Aven_Fallen
Aven_Fallen
About
- Username
- Aven_Fallen
- Joined
- Visits
- 18,449
- Last Active
Comments
-
@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1831816#Comment_1831816
It's odd- from my experience as killer that's the case, as I'm out here getting 3 rank 2s and a rank 17, but as survivor it's the opposite. Idk if its just solo matchmaking being ######### and giving me 2 rank 19s and a rank 9 (rank 1) vs a rank 10 killer or what but something isn't quite right here. Should've specified, that was my bad.
Yes, this is something I also get. Like here:
This was on Rank Reset-Day this month. Funny thing is, if the Killer and the Survivors are on different Platforms, it will look like a SWF for the Killer. The Rank 18s were also real Rank 18s and they played like that.
IMO this Matchmaking isnt even that bad, because the Killer has two Survivors to capitalize on and two who are more experienced than him. So it somewhat evens out, but it should not happen.
But whenever I get this, the Killer and the other Survivors are Console-Players. I can only imagine that the Killer and the Survivors waited already pretty long (they are low ranks and due to the small Rank Reset the lower Ranks get thinner) and then the Matchmaker threw together this Lobby.
-
@Heartbound said:
Gotta give you props for the game despite them hitting the gens so hard at the start though. That's why ya never give up.
The first Gens can get done fast and you can still end up with Iri Gatekeeper. The Gatekeeper-Emblem is not punished that much anymore for the first Gens gone first.
It is more punished in the later parts of the game, especially when the Gate is opened.
-
@TragicSolitude said:
https://forum.deadbydaylight.com/en/discussion/comment/1831782#Comment_1831782
One of the devs said that chase music is loud on purpose and the reason for that is "to give survivors a chance to escape" (if that's not verbatim it's close).
IDK, the only time I lose a Killer is when he is actually smart and abandons a chase. Otherwise it is basically impossible to lose a Killer, even with Iron Will.
@Topic:
Breathing sounds are fine, they are one way of tracking. If you want to play stealthy, there are Survivors which have a quiet breathing, you can see this here:
https://www.youtube.com/watch?v=P0aFo4lPARwNote - this video is over a year old.
But I can totally imagine that at some point the Devs will release a Perk which lowers the volume of breathing sounds.
-
@Greatamygdala said:
https://forum.deadbydaylight.com/en/discussion/comment/1831692#Comment_1831692
Alright end of 2021
They actually said in the recent livestream that it will be more sooner than later.
"Yes. There's an internal version in testing right now with a raised and pulled back camera. It's really good but not 100% ready yet and they can't announce an ETA yet but it will be sooner rather than later. It's almost there!"
-
@Ihatelife said:
Sadly this perk doesn't have any proper counter. It's honestly broken and I hope the devs are gonna nerf it as soon as possible. It's basically an unlimited timed Decisive strike. Slugging shouldn't imo be option as the counterplay. It's boring and time-wasting for both sides.
Bringing up Power Struggle and DS in one sentence. Oof.
The Perk is mediocre at best. I mean, if you Killers would feel happy, the Devs can nerf it, this will upset the 3 Survivors who are actually running the perk, while the others wont care.
-
@Greatamygdala said:
https://forum.deadbydaylight.com/en/discussion/comment/1831844#Comment_1831844
Didn't even know about that new implementation. Yikes it's already a very rare perk and now even more so.
If I would have to guess, I would say that is to not promote slugging with Killers who are good at it (aka Billy or especially Oni). But they should look at infectious Fright for this, way stronger and way more oppressive.
It also does not make sense to give Knockout a basic attack requirement if you consider that it is a Bubba-Perk, who has an ability to down players.
Maybe they should get rid of the Aura Block for Knockout and change it to something like slowing down the Recovery Progress to have it soft-counter Unbreakable and make it more likely that another player needs to get to a slugged person earlier. Or, they change the Perk to decrease the recovery Progress when the Survivor is crawling and keep the Aura Block, which means that the Survivor either has to wait or can crawl and lose his recovery progress.
-
@GoodBoyKaru said:
How about we fix matchmaking so it ranks based off of the highest person in the group (as it used to be but apparently isn't now if my experiences are anything to go by??) and allow people to continue playing with their friends?
From my experience, this is still the case. Yesterday I played a game against a Rank 2 Killer with another 2 man SWF consisting of a Rank 1 and a Rank 20. And whenever I see a disturbance in Ranks, it is two low Ranks instead of one low Rank with a high Rank.
-
I would say that Insidious takes the spot because it has no strategic use other than camping. Knockout at least can work on slug-orientated builds on Nurse, which does not make it fun to go against and it does not work against SWF, but it is a better use than just "Ok, I camp that Survivor while not having Terror Radius".
But I would be happy with Knockout getting a totally different effect, but this is unlikely since it got changed quite recently.
-
@Grandpa_Crack_Pipe said:
Crossplay, ho!
It seems like Crossplay made the Survivor Queues for PC players worse. Because Console brought in quite a bunch of Survivors, while the number of Killers in crossplay is smaller.
It also does not help that Killer players can disable Crossplay on Console and still have instant Queue times.
-
@Felnex said:
The answer is $$$ obviously. They charge extra for the weapon, and force you to buy it if you want the other stuff.
IMO BHVR makes less money with the Sets. Because if someone only likes the weapon but not the Outfit, they will not buy it, which means that BHVR misses out on people who would spend 400 ACs.
If anything, Sets would make them less money.
-
@DontNerf said:
https://forum.deadbydaylight.com/en/discussion/comment/1831231#Comment_1831231
So people should just pick a different killer instead of voicing their complaints?
I mean, those Nerfs were justified. For both Billy and Nurse. Fun is subjective, if someone thinks they are not fun anymore, they can play other Killers. Like, I am not going on the Forums and say "Hag is not fun to play, do something about it!", because I have plenty of options to choose from and I am not forced to play Hag.
And if we look at those Nerfs - Nurse is still the strongest Killer and she is basically a design failure. She came into the game with so much busted stuff which is not in the game anymore, so why should the Devs get rid of stuff like Infinites, Double Pallets, but keep the Killer which ignores Survivor Defenses?
And Billy, its 2020, the game got so much easier for Killer. The Killer with insane Map Mobility, strong Add Ons and an easy to use One Hit-ability (with some practise) is not balanced anymore. So they made a minor change to his Kit, which most of the time does not affect him and changed his Add Ons.
@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1831231#Comment_1831231
To be fair,there are still dailies or archive challenges that people have to do.
Billy was pretty much non existent before this tome.
This is correct. Of course the Archives will also play a role in that, I can even imagine that the Devs put Archive-Challenges in the Tome to see how Billy performs (even tho, this way of looking at data would be questionable, because players who never played Billy would play him).
But, in theory, you can ignore those Challenges, because they are not on the main track of the Archives and you can also replace Dailies.
-
If you dont have fun with a Killer, there are 20ish other Killers to play. I still like playing Billy. And I have seen 4 Billys just yesterday, so I guess others like playing him too.
-
Yeah, Dedicated Servers without a Server in Russia are really bad. There are so many Russians playing on EU-Servers and naturally do they have a high ping. Nothing they can do about.
However, BHVR uses Amazon Game Servers and those are not possible in Russia.
-
Are you playing on PC and those are Console-Killers?
Lately I have quite a bunch of games with bad MM, and always are Console-players involved. Stuff like my friend and myself (both Rank 1) against a green Rank Killer with two brown Rank Survivors.
-
I mean, since Killers always recommend some Perks to Survivors, what about running STBFL? :>
It would even be better than the mediocre Perks which get suggested when Survivors complain.
-
Nobody who has a sane mind would add real Serial Killers to a game. Real people died in this case and they should not be playable Characters in a game.
-
Are you implying that Killers stopped playing because they cant switch in the Lobby anymore?
-
https://twitter.com/DeadByBHVR/status/1336359775718821888@Ihatelife said:
There was no info about launching this again, so no.
This came with the 4.4.1 Bugfix-Patch. If it got turned off again, I missed it.
@Topic:
Yeah, can confirm. It does not look like it is turned on. I know that some Hits will always look strange, but since they turned it on, it looks worse than before.
-
@TheClownIsKing said:
What’s the complaint here? You got 2 kills
But not 4! Killer too weak!!!!1111
-
You should explain, if you make such a statement. I dont think that Clown is that bad, you can play him at Red Ranks, but he is the weakest Killer.
-
I mean, thats the only thing that the DC-Penalty has really changed - Killers get their BBQ-Stacks more often. For Survivors it does not matter if that guy DCs or kills himself on first Hook.
-
@Callmehandsome said:
https://forum.deadbydaylight.com/en/discussion/comment/1828985#Comment_1828985
Before SWF was added devs said that they would need to do "balancing changes as 4-man survivors on voice communication would be obviously unbalanced" yet no balancing changes were done. But personally they should start by limiting certain perks SWF can use. For instance OoO should be never allowed for SWF as now you have 4 survivors who know your exact location and move the entire game.
Source?
-
@HollowsGrief said:
https://forum.deadbydaylight.com/en/discussion/comment/1828060#Comment_1828060
99ing the gate completely removes the entire purpose of the EGC, it's meant to end the game, survivors just 99 the gate so they can ignore the timer thus not ending the game. And please don't tell me "the killer can open the gate themselves!" yeah and if they do they leave any pressure they have and give the survivors time to recover everything, also will opening their escape route. Don't get me wrong, I don't think the EGC should favor killers or survivors, but the only way it forces the game to end is by killing the survivors, remove that threat and you remove the ability to force the game to end.
If you want to end the game, open the gate. What does your Map Pressure have to do with that? The game would also end if all 4 Survivors escape because you opened the Gates.
-
@Leachy_Jr said:
You act like people don't want a nerf to both sides. Both DS and Undying are problematic perks and should both be nerfed.
Plus, searching for totems makes you a useless teammate, which nobody wants, it's even worse with no perks. GL trying to find and cleanse Ruin Undying in under 3 minutes on maps like Lerys, Swamp, hell even macmillian. Keep in mind that ruin is working in the background while you're searching for the totems, so any gens you had progress on is now at 0 because ruin is a fair perk :)
(Btw, yes I have ran detectives hunch, no it is not effective when your killer is sweating like it's BOTB tournament and is playing spirit or any other good killer)
IMO Unbreakable is a more problematic Perk than DS. It is even more situational, but can be a even bigger gamechanger. But I agree, both sides complain about the other side, while running Meta-Perks.
Its not like the Killers who complain about DS or BT are running Meme-Perks.
-
@KaarelK said:
https://forum.deadbydaylight.com/en/discussion/comment/1827510#Comment_1827510
######### where did this situation come from ? Ofcourse you depip if you get chased the whole game and get 1 hooked after. Read what OP write, thats' the situation we're talking about, dont throw random #########.
I am talking about the Killer chasing someone else for so long so that the rest of the team depips. Which is the situation OP was writing about.
-
@KaarelK said:
https://forum.deadbydaylight.com/en/discussion/comment/1827308#Comment_1827308
You do realize if you can't atleast black pip vs a noob killer, you're on the same level as the killer and it's fair for both sides, because you both dont know how to play
You can easily depip against a bad Killer. If the Killer is over-committing to a chase and cannot catch that Survivor, you will not get any Chase Points and you will not get any Altruism points. And how is it the Survivors fault if that Bubba tries to catch a Survivor for 4 Gens and then facecamps them until the end? Not much the other 3 can do at this point.
I mean, unless you say that the Survivor should try to get chased by the Killer by running after them, flashlight-clicking and stuff. But given how some people on the forum react on this, I doubt that this is the nicest thing to do.
-
@GreyBigfoot said:
https://forum.deadbydaylight.com/en/discussion/comment/1826900#Comment_1826900
I agree with this here. I feel like Tinkerer is gonna get a small nerf in the future just as soon as it actually became good and people started using it.
I'm guilty of using it in a lot of my killer builds, even though I find it slightly unfun to face as survivor.
I mean, in general Tinkerer is not too strong and the Buff was fine and it was also quite an easy buff to do (just change some values). But in combination with Ruin/Undying, especially on high mobility Killers, it can be quite oppressive. Getting a notification at 70% means that the chances are high that this Gen will be interrupted, on a high-mobility Killer changes are high that it is not reaching that much more than 70%.
But I also doubt that they will touch Tinkerer again, since they just buffed it.
-
Demo only needs an Add On Rework and Rat Liver Basekit. Maybe also more stealth when coming out of the Portal, but thats about it. Demo is a solid Killer overall, his Kit is good.
But it is sad that his best Add On is a common one and most of the Add Ons he has are not really useful. Like, I dont even imagine if I ever did a game with an Add On higher than green and the majority of games with Demo are with yellow Add Ons at best.
-
IMO the most problematic Perk in this Combo is Tinkerer. But I doubt that this is gonna get nerfed, so I bet Undying will get changes somewhat soon.
Cant wait for the forum reaction on that one tho. :>
-
@Leachy_Jr said:
- Buff her base kit
- Nerf her add ons (by a lot)
- Giver her a phasing indicator
That's literally all you need to do. Not hearing grunts while phasing would make her incredibly unfun to play especially when people who know what they're doing and on maps with no grass.
Plus the secondary ability of moving at 115% while passive phasing just sounds kinda unnecessary and obnoxious to verse and use.
Buff her Basekit? She does not need Add Ons to begin with, lol. A Killer who does not need Add Ons should not get their Basekit buffed.
-
@Bullettimegod said:
Im....comfused. what are you asking? Like legit you are just throwing numbers?
Bloodlust. Those are the values for Bloodlust.
@Topic: Could be possible in the future. They tested one weekend without Bloodlust, and I have not seen much difference in my games, but I have seen that some Killers were really relying on Bloodlust to get Hits in.
IMO at least Bloodlust 2 and 3 can be removed, but I think it is totally possible to remove Bloodlust completely once they reworked the remaining Maps (e.g. I had a really hard time on Cowshed during that experiment, but to be fair, I doubt that it would have been much better with Bloodlust, since that Map is horrible). At least it might be possible that they consider it.
It was meant to be a temporary thing anyways.
-
Did you stay at the Gate? If not and they died because of that, I can relate to them. I have died more than once because a Survivor 99ed the Gate and simply left, meaning I ran to a closed Gate with the Killer.
99ing the Exit Gates is a good decision, if someone is staying there to open and maybe bodyblock.
-
Just bad luck. I had it exactly once since they released the Twins-Chapter.
-
This was already discussed many times. In the end, it would just be a huge time-waster for everyone since the Killer can just down you again. Even if you have DS, you can keep slugged. Even if you have Unbreakable, the Killer can just wait.
And IMO, if your teammates are on Death Hook and you have not been hooked once, you can play more aggressive and get into chases so that your teammates survive. Especially if you have Deliverance and want to make use of it.
-
Fine for me. I rarely get a farming Killer, its a nice change of pace to get a farming Killer like every few months (which is the normal rate I see a Killer who just wants to farm (outside of double BP-Events)).
-
@Jay_Whyask said:
Wait, people are actually getting hit by Victor? Also it's not the hitbox, it's latency, the hitboxes are fine.
Dont know how that is latency when he hits the air somewhat top left of my character and gets a down.
I have also seen Victor flying right past me and getting downed, despite him smacking at a wall. His Hitbox is HUGE.
(I would honestly like to see an actual image of it)
-
Highly unlikely. They will not work over the Holidays, I would expect a PTB in January and Midchapter Release either end of January or start of February.
-
@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/1824835#Comment_1824835
Eh, the exhaustion and mangled addons are fine as is tho. Mangled simply because some survivors are dumb enough to heal while their timer is ticking down and they should be able to be punished for that. Exhaustion is nice because it prevents them from using exhaustion perks while moving between jigsaw boxes. 99% of the time, its best not to tunnel anyway, because that survivor is going to be busy. Tunneling someone with a trap on is essentially wasting time. And I guess it could encourage people to tunnel, but tunnelers gonna find ways to make tunneling easier. Which is why most tunnelers play PH nowadays.
Exhaustion Add Ons should not exist anymore anyway. And I am pretty sure that they will be removed once the respective Killers get their Add On-Pass, so this would include Pig.
And anyway, those Add Ons mean that this Survivor cannot use any Exhaustion Perk or is most likely not healed, which simply invites to tunnel. Of course you should not chase those players with Traps, since they are not doing Gens anyway, this is correct. But especially bad Pig-Players do that, and those Add Ons just encourage them to do so.
-
Soon™
No official date yet. My guess would be MIdchapter Patch, but this is pure speculation.
-
Add On pass would totally be enough. More focus on Stealth and Dash, less focus on Traps.
Especially stuff like Tampered Timer should be removed, if you combine it with the purple Extra Box Add On or the Purple Add On which increases search time, it can be impossible for a Survivor to search all Boxes, if you interrupt him just a little bit. And this should not happen, Traps should be slowdown, but not a cheap RNG-Kill.
When it comes to Add Ons, stuff like increased Skill Check Odds or increased Penalties should be changed. They dont have any purpose since Unnerving or Lullaby dont affect Jigsaw Boxes since ages. Stuff like Hemorrhage should be basekit, while things like Mangled or Exhaustion should be removed/changed, since they only promote to tunnel the guy with the Trap.
Ideas for a Trap Add On would be one Add On to give 2 extra Traps. Or one which is Iridescent but makes the Key appear in the last Box, but increases the timer. This Add On can replace Amandas Letter as an Iridescent Add On, since that one is also Map-dependant and could easily be a purple Add On.
-
Some side has to have the priority in this case. And they went for the Killer Side, they get the priority when both Survivor and Killer interact with the Hatch. This is unlucky for you, but overall it is fine IMO.
-
If we start with exceptions, where would you stop? Like, my friend and I played with two Console Survivors who were Rank 18 a few days ago. The game went as expected, it was a 2v1 after all. Can we also be allowed to DC, despite being in an SWF, even tho the game is basically unwinnable at this point?
Should DCs be allowed if someone died earlier? Because, again, you cannot really win a 3v1 with 5 Gens, when the Killer is not completely incompetent.
Like, I would also like to DC when I play Killer and someone else DCs or kills himself at 5 Gens, because the game is over and I won, but nobody will have a fun game at this point. But I am not allowed to, so I am not doing it.
It sucks when you get paired with players who are not good, but that is the risk when playing an Onlinegame. And in the end, you DCing would also make the experience of the other 4 players miserable, even if they are not good at the game, there is nothing wrong with that. But DCing would limit their enjoyment.
The DC-Penalty has to stay without any exceptions.
-
@_VTK_ said:
https://forum.deadbydaylight.com/en/discussion/comment/1824574#Comment_1824574
And it doesn't even have a direct counter. Lighborn doesn't help against it and Wraith is already a rather weak killer. Bring 2 flashlights into the trial and you can harass him to death.
You should be able to walk around the Survivor with a Flashlight. There isnt really a Perk that works against Lightburn, but you can avoid it.
Which does not mean that this mechanic should stay. It should also not be replaced by something different, it should just be removed since it only affects two Killers and is really outdated.
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1824057#Comment_1824057
like survivors takes skill. hold W, look behind for a second, and press space a bit, otherwise hold m1. literally the easiest gameplay that boils down to knowing when to stop looping and press space, then repeat. not to mention exhaustion perks, second chances, communications.
undying is another example of easy survivor gameplay, all you have to do is hold m1 for a bit, that's it, you just gotta know where the totems are which can be assisted with small game or hunch. killer has to apply pressure and take control of 4 survivors at once, and now they have to protect their hex totems as well, that's not easy at all
Did I say that playing Survivor is difficult? Nope. DBD is an easy game on both sides.
-
@Zarathos said:
https://forum.deadbydaylight.com/en/discussion/comment/1824057#Comment_1824057
Alright run ruin, undying, thrilling tremors and corrupt intervention clown tell me how that goes.
Wait I can do this too. Man ds, unbreakable, adrenaline, sprint burst is so broken. You have so many live the killer dosent stand a chance. It seems like second chance stacking gonna be the future of survivor gameplay.
Practise some self awareness all of these issues we have raised as killer got the git gud treatement time. Now suddenly some busted build is messing eith your games and gasp horror this is unfair.
Why would anyone run Corrupt Intervention with Ruin and Undying? You dont want Survivors to move from Gens to find your Totems earlier. Either Ruin/Undying or Corrupt Intervention. Let alone that Thrilling Tremors is not a Slowdown-Perk, but a Tracking Perk which also gets overshadowed by BBQ and especially Whispers.
And I get 4Ks in Red Ranks with Clown with just Corrupt Intervention as a Slowdown-Perk, it is not like playing Killer is any hard in DBD. Sure, against good teams, you need a strong Killer, but luckily those are rare in DBD.
(Of course, good is always a matter of perspective - I guess most of the Forum Killers will think a Team of Rank 20 Megheads is good, given how much they complain about this game)
-
Did you open the Exit Gate or was it open?
-
So far those Reworks sound good to me. Some Perks will still not find much usage, like Breakdown will not be used, because Hooks are so close that it does not really matter. Iron Will will also not be that helpful at Tier 1 or 2, but in order to have Perk Tiers, it is the only possible option to increase the values. But it will not change much, sadly.
But I want to give some points:
Boil Over-->I like the change, but it should be kept in mind that Breakout is a thing. Both Perks combined can speed up the wiggling by 32%. So instead of 16 seconds it will take around 11 seconds to fully wiggle. Take a protection hit and it is only around 8 seconds. It would need to be tested, but it should not be too difficult for Killers to get Hooks.
Deja-Vu-->Not sure if Killer players would be happy to see a Repair Speed Increase. But it would be minor, would be around 2 seconds in total.
Distortion-->I would even add more ways to gain Token, like repairing a Gen (sitting on a Gen when it gets finished) and maybe even cleansing Totems. But at the very least, Gens should count so that you dont have to rely on getting Unhooks to gain Tokens.
No Mither-->I doubt that this will make much of a difference, because it would still be easy to see the person who is having No Mither. At least when they go down in one hit or are using Dead Hard while being "healthy". Of course it would be an option to not use Dead Hard, but it is the best Perk for No Mither to use. I like the Grunt Reduction Increase, IMO that is something that No MIther 100% needs so that you dont have to run Iron Will with it. Bonus BPs are also fine, even tho I would put those in Boldness and Altruism.
Overall I am fine with it being a Hard Mode, but thats just my opinion.
Saboteur-->I am all for it, IMO it is a big design flaw that you get set on Cooldown when starting to sabotage, since the game tends to let you sabotage instead of healing a Survivor you just unhooked. Just wanted to mention this, lol.
Sole Survivor-->Not a big fan of the Repair Increase. It would be 4 seconds in total when being solo on a Gen, but it is already the best strategy to split up, Sole Survivor would make this even stronger. I dont think that this would make everybody run this Perk, but IMO splitting up should not be stronger.
Windows of Opportunity-->IMO the biggest flaw of the Perk is the Range. The Cooldown needs to go as well, but the Range sometimes is pretty annoying.
-
Stacking massive Slowdown is basically the easiest to do for Killers. You dont need to play good if you run 4 Slowdown-Perks. Just yesterday I faced a Twins-player with Ruin, Undying, Sloppy and Thanatophobia. And we did not manage to cleanse Ruin, Shelter Woods must have at least one really godlike Totem Spot, because I got 4 Totems, but not Ruin.
And that Twins-Player was horribly bad. So you can expect this even more in the future, because Killers see that it works to just stack Slowdown over Slowdown.
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1823001#Comment_1823001
Doesn't Hex Retribution give the Hex status effect as well? When you cleanse the totem you are prepared to reveal the aura of your team for 10 seconds.
But yeah, I agree Undying should not have an aura reveal.
To be fair, I dont know if Retribution does provide information. Because so far, everytime someone played Retribution, I cleansed a Dull Totem before and it made me Oblivious and gave me the information that a Hex is active.
The only thing that might be problematic for the removal of the Aura Reveal from Undying is that the Perk would not do anything on its own (as if you only run Undying and no other Hex-Perks) in this case. But I guess that will be ok, but if the Devs want to keep an effect, it should only light up Auras when cleansing a Totem.
-
@Felnex said:
Do you think they account for the Killers that AFK'd or purposefully went easy during that period to intentionally skew results? Because I remember seeing people say they were doing that.
They should also take into account that many people said they'd simply stop playing Killer as it was hard enough for them, and they'd restart after the test was over. In other words, only people addicted to playing Killer (and as such were probably way better than average) stuck around to test, which would account for the small difference.
To be fair, the claim that came from the Killer Side was that Survivors will intentionally kill themselves on Hook to skew the data. Both things are nonsense.
And well, if someone did not play because they need Bloodlust, they just wasted their chance to participate in this test. Same with players who only played Spirit and Nurse during that time.
