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BlackReaper

BlackReaper

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BlackReaper
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  • @BBQnDemogorgon said:

    Only to hear what we think.

    If it was planned and ready they wouldn't ask us.

    Nailed it hahahahaha

  • I think the pc community is big enough to be isolated, but between consoles would be a great success, I do not know much about it but I understand that the queues in console are really bad, and its main reason is the shortage of population, when the dedicated servers arrive, the queues will improve a lot because the matchmaking does not need to match according to the geolocation. Even so, it would be much better with crossplay.

  • About those infinite loading screens; I always had the impression that the infinite loading screen bug happens due to Survivors disconnecting / crashing during the loading screen, causing the game to wait for the disconnected player to load, which will obviously never happen.

    No, the infinite loading screens are the same as the game crash. I know it cause my game crash and infinite loading a lot, more crashes than infinite loading but its all about the game, i don't know why but some process corrupt the game and make him crash or don't load to the game.

  • frank´s mix tape i think, and who knows, maybe they get a buff.

  • @Skitzoyd said:

    This is why I laughed when I saw they were releasing on the Switch.

    It's already barely playable on Xbox and PS4, so instead of devoting some resources to maybe fixing those, you're just going to develop an even shittier version for Switch.

    I guess since they already got your money they don't really care, might as well move on and dupe some unsuspecting Switch players.

    The optimization roadmap is going on, wait till the next chapter. Is will be the first real optimization for the whole game code, CPU and GPU. I play on Pc and even there there is fps problems, not that bad of course but still.I really want to console get better frame rate, a lot of people don't play DBD cause the frame rate, i want them to get back and i hope we will enjoy this game again.

  • I feel the same, i trust them and i´ll wait till they make this game great again!!

  • Well, in the last chapter they update the unreal engine and we all have a lot of problems with lights, frame rate, sounds bug, etc etc. So is not literally an optimitacion update.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/357289#Comment_357289

    The updated engine has better optimization, in theory.

    Not exactly, update the graphic engine means better tools and sometimes improve the current tools and gadgets. But it is not literally an optimitacion work.

  • Does anyone know when the 2.6.0 patch will be released on all platforms? How does the game look like with the new CPU, GPU and contextual optimization?

    This patch only upgrade the unreal engine to 4.21, there is not any optimization in this update.

  • Its a good point but i still think that what we need is an objective between gens and doors, that's where you can keep chasing them.

  • @mobbigermops said:


    In a time of darkness, some look for a light to follow. But nothing can save them. Not even faith. Watch the DBD livestream Monday March 4th (2PM EST) for exclusive information on the upcoming chapter release. #DeadbyDaylight

  • @douggie123 said:
    Have the devs mentioned any new road map which could be coming out after chapter XI.

    No, when we finish the current road map, they will update with the new version and new ideas for it.
    You cant make a whole new road map and dont even finish the current one you have.

  • @Bbbrian2013 said:

    @BlackReaper said:

    @Ramxenoc445 said:
    Where are they I miss the friendly faces despite all the negativity we as passionate fans can give. 

    im thinking the same, today should be a ptb catcher 11 and nobody is talking nothing so far, maybe its delayed as the spirit but they can share some info tho

    PTB would actually be next week.

    End of the month PTB then releases middle of the month is the pattern they've set.

    As they said they implement a new patch every 6 weeks, and today is exactly 12 weeks ago from the chapter X and exactly 6 weeks from the mid chapter. So basically today they should update the ptb with the new content.

  • @Ramxenoc445 said:
    Where are they I miss the friendly faces despite all the negativity we as passionate fans can give. 

    im thinking the same, today should be a ptb chapter 11 and nobody is talking nothing so far, maybe its delayed as the spirit but they can share some info tho

  • @EntityDispleased said:
    They work on new killer/survivor idea with their lore and their perks. Rainbow Six Siege for example gets 4 operations each year with usually the same stuff which is adding two new characters and a new map. I'd also like to remind you that that game is ran by Ubisoft and this game has 75 people (I believe) in total working on the fixes, updates, new content and all that.

    the 2018 recap they said they was already 108 member and getting bigger

  • @HavelmomDaS1 said:
    I just watched this match and I can absolutly confirm this situation as beeing totally unfun and stupid. Wiggle DS is the strongest thing survivors can have and I really don't know how the devs thought this is fine or balanced. One wiggle DS can make you lose the match, no matter how good you played it.

    It's the first chase so there is no real need for a time stamp I guess.

    DS must be overhaul, but you guys are blind? the real problem here is not DS, is how fast the game end, DS is not a problem if you have time to chase them again, "ok he DS and now i have to caught him again", yeah thats kinda sucks but it's ok unless you get the 5 gens done already, in the process. At least is what i think about this.

  • @PhantomMask20763 said:
    I'm honestly really curious to know, of course we currently know Mathieu, Not_Queen, Patricia, Stefan, Dave, Janick ect. But what about the members we havent met yet. Such as the nice lady that we met during a lore stream (I forgot her namesorry!!) But I really want to know how big the current dev team is and if we'll ever meet the other team members on stream! :)

    in the 2018 recap they said they are 108 people, now probably will be some more

  • @jackkn12 said:
    http://www.strawpoll.me/17417788/r Also this will help me decide what one to buy. THX.......

    buy only the licensed dlc, others don't matter

  • @DarkFox85 said:

    @NoShinyPony said:

    Well said!

    So would you say what bothers you most when playing killer is the toxicness you're facing, the unbalance of SWF and unbalanced perks like DS?
    Would you play more killer if it weren't for these things?

    Thank you very much for reading! Okay. A lot to talk about:

    Firstly, Decisive Strike. Personally, I don’t feel DS is OP when I’m killer. I feel it’s a situational and REACTIVE perk with several drawbacks and it costs a perk slot [and blah blah discussed to death]. However, I know a lot of killers do have issues with DS, so when I’m “survivoring” I leave it behind so there’s less bad vibes. I don’t want to defend petty vindictiveness of certain killer players, but we can at least make life a little easier. And when I’m killer I don’t “target” DS users or anything like that [the same applies for flashlights, but these days they’re really not very good anyway so whatever]

    As for post-game flaming, I think this is part and parcel of the online experience. It’s a competitive environment with hyper-invested nerds with soft egos. Some are still teenagers. As players, we have the reporting button and we have the ability to set a good example, but there’s not much else we can do. If I 4k I always say “gg bl”. If I and the other 3 escape, I especially give a “gg bl” because I know how much a 0k stings.

    It would be nice if we were all good sports: gracious winners and dignified losers. Maybe I’m just thin skinned? It does deter me a little, but I think we/I have just gotta toughen up. As I’m fond of saying when other players start going at it each other, “it’s only a game”.

    SWF? That’s a different story.

    I don’t mind playing the “Captain Hook” to their “Lost Boys”. I really don’t! But some indication or some kind of reward/incentive will take that anti-SWF paranoia away, and a little more reassurance the toxic flaming as a team won’t happen would be great as well. But IDK what to do about it.

    TLDR: Yes. Although I don’t care about any survivor perks, I would definately play killer more often and with less stress if toxicity/SWF weren’t issues. As far as I’m concerned, killer mains are heroes.

    about the DS i think the same as you, i dont know why people say all the time that DS is op, is not, its only works good on the obsession and its just delay the chase for 30 sec more at best, the only problem i have with DS is when they gen rush, you cant waste your time, but if the gen rush get fixed DS is just another perk and useful some times and even you can miss it, not a big deal.

  • @NoShinyPony said:
    Hey guys, I'm really interested in this topic. :) If you are a survivor main: Do you play killer as well?

    If not: Why don't you like the killer role?

    If yes: How often do you play killer compared to the time you're playing survivor?

    im main survivor and i play killer almost equal time when im tired of survivor, and my main reason to play killer is to understand how they play and try to overcome them when i play survivor. :blush:

  • @TheHourMan said:

    @BlackReaper said:

    @Lonefox64 said:
    Next ptb on feb 19th will no doubt have a new killer and maybe a freddy rework that wont go live and will probably go live next mid chapter patch.

    So accurate, that's the exact date for the next big update to hit the ptb.

    I hate to burst your bubble, but on the last devstream they said the ptb would be out in about a month. The last one was on January 31st. One month from January 31st would be March 8th.

    On top of that, Chapter 10 came out on December 11th. It hasn't even been 2 months yet since that came out. It has only been about 2 weeks since the mid-chapter patch came out. We should expect to wait another 4 weeks after February 11th. This means the PTB should come out around the end of the first week of March or the last week of February, then the chapter will release 14 days later. The pattern for a while has been: teaser. 5 days later ptb. 14 days later release. Spirit was an unusual case because there were issues in development with her.

    Mid-March is when the chapter should release as long as everything goes smoothly.

    january 31? the mid chapter patch was released on live servers in janury 22, what patch was in the ptb those days?
    And there is a thing im missing, i think i'm gonna burst your bubble, from december 11 to january 22 there are six weeks right?, 22 january plus four weeks means new release in ptb server, and its in february 19 as we said, and two weeks later its will hit the live server, its will around march 5.
    Then where is the point im missing?, i don't see a reason to burst my bubble :(

  • @Lonefox64 said:
    Next ptb on feb 19th will no doubt have a new killer and maybe a freddy rework that wont go live and will probably go live next mid chapter patch.

    So accurate, that's the exact date for the next big update to hit the ptb.

  • @xP3nnyWize said:
    JawsIsTheNextKiller said:

    I'm so excited: The Freddy rework, the frame rate improvements, the hatch rework, lobby fixes, matchmaking, ice skating and the DS nerf!

    Wait that’s all for the next update?!!

    I dont think so, they probably dont put out the freddy rework at the same time as a brand new killer, they probably wait till the next mid chapter patch.

  • @Claudette_Baguette said:

    @AshleyWB said:
    Personally I think they'll release the PTB for the new chapter next week or the week after. It's due really soon i think so they'll have to push it out.

    It's way too early for that. Usually there's 6 weeks in between each chapter and mid chapter patch. So we'll get the next chapter in like 4 weeks.

    you are right but they put it out in the ptb 2 weeks early so its just around the corner!

  • @xP3nnyWize said:
    Just curious when the next big update is? And when possibly we will have another steam for an update? ❤️

    We have a patch every six weeks, and more or less they put it out on the ptb for two weeks early to his come out, so if we get the mid patch two weeks ago, we still need to wait at least two weeks more to see it in the ptb, and four weeks to go on live.
    Im waiting it too!

  • @Khroalthemadbomber said:
    I honestly feel a little immobilized after vaulting through a window medium speed during a chase but that may be the P2P. Like I feel since the change I'm just stuck there for the briefest of moments before continuing on, something I didn't feel before now.

    For me is almost the same, its feels better but there is still (for me at least) a little break in the movement, less than before but still a think, thats why i ask if you guys feel it completely smooth or there still a little stop after vault.

  • @Lagoni said:

    @Peanits said:
    It would not affect getting hit through a window. The momentum change just fixed the jerky movement after you vaulted where you would briefly completely stop. It's more or less just cosmetic (you technically get back up to speed a fraction of a second faster after a vault, but if you already safely vaulted this is negligible).

    Fast vaulting through a window will land you far enough away from the window that you cannot be hit, even before the change. Getting hit through a window while fast vaulting is usually down to latency, where you were still close enough on the killer's end when they swung. Medium and slow vaulting would leave you close enough to the window that the killer could still hit you through it unless you move, though you don't maintain as much momentum since you vaulted slowly.

    Take a look here for an example: https://youtu.be/b2MB85sl7B8?t=10

    Note how once he vaults the window, he completely stops. It's especially obvious when you pay attention to the camera, it moves slowly before the vault, stops abruptly, and then starts moving smoothly again. This is the bit the change affected, but by the time you land on the other side of the window you either got hit or you didn't.

    Short version, where you land is still based on the animation, it's really just a change to the "feel" of it after you vault. You don't come to a dead stop after you fast vault a window anymore. It's not going to make a difference between getting hit or not.

    Well i have definitely been whiffing more attacks at vault spots after the update, but maybe its just people having worse pings, due to the event (more people = more queuing = worse matches). Thanks for clearing it up though.
    But more importantly HOW THE HELL WAS ALL THOSE FAST VAULTS!?

    A fast tip for you, the key of fast vault everything is press the spacebar as much delayed as you can, you cant imagine how close to a window can be and still fast vault it.

  • @Peanits said:
    It would not affect getting hit through a window. The momentum change just fixed the jerky movement after you vaulted where you would briefly completely stop. It's more or less just cosmetic (you technically get back up to speed a fraction of a second faster after a vault, but if you already safely vaulted this is negligible).

    Fast vaulting through a window will land you far enough away from the window that you cannot be hit, even before the change. Getting hit through a window while fast vaulting is usually down to latency, where you were still close enough on the killer's end when they swung. Medium and slow vaulting would leave you close enough to the window that the killer could still hit you through it unless you move, though you don't maintain as much momentum since you vaulted slowly.

    Take a look here for an example (pre-change, for comparison): https://youtu.be/b2MB85sl7B8?t=10

    Note how once he vaults the window, he completely stops. It's especially obvious when you pay attention to the camera, it moves smoothly before the vault, stops abruptly, and then starts moving smoothly again. This is the bit the change affected, but by the time you land on the other side of the window you either got hit or you didn't.

    Short version, where you land is still based on the animation, it's really just a change to the "feel" of it after you vault. You don't come to a dead stop after you fast vault a window anymore. It's not going to make a difference between getting hit or not.

    Thanks for the advice, i thought that the change would be more deep in the gameplay and not just and a cosmetic improve.
    I ignored the distance of the window in the different vaults speed so thats really useful.
    Thx for the explain. :+1:

  • @HavelmomDaS1 said:
    I was thinking about an idea to prevent tunneling survivors after they got unhooked.
    My idea is to show the aura from the unhooker for some seconds, so it's easier to find him than the freshly unhooked one.

    I don't know how you guys manage that but usually if someone unhooks the hooked guy I see the unhooked guy first, but the unhooker is somewhere hiding (and beeing a bad team mate in my eyes for not baiting me away) and time is to much pressuring to waste time searching someone and leaving the one I already spotted. 
    It happens really often. I really don't want to tunnel everytime, but in these situations it's just like "sorry lad, you are the only one I can see right now and gens are going to pop". I feel bad, but that's the optimal way to do if you don't want to lose.

    How you think about that idea? 

    I dont really like to tunnel, i prefer to let the unhook run free for a while at least, but right now what you say is kinda useless, if you waste your time with the guy who needs two hits to get to the ground and let the easy kill run free you will just get a big gen rush and you will get a big sad face. :angry:

  • These are not good ideas, these are what the game need desperate. Some changes that shift the game in a more skillful way, giving to both parts better and new weapons to create a flat-balance game, where the difference is by your own, what you do, how good and experience you have.
    I really want this game to be kind of competitive, but highly prefer a balance game, and after think about all the current problems and his solve, i have to say this is the best way i can imagine.
    Solving the death-efficiency is the key to fix this massive gen rush, im main survivor and even me, i hate it, games just fly away in few minutes and you cant even archivent some point to get rank up, but in the current state of the game, if you slow the generator you can only makes a unwinnable games for survivors. Thats how important are this changes.
    Devs really should look for this, the players are the best to suggest ideas for the game they play and love.
    A pretty good job as always @AlwaysInAGoodShape
    I hope your voice is heard. :+1:

  • @BACKSTABBER said:
    Dont you guys agree? I see extremely pros like Monto or Truetalent losing some matches as survs, while most of the times they do 4k as killer (rarely 3k)

    Got a bit bored of killers, so I started surv with the best build I think for surviving: DS, DH, Deliverance and Bond,

    with a brown toolbox mostly to sabotage hooks when survs are about to get hooked, or sometimes a brown medikit if I can't find anyone with Bond to heal me

    You right, survivor is harder than killer, but they all say that killer is way more hard, thats not true, they just dont realize that the game right now is not balanced and survivor are stronger than killers just for the gen rush.
    Im a survivor main and rank 1 of course, but the rank doesnt really matter and i play killer regular and both need mastery but killer have less knowledge than survivor, killer is more likely to mind games and survivor is more skill. You can go rank 1 survivor ez, yeah but it doesnt mean that you are good, you have to learn so much stuff like spinning, fast vault all windows, the lantern timing for saves, learn to fight each killer. Killers run and catch you so they need a good mind game in order to get you. So thats why survivor is more hard to really mastered.

  • @AlwaysInAGoodShape said:
    @BlackReaper

    Yeah, if you get hooked, you can die if the bar goes down, but if they save you, you can be hook one more time and if you get the 3 try you die like right now.

    Ah, I understand it. So to take your example 80-100 seconds, you'd be able to hang for a duration of 99x3 seconds in total, which is a net buff.

    In your example, the total seconds are lower than 120 seconds, meaning that preventive camping would be worse, but if you'd even be able to get someone of the hook, they'd have their entire bar reset, completely obliterating the idea of tunneling and if pulled of successfully also camping.

    I actually find your suggestion surprisingly interesting!

    Thanks mate, i read the @Master comment and i think about his problem with your idea and then i try to fix it, im good with the balance change :blush:

  • @AlwaysInAGoodShape said:
    @BlackReaper

    I see what you said but here its goes an idea, if you hang an a survivor and its has like 80 sec or 100 sec and if nobody save him, he dies?, and if they get him out he will have another shot to get hooked. Sounds legit for me, right now if you get hook you can go through the whole 3 states, so if we make the 3 states into a single one for each time you get hook, you have the chance of die in the first two, So save the survivor hooked is a priority and still have another chance to be hooked without diying.

    I'm not sure if I understand what you mean.
    Do you mean that you want 1 bar that doesn't cut parts off the timer depending on stages?

    Yeah, if you get hooked, you can die if the bar goes down, but if they save you, you can be hook one more time and if you get the 3 try you die like right now.

  • @PhantomMask20763 said:
    I'm just going for that huntress outfit since I don't play Ace or Min. I'll try to play some more survivor though because it seems it will be easier that way. Will definitely play some Miss Piggy to go with the event theme though!!! Anyways what outfit will you go for?

    ill catch ´em all!! :blush:

  • @Master said:
    I get your approach to the problem but there are several problems with this idea.

    By removing the time limit, you take away all the time pressure from survivors, which is part of the "truetalent" way too btw. They dont need to care, knowing that their friend is perfectly fine on hook. At the moment by hooking you take 1 survivor out of the game and force another one (or even multiple in case of non swf) to go for an unhook. By elimitating the time limit, you eliminate the second part.

    Sure this could all be balanced out with some hefty killer buffs, but well........

    Then there are also other problems, what about randoms that simpyl dont save you. Or what if the killer camps anyway? You can create a hostage situation really fast this way and survivors heavily disliked the slugging meta because they were forced to watch the game while bleeding out on the floor. The same will happen on hooks with such an idea, survivors being on hook for 5 minutes straight because noone comes.

    In the end you have to realize that BHVR is even scared of changing little parts of the game such as DS or hatch. Such a change would drastically change the whole game...... (maybe for the better, maybe not)

    I see what you said but here its goes an idea, if you hang an a survivor and its has like 80 sec or 100 sec and if nobody save him, he dies?, and if they get him out he will have another shot to get hooked. Sounds legit for me, right now if you get hook you can go through the whole 3 states, so if we make the 3 states into a single one for each time you get hook, spliting 3 hooks into 3 attempt of kill. You have the chance of die in the first two, So save the survivor hooked is a priority and still have another chance to be hooked without diying.

    what do you think @AlwaysInAGoodShape ?

  • yeah, i dont really have problems with the queue times because imma survivor main but its not yet and as i heard about it, they said that the system was good but need some tweaks. Honestly they are so busy with the dedicated severs thats why they are taking so long to do specific things but the match making system should be around the corner. Stay tuned its will be so soon. :chuffed:

  • when i play killer i try not to push an specific survivor so much, i mean hang him more than one time in a row, and even let them some room to play but the gen rush is really hard and if you want a single kill you have to face camp so, untill they fix the gen rush you can play as dirty as you consider needed to win your pip.
    PD: im a survivor main and i can understand that sometimes the killers needs to camp.

  • @jaerthebear said:
    AHHHHHHHHHH!

    NOW WHERE IS THE [BAD WORD] EVENT!?

    im here looking all the time the forum and every single social media to find when the event will be lunch, i cant handle this wait anymore!!

  • @Milo said:
    So the event is Soon™ and i wanna hear if you're excited for it! Or if you're not excited and why.

    i cant wait for it, im gonna catch ´em all skins for freeeeeeee!!!

  • @Goldengeartwo said:
    Survivors are completely busted. Gens can be popped so fast, Hex: Ruin or no, that The Killer barely has time to get more than a couple hooks. No matter what map presence or perks you have to counteract it, Survivors had the swift abilitiy to completely thwart it. 

    In fact, unless you're a Nurse, the most you'll end up hoping for against an optimal team is a black pup. 

    you damn right, thats why i use a late game build perks, so the gen rush isnt that bad.

  • @Ihatelife said:
    Are we gonna get the next roadmap soon?

    when their actual road map ends, and thats will happen in the anniversary, the chapter 11 is the last one of this current road map.

  • @Tsulan said:
    Survivors: give us more objectives, only gens is boring.
    Also survivors: nerf NOED, we can't be bothered to do totems. 

    nailed it, remove noed so we can gen rush properly hahhahahaahah

  • you nailed it dude, i was thinking about the same for a while time, all killer have their own perks and power right?, them survivor should too, it really would be awesome to see and get your main character by your own play style and what passive fit better for you, i really hope this will happen some day.

    +Good post and idea as always @AlwaysInAGoodShape

  • @Aven_Fallen said:

    @Speshul_Kitten said:
    Why not make it an offering, I see so many post of ruin being useless and how it doesn’t last 30 seconds.

    People tend to exaggerate things. It is 100% not everytime gone during the first few minutes.

    yeah, when i play at rank 1 the killer is too much obsessed with the ruin and we dont even care about it and rush all the gens with ruin, just hitting great skillcheck like mad mans, its happen to me sometimes.
    And sometimes you cant find it and you lose because your team dont work on a single gen trying to find it.

  • @Jack11803 said:

    @yes said:
    Carpemortum said:


    Master said:

    Its up to sony/microsoft to enable additional peripherals.

    Direct your request towards the correct company :wink:

    Sony and xbox have native kbm support.... Pretty sure the game devs need to do it. Fortnite opted to queue people onto pc servers INSTEAD of disabling kbm  on console. Seems like that's a game dev/software patch kinda thing. 

    Only time people use an adapter is if the game doesnt offer kbm support, and use it to emulate a controller essentially. To trick the game. Because the system supports it.

    So if I use an adapter.. I can use my mouse and keyboard to play on my xbox with?

    Yeah, and gain an advantage over everyone else due to it. Console people will never be able to compete with your moonwalk

    moonwalk its all about hahahahahaa

  • @weirdkid5 @PiiFree
    im not gonna say im right or i dont know if i misunderstood the description of prove thyself but for each survivor working on a gen you get 10% bonus and its applied to everyone on 4m, so you get with 2 guys a 20% of speed both right? then, if prove thyself avoid the penalty of coop-working so its means im right isnt it?
    let me know what you think, its really confusing, but have one thing in mind, this system isnt working before this patch and they fixed it to work now, go and check it out

  • @Judgement said:
    Spanish people won’t know what Leader does though.
    Can we get an F for all the Spanish who can’t read what Leader does?

    I am from Spain and also know how to speak English, do not worry, it was me who notified the bug, also I have seen the mid patch stream so I know what leader do hahahahah

  • @Detective_Jonathan

    @ModernFable said:
    It’s to visualize the “Co-op Deficiency.”

    When you work on a Gen you do it at 100% speed.

    When two people work on a Gen they do it at 180% speed, or 90% each.

    Since you’re not repairing at 100% speed individually, they show a red bar.

    You still repair much faster together, but that’s the explanation.

    you almost right, if you do a gen alone you do it at 100% speed, (grey bar),
    but when two repair a gen they get a 20% penalty for both, 10% for each one but it stake for everyone.
    example: -1 doing a gen 100%
    -2 doing a gen 80% each one= 160%
    -3 doing a gen 70% each one= 210%
    -4 doing a gen 60% each one= 240%
    its a really hard nerf for gen rushing cooperatively and prove thyself block that penalty, read the new description of prove thyself and you will see its how im saying.

  • @Boss said:

    @NeoVid said:
    Here's a screenshot of the new and improved totem placement!

    "allows the level design team to place the totems closer to other objects"
    "other objects"
    I guess other Dull Totems counts. :(

    when they say objects they mean wall, and such a things, its just the first path, i heard on the stream that they want to make changes on the maps to put totems into walls like cave and some hidden spot.

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