really.

  • @xEa said:

    https://forum.deadbydaylight.com/en/discussion/comment/951713#Comment_951713

    true, but how about bring a new Ultra rare Offering that has nothing to do with brightness?

    To be honest it doesnt make sense to make an ultra rare offering as it cant really be made strong enough like a mori.

    Survivor offerings are designed to stack so it has to then be balanced off 4 players bringing it.

    If it was really good and they make it not stackable then one could be im theory be used each match since there are 4x the chances so it wouldn't really then be ultra rare.

  • @MegaWaffle said:

    https://forum.deadbydaylight.com/en/discussion/comment/951713#Comment_951713

    Remember the total black rooms on Lery's? That was always fun. You literally could not tell where the walls, floor and ceiling all connected.

    Fun times for those playing as blendettes but the poor killer needed to shout out Marco to just try and get a clue 😂.

  • Because survivors have then in the add-ons for items and don't actually need them.

    The problem is 4 survivors could stack them and why as above the old moonlight ones were discontinued as it meant making too many variants of lighting for the maps and it would be horrible for the killer to play that match.

  • Apart from bloodpoints ones most don't really make any difference to the game and don't really do anything beneficial unless you are running certain builds like lery's with Myers tier 1 etc.

    Map ones I never use as I like it to be random what I get. Luck, hooks or chests don't really change much unless you had a daily or now a challenge.

  • There are no stupid questions as knowledge of something can only be gained from asking about something one doesn't know.

  • Not sure with US rights reverting back to the Craven family.

    It all depends on what deal they had signed previously and to what platforms they could be on in the futre when it was done or they would have to make a new deal for the US at least.

  • It's the best perk in the game and you don't even need to grind for it. You also can use it on killer or survivor 🤣

  • It's not the matchmaking but lack of survivors in that rank in your region. It's very easy to get out of that zone and players cant derank past rank 15.

    The only way to actually fix it is to widen the search possibly so it looks for players between 20-10.

    It will mean harder matches for you which isn't great for new players but it may need to happen as it will only get worse with the new reset system.

  • Sometimes getting rid of annoying mechanics is the best place to start. It makes the game fun for both parties if it's less annoying for survivors and its better to play for the killers.

    They can take a while but it's why Insta heals were changed and MoM had a needed nerf not long after release.

    There have been many changes over the years to survivor as well so I guess you could say those changes must have been the devs showing killer bias as it made it more fun to verse 🙄.

  • I have no clue but they do. You'd be amazed at what mistakes experienced survivors do.

    There are many reasons for it to light up for a secomd or two as it just has to be in the range spine fhill sees. They can be vaulting a window, breaking a pallet or just chasing someone in the general direction.

    That's why ears and eyes are better imo as you don't rely on something which can be negated by them not looking at you and think you are safe.

  • @Puffnstuf said:

    https://forum.deadbydaylight.com/en/discussion/comment/950335#Comment_950335

    With what I purposed you would still be able to play with friends. You just wouldn't be able to play with a full party if you are in the upper ranks. As for De-ranking that is already a problem and needs to be addressed separately with punishments for quitting and in game incentives for maintaining a high rank throughout the season.

    So by your words it then punishes them for getting to high ranks by limiting the friends they can play with. It what I said.

    As for deranking they can just go in, run to the killer, get hooked and then suicide. Instant depip. They wont punish someone when it uses what the game has. The incentive to not rank up needs to be extremelty good for them to rank up so they cant keep playing with the group they enjoy the game with.

    They would only have to derank every so often to stay at a certain bracket as they wouldn't have to go past green and just play solo for one night to depip quite a few ranks.

  • I personally think spine chill is overated. It's a good perk but once you get used to the game your eyes and ears are all you need.

    From what I have seen It tends to make people stop what they are doing at the slightest hint of it lighting up.

  • That will never happen.

    They won't punish people for ranking up so they can't play with their friends.

    All this does is actually make them derank to be able too and then lower skilled killers are being more bullied which is the reason why the rank system was changed recently in the first place.

  • The doc changes are actually looking quite good right now.

    The reason for the passive change to a power you use is that treatment mode is being removed. You will be able to shock and they hit without changing modes. To leave it as it was would mean you would have a passive 100% of the time while being able to hit.

    The passive also took quite a bit to work up madness and survivors would just get into tier 2 asap and then it would take a chasing and shocking to get the others into tier 3 on most maps. This new way at least if you see multiple survivors the blast will put them all up a tier.

    Then you have the add-on which will make skill checks go in reverse.

    Over all the rework Doc rework looks quite good.

  • Reports do nothing as right now it's an automatic process so will be ignored.

    To answer the question if you leave the game when the punishments arrive for work or lag due to tour connection or hardware etc then yes you will be punished by a timeout.

    The game does have to take into account bugs that are caused by the game itself which should take into account certain lag of course like a server error.

    So anytime you have to leave a game for personal reasons will be subject to a timeout and why the first two are low. To be fair if you know you have to go to work or are on call etc you really shouldn't load up the game if you have to leave at a moment's notice.

  • They stated they don't want players to feel like they have to prestige and this is why the clothes and a tiny increase in rarity is all it is.

    It's a choice to do it for those that have everything else done in game rather than be something you feel you should do for a benefit.

  • @Angelicus23 said:

    https://forum.deadbydaylight.com/en/discussion/comment/948843#Comment_948843

    Having more and more coders actually ends being confusing and a lot of more cooperation between everyone at the same time

    Not really as fornite has around 6 biomes so teams can be split into each one. They you have the ones who makes the characters and movement and then the weapons and potions. These will probably have a bunch of testers for each biome.

    DBD has 33 map variants along with 18 killers and a huge array or perks to work on all of which all need tested to make sure each one works on every map after a patch. Survivors are different with only 2 real models so its just the perks for them really.

  • @Angelicus23 said:

    https://forum.deadbydaylight.com/en/discussion/comment/948808#Comment_948808

    You don't need to pay a guy 2 billion dollars to release an update earlier. Simply as that

    Of course you don't thats not the point.

    The point is one company has so much more resources in terms of money and manpower. Being able to have 6 times as many coders working on one game will make a huge difference to the support it can have. That's just simple math and logic.

  • @Angelicus23 said:

    https://forum.deadbydaylight.com/en/discussion/comment/948781#Comment_948781

    Please read my edits 4 and 5 on the main post regarding to this

    The edits mean nothing.

    BHVR's earnings in 2018 were stated to be around 109 million which helps fund not only this game but many including other projects for the future. DBD alone is said to have brought in around 35 million of that.

    Epic in 2018 made 2.4 billion which again funds many other things.

    You can see a vast difference between the two companies.

    DBD team is rumoured to be around 100+ while fornites is over 700. Again a vast difference.

    It's clear why one can do a lot more than the other as in terms if hours worked on fortune can have 6 or 7 times as much.

  • @Angelicus23 said:

    https://forum.deadbydaylight.com/en/discussion/comment/947982#Comment_947982

    https://forum.deadbydaylight.com/en/discussion/comment/947982#Comment_947982

    I'm tired of explaining my reasons behing the "one is a billionare compamy the other isn't"

    I still do compare both companies. Having less doesn't mean you update a game every 2 months instead of less time to fix it and still have it broken but your company doesn't care and just go party hard expensive plus giving ipads and google homes to every single one and upload it on insta.

    Behaviour is clearly not poor. See the steam stats and watch the top 15 most sold in 2019 qnd plus it with the DLCs and auric cells sellings

    But they can't be compared as they don't have the same resources to work on the game itself.

    If multiple people disagree then maybe it's not them that is seeing it wrongly?

    If one store has 2 employees on a check out compared to another having 20 which one serves the customers faster? Its common sense to see why a company with more resources is able to do a lot more within a set time frame.

    You simply cannot compare two companies unless they have an equal number of people working on a game and even then without it being the same game there are multiple differnet aspects between them.

  • @TheMonadoBoi said:

    https://forum.deadbydaylight.com/en/discussion/comment/948750#Comment_948750

    So Zubat, Otz, Aaronplays and tru3 are all bad killers then? Sure they win a lot but a very good portion of their games end up with 0-1k because a surv team didn't make any mistakes and their coordination was on point. Thus, proving winning is absolutely not dependent on a killer's skill but on the survivors' willingness to end the game quick, it's that easy.

    They are all good killers yes.

    Do you think that once you get to a certain stage you should never lose? No mistakes are ever made?

    Should we use the same argument when Tru3 puts wraith at top tier since he won 49/50 games with them?

    Should the same be said for otz when he won 50 games in a row with the trapper? Is the trapper now top tier?

    I guess they never played any swf in those matches or any other matches where they win multiple over a period and its not at red ranks either.

    If say are always in red ranks which is what this is all about then they should never win any games by this definition.

    So then if we take games they all play with swf where they kill all 4 do we then conclude that swf is not strong?

    Should we conclude that when they end a game in under 3 mins that the killer they use is too strong?

    No we conclude that they were the better player. There is always the chance to verse better players in this game. And yes swf can be strong but they can also be beaten as they have shown. No one will ever win 100% of games and a few games will end in 0-1 kills no matter how good someone is.

  • @TheMonadoBoi said:

    https://forum.deadbydaylight.com/en/discussion/comment/947729#Comment_947729

    And about a million times before people have pointed out how worthless all these stats are. Of course SWF isn't a problem when player's don't even know how to play the game, we need to know what percentage of players are SWF in different ranks and you'll see how obviously overpowered it is. Now, in red/purple ranks (where most of them play) the game becomes absolutely unwinnable if survivors know what they're doing and they're not messing around.

    Yet many do win the majority of their games at those ranks even versus them.

    The swf debate has been around since the games first year yet a good killer still manage to win versus them.

    I do find it funny when both sides say any and all stats are worthless unless it fits what they want to believe. If the devs released more stats and they showed a differnet picture than tou wish them too i'd bet they would still disregarded.

  • @Tr0g said:

    https://forum.deadbydaylight.com/en/discussion/comment/948207#Comment_948207

    On PS4 it shows your PSN nickname, so any screenshots with names I post are searchable by everyone. That's why I blanked out the names, on most forums naming and shaming isn't allowed.

    No cherry picking needed, if you want I can easily post 5 date-stamped pics every day.

    What would those 5 screenshots actually show? I could do the same without see in the lobby with a time stamp on them.

    The only way to prove it would be to make videos of your complete playtime and show each and every game with who was in it after a match.

  • @Callmehandsome said:

    https://forum.deadbydaylight.com/en/discussion/comment/948207#Comment_948207

    Maybe in consoles you cannot tell for fact if they are in SWF or not, but in PC you actually CAN. I just check their profiles if they are friends and 3-4 man swf groups are extremely common in red and purple ranks.

    So dev statistic abaut "only" 4% of lobbies being 4-man SWF is not factual, at least not in my games. I should come across to 4 man-swf groups every 20 games then. Sometimes their profiles could be private, but then the clothes match completely when i get 4 pizza dwights, it's instant dodge for me

    Only if they don't hide their profiles.

    I play solo in those ranks in east NA and my experience is far from it being the norm and most swf are 2 man with myself and one other and 3 man being rare that I am matched with.

    Even ask killer its rarer to get a 4 man while 3 man is higher than the stats its still mostly 2 man.

    Even when I played in the UK it didn't change that much.

    This is why it could be region dependant along with time of day.

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/948442#Comment_948442

    You assume too much..I am speaking on equal terms..I never once said weaker players should just win based on role but a killer should always hold advantage over a single survivor based on skill..its a simple math problem

    You implied it as I stated multiple times regarding better players that they should obviously do better than those they verse if they arent as good which you never responded too. You always went by the statement that the killer should always have the upper hand and ignored what I said.

    I also stated on an equal footing twice now the game should end up 2 die 2 escape as per the devs own words.

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/948433#Comment_948433

    Theres too many variables in that example..but the fact you think killers should be 1v1able says enough to disinterest me from this convorsation tbh..once your on that pedastle you cant think objectively

    Thinking objectively is not about being able to 1v1 but it does mean realising that a far better and more skilful player should be able to outplay someone regardless of the role they choose.

    To think otherwise is wanting the game to grant something not deserved and not being objective yourself.

    It really shows ones mindset when they believe anyone picking a role should instantly be able to best another from the outset regardless of the others skill or knowledge of the game.

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/948404#Comment_948404

    Yet that's not where we are..a team that cant chase can still win just because they are coordinated on gens..it happens all the time..what happens if you 1v1 a killer in last year or friday the 13..? Your dead meat..hence why its 1 vs x..each person should need to have a bit of skill and coordination to win..not just pallet spawn knowledge or a perk as dbd often boils down to..nurse was the exception..it was your skill and prediction vs mine..better read wins..her addons were unchecked but outside that she was nearly perfect...spirit has been the only other killer to fulfill that and thsts why her chapter has been considered widely the best ever released

    This game is not last year or f13th people need to stop comparing them. If you prefer those games why play DBD?

    This game is DBD is not team orientated like last year its help others or don't.

    The issue seems to be what some think the game should be and not what the vision the devs have is.

    What ones deems is viable is a killer who they can win with. For those is is who can win with a variety we can see them all as viable.

    The reason certain killers are used more is due to higher mobility and the ability to do better with them over others. This is why those who cant do generally as well with all gravitate to those who are considered strongest as they are infact easier to win with.

    This says more about each players skill when some feel a killer is not viable yet some do extremely well with them even better than some whonuse the stronger ones.

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