TruEternity
TruEternity
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I haven’t worried about the aura reading of BBQ in a long time, so no, the nerf won’t change how I play.
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I just find it funny that BHVR removed most things that have downsides for killers, pretty much everything is just a straight up buff to their power/kit. So what do survivors get? More requirements! Because everyone loves running things that actively hinder you in some way when you use them.
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@MrsMaliciousX said:
https://forum.deadbydaylight.com/en/discussion/comment/3059016#Comment_3059016
Umm they did nerf the medkits and the addons..
And there are perks to make people heal slower if it's really THAT big of a problem.
Many perks for making them heal slower and not get much use out of the med kits. It's simple, just because you think it's op doesn't mean that it is. They have perks for a reason, and no the old mori was horrible just as bad as face camping at 5 gens.
Morose were a problem which is why they got changed. Medkits are fine as they are.
My comparison to old Mori’s was to old syringes, both were broken and needed to go.
As for bringing a build to slow healing, good luck with that. You have such limited options and maybe two perks are actually useful to bring without throwing the game to stop Medkits. I went back and checked, Medkits were never nerfed to the degree you suggest, maybe provide some proof that they were so much better and are trash now. Heck, Medkits at base levels have never been nerfed, really just styptics and syringes.
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@MrsMaliciousX said:
https://forum.deadbydaylight.com/en/discussion/comment/3058825#Comment_3058825
Holy gees, that bent over a brown medkit. Holy smokes...want us to just spawn on the hook too buddy?
Gees
Yes, because I want something I view as a problem because it’s too powerful changed I want survivors to only have 1 health state, and be able to be Mori’d first hook again. Really, quit being hyperbolic and viewing everything in a microcosm. I want the game fun for both sides, and objectively med kits are too strong.
Also Medkits weren’t really nerfed years ago, they were changed. While they healed less they made the heal speeds much faster, especially to the green Medkits. Finally if you advocate for old Syringes or styptics to be back or that the nerf was too much, how about bringing back no hook mori’s?
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@C3Tooth said:
https://forum.deadbydaylight.com/en/discussion/comment/3057862#Comment_3057862
I dont think a Brown medkit is a problem, its Ranger with 16 charge and speed addon.
I really think items should only have 1 version, which is Brown.
Browns can still be a problem too. While you really don’t want to use good add ons with brown items you can, and a brown medkit with good add ons can be very strong. Heck a brown medkit with brown charges and speed is still a better choice than any other item that isn’t another medkit, and it’s not even close. Burritos(maps) are memes, toolboxes need a whole build to make them work. Keys can be good with blood amber but aren’t nearly as useful since the nerf. Flashlights are free kills if you have ears and game sense.
The issue with Medkits to me are the just give too much value in the most important aspect of DBD, efficiency. Browns don’t have as much value as the other medkits, but still are crazy strong, and too strong to me.
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@dictep said:
https://forum.deadbydaylight.com/en/discussion/comment/3057875#Comment_3057875
Agreed. If people means killer mains in this forum
Survivor mains did too, Nurse, Blight and stacking slowdown as well as NOED made quite a few people mad and wanting a change. I think some over emphasize how much people wanted sweeping changes, but both sides definitely wanted them.
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@MrsMaliciousX said:
I kinda feel like a bunch of the people saying "med kits" are op haven't realized or even remember the fact that they have already gotten nerfed. Along with the add-ons along with toolboxes and all of their add-ons. I mean holy smokes, are survivors just not allowed to heal at all good lord, I play both sides and never had a problem with people healing, the only issues I have are the amount of camping killers at 4 gens and the amount of killers tunneling at 4 gens. People cry about the most stupidest stuff, got a problem with people healing bring Franklin's, bring thana there are perks to slow it down. People Ned to stop screaming for stuff to get nerfed, you're part of the problem..
When were medkits nerfed? They have been in a very strong state for a long time. Medkits pure efficiency are what make them so strong, on top of healing you super fast. You can completely kill a killers pressure if you have a medkit. That’s why hit and run and spreading damage, two previously important tools a killer has are basically dead now. If a killer drops chase with a medkit user they are usually at a very large net loss in time, which time management is what killer is all about. I don’t want survivor to be unplayable, but Medkits are way too strong right now, and I think most would agree. My anger is that BHVR targeted Botany, and to a lesser degree self care, when it’s Medkits that are the issue.
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I’m glad to see I’m not the only one bothered by their non answer and extremely poor logic behind the change.
Its extremely frustrating to be told that they want to reduce the grind yet add a feature that just feels like a scam. There are so many other things they could have done, yet they chose a tax that contributes nothing to your progression besides a roadblock is unbelievably player unfriendly. Then the only answer that we’re given is it’s to balance out the BP economy, which is a simple and unsatisfying answer. Why is it need to balance it out? We already lost the BP boosts from bbq and wglf, yet we need more progression slowing mechanics? I don’t care if they reduced it to 20k, there shouldn’t be a charge for prestige at all.
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@Cybil said:
https://forum.deadbydaylight.com/en/discussion/comment/3058077#Comment_3058077
"20k is an average survivor game"
You mean I'm supposed to be getting more than 9k every match?
If people/you brought BP offerings, you should get 15-20k by the time you’re camped and tunneled.
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Maybe they wanted it at 20k all along and they put it high so when they “fixed” it people would accept it. I don’t, it ridiculous and needs to go, there should be no required BP to prestige.
Also 20k is an average survivor game.
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/3057972#Comment_3057972
well. What other logical answer would you even accept at this point? You made it pretty clear that you don’t agree with it (and neither do I)
but that doesn’t make the answer any less true from their perspective.
I didn't say it wasn't true, it's a half truth. I want to know why adding a terrible feeling bp tax was the best way to go. I want an actual in depth answer, not just "muh economy". I know I likely will just get the same half answer, if I even get one at all, but I figured it was worth a shot since I hate the tax so much.
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@Grigerbest said:
https://forum.deadbydaylight.com/en/discussion/334020/why-nerf-botany-knowledge-again
Because healing speed is insane in ptb. No more words
And guess what, they didn't change the healing speed!
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/3057946#Comment_3057946
Just because you find it dumb or don’t agree with it doesn’t make it a half answer.
But it is, there is no logic behind it besides "we need you to spend bp somewhere", which isn't actually answering why that was what they went with. They gave a quick half answer and most people just took it at face value and accepted it, which in pr is what you hope for.
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/3057880#Comment_3057880
Thats the route another game I play (For Honor) took and it is the most frustrating god damn thing in existence. Every new character and rework just got stronger than the at-the-time strongest character. While at first we had a wide cast filled with variety we now have a bunch of copy pasted movesets that are just boring to go against and the devs refuse to change that.
Any timeline in that game will have a different meta, but everything has gotten so god damn frustrating that its barely even worth playing anymore. Thats a game where if you play a D tier hero you actually have no chance against an S tier. And the meta has gotten so bad nowadays that characters that were considered S or A tier just 2 years ago, are now in some cases C or even D despite receiving no changes.
It isnt bad game design, having perks that are obviously stronger a step up compared to the much larger pool obviously isnt healthy. Its about time we see something new.
That's all fine and good, but where was botany in that overpowering meta you're talking about? Medkits are still going to be one of if not the strongest things a survivor can bring, nerfing botany didn't change that. Having a change for the sake of it is where you end up in a dumpster fire, because logic be damned, it's different.
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/3057858#Comment_3057858
people have been complaining that the meta has been the exact same for 5 years
Now people are complaining that their favorite meta perks are being changed
like jfc people, what more do you want
Who was complaining about botany knowledge? And, when was it ever meta? Beside meme healing speed builds botany is never used, and definitely wont be used for anything else.
As for people wanting changes, you can disagree when the change is bad and just being made for the sake of it. Not everyone was crying for the game to be overhauled like this, or to have their favorite perks butchered. Look at calm spirit, it was never a meta perk, and it got nerfed for a meaningless upside.
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But overcharge got a net buff, it was just toned down from the ptb. If stacking is the problem why not just add a healing speed cap? I keep saying this, and will again, it's a classic BHVR move to nerf something that wasn't the problem, but just contributed to the problem all the while leaving the problematic thing (medkits) alone.
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@FlameLickVA said:
It made medkits heal insanely fast, even with mangled
Medkits are the problem, not botany knowledge, as I said in a previous post. They're ignoring the real problem just to say they made perk changes and "shook up the meta" when botany was never meta, medkits were and still are.
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But Medkits are still going to be op, just run streetwise and desperate measures with no downsides. Why nerf a niche perk when the item is the problem? It’s classic BHVR, nerf something adjacent to the problem without addressing the problem itself.
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I will generally try not to go overly hard on survivors, especially if I’m winning and it’s clear I’ll get a 4k. The issue becomes if I go too nice on survivors they think I want to farm, which I don’t. I want to try and let them get some points but not outright farm, and most survivors start meme’ing once they realize you’re not trying to kill them.
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@LeeONE said:
https://forum.deadbydaylight.com/en/discussion/comment/3050396#Comment_3050396
That's why I mentioned that I am at least not bad survivor, I knew I was at high mmr because of the survivors I was playing with were awesome, and if I wanted to escape every game, my escape rate could be around 90%. Okay, even assume we can't know what ours mmr is, I can spot the difference between really good survivors that can loop and do gens, and the survivors that are trying to hide immediately after hearing heartbeat, the survivors I am currently playing with
Say you end up in a match with a bunch of survivors who seem like babies, and you just know you’re so much better than them the matchmaking must’ve just been bad that game. Now who’s to say when playing with those awesome survivors you don’t look like the baby? You don’t know, because it’s just perception. Either scenario could be bad match making, or good based on mmr, but you don’t know which is which. That’s my point, mmr is hidden to us using conventional means.
I can have wildly different games it terms of my perceived skill of the other players just based on the time of day I play. Does that mean I’m high mmr at 1pm and low at 6pm? What if I only win, yet get worse teammates? My whole point is you don’t know, and most people (obviously yourself included) just assume they’re high mmr players, when, for the last time, YOU DON’T KNOW.
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@ShyPirate said:
https://forum.deadbydaylight.com/en/discussion/comment/3050340#Comment_3050340
I don't even think that explains it. If bloodpoints could be acquired with real money (a terrifying thought) then it might make sense from a business standpoint, but as it is it's just a bizarre choice.
It is to a degree. They want to keep you playing as long as possible, because the more time you spend on the game the more likely you are to buy cosmetics. It’s what free to play games bank on, have the treat just out of reach and if you play one more you’ll get it. You know what though? There’s a shiny new outfit in the store, why don’t you check it out, it’ll make you feel special and make the game fresh again.
Like I said, they’re making so many aspects of the game like a free to play, and it’s a bad look. The problem is most players don’t seem to care enough for them to change their ways. It’s insulting to everyone’s intelligence that they claim to reduce the grind, then add in mechanics to increase the grind. BHVR can’t take a step forward without taking 3 backwards.
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I’m gonna just put this here; you don’t know you’re a high mmr player, on either side. There is no official way to see what your mmr is, so all this is a moot point.
I’ve been at max mmr since the change, and I escape 90% of the time, so it’s obviously everyone else isn’t as high as they think. Killer is easy too, I have to try not to 4K every game, even at max mmr, which I know I am because of how good I am.
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BHVR can’t fix maps because they have no clue what they’re doing. Haddonfield got reworked and is just as survivor sided as it ever was, and Garden of joy and eerie of crows are incredibly survivor sided. I don’t know why it’s such a struggle for BHVR to make a map somewhat enjoyable for killers, but it is. I gave up hope on them fixing any map when they announced the bloodlust buff. It’s typical BHVR, bandaid the larger problem and never address it.
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Here’s the funny thing about Dredge; he sucks too. Both killers have map mobility but will never catch a good team in time, because they are just m1 killers at the end of the day. The fact Sadako has been left in such a sad state for months is frustrating, because it shows what’ll happen to Dredge, forgotten and ignored at the bottom of the bin.
I have 3 Sadako buffs that would help her a bit to start:
- remove the penalty to speed while manifesting. She gets no benefit from it besides minor stealth so why is she so slow for so long? Just remove the slowdown altogether
- When she gets a hit from manifesting turn a tv back on, like a lite version of her iri add on. The cooldown on TVs is too long, this would help.
- Make survivors gain condemned when near TVs. This would encourage players to actually interact with TVs when not memeing. She could use the help with slowdown as she is just a regular m1 killer.
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Because BHVR treats DBD like a free to play even though they charge for it. It’s ridiculous how much the game is starting to feel like a mobile game, and it sucks. There is no reason to add a prestige tax besides having some dumb mechanic slowing your progress. It’s like if BHVR thinks they did something too nice for players they need to add a big middle finger in there somewhere.
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I think it just depends on the day for me. Some days I get 5,6,7 games in a row that just feel horrible. It can be both sides as well, just hold w dead hard survivors all day or four slowdown Nurse/Blight players who slug. Then there are days where everyone is chill and we meme around together. It’s just how the matchmaking shakes out that day.
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/2976414#Comment_2976414
The problem with your logic is that I can literally play whoever you believe is the worst killer in the game and "find success with them on a regular basis." It does not make them good or fun.
So you objectively know what’s good? Oh, and what’s fun too, even though everyone has their own definition of fun. It’s the same story, people suck at the game and call killers boring and unfun, or weak and unfun. Maybe just learn how the game works before posting about how bad something is and being a lazy sack of you know what.
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The problem with this logic is killer player like to just pick the easiest most effective way to win. Why do people not play Spirit as much? Probably because she’s demanding to do well with, same as Billy. Deathslinger takes knowledge of when you can pull up for a shot, instead of just quick scoping all the time. I play all three of those killers after nerfs “gutted and destroyed them” as so many want to claim, yet I still find success with them on a regular basis. Most players here are lazy, they want easy mode killers to carry their lack of skill.
Its the same with dead hard, people who use it are just taking the easiest way to success, and it will hinder them in the future. Nobody wants to build a skill base, it’s just path of least resistance, and when it gets nerfed they get upset because they aren’t as good as they thought.
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@Warcrafter4 said:
https://forum.deadbydaylight.com/en/discussion/comment/2974599#Comment_2974599
You can't bait out Dead Hard for distance so this logic falls apart very quickly.
That’s the point, if used correctly there is no real counterplay to dead hard, same as Blight add ons. When used in a strong combo there isn’t real counterplay, just hope the player doesn’t know how to play.
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@_AdamFrancis_ said:
I've seen WAY too many people complaining about his addons. I find that laughable, because blight and his addons are easy to play around.
Hug tech too. If you die by hug tech that's just a matter of not paying attention.
Alc Ring is overpowered, I will say that, but there isn't a way to nerf it without making it lackluster that I can think of.
My point is, stop complaining about his addons. His speed addons are also fine, the entire point of his character is to have insane speed. That's. The. Point. So stop complaining.
By this logic Dead hard is fine, you can play around it. Just bait it out and it’s not that good. It’s easy to play around if you know the survivor has it.
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Easy way to get this. Play on any multi level map(The Game, Midwich, RPD) bring bond and follow your teammate who is being chased on the level above/below them. Doing this makes the challenge super easy, especially if your teammate goes on a decently long chase.
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Running ruin/thana/pentimento is a pretty nasty combo, and if you pick another perk of your choice with synergy it can be nasty. Plaything is good as well.
Besides that, I feel it just seems better on paper than what it really does. Saying percentages compared to the seconds makes it sound better than it is. Saying 20% sounds really good, but then saying 16 seconds sounds less impressive. On top of that how often are all four people injured? I think it’s just a placebo perk unless you have a build dedicated to getting value, and the there are better slowdown perks.
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It’s by far the worst map in the game now. They way overbuffed the houses, now they all spawn with god windows, and when they spawn next to each other good luck catching a smart survivor. How did they balance this out? Make the middle the biggest dead zone they could. It’s the worst of both worlds for killers, hold w strat to god windows, so much fun.
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Having a coordinated team can hurt you as a killer I agree, but if you're getting outplayed by flashlight consistently that's a skill issue. It's easy enough to play around if you're paying attention to how the survivors are positioning.
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I’m at the max MMR so I know what I’m talking about. It’s so high level that all gens pop like old brand new part and the only way to win is to tunnel so hard their console explodes. I have all the skill in the world, it’s those other players with their op broken perks, I’ve played perfectly for years without a single mistake, so clearly the game is broken if even 1 person survives.
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@RisingTron said:
IT, based off of IT: Chapter 2, with the adult versions of the Loser's club.
Pennywise as the killer. With an ultra-rare skin that transforms him into the OG Tim Curry Pennywise
Bill Denbrough and Beverly Marsh as the survivors.
With legendary skins for Ben, Eddie, Richie, and Mike. Yes that's a lot of legendary skins on one character, but yes, I would buy all of them in a heartbeat. (And since it's based off the adult versions I left out Stanley...since...you know.)
And I'd love a map that's the sewer system beneath the town.
And this a random one, that I'm sure a lot of people wouldn't care for. But Coraline.
The Other Mother would be a sick killer and she has a dope design.
https://imgix.ranker.com/list_img_v2/1560/3061560/original/3061560?w=817&h=427&fm=jpg&q=50&fit=crop
And they could give us an adult version of Coraline. But I wouldn't be against it just being a paragraph with only The Other Mother as the killer and no survivor.
My wife loves Coraline, so I’d be down for that. It could be really quite interesting to see what they could do with the Other Mother.
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The actual survivor or skin doesn’t matter, it’s more gameplay based. If the person never unhooked or helped their team and hid a lot, I will not give hatch. I don’t think if you just slam gens and hide that you deserve to live. It has to be blatantly obvious to me though, otherwise I’m not going to care.
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No, not even close to meta changing. His locker teleport is very telegraphed. Dredge’s teleport back to his husk can be avoided similar to Artist and other survivors can destroy it easily. Dredge is a decent killer, but I wouldn’t put him anywhere near Nurse or Blight.
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The thing about shaking up the meta is there are deep rooted base game design issues. These include but are not limited to:
•Map imbalance
•Efficient strategies helped by meta perks (hence why those perks are meta)
•Poor matchmaking
Just saying nerf dead hard is great and all but it doesn’t take into consideration macro play, just micro. It worries me with BHVR’s recent track record on perk changes being entirely misguide and missing the point.
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It is a problem if you look at it as the most efficient method for killers to win. Having a bandaid perk become a bandaid base mechanic doesn’t solve why killers tunnel. BT being base kit will also just increase the divide in killer strength level, hurting those that have weaker chases even more than they already are by the meta.
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Alien, that’s about it. I’m not too crazy on most licenses, maybe more RE?
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I’ve done this with friends, and it’s kinda dumb. I don’t think it’s op but if people bring toolboxes for sabo’ing it’s really hard to get hooks. Survivors can just get downed with no care since you get healed fast from CoH or just get yourself up with exponential. Definitely a strong build that can be very annoying.
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@DragonMasterDarren said:
https://forum.deadbydaylight.com/en/discussion/comment/2950274#Comment_2950274
Point 4 I have no disagreements with, however
1.Victor’s hitbox, regardless of who it favours, is still fundamentally inconsistent, and inconsistent hitboxes should not be a thing
2.If a survivor takes Victor hostage for the full 30 seconds and does nothing but hide somewhere away from their team, that is still just under half a gen’s worth of time where the Twins are completely powerless, and while you’re chasing one person as a 115% killer with zero ways of shortening the chase, the other two are working on gens, and if you leave that survivor then you’re back to square one, but without Victor and therefore no way to track survivors or get quicker downs, 30 seconds may not sound like a long time, but in DBD it might as well be a eternity
3.If a grand total of 4 maybe 5 addons out of 18 addons are anything resembling useful, that does not indicate that their addons are “fine”, that indicates that their addons could use a buff to be actually worth something
- Fair enough. I suppose I'm just used to the janky hitboxes in the game that it doesn't bother me for Victor. Billy and Bubba can have the same issues where you hit ghost hit boxes because some piece of trash was on the floor. I don't find Victor to have the same issues, at least not to that degree.
- I am very aware of how long 30 seconds is, and if someone is doing nothing for their team for that long it's a huge advantage for Charlotte. It's like if someone heals through sloppy with self care, and people scream how dumb those players are. A survivor not progressing the game for that long is a big deal. If you can't get hits as a regular M1 killer, or at least get some resources gone from the map, you just misplayed. Having a power that takes a survivor out of the game for 30 seconds if they chose that is far more in the killer's favor. If you get a down you can essentially take 3 people off of gens or someone dies.
- Those were just the add ons off the top of my head. Nurse is in the same boat, very strong add ons with a bunch of niche as well. Just because there isn't variety does not mean Twins have bad add ons. Not every killer needs to be Blight with 8 ridiculous add ons and a bunch of good ones on top. It's just how BHVR makes add ons anymore, 3-5 really strong, a few meh and a bunch of niche stuff you'll probably never use.
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Haddonfield until they fix the god windows in the houses.
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1.Victors hit box is ridiculous, and it favors the Twins players far more than hinders. It is like huntress, you need to know what have strange hitboxes and adjust. If you’re hitting the environment it’s more than likely on you. The hit box on Victor makes him almost unjukeable if you’re halfway decent at killer.
2 If a survivor holds Victor hostage they are no longer able to progress the game, making them no threat to the killer. That means if you find a chase as Charlotte you have two survivors not on gens, so it’s a win for you. If someone holds Victor hostage it’s only 30 seconds, and again they aren’t progressing the game, and give you info if they go near another survivor. I have no idea why the narrative of holding Victor hostage is good for survivors stayed, it heavily favors Charlotte since recalling Victor was made a thing.
3 Twins add ons are fine, Toy sword lost .05 seconds from its cool down, .05, one more time to drive the point home, .05 seconds. Toy sword had the rat liver treatment of an overrated add on that somehow people began to believe was the best. Stew is a crazy good and the scarf is still strong. You can legit make Victor move at 6.9 m/s which is bonkers. Her iri add ons are decent enough now and the Stale biscuit is good for those learning how to use Victor.
4 Just because you don’t like how Twins is played doesn’t mean they need to be changed. Don’t like them, don’t play them, simple.
Finally I will say that Twins have too many cool downs and that makes them feel clunky, so it could be improved. Maybe slow how fast Victor moves but dramatically reduce the time to switch between Charlotte and Victor.
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It’s not that bad, I’ve got all the adepts and I’m not some god gamer. You just need to know how the system works, then manipulate it and it’s pretty easy. It’s easier at rank reset since the you need less pips at lower grades to get merciless. Also you don’t need a 4K, I’ve got an 11 hook 3k and got merciless, so again it’s about knowing the grading system.
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@humanbeing1704 said:
https://us.v-cdn.net/6030815/uploads/VM6DDF8POHGO/0a31e793-6c7a-45a8-b9c9-251b4535ce9f.jpeg
>equips distortion to counter like half of these
Low key Distortion is up there on perks that are sneaky strong, it gives a lot of info you wouldn’t get otherwise. You know if they have Nurse’s, BBQ, Floods of Rage, and really strong aura reading add ons. Not to mention losing scratch marks is really nice as well.
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@MigrantTheGreat said:
https://forum.deadbydaylight.com/en/discussion/comment/2947474#Comment_2947474
This isn't nessesarily about popularity and it has nothing to do with strength.
Again for the 6th time, why call it a justified nerf if no one plays them?
WHY DOES IT TAKE NOT SEEING THE KILLER ANYMORE FOR PEOPLE TO SAY THAT THE NERF IS JUSTIFIED?
Rin Yamaoka's uniqueness was taken from her so that survivors could have consistent counterplay. Her only add-on combo that gives her uniqueness survivors want it nerfed, and if BHVR nerfs it she'll die AGAIN!
Your first two sentences directly correlate. You say strength and popularity aren’t related, but then say a nerf was unjustified because no one plays them. It’s just confusing.
Again let’s take your logic and apply it elsewhere. Survivor would be boring if Dead hard gets nerfed, as it’s unique and there’s no perk like it. It needs to stay untouched otherwise no one will use it!
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@MigrantTheGreat said:
https://forum.deadbydaylight.com/en/discussion/comment/2946421#Comment_2946421
And what was wrong with predeopping pallets?
And why is guessing a problem for survivors in this game, when most PvP games you are guessing to get somewhere?
Again you can not justify a nerf when no one plays the killer anymore.
Sally was nerfed and people still player her, that's a justified nerf.
Billy was nerfed, and I've lost count of the last time I saw him, which is a unjustified nerf.
Pig got a add on rework, and I still haven't seen her since her EGC nerf.
If you don't see what I'm getting at than let me ask you this.
Why does it take nerfing a killer to where no one plays them for survivors to be happy?
So your entire basis of strength is popularity? So then Legion must be a top tier killer now everyone plays them right? Artist is worse than Trapper too, by that logic.
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Here’s the thing; there are no “bad guys” we’re all just playing a video game for fun. What one person thinks is an insult the other thinks is playful teasing. Perceptions like this are the problem, vilify one side and you continue the tribalistic bs this community love to indulge in. Play how you want, say gg and go next.