Singularity addons got nerfed but not MFT

I don't know what to say about it.

Devs start playing in ur own game pls

Comments

  • @Mandy said:

    Made For This is something we are going to be monitoring, for right now we don't feel that it needs much change - it will continue to be monitored over the coming weeks.

    Ah yes, and it'll take year just like old dead hard or even NOED?

    I wish devs to be more transparent and explain the reason behind those thinking tbh, because that's totally opposite of what I will feel in actual matches.

  • @Mandy said:

    Made For This is something we are going to be monitoring, for right now we don't feel that it needs much change - it will continue to be monitored over the coming weeks.

    Knight Guard movement speed, 102.5 percent. Survivor movement speed with Made for This, 103 percent.

    So you have to stand still and lose distance in chase to summon a slow moving projectile that can't catch up to survivors before the timer expires..

    I was already having a bad time against survivors that actually know how to manipulate guard pathing by hugging map geometry, now they don't even have to stop running forward to deny me power value.

    Is Knight getting more changes in the future or is this interaction intended?

  • @masonsunderland said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3466586#Comment_3466586

    Knight Guard movement speed, 102.5 percent. Survivor movement speed with Made for This, 103 percent.

    So you have to stand still and lose distance in chase to summon a slow moving projectile that can't catch up to survivors before the timer expires..

    I was already having a bad time against survivors that actually know how to manipulate guard pathing by hugging map geometry, now they don't even have to stop running forward to deny me power value.

    Is Knight getting more changes in the future or is this interaction intended?

    Knight is good in two thing in chase

    Dispersing pressure and hitting multiple survivor in the same times

    forcing survivor to going into a trap and take them where there's no escape for them


    If you see a survivor who outrun your gard, try to block them by outrunning them, because, in this scenario, theses survivor don't think to get the flag, but just running in a straight line

  • Why can't survivors have good perks?

  • @TerraEsram said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3467065#Comment_3467065

    Knight is good in two thing in chase

    Dispersing pressure and hitting multiple survivor in the same times

    forcing survivor to going into a trap and take them where there's no escape for them

    If you see a survivor who outrun your gard, try to block them by outrunning them, because, in this scenario, theses survivor don't think to get the flag, but just running in a straight line

    The Knight is not good at hitting multiple survivors at the same time, especially not with made for this making them literally unable to catch up. It's not just, "oh it's like really hard but it's doable", its "they literally can't catch up because they move slower the survivors now""

    So basically what is being asked of Knight players now is to chase them across the entire map until you have them pincered in a corner so you can actually cut them off.

    I'm sure there isn't any sort of time based objective that you need to keep track of in this game right? All the time in the world to get this one particular survivor into that one particular gameplay scenario.

    Anyone who claims that Knight can chase multiple survivors at the same time efficiently has not played Knight against a competent team. You spend more time setting up the guard than the duration of the actual hunt.

    I love being lectured on a character I've been playing since release.

  • @Rudjohns said:

    Why can't survivors have good perks?

    Because you just thinks anything that exists as "bad perk" and only consider broken perks as "good perk".

  • @masonsunderland said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3467074#Comment_3467074

    The Knight is not good at hitting multiple survivors at the same time, especially not with made for this making them literally unable to catch up. It's not just, "oh it's like really hard but it's doable", its "they literally can't catch up because they move slower the survivors now""

    So basically what is being asked of Knight players now is to chase them across the entire map until you have them pincered in a corner so you can actually cut them off.

    I'm sure there isn't any sort of time based objective that you need to keep track of in this game right? All the time in the world to get this one particular survivor into that one particular gameplay scenario.

    Anyone who claims that Knight can chase multiple survivors at the same time efficiently has not played Knight against a competent team. You spend more time setting up the guard than the duration of the actual hunt.

    I love being lectured on a character I've been playing since release.

    Don't have this kind of problem, sometimes, yes, but not always, if I want to disperse some pressure, that make the job, and that make my point, I'm gonna repeat myself, if you see one of your gard struggle to catch a survivor because x or Y reason (like using MFT), go trap them in a corner, you are litteraly two killer at the same times running after a survivor

    Sometimes I read these kind of thing and I'm wondering if you are aware that, it's a game, where you face some other player and you are NOT supposed to always win

    Sometimes you win, sometimes you lose, and like you said, that's not the perks who make difficult for you to win, but only how survivor play... Ask yourself the right questions and don't put the blame on something else

    Again, it's not because you play some character from the beginning that you ARE the most effective people who use it, I see some match with insane Knight who obliterate the survivor, and like I said, at chassing multiple survivor at same times

  • @Mandy said:

    Made For This is something we are going to be monitoring, for right now we don't feel that it needs much change - it will continue to be monitored over the coming weeks.

    I got this response shared via image on discord, expressing themselves as feeling pain over reading it. I too felt that. But I should have been more skeptical, this response is just an answer to the rude quip and its not a sorta final word on Made For This as the way it was shared and read -- this is the first response would have read by bHVR on Made For This feedback, but that isn't what this is.

    But I only realized this after like 30min of feeling and reading like bHVR does not acknowledge the feedback we give here.

    Today is a rollercoaster and I cant find the brakes.

  • @Mandy said:

    Made For This is something we are going to be monitoring, for right now we don't feel that it needs much change - it will continue to be monitored over the coming weeks.

    Lets put the masks away, shall we? you're not obviously nerfing it (AS YOU SHOULD DEV'S) because more potential sales on it just for the perk.. I'm not gonna spend shards for it knowing it's bound to get nerfed.

    Also why did that perk was allowed to get released like that? it's very problematic to give survivors move speed for literally getting hit in combination with a perma 7% on the end game is just terrible combo for most killers.

    I would like to think that somehow bhvr would learn a little bit and avoid more DH perk situations but no.. I wonder how broken nicholas cage perks are going to be just for the sake of boosting sales.

  • @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3466586#Comment_3466586

    I got this response shared via image on discord, expressing themselves as feeling pain over reading it. I too felt that. But I should have been more skeptical, this response is just an answer to the rude quip and its not a sorta final word on Made For This as the way it was shared and read -- this is the first response would have read by bHVR on Made For This feedback, but that isn't what this is.

    But I only realized this after like 30min of feeling and reading like bHVR does not acknowledge the feedback we give here.

    Today is a rollercoaster and I cant find the brakes.

    Welcome to the internet

    Never trust anything at first glance

  • @Sonzaishinai said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3467171#Comment_3467171

    Welcome to the internet

    Never trust anything at first glance

    its not my first ride to the rodeo, yet I was already prone to disappointment after playing Hux for so many matches and getting wasted.

  • @fulltonon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3467114#Comment_3467114

    Because you just thinks anything that exists as "bad perk" and only consider broken perks as "good perk".

    Mft isn’t a broken perk. It’s of your opinion it’s broken

  • @masonsunderland said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3466586#Comment_3466586

    Knight Guard movement speed, 102.5 percent. Survivor movement speed with Made for This, 103 percent.

    So you have to stand still and lose distance in chase to summon a slow moving projectile that can't catch up to survivors before the timer expires..

    I was already having a bad time against survivors that actually know how to manipulate guard pathing by hugging map geometry, now they don't even have to stop running forward to deny me power value.

    Is Knight getting more changes in the future or is this interaction intended?

    Guards aren’t meant to just be able to catch survivors like killers do. They are there to apply pressure or help the Knight in his chases. An effective Knight isn’t going to stop chase and summon a guard to do it for him. He’ll summon a guard to a gen, gate switch, hook, etc. to halt survivor progress and then potentially cut them off while they’re outrunning the guard. Also, he gets a speed boost after drawing a long enough patrol path. But a 3% haste while injured is an issue? No, even during endgame when paired with Hope a survivor will only move as fast as the slowest killers but 1) it’s endgame and they have to actually work to get to it, 2) even moving at the same speed as a killer isn’t guaranteed to get you an escape and it’s unlikely that’ll even happen as only a handful of killers move less than 4.6 ms - Nurse whose movement speed isn’t an issue due to her power, Shape but only when he’s in EW1 and Undetectable, Hag who has teleports, Huntress who has ranged hits, Spirit who has phase walking, Deathslinger who has a ranged weapon able to break distance, and Trickster who can just spam his projectiles. Almost all killers have add-ons as well that can grant haste. Killers like Blight, Wraith, Hillbilly, Demogorgon, Clown, Legion, Mastermind, Skull Merchant, Dredge, and more can utilize their powers for speed boosts or to cut distancing. There are perks that can inflict exhaustion or hindered or even more importantly - give killers a greater chance of preventing all 5 gens from getting done in the first place. More than half of the time when someone brings Hope they’ll get no value out of it since it’s endgame only. Pairing it with MFT is fair during endgame and as I stated can still be countered. Hell, using exposed can prevent giving them MFT during endgame at all and there’s plenty of ways to utilize that. Everyone acts like this is a perk that can’t be countered or gives a game-breaking advantage but the truth is these people are just entitled and can’t handle having to work even a little bit harder to secure a win.

  • Today I learned that I need to care about Knight matches where people are unironically getting value from a solo guard.


    It's suuuuper hard to take this community seriously sometimes when the arguments boil down to "well sure it doesn't work against good survivors, but it will work against everyone else!"

  • Seriously though.

    How is no one else seeing that it is a problem that made for this single handedly kills long range patrols?

    You unironically must do the quick insta drop at loops to zone them away otherwise it's just an objective distance loss.

    Did we all forget that the Knight is stationary while placing guards? Survivors have always been free to keep on running. So not only does the Knight have to catch up after the fact, now the guards will get left behind.

    If anyone is actually getting value against good teams running the perk I'd love to see it. The statement is basically asking survivors to purposefully not play optimal and ignore the flag/standard for absolutely no reason.

  • To be fair, knight’s guards couldn’t catch survivors before Made for This. They’ve always been terrible and worthless.

  • @Mandy said:

    Made For This is something we are going to be monitoring, for right now we don't feel that it needs much change - it will continue to be monitored over the coming weeks.

    So the Singularity, despite being easily countered, sees some of its best addons nerfed but Made For This, which can stack with Hope in the end game and get survivors to run at 110% speed, is just fine?

    Do you play your own game? MFT bare minimum should shut off in the end game once the gates are powered or the hatch opens.

  • @H2H said:

    To be fair, knight’s guards couldn’t catch survivors before Made for This. They’ve always been terrible and worthless.

    The difference is that it actually forced them to commit to a vault or lose distance hugging map geometry at some point (well, not with Jailer, he is still worthless either way)

  • @Rovend said:

    Maybe MFT is not as overpowered as people think it is?

    as a MFT enjoyer you're wrong.

  • @drsoontm said:

    The perk is equipped by almost every survivor and for good reason. (Usually with high synergy builds)

    Sooner or later they'll fix the busted perk. In the mean time playing survivor (or another game) is best.

    https://youtu.be/lliG4WD43bw

    Whether you like Tru3 or not, the video is pretty funny.

    It will be nerfed when the required number of sales are made.

  • What really confuses me is how quickly these addons got changes, despite there being no obvious balance implication to them whereas Made For This has obvious balance implications to anyone who knows about stuff like hope stacking or how most killers have to slow themselves down while charging their power and so on.

    As much as the changes don't bother me, the nerfs aren't major - It does make me wonder why again they take the BIlly approach of making changes but not telling us why.

    Why were these addons changed?

    Too much use (I.E Marvins Blood, Engravings)? Discrepancies in matches where they are used vs not? Other addons not being used at all? If we were told, we wouldn't have to speculate.

  • @Raccoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3466969#Comment_3466969

    https://youtu.be/lliG4WD43bw

    Whether you like Tru3 or not, the video is pretty funny.

    It will be nerfed when the required number of sales are made.

    This isn't even the nastiest build.

    I kind of enjoy Tru3, as long as he doesn't sing 😅

    edit: yes, this is a perfect example of how stupid that perk is. And that was a 3 vs 1 with only one MFT.

  • Absolute clown response from the devs to think that MFT is remotely fair above beginner level. Would people enjoy if killers just play tunneling/camping nurse/blight/spirit until it gets resolved? Doubt it.


    Btw it takes a 110% killer an additional 70% more time to catch up to a survivor using MFT.

  • @Raccoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3466969#Comment_3466969

    https://youtu.be/lliG4WD43bw

    Whether you like Tru3 or not, the video is pretty funny.

    It will be nerfed when the required number of sales are made.

    oh look mr complainer

  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3466586#Comment_3466586

    I am really glad the team is not listening overacts and nerf new content. I really hated this before, when Freddy nerfed after his first week. I am glad this logic changed.

    Agreed, kneejerk reaction to a vocal minority on your forums is a bad move. As much as people hate "metrics", it's the most baseline you can go on at first, then move on from there.

  • I do agree that the haste stalking is a problem. I do also think that the endurance part of the perk should go to soul guard. I just cant take a person that complains about everything even when they win seriously.

  • @Mandy said:

    Made For This is something we are going to be monitoring, for right now we don't feel that it needs much change - it will continue to be monitored over the coming weeks.

    "We added a built-in cheat. We think it's fine despite its rampant popularity and the myriads of complaints. Give us your money."

    Community Manager - 2023

  • @Skaraok said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3466586#Comment_3466586

    "We added a built-in cheat. We think it's fine despite its rampant popularity and the myriads of complaints. Give us your money."

    Community Manager - 2023

    Fella if Made for This proves anything it's that survivors being 3% faster doesn't make playing Killer completely unplayable. It's not comparable to cheats at all. People always say man I'm sure cheaters had extra movement speed and in some cases they did but it was more than 3%. Way more.

    Is the perk annoying? Sure. Do survivors moving at 110% in the endgame make the game kinda unplayable? Sure I can agree with that.

    There's no need to be disingenious, it's not Mandy's job to decide if made for this is balanced or not lol. Go fill out the survey or something and tell them you think this perk is xyz

  • @Mandy said:

    Made For This is something we are going to be monitoring, for right now we don't feel that it needs much change - it will continue to be monitored over the coming weeks.

    They'll change it in a year or so, look at coh. I advise quitting.

  • @DavidHypnos said:

    Honestly, people just love to complain about anything that might present a challenge to them.

    Med-kits? They should be designed for self-care yet they got nerfed hardcore. If survivors can already heal other survivors without needing a med-kit then why waste a medkit on them unless you’re going for a speed boost? Every medkit is essentially the same now unless you’re using it on someone else (indirect nerf to Pharmacy because of this.) For some reason survivors being able to heal themselves is a major issue for people. Give us a perk that provides a small speed boost when we are injured to compensate? No, that’s unfair too!

    Dead Hard? The first nerf was enough. DH was in the game long enough without the balance being broken, and its current state is practically a waste. Do I disagree that it needed a change? No, but they took it too far. Decisive Strike? Can’t be used during endgame because if a killer downs you then it only makes logical sense that you should have no advantage to escape - they deserve the kill after all (sarcasm.) Circle of Healing? Pretty much useless now. If the self-heal was that bad of a problem then just nerf the healing speed for self care while keeping the altruistic boost. Botany Knowledge? It’s going to waste your medkits now when the actual logical solution was just to disable it while using a medkit.

    Seriously, if you can get value from something on the survivor end people are going to want it gone whether it’s imbalanced or not. Within the last week I’ve seen posts or comments complaining and asking to nerf the following: Adrenaline, Hope, Deja Vu, Boil Over, Distortion, Hyperfocus, Resilience, For the People, and Windows of Opportunity. I’d also like to point out that in comparison to MFT people are beginning to point out Dark Theory’s poor state - yet before this chapter was released all I ever saw when ppl complained about this perk were responses like “it’s fine, it’s a great perk as is.” Because, of course, bad perks end up benefitting the killer.

    I hate being that guy that’s one side vs the other but c’mon, all I ever see are complaints about how everything a survivor does or has is too strong and unfair and it’s old.

    Killers: Genrushing is a problem, no more gen perks for survivors

    BHVR: hmm maybe a new exhaustion perk?

    Killers: No! Clutch second chance perk!

    BHVR: Maybe a new endurance perk?

    Killers: No! Third health state!

    BHVR: maybe a new aura perk?

    Killers: No! Too much info!

    BHVR: maybe a new chase perk?

    Killers: No! Haste is problematic!

    BHVR: healing perk?

    Killers: No! Too OP!

    BHVR: Oh, maybe an anti-tunnelling perk

    Killers: No! It's a legit strategy

    BHVR: Anti-camping?

    Killers: strategy!

    BHVR: ....

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3466735#Comment_3466735

    They’re probably basing it on numbers. That because something ‘feels’ overpowered doesn’t mean, logistically, it is.

    Sure, but if it "FEELS" bad to play against it, even if it isn't inherently overpowered, then it needs to be changed. Playing against a team of survivors who are running MFT and hope and get to the endgame for the sole purpose of just bullying you around because they run the same speed as a killer is a problem.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3466741#Comment_3466741

    Sure, but if it "FEELS" bad to play against it, even if it isn't inherently overpowered, then it needs to be changed. Playing against a team of survivors who are running MFT and hope and get to the endgame for the sole purpose of just bullying you around because they run the same speed as a killer is a problem.

    I wish the first part of this post was true so bad.


    I'd be in heaven after removing all the stuff I find that feel bad to play against.


    No sloppy, no bloodlust, no grabs, no stealth, no noed, no stbfl, no pain res, no jolt... man, what a dream.

  • @Nazzzak said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3466987#Comment_3466987

    Killers: Genrushing is a problem, no more gen perks for survivors

    BHVR: hmm maybe a new exhaustion perk?

    Killers: No! Clutch second chance perk!

    BHVR: Maybe a new endurance perk?

    Killers: No! Third health state!

    BHVR: maybe a new aura perk?

    Killers: No! Too much info!

    BHVR: maybe a new chase perk?

    Killers: No! Haste is problematic!

    BHVR: healing perk?

    Killers: No! Too OP!

    BHVR: Oh, maybe an anti-tunnelling perk

    Killers: No! It's a legit strategy

    BHVR: Anti-camping?

    Killers: strategy!

    BHVR: ....

    The secert is releasing perks that heal u half way like resurgence, solidarity, etc.... No one ever get mad at those!!!

  • @Mandy said:

    Made For This is something we are going to be monitoring, for right now we don't feel that it needs much change - it will continue to be monitored over the coming weeks.

    So The Singularity's add ons were so powerful they needed immediate nerfs but made for this is still just fine?

  • Didn't know what it did, but make the guy go faster while running and endurance when you finish heal? Nah.

  • Nerfing MFT would affect sales for the new chapter, doesn’t take a genius or spreadsheets to see the motivation behind it.

  • @appleas said:

    Nerfing MFT would affect sales for the new chapter, doesn’t take a genius or spreadsheets to see the motivation behind it.

    And yet their hand was swift to instantly nerf the new killer addons.. clearly something isnt really adding up here.. alot of bs. The perk is problematic and more so with the combination of hope. This is another example why dh was a constant battle in this community. This is no exception this is the new DH and in combination with hope only makes it worse.

  • @Mandy said:

    Made For This is something we are going to be monitoring, for right now we don't feel that it needs much change - it will continue to be monitored over the coming weeks.

    MFT.jpg


  • @solarjin1 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3467512#Comment_3467512

    The secert is releasing perks that heal u half way like resurgence, solidarity, etc.... No one ever get mad at those!!!

    And that get completely countered by a perk like sloopy😮

  • Please don't just monitor the perk. Monitor the perk, the feedback AND the pick rate.

    We don't need another Dead Hard/Mettle of Man/Object of Obsession/Decisive Strike.

  • Good time to take a break from the killer side again. I already took 3-4 month break wen't back after this event started and every single match i see 2-3 people with made for this + hope.

    Getting to endgame isnt that hard guys. These 2 perks together are absolutely disgusting. Tried it myself. Killer could not catch up to me. Even made for this alone felt like i had old dead hard sometimes. I reached to windows and pallets i would not have otherwise.

    Made for this - Hope - Resilience + whatever 4th perk you choose is extremely powerful at the moment.

    If you really want to keep made for this as it is at least make it so haste does not stack. So if you have made for this + hope . Hope is the highest haste you will get and made for this will not add anything to it. To me biggest problem is the stacking.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3466741#Comment_3466741

    Sure, but if it "FEELS" bad to play against it, even if it isn't inherently overpowered, then it needs to be changed. Playing against a team of survivors who are running MFT and hope and get to the endgame for the sole purpose of just bullying you around because they run the same speed as a killer is a problem.

    Even the deathslinger who didn't performed well at all, got nerfed because "too much frustration for survivors".

    It just doesn't makes sense same won't apply to perks lol

  • @TerraEsram said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3466972#Comment_3466972

    In a game where the server favors the vpn killer who can hit you from the moon...

    Number of times where survivor are at the pallet, press space and it doesn't go down or the killer hit hem trought the pallet, I don't really think a 3% haste are a problem

    Killer got not much, but some perks give them also a speed boost, you got a nemy who are faster than a TGV, a Nemy-truck who give you a falcon punch at mach 3, and nobody complain

    But since DH is more dead than hard, everyone here complain about perks who give a speed boost for survivor: adrenaline, lithe, sprint burst, made for this... You complain about everything that can slightly advantage the other team, you complain about everyone, I'm not surprised that people are freaking out over here

    Nobody compains about adrenaline, lithe or sprint because the gave a secondary advantage for some loops and then goes to cooldown, but MFT gives you a permanent advantage without any problems.

  • Statistics probably go against all these people being loud and complaining about MfT.

    If data showed that escape rates skyrocketed, I'd think that would be indicator that the perk is doing a lot. If they aren't changing it, its because the data most likely is not agreeing with all these complaints. I know some people who think its busted and others who think its fine. Just because 10 people agree with you that a perk is busted to 1 person saying its okay doesn't make you correct.

  • @Volcz said:

    Statistics probably go against all these people being loud and complaining about MfT.

    If data showed that escape rates skyrocketed, I'd think that would be indicator that the perk is doing a lot. If they aren't changing it, its because the data most likely is not agreeing with all these complaints. I know some people who think its busted and others who think its fine. Just because 10 people agree with you that a perk is busted to 1 person saying its okay doesn't make you correct.

    I don't trust their " statistics " anymore. Do i need to remind you about perks that were in this game for years and they were extremely broken but nothing was done * cough dead hard cough *

    CoH was extremely broken perk too when it came out and it took them a while to nerf it. Even though they shouldnt even let that perk in the game as it was.

    Funny thing is that it didnt take them as long to nerf eruption or now singularity addons that no one was even complaining.

    I think behaviour is just extremely slow with survivor perks because we all know survivors are the majority of the player base.

  • @Volcz said:

    Statistics probably go against all these people being loud and complaining about MfT.

    If data showed that escape rates skyrocketed, I'd think that would be indicator that the perk is doing a lot. If they aren't changing it, its because the data most likely is not agreeing with all these complaints. I know some people who think its busted and others who think its fine. Just because 10 people agree with you that a perk is busted to 1 person saying its okay doesn't make you correct.

    Ah yes "statistics", the greatest reasoning behind why every broken things are kept intact.

    I'm not believing BHVR is actually good at dealing with statistics after all.

  • to be fair they was trash before sloppy was meta hahaha

  • @Volcz said:

    Statistics probably go against all these people being loud and complaining about MfT.

    If data showed that escape rates skyrocketed, I'd think that would be indicator that the perk is doing a lot. If they aren't changing it, its because the data most likely is not agreeing with all these complaints. I know some people who think its busted and others who think its fine. Just because 10 people agree with you that a perk is busted to 1 person saying its okay doesn't make you correct.

    Object of Obsession was infamously defended by the devs as being statistically a bad perk, since it had a low survival rate.

    The community was very quick to point out that its impact with comms far outweighed its low survival rate. It finally got updated not long after.

    Stats don't tell the whole story.

  • @TheWheelOfCheese said:

    Stuff like this is literally why people say that either the devs don't play the game or they aren't very good at it.

    I mean, we need a reminder every 3 months to be sure that they don't play their own game.

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