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ZeroEthics

ZeroEthics

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ZeroEthics
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  • @CompetitifDBD said:

    https://forums.bhvr.com/dead-by-daylight/discussion/458890/basic-profile-badges-please

    Dredge has a badge from Overgrowth. Also the devs have stated that thats one of the P100 rewards planned.

    Yea, but I just want Dredge. Regular, one eye, turkey-neck Dredge. BASIC killer Badges, in the store. Anyone who comes to the game and starts playing should be able to get a Badge for their respective Killer or Survivor. Just my 2 cents :)

  • I think Survivors should receive a -25% Gen penalty if they complete 2 Gens before the Killer gets 6 Hooks. Also, if you're too good at Looping, and evade the Killer for too long, the entire team is Broken for the rest of the trial. If the goal is to punish players for completing objectives too fast or too well, then let's punish everyone.

    Also, true story, 90% of the Streamers I watched play PTB and abide by the new rules, literally 12 hooking everyone…in the endgame chat, survivors were still complaining about being "tunneled". Bottom line, losing always sucks, and no matter what rules you implement, people are going to complain.

    Game has been around for 10 years (soon). Texas Chainsaw Massacre, Evil Dead, VHS, Friday the 13th, none of them can say the same. They're all dead. Don't try to reinvent the wheel. The wheel works. People just complain because the ride gets bumpy.

  • Here's what I'll say about it. There are always Killer vs Survivor sided arguments. That will never stop, but in my humble opinion, this patch ends the argument. Only one side is being punished for 1) Completing their objectives too efficiently and 2) poor survivor play.

    If survivors received a permanent 25% repair speed penalty for completing Gens too fast, I don't think they would be so accepting of this style of update. What if every Survivor was permanently broken if you loop the killer too well? I like the idea of "incentivizing" specific gameplay, but this punishment system will be too easily exploitable, and punishes killers for good play.

    That's my hot take. I'm sure not everyone will agree and that's okay.

  • I was going to post something similar. The "Go Next" stuff should be disabled when there are only 2 survivors remaining. If you're at 2 survivors, you may want to keep going if the game is close. However, if you're at 2 survivors and 4 Gens, you're NOT getting that done. At that point the person on hook missing checks to get his teammate the hatch is the right play. I'm a killer main, and it's my personal opinion that most players on both sides would say that situation is acceptable for the person on hook to give up or "go next".

    The only other question is, "How do you know when someone is "intentionally" missing skill checks"? Maybe you just suck at skill checks. My brother is a Survivor main, plays all the time, GREAT LOOPER….literally explodes every Gen we get on. I can't explain it, I don't understand it, he just sucks at Skill checks, lol. If he lost an ENTIRE GRADE because the voodoo gods determined he was doing it "intentionally", he would probably never pick up the game again. Tread carefully on that one, or you will just punish new players or skill check rejects, lol.

  • @jesterkind said:

    To answer the question about the anti-genrush, did you see the part of the roadmap where they talk about addressing survivor spawns so that they can't all spawn spread out anymore?

    Even if we define genrushing as just survivors doing their objective efficiently (instead of the more reasonable and actually useful definition of bringing stacked toolboxes with supporting perks), that's gonna be a huge knock to the team's ability to get the ball rolling. With that change implemented, the average killer early game will go substantially more in their favour.

    I would like to know why "Gen Rushing" is Survivors completing their objective efficiently. It sounds so nice. However, when a Killer completes his objectives "efficiently", it's "camping" and "tunneling" and we're everything wrong with the game.

    I mean, I'm not going to judge too harshly because we haven't seen any proposed changes, but it sounds like "anti-strategy" changes for the killer. Even the top tier killers will tell you that in the highest MMR's camping/tunneling/slugging can be necessary to slow the game down. We'll see, but as a Killer, it doesn't sound like it's going to be very "balanced".

  • @Shinkiro said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3869450#Comment_3869450

    Thats what literally every survivor whine thread is for lol, they don't want balance they want easy wins

    I mean, I'm not opposed to a change. There has to be a way to balance slugging as counterplay, and just slugging everyone and watching them bleed out. In truth, once the whole team is slugged, you've lost the match. So having a way to bleed out faster seems more appropriate for that situation, then just handing out more chances.

    That said, if they were going to add unbreakable as basekit, I would it to look something like this

    1. All survivors gain one free use of Unbreakable, usable after being slugged for 30 seconds (not 60). However, once a survivor uses this ability, Hook Sabotage are disabled for the team for the duration of the trial. If a character is running the Unbreakable perk, this version is used first.

    I would be totally fine with this iteration. Survivors get a second chance if the entire team is slugged, but it does have a cost. That cost make it less abusable by Sabo Squads and bullies. I'm sure there are other ideas too, but it needs to be more than just a one-way free chance for one side.

  • @buggybug said:

    https://forums.bhvr.com/dead-by-daylight/discussion/436468/i-hope-we-get-a-way-to-bleed-out-faster

    Yes it's fun and its not like I have already limited play time( being sarcastic). Even though am at the hook waiting but they do not wanna hook me and then lie that oh survivors hiding and dragging out the game. More and more killers just reveal how two face and liar they are about slugging.

    Like the excuse survivors t bag at gate yet they have the ability to force them out and get more points on top of it for bp saving time but their fragile ego is hit by a crouch button.

    Then as usual qq about dc/swf, you just cant win with killer mains it is an endless void that only goes deeper till devs seriously wake up and give a surrender option or remove bots and finisher mori.

    Does that mean Survivors will just leave once the exit gates are open? No more waiting around until the last second?

    You know, since everyone's time is SO VALUABLE, and since nobody wants to sit around DOING NOTHING….

    😶🙂😂

  • I"m just gonna say this. SURVIVORS, this guys suggestion regarding flashlights is only helping you out. You should all be supporting this.

    If they implemented a gradual building towards immunity when it comes to Flashlight blinds, what that would mean is that nobody would run Lightborn anymore. Even on a 4 man beamer Squad, I would just go for it. If I avoid them cool, but if I start getting cooked by beamers and bangers its cool, because I'm building up my resistance.

    This means NO MORE games of brining in your Blast Mine, Flash Bang, and best Beamer, just to DC in the first 3 minutes when you realize the killer has Lightborn, lol. This suggestion is helping you guys out. You should be 100% behind this.

    P.S.

    Leave pallet stuns alone, they're fine.

  • Stop projecting there buddy. I kill sabos all the time. It's easy. You're not supposed to beat a coordinated team easily you know?

    First, your contradicting yourself. First you say, its easy because there's plenty of hooks. Then you say it's not supposed to be easy. So which one is it? Second, I didn't project anything. I stated an opinion based on the fact that your suggestion is completely one sided, with seemingly no concern for the other side. That goes against the very concept of balance.

    Regardless, I've made my opinion clear. We can agree to disagree.

  • Again plenty of hooks on the map…sabos usually get themselves killed anyways

    I'm not saying this to be crude or rude, but this sounds like someone that either doesn't play much killer, or plays in lower MMRs. Anyone that plays killer on even descent MMRs has encountered "Sabo Squads". Plenty hooks on the map when they play 4 Petrified Oaks, running Breakout?

    Sorry, but your response has convinced me that your request has nothing to do with actual balance, and more about you wanting to get rid of something you just don't enjoy.

  • It will force them to hook survivors as the game intends

    Cool, so are we getting rid of Hook Sabos? If so, then I'm all for it. However, slugging IS the counterplay to Hook Sabos. So if you're going to get rid of one, you need to get rid of both.

  • Let me just say this…

    There is a DIFFERENCE between a killer being "too strong", and survivors DC'ing just because they don't like going against them. Hatred for Skull Merchant is ingrained in our brains from the old days. She's not that bad in Live. I do agree with taking out the Hindered/Haste combo.

    Reducing Scan lines from 2 to 1. Yikes. This is going to gut her, because survivors can just avoid the drones all together by running around the single scan line.

    So here's how it will play out. You'll gut SM, then all the SM mains will start tunneling, camping, and slugging EVEN MORE, because the HAVE TO to win. They'll do it because her kit is now too weak to win against any group of survivors worth their salt. So, survivors will continue to DC against her.

    I guess we'll see in a month.

  • These Killer queue times are horrible. Please don't extend this.

  • You can remove the DC penalty right now. Stop being a quitter, and I promise you'll never have to deal with it again. That is all.

  • Yea, the licensed characters might be tough, but there are enough original characters to do. Although, the one that I would love would be Sadako. Imagine female twisty Unknown, with the long black hair and the white dress, lol. Can you imagine playing as Unknown Sadako and hearing the creepy unknow voice say "7 Days". I know adding voicelines wouldn't happen, but let me dream!!

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/369528/hit-and-run-gameplay-is-the-most-boring

    1. Camping is the most boring thing
    2. Ruin+Undying is the most boring thing
    3. Slugging is the most boring
    4. Anti-loop killers are the most boring
    5. Tunneling is the most boring thing
    6. 3-gens are the most boring
    7. Hit and run is the most boring <----------------- you are here.
    8. Killers Pressuring gens is boring
    9. Anti-Healing is boring
    10. Killers even playing the game is boring

    Meanwhile:

    JUST PRESSURE GENS KILLERS.

    Exactly what kind of "play style" should killers do, that is a viable way to win, that isn't boring to you? Because at this point, it seems the only acceptable way to play as killer is to:

    • Play a standard m1 killer
    • Pick a single survivor, and chase only them, making sure to never use your power.
    • Don't use any perks
    • Once you down and hook that survivor, you need to immediately start running to the survivor that is the absolute furthest away from the hooked survivor.
    • Then you repeat.
    • But make sure after you hook the second survivor, that the 3rd survivor you chase, is not the one that saved the unhooked person (they might still be healing) but the 4th guy who has only been on gens.
    • Repeat, making sure you do them in order, so nobody is eliminated from the game. Then if you actually make it to endgame, you can't camp the hook during endgame, you have to open the exit gates
    • Then you have to let the other survivors save and body block, so all 4 escape, and then you have to let them teabbag you at the gate, you can't just run to the other end of the map and stare at a wall. You have to make sure you specifically WATCH them teabag.
    • Also don't hit them to force them out, you need to let them teabag you for the full 2 minute timer.
    • Also make sure you say: "man i suck really bad" and agree with them when they say "gg baby killer ez"

    At some point, i think you need to examine yourself, and decide what it is you really want out of this game. Because there i so much conflicting information about what survivors want from:

    • You need to chase more people
    • You need to chase less
    • Let us do gens
    • Stop camping hooks
    • Stop camping gens
    • Stop proxy camping
    • Don't defend hex totems (yes i heard this once)
    • Pressure gens better
    • Don't tunnel
    • Camping in endgame is boring
    • GG EZ killer couldn't get kills

    Like for real, what the actual ######### do you want?

    Bro...you literally read my mind. I was like "I thought tunneling/camping/zoning/chasing/hitting/slugging/kicking was already the most boring". Then I saw your list and laughed. Saved me the Carpel Tunnel. Bless you!!

  • I do think there could be room for some tweaks to her kit, but it would truly need to be a REBALANCE and not a nerf. You cannot just take from her, because she is already considered by many to be a weak killer. If you want to take something, you have to give something back. For example...

    • Only one drone can be "active" at any given time, as opposed to now, where I can literally have them all active at once
    • Any pallets dropped within a Drones active area are instantly shattered

    So, if I do take a chase, I can drop drones in loops to shatter dropped pallets instantly (like dream pallets, they do nothing), but because that drone is active, the Gens are now unprotected. So I'm DECREASING my 3 Gen potential, but INCREASING my chase potential.

    Worth noting that I am referring to the Killer activating drones. Survivors who run into drone areas all willy-nilly can still activate them.

    Just thinking out loud :)

  • @philward1953 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3365992#Comment_3365992

    Damn, you're a pretty aggressive killer main lmao. As someone with 5k hours across two platforms I can guarantee learning to loop better will not stop killers from attempting to tunnel lol.

    My own skills, or the skills of survivors, have NOTHING to do with how a killer choses to play.

    Also, moaning about how survivor use free BT to take a bodyblock is dumb. I'm sorry. Wait. it. out. Or hit it to get it over with. To expect a survivor to have BT, and NOT take a bodyblock is expecting them not to make good use out of their situation. Survivors are meant to help their teammates, and to ask them to not is insane.

    The basekit BT does little to nothing to actually counter tunneling, as it doesn't last for very long. It helps, but it's not actually a HUGE plus.

    Also, if we're bringing up skill. YOU need to learn to chase better and put in the hours to learn. I and so many others have won TONS of killer games without tunneling off 5 gens. Its indicative of your skill if you do that.

    Learning to loop better may not stop the Killer from "attempting" to tunnel you, but it may help you to not go down. Someone with 5K hours across two platforms should know that is a fact. Looping better helps you not get hit. If it didn't, people wouldn't do it.

    Second, I'm not "moaning" about bodyblocks, I'm just stating a fact. It was designed/implemented as a defense from tunneling, not as a free health state just cause. If you want to use it to body block, be my guest. Play the game how you want. However, when I shift my focus back to that survivor and put them on the hook, they have no business complaining.

    My point is that if BHVR ever decided to implement something more severe to discourage Tunneling, survivors would find a way to weaponize it beyond what it was intended for. You said it yourself, asking them not to is insane.

    You're argument is that tunneling on 5 Gens "doesn't promote skillful gameplay or learning". No player here has that responsibility. Every player in this game paid their money, and have the right to play the way they want to. Players don't owe you, me, or any other player anything. We don't need to prove our "skills", we don't need to be demonized for using strategies available to us. We certainly don't need BHVR to step in and use game fixes to address player problems.

  • They already did something to address tunneling. They gave everyone basekit BT. What did survivors do with it? Did they use it as intended to make distance and not be tunneled? No, they weaponized it for a free body block, then still come here and whine about being tunneled.

    You want to avoid being tunneled, learn to loop better, put in the hours to learn, and stop asking BHVR to fix your lack of skill. I mean that in a general sense, not at YOU directly good sir.

  • Same for me, no textures on the well at all. Also, when she looks up and does her jump scare, I no longer see her eye. It just looks like a black mess of hair.

  • Your not going to stop this. The sooner you realize this, the sooner you will spare yourself the Carpel Tunnel from typing

    There is no such thing as "Hook Suicide". There is only "3 failed unhook attempts" and "X amount of missed skill checks". There is no way to prove that someone is dying on purpose, so you can report them if you want, but it wont make a difference. If the stress of cooperative games are too much, Star Wars Lego's is awesome.

    Increasing DC penalties right now, with the well documented cheater epidemic, would hurt other players more than it would help. I just had my first cheater btw. Got my first down of the match and got DS without ever having hooked her. I DC'd, cause I'm not going to play with hackers and cheaters. I wish I wasn't penalized for that, but rather than propose sweeping changes to the game, I decided to just move on.

    Lastly, as someone already said, after you implement all these changes, there's still nothing stopping the player from just running into the killer and being slain. Like the "Hook Suicide", you can try to report it, but good luck proving it.

    The point I'm getting at is that if someone doesn't want to be there, even if you can implement enough rules to force them to stay, you can't force them to be productive or be a good teammate. At least if they DC, you know where you stand.

    Just my 2 cents. Cheers.

  • I actually am kinda diggin' on this idea as well.

    People are saying that you can still spare survivors, you just don't down them and let them escape. Yea...but then they'll think they escaped on their own, and as a killer, I have a rep to protect, lol.

    There is a reason killers prefer to carry survivors to the hatch. I will only speak for myself, but I want them to know I could have killed them, but chose not too. A popular streamer worded it as "We want the credit", which isn't entirely wrong.

    I think in a game full of a lot of bullies and toxic behavior, sometimes these little acts of kindness help restore our faith in humanity, lol. So yes, I am down with a "Make your Choice: Mori or Mercy"

  • I'm all for testing it out, my concern lies with 3 main areas.

    1) End Game: If your survivors have finished all Gens and are going for the doors, this will make any kind of endgame comeback extremely difficult unless your running perk.

    2) Downing survivors under pallets: If the team is around, it's game over for you. While your trying to chase of the clicky's waiting for the pallet save, they just get up and leave.

    3) Beginning a new Meta: Does unbreakable join Off the Record as part of the new Meta?

    We'll see. Going into this with a open mind, but not feeling good about it, lol.

  • @kingcarl2012 said:

    https://forum.deadbydaylight.com/en/discussion/340489/unlocking-perk-changes

    You really only have to get to prestige 1 to unlock the perks then you can level them up in individual bloodwebs same as you would have before at level 40

    Really?!! That's awesome, thanks so much for the info!

  • Yea, it's better on killer if you plan on playing multiple killers because, like you said, everyone has it. If you only play a couple killers, this system loses it's shine quickly in my opinion. We agree, terrible for survivors, lol.

  • @Advorsus said:

    While I do agree that survivor could use a bit of love in the points earned in a match category, they also have a lot more things tied into the way they earn points.

    With killer, a lot of the points you earn are obtained simply by playing normally. Using your power, finding and chasing survivors, and hitting them all earn points and all can be done by playing normally. The only one really tied to how well you're doing is the sacrifice category.

    While survivor is quite a bit different. Yeah you powered all 5 gens and the killer only got one hook, may seem like a perfect game but is actually removing the needed interactions to earn points in other categories.

    The game is designed around the assumption that you're going to be doing multiple different things in a match. Cleansing multiple totems, getting in multiple chases, escaping chases, multiple heals and unhooks, doing stuff within the killer's terror radius, and opening exit Gates.

    The problem is most survivors only worry about completing gens as fast as possible, and running away if the killer finds them. But if you power the gates to quickly and escape, yeah you're going to have very little points as the game believes you only really did 1 thing which was generators. Even if you did all 5 solo.

    If all survivors played each match in the way the game was designed score wise, matches would be longer and they'd have more BP post match. However most survivors are about playing effeciently. I.e. get all generators on and escape as quickly as possible.

    I agree with you, but this is exactly the problem. You're right when you say there are lots of ways to score points, but ultimately all those "other" ways are just colored bubbles.

    As a survivor, your actual, one and only true "objective" is to repair 5 Gens, Open gates, and escape. Everything else is just fluff. Completing Gens, Opening Gate, and Escaping should be enough, all by itself, to earn a flat base 20K Bloodpoints. Now add points for Gens you completed or helped complete, unhooks, etc. You can subract points for each time you get hooked. Personally, I would love to see points subtracted for leading the killer to your teammate.

    I don't know, smarter people than me can figure all that out. I'm just saying that if my team and I can finish all Gens and escape, without getting hooked, the reward should make us feel like we ACCOMPLISHED something awesome, not like we FAILED somehow.

  • If we are going to change the mechanics of the game based on "fun", I am 100% down with that!!

    No more slugging cause it's not fun? Done. Deal.

    In return, I would like a added mechanic that stops GEN RUSHING. As a Killer, there is nothing FUN about having 3 Gens pop before you've gotten into/finished your first chase. Sure there are perks I can take, sure I can get better, but this is about FUN. So how about this...

    "Anytime a generator is completed, the Entity blocks all other generators for (XX) seconds, during which time all generators regress at (XXX) percent".

    This would stop survivors from just 99'ing every Gen and then popping them the moment they become unblocked. This would also add some new freedom to killers, who no longer have to use every slot on Gen perks. Gen block, Gen regression, Gen, Gen, Gen, blah, blah, blah.

    There is no difference TO ME between Gen Rushing and Tunnel/Camp/Slug. They are both Strategies employed because they are effective routes to complete your objective. BHVR seems fine with adding mechanics to take away the Killer's strats, so fair is fair, lets take from the survivor strats too.

    I don't mean for that to sound like salty or us/them, I'm just saying, if BHVR is going to "police" legit strategies, it needs to do it on both sides of the fence.

  • My Opinion, you should be able to SPEND devotion points to buy permanent/non-consumable add-ons. Iridescents can be EXCLUDED from this if that would better preserve the game balance. Being able to spend 1 Devotion points on a permanent Brown add-on, 2 points for a yellow, and 3 points for a green would be cool.

    Given how many add-ons there are, and how many characters, this not something that anyone would "max out" any time soon. Granted, I'm sure this would have a negative ripple effect on the Blood Point grind, but I still think it would be cool.

  • When is the last time someone who was in a SWF decided to NOT Genrush because it's not fun for the killer? Probably not often, if not never. Survivors GenRush because it it the most effective strategy. Period. The Killer's feelings or "fun levels" are never taken into account. Anyone being honest with themselves knows this to pretty much be a fact.

    Tunneling and Camping are not "the only way", but they are the most effective strategies, regardless of your personal feelings, skill levels, or moral compass. They work, and that is just a fact. You might use it at a last resort when your down to 1-2 Gens to try to shift things in your favor. You might try to tunnel one person out of the game immediately, to shift numbers in your favor.

    I don't believe any survivor/swf is EVER going to alter their strategies and gameplay for my Killer's "fun", so why should I be forced to do it for survivors. Don't want to be tunneled, loop better. You have to be caught to be tunneled, and if you're good, and you know the killer wants you, there's nothing stopping you from taking him on a 2-3 Gen ride. Not proud, but it's been done to me, and all I can do is ggwp.

    Being camped, do Gens. As a Survivor, I literally have to tell every team, "If I get hooked and camped, just do Gens". Every game, I have to tell people that, and by now it should be common knowledge. I don't mind getting hooked and camped, if the team uses the time to smash Gens. When they all come and try to be heroes and 1 down turns into 3 down, that's when I get mad.

    I'm just saying that Killer or Survivor, most are going to do whatever it takes to win. This is a competitive game, and if that's not your jam, that's cool. We don't need BHVR trying to turn players made up "survivor ethics" rulebook into game mechanics.

    Getting smashed is not fun, for survivor or killer. I've gone on horrible streaks of getting smashed by EVERY team I went against, and it wasn't fun. What I needed wasn't more rules, nerfs, buffs, etc. What I needed, what I still need, is more TIME and more PRACTICE. I need to improve my own skills so that I can make the game fun for myself, instead of expecting others to do it for me.

    This is of course, just my pea-brained 2 cents. 😉

  • First off, I'm not talking about "proper tournament"? The point of my post was that any killer can be competitive in daily play.

    Now, I said nothing about "tournament SWF". I said "tournament level SWF", which is to me, is a SWF that contains at least one player of tournament level ability. If I worded that incorrectly, that's on me, and I apologize, but to just reply and call someone a liar is pretty trashy.

    As Phantom said, these games are not hard to find, they literally stream them. Now, could a off-meta killer win a Tournament? If you say no, honestly I trust that, you know more about it than I do.

    I'm saying that in daily play, in off-meta killer can be competative, even with a SWF that contains tourney level players. If you still think I'm wrong then I respect your opinion, and we'll leave it at that.

    :)

  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3024977#Comment_3024977

    Actually yes, even in comps pretty much anything is heavily restricted and it varies depends on killers due to extreme power difference between them.

    In "everything" tourney there were no players who did good without nurse/blight.

    Okay then, you must be right, and I will stop telling blatant lies. Tell every player in the game I said hello and keep up the good work!

  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3024958#Comment_3024958

    There is literally no players who decimate full tourney level SWFs with low tier killers, literally none.

    I think better not tell blatant lies to people.

    No players, huh? Not one. You know them all? Fair enough. Well, I guess I'm wrong then. It happens...ask my wife :)

  • So, I don't mean this to be snide, just an observation, but you didn't need perk reworks to play "off meta" killers. You could have done that anytime you wanted. Just because some popular streamer comes out with a Tier list and says "this killer is low tier", doesn't mean you have to let that affect how you play.

    There are a mass of amazing players who decimate full tourney level SWF's with "low tier" killers. They do it by putting in the work, and the time. By learning the maps, learning the the mechanics, the footwork, the mind games.

    Also, don't let survivors dictate the rules to you. Do you think survivors/SWF's say to each other, "Hey guys, lets not rush the Gens and blind the killer, because that wouldn't be fun game-play for him". Of course not, they want to WIN, and they will do whatever it takes to do it. So don't let them shame you for doing the same. Camp/Tunnel/Slug, whatever it takes.

    I play Trapper probably more than any other killer. Coordinated SWF's in communication, usually hand me my ass...just being honest. However, the other 80+% of the time, I'm getting the 4K. I've had this game for like 3 weeks, am player level 83, and Iri ranked.

    That statement is not meant as a flex, as I know there are thousands of better players than me. The point is, if I can do that in 3 weeks by putting in the time and the work, imagine what you could have done by now if you had ignored the "meta" and just played what you wanted.

    Good news is it's never too late! Play the killer you want to play, the way YOU want to play it....and have fun!

    See you in the Fog m8. Cheers!!