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CodeBleu

CodeBleu

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CodeBleu
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  • I have ideas, but I'm interested in hearing those of others.
    5 comments 111 views last activity
  • Me is killer. But me know thing. Sometime, puny survivor need to do, uhh... archive. In last trial there was Dwight. Me think he need, umm, how you say? White Glyph. But he was very, very scare. How does let Dwight know it is okay to do White Glyph? Me attack in air toward White Glyph. Dwight run. Me cannot point. Me cannot, uhh... when they try to give themself scoliosis with the wild up and dow
    1 comments 41 views last activity
  • If you've had the misfortune as a survivor to be put into a game with a toxic killer with whom you'd rather not associate, it's pretty easy to suicide on the hook. If you've had the misfortune as a killer to be put into a game with a toxic SWF with whom you'd rather not associate, eat the matchmaking lock -OR- AFK (which is a reportable offense). I don't think that's reasonable.
    6 comments 82 views last activity
  • I want to know if I should hold off on prestiging before the change for this reason, but I'm not aware if this question has been answered yet.
    2 comments 41 views last activity
  • For me, as a killer, if I hear ridiculous flashlight spam (like a playing card hitting the spokes of a bicycle wheel), or catch bags of tea multiple times mid-chase, the survivor rule book goes out the window. I will tunnel and camp that person to death -- blood points, grades, and MMR be damned. On the flip side, since I main killer I tend to be much more understanding. I don't instantly cry tu
    1 comments 21 views last activity
  • When my MMR gets too high, I often run into entire teams of complete #########. The frustration that comes from being outplayed can be kinda rough, but I've never found it unmanageable. What quickly becomes unmanageable is being outplayed by people that have the sportsmanship of eight-year-olds: incessant flashlight clicking, waving, teabagging, and holding the game hostage by not completing the
    5 comments 131 views last activity
  • A Hex rooting its power on hope. The false hope of Survivors ignites your hunger. Each time a Survivor is rescued from a Hook when you are at least 24 metres away, Devour Hope receives 1 Token : 2 Tokens: 10 seconds after hooking a Survivor, gain a 3 / 4 / 5 % Haste Status Effect for the next 10 seconds . 3 Tokens: Survivors suffer permanently from the Exposed
    0 comments 11 views last activity
  • SLENDER SICKNESS POWER The Faceless exists in an ethereal plane. It cannot walk or rotate except when using the Teleport ability. Survivors within proximity to The Faceless and looking in its direction while it is looking in theirs and it is not Teleporting will be overcome with Delusion over a short duration. As Delusion gains progress, The Faceless will become visible to the Survivor and they
    5 comments 81 views last activity
  • When the exit gates are powered, Hex: No One Escapes Death activates a dull totem with empowered Hex effects, one effect for each of your chosen Hex perks whether or not their totems were cleansed, and makes all remaining dull totems appear lit to Survivors. The empowered effects persist as long as at least one Survivor has been on a hook in the past minute and Hex: No One Escapes Death has not b
    5 comments 51 views last activity