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t3hp0larbear

t3hp0larbear

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t3hp0larbear
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  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/631100#Comment_631100

    I find that happens when you paste something from elsewhere. I've never had it happen randomly, only while copying and pasting.

    Nono, I mean, the stylesheets for the forums have the post entry box's font weight always bold. i.e. typing something in a fresh blank box, selecting some of it and hitting the bold option has no visible effect only while you're writing or editing a post.

    The formatting works when the post is submitted, but while writing I have no way to know if text is actually bold.

  • Minor gripe I've had for a while: why does the textbox for a new post have its font forced to bold? On the occasions when I use the text formatting, I can never tell if I marked text as bold or not until after I've posted.

  • Lately I'm trying to get better at chases and pallet loops. I'm typically running:

    • Adrenaline - gives me a little extra confidence to run a killer while 1 generator is left.
    • Dead Hard - mainly for closing the distance to pallets or windows when milliseconds count.
    • Bond - gives me a chance to divert my path if I'm about to run the killer right at some teammates.
    • Spine Chill - Ghostface, Shape, Pig, Spirit, and Wraith counter, also for determining if I should bail on the generator I'm working on when the terror radius starts up.
  • @Yamaoka said:

    Where's Leatherface? I only see Laurie Strode and a big ass Claudette 🤔

    Claudette confirmed for next killer

  • @Carlosylu said:

    I know the feels, stick to SWF... That's the only way to prevent dumb teammates...

    https://www.youtube.com/watch?v=k_paji5yjpI

    This literally just happened to me. Fractured Cowshed, Bubba finds me in the first like 5 seconds, I go down, teammate rescues when he's right there and takes us both down.

    He took pity on me and let me do a couple gens and get the hatch.

    I really needed that after my month-long losing streak.

  • @Ham_Lord said:

    Communicating with your team on voice coms is "cheating" to some people? Lol. It's pretty standard I would imagine. The only cheesy thing about it is when you have someone with object of obsession giving away your location to the entire SWF group all game; but you can tunnel them into the floor so there is that (unless they are all running it!).

    In a game where in-game communications are limited to "go there" or "come here" gestures, the intent was for survivors to be running blind as to what everyone not immediately next to them is doing. I still say knowing that the killer is chasing someone takes a lot of the risk out of committing to an action and suspense out of the horror aspect of the gameplay. But SWF just throws that out the window anyway, might as well give solo queue players a similar buff.

  • @DocOctober said:

    And what's the point of this post other than to complain about something you cannot control?

    Sometimes people just gotta vent. vOv

  • There's a little variation in the definition of what tunneling is.

    There's the kind of tunneling where a killer fixates on the first survivor they find and won't disengage until that survivor is downed. This leads to penalties for the killer as chasing one survivor for too long means you aren't earning BP; it takes your pressure off of the map, which means less ranks in the Gatekeeper emblem; and less ranks in the Chaser emblem, as you earn ranks in that emblem by finding survivors, hitting them, and downing them in as little time as possible. A good killer needs to know when chasing a certain survivor isn't worth the time sink, thus when to break off and disrupt other survivors to exert pressure on the map.

    There's the kind of tunneling where a killer fixates on a survivor that's unhooked, to down them and put them right back up. This is what most survivors complain about because, all salt aside, it's objectively not fun to be on the receiving end of it. The tunneled survivor has literally no control over the situation when a teammate greedy for altruism points or WGLF stacks and without Borrowed Time rushes up to save them while the killer is within spitting distance. They're getting punished for a teammate's bad decisions, sometimes ending up losing rare items or offerings and not really getting to benefit from them.

    Thus, fixating on one survivor for too long has the potential to either ruin the experience or screw players on either side out of progressing via emblems or BP.

  • @blak3tgen said:

    With the show Supernatural coming to an end with its 15th and final season. I would absolutely love to see the addition of Sam and Dean Winchester to the game. When Ash came into the game I was hoping they would add more characters from shows.

    https://us.v-cdn.net/6030815/uploads/864/HYSKUND4M9J7.jpg


    Oh, hell yeah. Either Winchester brother is an awesome fit for the universe, and given that both of them got sent to Hell at one point or another in the series, they have an exit point right into DbD's lore from their own.

  • The survivor dailies aren't too bad, it depends on the day. There's good days and bad days.

    Honestly I wish the game would stop giving me killer dailies. I'm in a house with shared wifi as my internet connection so I don't have the bandwidth and connection reliability to play killer until dedicated servers come out. Survivor games go fine, but every time I try to play killer lately, matchmaking takes forever and someone always drops while loading.


  • @RaginRendon said:

    https://forum.deadbydaylight.com/en/discussion/comment/587236#Comment_587236

    It won't take the suspense away at all because the killer will be able to see what the survivors are doing as well, making the survivors feel less safe whenever their doing a certain action.


    I beg to differ. The suspense comes from uncertainty of knowing exactly what anyone else that you can't see is doing, and in certain contexts the detailed information can give either side an unfair edge over a situation.

    The game starts, and within the first 20 seconds, you see your teammate is already in a chase.

    Well, now you know that you can just do whatever and there's a good chance that if you hear the killer's terror radius, you don't have to worry about dropping your action and evading the killer because the odds that the killer is going to come investigate where you are are slim to none. This makes it all the more easier to gen rush, given that the chased survivor is good at routing and positioning and can survive for longer than 15 seconds, and makes perks like Spine Chill even more powerful than they currently are.

    A killer approaches a generator. The generator is partially repaired, but nobody's status indicates that they stopped working on anything. They move on to another one, this time two peoples' statuses flick off from objectives to idle, and the killer knows almost for certain that they hit a jackpot and will search the area thoroughly. This takes risk out of a killer's decision to search a generator that has progress and isn't in regression. Also, this renders Whispers and Urban Evasion almost pointless, as Whispers now relays less useful information than the status HUD does, and the odds of successfully hiding from a searching killer by matching their movements with Urban Evasion around an obstacle decreases significantly.


    @Lametart said:

    https://forum.deadbydaylight.com/en/discussion/comment/587236#Comment_587236

    Hunty... im in rank 6 & when i get downed I see the survivors running around, crouching (while being on the complete opposite side of the map) or they leave gens to come unhook me the SECOND I get hooked... mind you they're also in purple ranks/red/green ranks. WITHOUT Ruin being active/existent.

    Like.....

    https://us.v-cdn.net/6030815/uploads/597/2F0R73V5O0DB.gif


    Let's be real, survivors with that much lack of game sense won't benefit from a detailed status HUD.

  • In terms of flavor/worldbuilding, I love the idea.

    In terms of gameplay and the meta, the devs would need to be extra careful to prevent causing a paradigm of "good/bad" survivors, and given how the numerous tweaks and balance changes over the years have made it obvious the game's meta is held together with rubber bands and a prayer, it would take a lot of work to figure that out.

    Now, if this game had more secondary objectives or different types of trials, it would be a bit easier.

  • Personally, at most I'd like to see this implemented as a training wheel for anyone between ranks 20-15, when everyone is still learning how the game works or getting back into it after not playing for a while, similarly to how the loading screen tends to give away who the killer is with a tip when you're at lower ranks. At rank 15 and higher, the status HUD shows as it does now.

    Even though SWF groups have the benefit of communication via voice chat, I really feel like knowing what your team is doing at any given moment from anywhere on the map takes away from the suspense that this game is supposed to carry with it. I think the solution should be something along the lines of letting killers opt-out of SWF matches.

  • Thanks for Spine Chill, Ghostface = pointless

  • Honestly, I feel the Small Game perk works better for this. The map with the cord has the potential for false positives (because it will now pick up generators, hooks, totems, and traps if the Trapper is the killer in play) so when you see that Map Scout event pop up, you either have to investigate manually or burn some map charges to confirm that you found a totem.

    With Small Game, the only time there's a false positive is if the Trapper or Hag set a trap within range, which is much more useful info.

  • Ever since I learned Bill was in the game, I've pondered how that worked, and what I imagine is that in the case of a person who was in their final moments when the Entity took them, the Entity took their consciousness/soul as it left the body. If I recall right, in Left 4 Dead canon, Bill was basically pulverized by three Tank-type special infected, and you can find his body during "The Passing" in L4D2, in the room immediately to the right of the elevator you descend which kicks off the finale sequence of the campaign - seated slumped in front of a machine with a massive pool of blood around his body.

    And for Bill, Tapp, and Amanda, the lore that explains their origins in the Entity's realm says they were already terminal by the time they were taken, so as not to interfere with or contradict the source canon.

    So in the case of these three, I see an actual escape going one of two ways:

    1. They are cast into limbo as their consciousness has no logical place to go.
    2. They awaken in an alternate version of their reality where they haven't experienced the circumstances leading up to their death, and are forced to either relive it, or correct their mistakes.

    In a more humorous light, wherein there's no segregation of gameplay and story, if Bill escaped, he'd just appear in a closet I guess. Probably after Ellis, Nick, Rochelle, and Coach leave the bridge. :P

    https://www.youtube.com/watch?v=5F6FtU72pOw

  • Because Billy can sprint completely unhindered across the map from anywhere to anywhere on demand, right? Because there are no obstacles to steer around or anything?

    If you got chainsawed from across the map, that's your fault for playing right into the killer's predictions.

  • Bill's voice actor is the worst by default because they couldn't get Jim French or use recycled vox clips from Left 4 Dead %-)

  • Yes, and on top of that it would further encourage direct confrontation with the killer which this game isn't supposed to be about.
  • I hated The Doctor's jumpscare imagery BS whenever your Madness level increases or you fail a Snap Out Of It check the first handful of times I encountered the Doctor. Lately I've been desensitized to it tho.
  • Simply put: NOED is annoying and that is why.

    Personally, I don't hate it. It's an unpleasant surprise, especially if you busted your ass to survive the trial you're in. But really, I've only been paying this game since last August and by now I've accepted it as one of the many occupational hazards of being a survivor. If the gates are powered and nobody has been hit since then, I automatically assume that NOED is in play and don't stick around to find out if it is or not. Breaking dull totems doesn't take much time at all and I generally stop to do them as I encounter them throughout the trial.
  • Amen.

    Toxic is a survivor taunting via teabagging or flashlight clicking after every pallet stun or blind. Toxic is a killer rubbing in their hook by spamming their attack on a hooked survivor. Toxic is holding the game hostage for the express purpose of needlessly asserting some sort of faux superiority over the other side. Toxic is going into the post game chat and dropping verbal abuse in the chat.

    All I see on this forum about "toxic" gameplay is people whining about getting outplayed, or repeatedly encountering the same "cheap" perk builds and refusing to adapt.
  • Blueberry said:

    I don't dislike NOED because I think it's unfair, I think it's totally fair. The survivors have the full opportunity to cleanse the totems ahead of time. I dislike NOED because it rewards killers for the survivors being greedy, not because they actually played well. It gives kills that they didn't earn. I think we'd be shocked to see the games kill stats if all NOED downs were taken out of that data.

    That's kind of a self-contradiction. If the gates are powered and a survivor makes the conscious decision to screw around or go for a hook rescue, knowing full well that it's possible that NOED could be in play, that's a risk they take. And if they get caught and one-shotted, that's their own fault.

    In this situation, NOED is more about punishing a cheeky survivor. Rewarding the killer with a so-called "unearned kill" is a side-effect.
  • A view I saw that made sense to me is that Rank isn't necessarily mapped to skill, it's supposed to be mapped to how current your knowledge is of the gameplay.

    Because of how nebulous the definition of a "win" and "loss" can be with this game from match to match, getting pips and ranking up is an indicator that you were able to play the game to further your objectives against the other side.

    So let's say you put the game down for a couple seasons and then come back to it. You're going to be rusty - yeah there's a lot that's like riding a bike, but you will likely have forgotten finer points that help you outrun the killer or secure your kills. Maybe a few patches have come out that altered small things that end up throwing you off? Maybe a new meta was discovered?

    And sure it feels like a kick in the balls to see your rank decrease arbitrarily, and yeah that doesn't fit my "getting rusty" narrative above, but people who are still playing will easily get their rank back up while people not playing remain there.
  • I worked hard for a 4K once on a Coldwind Farm map a while ago, the survivors were decent at loops and mind games, I'm not the best killer and I think I was playing the Trapper then? They gave me a literal run for my money and I think I took one or two down before the exit gates popped. NOED activated and I cleaned up the rest.

    At the end I think everyone had well over 15k BP without multipliers, I had three iridescents and a gold emblem and the first thing out of one of their mouths was "I'd use NOED too if I got ######### on that hard."

    It's nothing particularly wild but it's the saltiest response I ever got to a win as a killer.
  • Just bad luck, my dude. Plenty of that, bad timing, and poor decisions all around in this game.
  • It's a moot point in any case. If you're the last one alive then you're dead and you lost the key. If you're saved and make it back you have the key.
  • Coriander said:

    I can't edit my post for some reason, but what would even be the point? Does it deny Survivors some advantage? Wouldn't it negate Bloodlust (in case you needed it?)

    The Deep Wounds status effect gives the affected survivor a bleed-out timer that only ticks down when they aren't in a chase. Strikes made during Feral Frenzy trigger this effect.

    The idea behind this was that any survivor that escapes from The Legion has X amount of time to stop themselves from bleeding out into the dying state and hope they aren't found again so quickly. So, moonwalking ends the chase by the game's definition because the killer doesn't have line of sight to the survivor for a couple seconds, and so Deep Wounds starts ticking down... while the survivor is still being chased by the killer in the literal sense.

    It's cheesing the game mechanics for sure and I don't like it, but unless BHVR reworks Legion or redefines how the game engine defines a chase, it's just another strategy you'll need to expect to see out in the fog.
  • The issue here is that everyone against tunnelling is making the mistake of assuming a killer won't do it.

    On the occasions I play killer, if someone is ballsy enough to unhook a survivor without making sure I'm preoccupied with something else, of course I will go after the unhooked player. It is the killer's job to kill the survivors and the unhooked survivor is an easy target. If someone is going to make the mistake of doing a potentially unsafe hook rescue, then I will punish them by denying them the BP and emblem progress for a safe hook rescue.

    The only anti-tunnel strategy that will work is to adapt your strategies according to how the killer plays. If you're insistent on saving people no matter the cost, then bring Borrowed Time and We'll Make It. Bring a flashlight and Sprint Burst/Balanced Landing and be the one to attempt to draw the killer away from the hook at bait so your teammates can attempt a safe rescue.

    And I am a survivor main, been playing as one for 6 months with the occasional killer game because of dailies or because I'd like a brief change of pace. Of course I get annoyed when I get camped or tunneled, but when it happens I'm mature enough to realize that the only things to blame are bad luck, lack of foresight, and poor decisions on my part or my rescuer's part. In a trial, the killer is not your friend by any means and assuming they're going to play by some code of honor is how you set yourself up for a frustrating loss. It's nice when a killer passes up on an opportunity for an easy kill but nobody is obligated to give other players BP or emblems out of fairness.
  • Master said:

    @JohnTed said:
    Only toolbox and kit are practical. Key and flashlight depend on luck. And the map is completely useless.
    More items can make the game more fun, diverse and various.

    Flashlight and key are luck? Are we playing the same game?

    The flashlight requires the killer to take your pallet bait for a pallet blind, or for you to be right there when another survivor goes down. The key requires you to find the hatch before becoming the last man standing.

    Whether you end up in those situations or not is entirely luck, and I don't necessarily mean RNG game mechanics luck, I mean the natural entropy of just how things go. You can increase the odds that the flashlight is useful by playing for Evasion emblems rather than Lightbringer, and even that relies on the killer choosing to give chase to you and whether or not they're smart enough to face a wall before picking up a downed survivor.

    The same argument could be made for every other item, but the odds that you'll actually use a toolbox or medkit in a trial is greater than any of the other items because there are more opportunities to use them.
  • There's Always an A-Hole on the Internet.

    Report these types using the in-game report feature and just walk away. Don't waste your energy wondering why they act like they do, or trying to reform them or whatever, you'll just tire yourself out. If they offend enough people then hopefully the reports will stack up and Behavior will drop the hammer on them for it.

  • I'm a survivor main and frankly seeing the rest of my team stick around after both gates are open leaves a bad taste in my mouth, since it's usually to taunt or bully the killer as if asserting dominance mattered. I'd honestly like to see some more pressure put on escapes to punish cheeky survivors getting too big for their britches.

    The first one I wouldn't say that it should be done on the first pass, maybe second or third. Sometimes you're about to make your own escape but change your mind and want to go for that last hook save for altruism points. Or maybe the entity blocks off the threshold back into the map if the killer enters the exit gate area?

    I gotta say I'd kinda like to see the 3rd door idea as a secret rare or ultra-rare offering for killers. Maybe have it give a randomized subtle hint while opening it that it's fake - one of: no sparks when the switch is thrown, the lights flicker, slowly warping textures, or pitch-shifted opening sound effects. Something that an astute survivor would notice, but not give it away at a glance or could be easily missed if they were under pressure.

  • I wonder how many of the people complaining about the annoyance of lobby dodging are the kinds that retort to saltiness with "it's only a game lol". Funny how that only applies in certain circumstances.
  • PolarBear said:

    If someone intentionally farms during the game multiple times it is reportable.

    Yeah. While unhooking someone in itself isn't a reportable act, it's abuse of gameplay especially if someone is doing it on purpose. It's willful negligence at best that needlessly endangers your teammates and their chances at surviving the trial.

    Also, same hat!
  • Overly altruistic survivors cause camping. Hard pill to swallow, but it's a fact.

    If after a couple downs and unhooks the killer notices that their quarries are getting unhooked almost immediately, or at certain intervals of time passed, a good killer will adjust their strategies accordingly to screw the rescuers. This means camping via either patrolling or facecamping.

    As a survivor, your primary objective is to do the freakin' generators and escape. Hex totems are second (unless you're pretty sure Haunted Ground is in play), and rescuing people off a hook and dull totems are tied for third (nobody likes NOED). Survivors can sit tight on a hook for about 30 seconds before they hit the struggle phase or sacrifice.

    If your entire team goes down because all of you huddled up in one place because you absolutely had to get those altruism BP and emblem points, y'all got nobody to blame but yourselves. If a killer camps, work on some generators. Or if you need that rescue so bad, intentionally fail a skill check, fast-vault a window or pallet, or slam a chest shut to create a diversion to try to draw the killer away. If they persist, then that sucks and there's nothing you can do for the victim. If you are the victim, just stay on the hook. Don't try to self-unhook, don't give up on your struggle. Buy the rest of your team time to complete gens and ultimately screw the killer out of their blood points and emblems.
  • @Detective_Jonathan said:
    Isn't this name and shame?

    Not my intention. This post was more in the vein of, "I've had like 5 games in a row of people ragequitting on their first down or giving up on first hook, and this postgame screen of 3 disconnects and 900BP just about sums up how my night is going."

  • @AlwaysInAGoodShape said:
    You're just bad at looping.

    You're not wrong, but that ain't the point lol

  • There've been times where I forego the teachable to get another perk I really wanted (like when Sprint Burst Lv2 never appeared in the web for Meg until after character Lv30) and it appears in the next bloodweb.

    If I had to make a guess, I'd say a teachable perk will always appear (or has a high chance of appearing) in the web if you are over its level requirement and you don't know it yet.

  • @The_Trapper said:
    Jake, because the outfit he has is the closest I would want to wear if I was in the Fog lmao.

    I hate the fog.

    And hooks.

    And campers, and tunnelers, and WGLF farmers...

  • I've personally watched video guides by TydeTime and The King. They've decently explained some of the ins and outs of chases, loops, and juking to me.

    @Yamaoka said:
    You won't get better at chasing people by watching a video. Just play a lot (both sides killer+survivor) and you will get better as you will automatically learn what you can use to your advantage and what not. Dbd isn't rocket science. 

    Yeah videos won't instantly make you a juking god and you need practice, but they can explain some nuances and demonstrate them where the game doesn't.

    For example, I've seen a few videos that have explained fast vaulting in detail and given video examples of what angles and speeds result in medium vaults vs. fast vaults. The game doesn't do much to explain this in the tutorials or help pages, just that windows can be vaulted.

  • @Master said:

    If thats all you have done, then no. Basically you were holding M1 the whole game

    I can agree that simply doing generators and not unhooking/healing people while failing to hide from and outsmart the killer doesn't deserve big rewards, but I really hate this mentality. If you want to distill it down like that, then chases are just holding W down with the occasional flick of the mouse and press of the spacebar. Congrats you can hold W and not fall over. [clap]

    Honestly I think the emblem system does a decent job at ensuring that players rank and derank accordingly. Every single game I've played to date with a matchmaking system always has the types who complain about not getting rank ups or being punished because the game told them they weren't as good as they thought, and frankly it's entitlement. People tend to think that any game they don't get completely destroyed in means that the number next to their name should go up and that's not how it's supposed to work.

  • @ClogWench said:
    Gimme a completely androgynous survivor with extensive dodging of using pronouns at all when referring to them

    This is one of my favorite character tropes tbh.

  • @ClogWench said:
    Dwight is our twink representation, let David be our bear representation

    Idk, David's an #########. Jeff seems much more fitting of the bear role.

    Believe me, I know bears. :j

  • In this situation the game wasn't being held hostage, the survivors were trying the alternate escape route but your patrol of the generators and hatch made it hard for them to do it.

    Holding the game hostage means one side is preventing the game from ending entirely, in this scenario it took two to tango - your patrols rendered repairs or hatch escapes difficult. Just as easily as they could have given up and let you kill them, you could have just... let them get the hatch. Or gens.

    Now, if the exit gates were open? The survivors could easily end the game right there, but they're choosing not to because they want the hatch that bad. They are preventing the game from ending by not even trying to take the open escape route.

  • Dwight in the Vigo's Apprentice outfit (yes, I bought it, I am weak) makes him my current main.

    I like Nea's perks the best and her cat sweater is amazing.

    David is third because I like his stock outfit the most, and WGLF is instrumental in getting BP if you're lucky enough to get it in the bloodweb.

  • 5000 BP for Survived the Trial is more than the roughly 1000-1500 or so I might get for the Assist, Unhook, Safe Hook Rescue, and Distraction points I'd get for unhooking another survivor and taking the hit for them so they could escape. This is a no brainer.

  • @fluffybunny said:
    Whether they "deserve" it or not, rage quitting is against the rules. I can understand if someone has no other option (game being hold hostage) or their internet is just crap, but DCing because someone outplayed you or because you don't want to deal with something is in poor taste for many reasons.

    I couldn't care less if a disconnect is "poor taste." The only thing I don't want to deal with in these situations is watching my character get hacked to pieces or chansawed or gutted alive less than a minute into a game - my time is wasted and the added insult of being forced to watch my character die a brutal death might as well be a gloat. I don't waste my time or energy with people that feel the need to rub it in when I'm beat, I don't see why a game should be an exception.

    @fluffybunny said:
    I can understand that it's annoying to come across farming individuals and people who sandbag. I've come across both and played out the match, regardless. It's poor sportsmanship to DC like that and will often screw over everyone else on the team, be it at the beginning and in the middle. Besides, if you d/c the second you think someone's doing something, they may have had a trick up their sleeve or may not have done it on purpose. Which isn't against the rules.

    DCing in reaction to a misunderstanding is just a crappy reaction, anyway, and doing so because you don't like your team is even crappier.

    I agree with you here, but you're missing my point.

    I am disconnecting in situations where I am already screwed and there is no way my team will benefit from the second or two spent for the killer to finish bringing me to a hook and go through the hook animation. And, if I'm remembering past instances correctly, disconnecting after a memento mori starts doesn't stop the animation.

    The frequency in which this happens in far and few. Really, I think Behavior should implement an option to let survivors skip their sacrifice or mori animation sequence and just go to the postgame screen - this would address and prevent practically all of my disconnects.

  • @Brady said:
    its for the lols

    try taking it more lightly

    Yeah, uh. The only matchmade mode in this game is ranked and your progression is based on how well you don't get caught by the killer.

    If someone does this to me in KYF I'll take it lightly because neither rank nor bloodpoints are being lost because some twatwaffle wants to get his jollies by sabotaging the game.

    I report them in the postgame screen, and if I'm the killer I tunnel these types hard.

  • @fluffybunny said:
    @t3hp0larbear I've had people d/c and the killer went onto the next person immediately after 'cause they were either trying to block or something like that.

    In all honesty, in most cases like this the survivor team has no idea what they're doing, and frankly they deserve it.

    I'm no sandbagger, but altruism in DbD has its time and place. When I'm downed like 2 meters from a hook and at least two of the others on my team are camping out just to try and bodyblock or rescue me from the hook mere seconds after a hook (like the killer won't just turn around and tunnel down a freshly rescued survivor anyway), frankly, my disconnect isn't going to be the cause of a loss.

    My "rules" for when I feel it's appropriate to D/C aren't hard, fast, and followed strictly, it's a general guideline I have for myself. It depends on the situation.

  • inb4 the crowd that has to whine about "forced diversity" and whatnot.

    That would be kinda neat, honestly. But yeah so far Jake does seem to be the only obvious mixed-race character in the game.

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