goldseeker22
goldseeker22
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- goldseeker22
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@PolarBear said:
https://forum.deadbydaylight.com/en/discussion/comment/827840#Comment_827840
Probably would, just something I made up on the fly.
if that comes in. it should be an ultra rare offering. and only capped to 1 extra generator. it than also should have a killer offering to remove 1 generator. only fair. but no perks. and defenitly not stacking.
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@chieftaco said:
https://forum.deadbydaylight.com/en/discussion/comment/662598#Comment_662598
as long as your game is full of survivors that don't save you will continue banging them up or depipping with them, ez pz.. :)
stealth players don't save without the perfect opportunity, and runners don't want stealth players to save them even if they get the opportunity to :) you'll be cashing it in..
if they're SWF the one on the hook will probably tell them not to save & the entire team will gen rush & depip with you, so it's like the perfect world rn for it :)
rank doesnt mean anything now anyway.
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oh since today im all for camping. infact ive been doing nothing but camp for the last 6 games. been getting good ammount of kills.
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- nurse
- spirit WITH the purple addon
- nea
- claudette
- meg
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@Rydog said:
https://forum.deadbydaylight.com/en/discussion/comment/662303#Comment_662303
Build Borrowed Time into survivors, and provide a stacking permanent speed boost to generator repair speed while the killer stands near the hook. No tunneling or camping allowed.
I know this (by which I mean this and my OP) is probably an idea with a lot of potential holes and problems, but the emblem system is in dire need of simplification.
u seem to make the mistake of assuming there is a fix for camping that way.
the ONLY thing that fixes camping. is making it less worth it for the killer than not camping.
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@MegaWaffle said:
I have not noticed anything myself but its possible you could be experiencing a bug?yea could be. if it was only 1 game. it issnt.
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@projecteulogy said:
No.-Killer's are the host
-Not all survivors who DC are being toxic
-They're already punishing quittersWhy are you just black balling survivors? Today alone ive had multiple killers quit at rank 1-2. Its already hard to find games as a killer beyond rank 10. Why are you trying to make it THAT much harder for us to find games man...
wait they punishing? no they not. they are punishing when survivors quit % ammount of games. every time a survivor has a bad match they quit. every time they dont (wich is most of the time) they keep playing.
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or how about a clear. HELL NO emote. u know.. litterly every survivor telling the killer to come to them.
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@powerbats said:
@goldseeker22 said:
- im complaining about gen tapping cause the major problems are OBVIOUSE and already spoken off all the time.
- if they blow up the generator from gen tapping. then ur dealing with a bad survivor. gen tapping is working on generator and stopping befor a skillcheck CAN EVEN APPEAR.
- survivors not paying attention around them when litterly not having to pay attention to skillchecks is ALOT more likely then survivors staring at a generator wile knowing there wont be a skillcheck. this statment of survivors not paying attention. is just outright wrong
- on any of the smal maps. there arent alot of small maps. we talking about a problem that can happen on all maps. specific maps issnt a reason not to change it.
- if survivors gen tap without you having ruin. ur either dealing with troll/noobs or you outright lie. cause nobody gen taps if they didnt see the skillcheck yet.
Most people don't seem to have an issue with it since it isn't very effective and takes way longer.
So what, they stop before the skill check, they lose out on bonus points for continuous action. They lose out on bonus points for hitting good or great skill checks. They also can still get a skill check to appear which will cause a blowup to occur because they tap.Finally they take forever to do a gen sometimes 3 or 4x as long.
No survivors not paying attention while gen tapping is true and you know it, I've seen and caught survivors gen tapping. They're so busy gent apping they don't pay attention to anything else. There's streamer videos out there of gen tappers being caught. Just because you don't like facts doesn't make them false.
I never said it didn't happen on large maps, I stated a specific scenario that'd cause me to move on from that gen. The map size has no bearing on the issue at hand, just your use of it for your argument is.
Ok where to start since you obviously have no clue what you're talking about here. The gen tapping happens at rank 1 even without ruin because some people don't want to do the skill check. It's commonly understood by most here that there's people at low ranks that don't belong there.
1.ur "most people" is your opinion
2. if u still get skillchecks wile gen tapping. ur holding it down too long. the very reason for gen tapping's existance is that u dont get skillchecks.
3. survivors not paying attention is just a lack of skill. if u experience players doing it at high rank. ur talking about people that dont diserve high rank.
4. u stated that killers can patrol generators fast enough. not on large maps they cant.
5. yes people dont want to do skillchecks with ruin on rank 1. cause they beleave its faster than doing the skillchecks. why els would the so called most skilled survivors. gen tap. they dont care about the bp. cause its not worth it. speed is worth to them. -
@Terrortot said:
I have been slugging the third and going for a hook on the last since i saw streamers doing it, extremely effective for getting 4 hooks dont need deerstalkerplay doctor. just get the 3rd survivor to madness 3 for the tracking. and all u gotta do is find the 4th. get him to madness 3 befor attacking so he cant heal the 3rd
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@PhantomMask20763 said:
Ok you know what I'm sick of seeing all these threads asking to punish the killer for camping and I propose an idea to help stop it. How about instead of punishing the killer for staying near we reward him for leaving. Maybe give him a slightly faster movement speed for like 10 or 20 seconds or maybe more bloodpoints for staying away from the hook. That way the killers will only camp when it's necessary which is basically when the survivor is hooked right next to an open door and his teammates are really close. There we reward the killer for leaving and if they stay at the hook they gain nothing extra no punishments and no reward except that one kill that they get for sticking around. Also to everyone saying theres no counter to camping just focus on the gens and save if you have borrowed time. There a simple solution to help stop camping. If you have any feedback I'll be happy to have a friendly discussioni understand what ur saying. i totally agree. however u gotta look at it from a slightly diffrent angle.
the best way to prevent camping. is makeing sure its not worth MORE than leaving the hook.
the diffrence... if it takes a killer 3 minutes of chacing 1 survivor. he doesnt want that survivor to be unhooked and fully healed within 30 seconds.
this is the main reason when i camp. it taking so long to catch someone that is experienced only for him to get free in no time.in other words: looping is what causes camping.
and looping happens cause its fun and rewarding for survivors. 1 change could be that its no longer rewarding as much. -
@powerbats said:
@Mister_xD said:
oh, you didnt know?
killers using exploids (like the clown gaining speed while always hitting the reload button over and over again): will be fixed within a couple of days / a week.
survivors using exploids (like gentapping): might get fixed after (how long does that exist? oh yeah....) two years.Because it's such a major game breaking exploit that it requires instant fixing. If you have to use gen tapping as an excuse then you've got more problems than the gen tapping.
It's very rare I see anyone gen tap and when they do quite often they blow the gen up and or they get found by the killer paying attention. While they're busy gen tapping I and the others are powering through gens and laughing at them.
Then we usually have to go rescue them off the hook because they're so focused on gen tapping they don't notice the killer about to nail them.
On any of the small maps that have confined gen areas and someones doing that I'll leave because I know the killer will get them soon.
As a killer I love it when people gen tap especially when I don't use Ruin because they're not paying attention and it's a free Ruin effect.
- im complaining about gen tapping cause the major problems are OBVIOUSE and already spoken off all the time.
- if they blow up the generator from gen tapping. then ur dealing with a bad survivor. gen tapping is working on generator and stopping befor a skillcheck CAN EVEN APPEAR.
- survivors not paying attention around them when litterly not having to pay attention to skillchecks is ALOT more likely then survivors staring at a generator wile knowing there wont be a skillcheck. this statment of survivors not paying attention. is just outright wrong
- on any of the smal maps. there arent alot of small maps. we talking about a problem that can happen on all maps. specific maps issnt a reason not to change it.
- if survivors gen tap without you having ruin. ur either dealing with troll/noobs or you outright lie. cause nobody gen taps if they didnt see the skillcheck yet.
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@Brady said:
You do realize that barely happens right? And it takes nearly twice as long to gen tap. Everyone in high ranks just pushes through lol we aint dumband do you realise that just doing a generator normally and not hitting great skillchecks at all. makes it take even longer sometimes? also it makes some players search the totem. wich then EVEN LONGER to finish a generator.. gen tapping is an exploit. its hated for a reason. just saying that its ok cause its twice as long. issnt a good reason.
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@Master said:
All survivors that relied on gentapping as a crutch instead of learning how to hit skillchecks would go insane after this gets implemented. Ofc the devs will never consider that^^they just made a full counter perk to obsession. to ds.
the devs are slowly starting to learn that survivors are overpowerd and are slowly balancing.
if u think a current exploit wont be fixed just cause survivors would complain. ur in for a wakup call -
getting hit by every single pallet ever oh the exit gates are already open.
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@projecteulogy said:
@goldseeker22 said:
@projecteulogy said:
you cant warp with pallets anymore. But looping is still an issue with structures, not so much pallets and the same vault points.pallet looping is still a problem. yes time is reduced. but most maps still make it last all game. baboozle becomes required and still doesnt solve the problem.
I agree. There's problems on both sides, but finding a way to fix the looping issue without bamboozle which still doesn't fully solve the problem anyway is still needed. The problem isnt really the pallet drops. Break them and move on. The issue lies in the structures themselves. It should be more about hiding and evasion than looping in one spot over and over.
u dont seem to understand the problem of a pallet loop. the problem issnt the breakable pallet. its the non breakable pallet. the one that is not dropped.
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@Lockheart said:
Bamboozle is for windows, not pallets, I thought?Also, break the pallet or walk away if you're going to get looped. 90% of loops are the killer's fault.
i disagree on the walk away. in high rank. everyone can loop. simply chosing to walk away will only cause the killer to waste time more.
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@projecteulogy said:
you cant warp with pallets anymore. But looping is still an issue with structures, not so much pallets and the same vault points.pallet looping is still a problem. yes time is reduced. but most maps still make it last all game. baboozle becomes required and still doesnt solve the problem.
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there is only 1 way to truly fix camping.. make it not worth more than looping. besides that. surivovrs shouldnt be an ass.. even if u give massive penalty to campers. they will still camp.
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just leave the game befor it triggers.
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opinions are always conflicting. but if u look at the following ones.
survivors genrush. both because and causes the 3 gen strat for killers.
survivors loop because and causes campers (and is more fun for survivors)
swf survivors complain about killers dodging matches so often. meanwile they communicate the entire game saying exectly what the killer does and what they do. -
@Spectre_UK said:
A lot has been said recently about DS and I agree I hate the perk it should be changed or removed but what about NOED the Killer's own version of DS it lets a lot of unskilled Killers do way better than they should and if they won't remove NOED how about a Nerf at the moment it is basically 3 perks in 1.1 shot down, 8% reduced cooldown on successful and missed attacks and a 4% speed increase.
How about don't make it a totem perk and give the Killer a 3/4/5% speed increase for the 3 tiers of the perk for 2mins or time can be adjusted after the last Generator is popped the same as Hope for Survivors then it isn't OP and allowing all these unskilled Killers to be carried by a single perk just the same as Survivors who run DS.
lets look at it from another angle.
ds. 1 time use perk. only brought my those that are communly hitting the skillcheck. saves u from the grasp of the killer.
this means. u got found by the killer.. u have been chased. u attempted to lose the killer. got caught. and than u could use ds. if u managed to hit it or not. getting hooked is only 1/3 the way to death.
now lets look at noed
only works at the end of the match. can be prevented by cleansing all totems befor that moment. can be broken when active. downs a survivor instandly afther the killer find them.. chases them. and manages to hit them. this does not guarentee a hook. u still got ds. or u might.the ONLY upside to noed. is being able to be used more than 1 time IF survivors didnt kill off the perk yet. and IF the killer manages to find a 2nd survivor befor they cleanse the totem.
now just what part of noed. does seem OP to u.
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really? u complain about ruin and noed? lets look at the survivors.
selfcare. ALL THE TIME.
sprintburst 9/10 survivors
ds. almost atleast 1 in every game.
dead hard. almost always 2 in every game.yet u complain about perks that u can break?!
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they just need to make sure the ultra rare doesnt glitch.
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@Master said:
Because they dont want to play against you, the reason for that could be- ping
- swf
- too many items /specific items
- toxic names
- spamming ready up
- legacy
- twitch/youtube plebs
- not readied up till 15 sec mark (quickswitching)
- known survivor (blacklist or sth like that)
Maybe I forgot sth, but thats the usual reasons
only thing u forgot is knowing the name.
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@Black_Fence said:
@Lowbei said:
yes and its always been awesomeYes as in it is "Glitch abuse" because I recorded it and if so I will report it. I am not a noob and got my whole team out but I had never seen it before so I recorded it.
- its not a glitch. she is able by choice to do that.
- if u havent seen or heard the nurse in a wile. u should expect this.
- u hear the nurse charging. u get a second to stop touching M1
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@SasukeKun said:

Sorry but all these detection perks for killers make hiding almost not an option. I see the point but still stand by the opinion, don't think it's ever fair to see auras every 2 seconds...Survivor or Killer
ok.. how about u give us an idea on a new perk that makes killer leave the hook. cause thats what bbq does.. getting bonus points + knowing where to go next. u give us a good replacement that we will actually use.
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@ItsDaEmuDood said:
how is it op? it requires survivors to be greedy. say u see a lit totem. but u dont notice any effects from any other hex perk. if u chose to break it. its a risk. maybe % needs to be lower. but i feel like its a great idea
It doesn't really matter if it's lit or not. Cleansing totems is kind of an instinct for Survivors, especially if it's lit. This is a good reason Hex totems don't reveal which perk they're tied to until they're gone. It's pretty much a guarantee that a Survivor who sees a lit totem will cleanse it unless they are in some kind of chat with the Killer, are asked not to break totems, and something super unlikely. But, the perk itself would be pretty overpowered, seeing as there's no time limit to the slow, so the values should be balanced to 5%/6%/7%, like the Killer's version of Hope. Also, I think a new name would fit it well.
the idea for the name comes from: trick or treat. insted of survivors getting what they want. they dont.
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@Orion said:
@goldseeker22 said:
@Orion said:
@goldseeker22 said:
@Orion said:
If I'm not mistaken, Doc's test subjects didn't really survive the treatments.who says he is done testing?
The Entity.
and u beleave that the devs wont ever change their story?
I don't see why they would, given the seamless integration of the lore into the game's mechanics.
i can garentee you aslong as they are capable of making a story related to another character. they will tweak these kind of things. for the sake of saving effort
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disagree. wile ago the devs stated that they liked the idea. and totems stand for: high risk high reward. wich is exectly what this perk would be. survivors shouldnt have to interact with it
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@Orion said:
@goldseeker22 said:
@Orion said:
If I'm not mistaken, Doc's test subjects didn't really survive the treatments.who says he is done testing?
The Entity.
and u beleave that the devs wont ever change their story?
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@Dabrownman1812 said:
Dabrownman1812 said:
goldseeker22 said:@Dabrownman1812 said:
The movement speed penalty is hell no lol, really op and not coming in the game for sure lol. Some op perks but good ideas
how is it op? it requires survivors to be greedy. say u see a lit totem. but u dont notice any effects from any other hex perk. if u chose to break it. its a risk. maybe % needs to be lower. but i feel like its a great idea
Anything that permanently hinders any or all survivors with little downside is op for obvious reasons. Also, devour hope is lit before you notice it's affects same for hex third seal or hex ruin and lullaby if you don't touch a gen. So yeh.
I play killer so I'm not just sounding like a salty survivor, permant unremovable status is beast unless there's a condition. Noed has a condition when killer is already at a disadvantage even before it became a hex
the perk wouldnt be op. it would teach survivors to check out wich totem it might be. insted of blindly cleaning all they see. the major downside of the perk. is if u get a map where its not ever found. than ur practicly playing with 3 perks. the perk needs to be powerfull. since its biggest weakness. is survivors not interacting with it.
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@Dabrownman1812 said:
The movement speed penalty is hell no lol, really op and not coming in the game for sure lol. Some op perks but good ideashow is it op? it requires survivors to be greedy. say u see a lit totem. but u dont notice any effects from any other hex perk. if u chose to break it. its a risk. maybe % needs to be lower. but i feel like its a great idea
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@Orion said:
If I'm not mistaken, Doc's test subjects didn't really survive the treatments.who says he is done testing?
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@Visionmaker said:
Runiver said:Not sure why you want to nerf a perk that do not require a nerf in the first place.
It needs a change. No perk should be near mandatory. BBQC is undeniably one of them.
its not mandatory. its the best way to gain bloodpoints. why els is: we are gonna live forever being played by people at all.. no benefits besides bloodpoints
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@SadonicShadow said:
Stream sniping is indeed bannable but like Runiver pointed out it is almost impossible to prove it unless the person is stupid and admits to doing it. I dont have any sympathy for streamers that get sniped tho. There is plenty of counter measures that can be taken and the ones that are lazy and don't well that is their fault. A good start is not putting your twitch name as your actual steam name and having a link to your twitch in your profile description.what about people that put twitch in their name? they know the killer can see it. issnt it basicly an invitation?
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@Skrill0x said:
@goldseeker22 said:
im sorry. i didnt read. but there is 1 change that buffs freddy without touching him.selfcare no longer wakes u up unless u use a medkit.
to balance. sabotage wakes u up if u use a toolbox.but selfcare wakes you up if you just fail a skillcheck...
and that is too powerfull. selfcare is used by everyone. wich makes everyone have a very easy counter to freddy.
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if survivors need buffs for new players. than nurse needs buffs for new players.
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im sorry. i didnt read. but there is 1 change that buffs freddy without touching him.
selfcare no longer wakes u up unless u use a medkit.
to balance. sabotage wakes u up if u use a toolbox. -
@SadonicShadow said:
@goldseeker22 said:
@SadonicShadow said:
@goldseeker22 said:
disagree. selfcare is a VERY powerfull perk. used by most people. it needs to be nerfed to the point that many dont find it worth anymore
ur sugestion doesnt fix the problemI dont think any perk should be nerfed to the point of uselessness. Every perk should be viable. I do agree that selfcare does need a nerf tho and the ones that the devs have planned is perfectly fine. I would have preferred something more in depth to the changes but what the devs are going to do will work good. Survivors think it is the end times all of a sudden and i dont know why. The change the devs have planned is not hard to work around.
i think they wont nerf it enough. balance issnt when the perk is good enough. balance is when players are starting to concider to bring something els insted
What i personally liked the idea of was selfcare applying a no mither effect. The self heal itself will stop grunts of pain and drops of blood but you will still go down in one hit. To be fully healed you would need to find a team mate or a medkit. Then with that iteration of selfcare buff the self heal with a medkit to the point a brown medkit can give you 2 full self heals. Selfcare would still be a useful perk but if you want good heals you need to bring a medkit.
now there is something i can agree on. atleast than u still require teamplay to heal.
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@Kamsko said:
I really like the idea of survivors needing to give something to destroy the totem (iteration 1)agree as everyone has always stated that.. hex totems are extra powerfull. thats why they need to be breakable.. so giving up one of ur own perks. should still be in advantage for the survivors
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it effects window?
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@SadonicShadow said:
@goldseeker22 said:
disagree. selfcare is a VERY powerfull perk. used by most people. it needs to be nerfed to the point that many dont find it worth anymore
ur sugestion doesnt fix the problemI dont think any perk should be nerfed to the point of uselessness. Every perk should be viable. I do agree that selfcare does need a nerf tho and the ones that the devs have planned is perfectly fine. I would have preferred something more in depth to the changes but what the devs are going to do will work good. Survivors think it is the end times all of a sudden and i dont know why. The change the devs have planned is not hard to work around.
i think they wont nerf it enough. balance issnt when the perk is good enough. balance is when players are starting to concider to bring something els insted
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if they are to buff the rate of selfcare. to "balance" the nerf that they put in. than that just makes it more unfair
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disagree. selfcare is a VERY powerfull perk. used by most people. it needs to be nerfed to the point that many dont find it worth anymore
ur sugestion doesnt fix the problem -
@Master said:
@goldseeker22 said:
@Mike_Steele said:
@Master said:
Sorry to say that, but the 1st one is a really stupid idea.
First of all, doesnt stack, so additional offerings are wasted?I mean, there's the Shroud offerings... and pre-game chat. Also, conflicting addons are returned to a random player.
The second one is not that bad.
besides. if u look at the offering for darkest moon. there is a limit to those aswell. and yes. ingame chat should be used for that. lastly. i did say first offering was risky.
Darkest moon was removed from the game because it was a bad offering, just saying

Good luck coordinating with your team in the pre-game chat, during the red envelope event I tried that and half of my team was always afkthose that dont communicate wile having the option to diserve a bad outcome. dont prevent something based on the few
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@Grey87 said:
Not all swf use voice chat though so...nah.most do. why should we base balance on the minority?
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@Mike_Steele said:
@Master said:
Sorry to say that, but the 1st one is a really stupid idea.
First of all, doesnt stack, so additional offerings are wasted?I mean, there's the Shroud offerings... and pre-game chat. Also, conflicting addons are returned to a random player.
The second one is not that bad.
besides. if u look at the offering for darkest moon. there is a limit to those aswell. and yes. ingame chat should be used for that. lastly. i did say first offering was risky.
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for starters. nothing of this was ment as screaming. the lines in caps are somehow created in a way i dont know. i posted this on the steam forum. realised forums were being moved. so copy/pasted it here. somehow the caps are linked to lines i placed seperating each content.
and to clarify. im not angry at the devs. im mentioning what i understand is miscommunication. example. when a poll was made wich of 3 killers to give a rework. most votes went for doctor. soon aftherwards a change was made to the wraith. this led to assume peopleall 3 killers in the poll we gonna get reworked. just the poll chose what order. this was a miscommunication as ive heard a dev say that the hag (wich was in the poll) will not get a cube. again. this is miscommunication. wich is what im trying to make clear with half of this thread