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  • @Umbrae_pk said:

    https://forum.deadbydaylight.com/en/discussion/comment/1009331#Comment_1009331

    Yup. Because horrible hitboxes never existed before dedicated servers.

    Before it was from bad ping on peer to peer.

  • @Dreamnomad said:

    https://forum.deadbydaylight.com/en/discussion/comment/1009699#Comment_1009699

    You aren't playing her right then. It's true that coordinated SWF isn't easy. That is true for any killer though. That isn't a reason not to play her. 4 man SWF is actually pretty rare anyway. I don't recall the numbers off the top of my head but it's less than 10% of games. But even if you are playing hag vs coordinated SWF that isn't an automatic loss. Just play a smart game and don't overextend.

    I never said it was an automatic loss and I do think I play her quite well, enough to always stay at rank 1 only using her. As someone who checks the survivor profiles in all my lobbies the rate of SWF is much higher than you think.

    Do you actually play her at rank 1 or are you just watching videos?

  • Her play style is very "campy" and she gets shut down by coordinated SWF easy. I suppose that applies to most killers though.

  • There's a lot of things that aren't fun and need reworks badly. I'd agree keys and moris are some of them.

  • @xEa said:

    https://forum.deadbydaylight.com/en/discussion/comment/1009631#Comment_1009631

    It is poorly designed when they even have to explain something that should be selfexplainable.

    You hit the visual body = its a hit

    You dont hit the visual body = it is a miss

    Anything beside that, no matter what the reason is, is bad. If you dont agree with this simple logic, please lets agree we disagree :)

    I thought it was pretty obvious without explanation but people kept making posts like this one because they didn't understand it.

    Except this isn't simple logic, it's a lack of understanding all the variables that go into why her hatchets are the way they are.

    Agree to disagree though, this isn't going anywhere.

  • They were removed because of the disproportional dislike ratio on patch notes and news announcements that the community disapproved of. Without a dislike button the communities disapproval gets hidden better. My opinion any way.

  • @xEa said:

    https://forum.deadbydaylight.com/en/discussion/comment/1009558#Comment_1009558

    You defend something that is poorly made by saying "players have to adapt". I hope so much that you are joking right now.

    It isn't poorly designed. If you had actually watched the stream where they explained how it works you would understand better.

  • "The intended effect is to hit a survivor fully covered behind obsticals?"

    The intended effect is to learn the hit boxes to know what will cover you and what won't.

  • Deep Wounds still needs changes, it's pretty laughable.

  • Just make her Iri hatchet addon reducing her hatchets carried trump all other hatchet increasing addons. This way if she wants one shot hatchets she can literally only carry one hatchet at a time. This seems pretty fair.

    This said, I really don't have an issue with her Iri Hatchets anyway. Ultra rare addons should be strong. Most the ultra rare killer addons these days just suck.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1009387#Comment_1009387

    Attacks going through walls is kind of weird. I'm fine with it because huntress still isn't that strong.

    I agree it can cause it to look a little weird visually when that happens. I'm just not sure how that weirdness could be alleviated without it negatively effecting Huntress.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1009376#Comment_1009376

    That would be like making survivors hitboxes different for walls and attacks.

    Which is something they could have done, but didn't. I don't see the issue.

    I don't think you realize how bad Huntress would be if her hatchet hit boxes were changed how you want.

    Oni's Demon Strike has a further reach than other killers attacks, should that be changed as well?

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1009358#Comment_1009358

    The hitboxes should be the same. They don't give this special treatment to plague.

    They are completely different killers. By that logic we should give fountains to Huntress because Plague has them. That wouldn't make sense. Killers are different.

    Some are faster, some are quieter and some have abilities that are easier to land than others because of their ability hit boxes which are designed to be more or less forgiving.

  • @xEa said:

    https://forum.deadbydaylight.com/en/discussion/comment/1009358#Comment_1009358

    I dont want to be rude, and sorry that i dont know exactly how the hitbox works, but who cares why Hitbox does not work? They dont work. fix it period. No matter what it costs, it is gamebreaking to a certaint level.

    "but who cares why Hitbox does not work? They dont work"

    Because this is not correct, they do work. How they are functioning based on what I described is their intended effect.

    It isn't game breaking, it's been this way for a long time. When you know how its hit boxes work you can better predict how to dodge them.

  • @xEa said:

    https://forum.deadbydaylight.com/en/discussion/comment/1009331#Comment_1009331

    Its both and that makes it so aweful. Stand behind any obstical that covers you completly, let the huntress shoot a hatched above it... see getting hit. Same with walls.

    This appears as a problem with hit boxes and Huntress hatchets to you because you don't understand what their hitboxes are and how they work. There is a dev stream on their youtube where they go over it in detail.

    Huntress hatchets have one large egg shaped hit box for detecting if it hit a survivor. It has a second much smaller sphere shaped hitboxes inside that one for detecting objects. This is what causes the perception of them hitting you when you think they shouldn't be.

    The hatchet goes over a wall where a survivor is behind. The smaller object collision hit box is still higher than the wall so it doesn't cause collision and continues to travel over it. Meanwhile the larger hitbox around the hatchet for detecting a survivor does go through the wall. However this hitbox is for detecting survivors not objects, which is why it detects the survivor and gives a hit after it passes through the wall and connects with the survivors hit box.

    These 2 different hit boxes around the hatchet are to give it more leeway with hitting survivors through holes or over objects and is completely an intended effect.

    They tested making the hit boxes on the hatchet match its actual shape more closely in a patch a long time ago but they reverted it because it made it extremely hard to hit hatchets over or through anything.

  • Seems good to me, except for number 2.

    The issue isn't hit boxes, that is ping related to dedicated servers.

  • @Apple2o said:

    https://forum.deadbydaylight.com/en/discussion/comment/1009108#Comment_1009108

    Do you really think leatherface is that bad? With a good build, you can body most players in the game. The beast's marks + carb tuning guide turn him into a monster, especially if you are running spirit fury + enduring or bamboozle. He is the best killer in the game at securing kills.

    I like to have them balanced well with zero addons. That said, I think he's better than most people think he is. I do still think he's rough enough that he needs improvements though.

  • @noneofyourbusiness said:

    https://forum.deadbydaylight.com/en/discussion/comment/1008639#Comment_1008639

    yes I know man, you need to constantly get your 4k with spirit and that does not require skill, ikr, too bad even u need so few hrs on her to master her is laughable

    When you don't have an argument for your case just insult them, yeah that will show them.

  • Probably once he gets his rework.

  • The lack of people playing Plague has less to do with how strong she is and more to do with the fact that she never gets to use her power all game so she's just walking around M1'ing. That isn't fun for most people. A killer that never gets to use their abilities is flawed in design.

    The emblem system is also messed up for her so it's much more difficult to pip with her. Not uncommon to depip with a 4k on her.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1008950#Comment_1008950

    Yes I'm sure people play killer perfectly regularly. I'll check it out thanks again for helping.

    You're welcome.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1008909#Comment_1008909

    Yes but where are the optimal killers? E.g. a killer that always knows which pallets are safe, where dead zones are, what all the survivors are currently doing. I want to see them getting crushed by an optimal swf no matter how well they play. Both sides need play to as near to perfection as possible, I might even have to discredit an entire trial if the killer misses the hit a single time or fails to get the hit at an unsafe loop or takes the blatantly wrong path. People only say optimal swf beats optimal killer because optimal killer is much rarer due to how hard it is to pull off. Of course an optimal swf will beat some casuals or someone who makes a silly mistake. I would like you to prove me wrong, to help me realize optimal swf has over 75% winrate over optimal killer. That's being generous. You probably need only link 40 games straight as optimal killer, to make it easy for you. They must be back to back games and not cut together. Good luck!

    These games can be seen quite regularly on twitch with many of the popular streamers for killer.

    "People only say optimal swf beats optimal killer because optimal killer is much rarer due to how hard it is to pull off."

    It looks like this to you because for most killers they have to capitalize off survivor mistakes. If the survivors aren't making mistakes then they "look" bad. Very few killers on the roster can make plays happen without it being from a survivor mistake. This is skewing your perception of an "optimal killer".

  • Not to mention the time spent leaving that survivor, finding another one AND landing a hit has already allowed the first survivor enough time to heal up....while the other 2 have been pounding gens.

    Especially early game when just your walking time in a straight line from one side of the map to the other is half an entire gens worth of time for ONE survivor.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1007405#Comment_1007405

    I didn't mean optimal swf versus non-optimal killers but thanks for trying to help.

    What makes those killers "non-optimal" to you?

    You're gonna argue the game is killer sided against bad survivors? No one disagrees with that.

    What people are talking about is at red ranks where they are much more optimal and the sweaty full SWF groups are quite common.

    Balance is comparing strength with the best against the best, not looking at the balance of bad players against bad players.

  • @Apple2o said:

    https://forum.deadbydaylight.com/en/discussion/comment/1008876#Comment_1008876

    Straw man argument. The hatch should spawn at 0 gens because you can slug for the 4k if you are that sweaty. The matchmaking is garbage for solo Q, and you will get literal rank 15's to face off against a rank 1-2 killer, usually running snowball perks.

    How do I get a gen done when there is a rank 15 getting 2 tapped, and camping every good pallet, while also feeding the killer pop?

    The hook tech is useless. I have people try it on me all the time, and the best answer is to stand there. 2 survivors off gens is enough pressure to win the game. Assuming you are downing people fast enough you don't lose 4 gens for 1 down, which a lot of killers do, but that is why they are bad. Bad killers don't know when to leave a chase. Good killers will leave a bad chase almost instantly.

    It isn't a straw man argument at all.

    How is slugging for a 4k after you've won sweaty but saying BT should allow that extra person to escape at endgame after you lost as killer isn't sweaty? You already got your 3 escapes, just let him have that 1. This is very hypocritical. You are applying a double standard. If survivors won they should all escape but if killer won he should let one go and not be sweaty, that's what you're saying.

    We can't really use matchmaking as an argument here as it is just temporarily flawed since last patch and will be fixed, that isn't the normal game.

    "How do I get a gen done when there is a rank 15 getting 2 tapped, and camping every good pallet, while also feeding the killer pop?"

    You are referencing matchmaking being flawed at the moment, that isn't how normal games will be matched.

    "The hook tech is useless. I have people try it on me all the time, and the best answer is to stand there."

    I'm not talking about hook teching. Also, if you are saying to stand there (which I agree is the right answer in that situation) then you are indeed conceding that there are times other than end game that force the killer to camp.

    ". 2 survivors off gens is enough pressure to win the game."

    If you are camping. If we do what you want in this scenario and let them off for free without camping even when you know they are there then you aren't gaining much from that time because you aren't finding another survivor when you leave. All you are doing is letting them stabilize your pressure that you "did" have.

  • @Apple2o said:

    https://forum.deadbydaylight.com/en/discussion/comment/1008859#Comment_1008859

    The only reason a killer is "forced to camp" is the endgame. At that point, you have honestly lost as the killer, and deserve to get hit with BT while you try and facecamp your 1 kill of the game.

    I don't think camping or tunneling is an unfair strategy, because there are so many ways to counter it. But don't deny that it is a very easy one against weaker players.

    We aren't talking about against weaker players that play dumb.

    So when you hook someone and see all the other survivors are in front of you circling the hook with one on a gen that isn't a time a killer is forced to camp? You expect that killer to just act dumb and chase 1 guy while the others unhook for free and heal him up?

    "The only reason a killer is "forced to camp" is the endgame. At that point, you have honestly lost as the killer, and deserve to get hit with BT while you try and facecamp your 1 kill of the game."

    I get your logic that he deserves it anyway because he's already lost at that point. However, if we're gonna use that logic then you could also say hatch shouldn't be spawning at zero gens because at that point they lost, they don't deserve a chance at a free escape.

  • @Apple2o said:

    https://forum.deadbydaylight.com/en/discussion/comment/1008824#Comment_1008824

    You will only get hit by borrowed time if you are camping. And killers like freddy? He ignores it unless you are hitting the clocks before you go for a save.

    BT is abusable in many situations including when the killer is forced to camp even if he doesn't want to. Not to mention its issues late game when the doors are open. Having a couple killers that situationally make BT ineffective is pretty irrelevant for talking about the perks strength.

    If a killer plays completely fair IE completely zero camping/tunneling he will lose the game unless the survivors are quite bad. Playing entirely "fair" against very competent rank 1's is how you lose the game. Perks like BT force you to play how survivors want you to play.

  • @Apple2o said:

    https://forum.deadbydaylight.com/en/discussion/comment/1008792#Comment_1008792

    Quick and quiet is S tier if you know what you are doing with it. No other perk in the game lets you escape chases, or juke at unsafe pallets; except iron will.

    The problem with it is, if your team is weak, or the killer is facecamping, you will need something BT and deliverance to have any chance to save them.

    Fixated is probably one of the best stealth perks in the game. You are in a chase, uninjured, and then break LOS and hit a spot where there's 3-4 directions you could have gone? Boom, you have vanished.

    I do think QnQ is highly underrated by most players but I would not put it even close to S tier.

    I do think Fixated is good as you've said, but I still think it could stand to be slightly better.

    I think BT being too good makes it cloud out a lot of other perks and make them look bad simply from it being over tuned.

  • Some of them like QnQ and DWM just need their cooldowns reduced a tad and they'd be golden.

    Fixated is a perk I actually really like for the juke factor even though it isn't the best. Maybe remove the uninjured requirement, idk.

    Lightweight needs to reduce footstep sounds.

    Technician needs to simply make the generator completely quiet while you're working on it so the killer has to visually check it rather than a drive by. Could let you do some "stealth" gens per say.

    Calm Spirit needs to also remove sounds and movement from debris, like grass rustling and moving as you walk through it for example.

    Open Handed should also work on detection radius's like Spine Chill and Premonition.

    Poised should be zero sounds at all and scratch marks. It's quite situational so it needs to be stronger when it activates.

    Up The Ante needs to be improved by Luck simply doing more, it's near useless right now. Maybe Luck has a chance to give very easy great skill checks, block a failed skill check explosion etc. Maybe each percent of Luck increased these chances by 10%.

    Breakdown also removes your scratch marks and blood for the 6 second duration that you see the killers aura.

    Tenacity also work like a Kindred for slugging. While slugged all survivors see each others auras and if the killer is within a certain radius of you their aura is shown.


    There are many more, but lots of these are fun perks I'd like to use that are just too weak and could use some of these buffs. There's also a whole like this for killer perks as well.

  • Vault changes were good. That is literally almost the ONLY skillful thing survivors have. Know how to land the fast or medium vaults is what separates good survivors from bad. Even after that changes windows are still ridiculously too strong anyway.

  • +1

    I want an anti-tunnel perk, not a 60 second immunity perk.

  • @Primalux135 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1008421#Comment_1008421

    Ermmm does lockers go inside the looping category? Maybe to avoid DS would be a fine power 🤣

    I think it does in a unique way because almost all loops at jungle gyms have lockers in the loop. It just wouldn't help at loops not at jungle gyms.

  • I want to see The Booogeyman.

    He can travel between lockers to cross the map. He also traps lockers that will burst open and yank survivors inside temporarily if they come to close (an interesting anti-loop if you will) to make survivors pick their loops more carefully.

  • @PumpkinKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/1007792#Comment_1007792

    You know I didn't even think about that. It's so true.

    Yeah, as much the DBD community is vocal about PTB's and news coming out, it is actually a very small percentage of the games population. Most of the player base just logs on and plays, that's it. Even us here on the forums are a very small outlier of the actual player base.

  • It's actually a variety of things addings up:

    1. Ranking system pushing survivors higher rank than they should be
    2. The killer nerfs
    3. The new rank reset system
  • @ad19970 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1007675#Comment_1007675

    I'm talking about the increase in general healing time. It used to be 12 seconds for a survivor to heal another survivor, now it's 16 seconds.

    And I personally have noticed quite a difference with the pallet density nerf. Sure, on some maps more than on others, and rng still plays a role in this as well, but for me this change made quite a nice difference.

    Regarding pallet vacuum, I guess you are talking about the buff where survivors were able to throw down pallets a bit faster when stationary? I was talking about them teleporting from one side of the pallet to the other, which seemed ridiculous and removing that definitely helped the killer.

    The DS nerf in my opinion was huge. Except for juggling, which wasted time and could be completely negated by body blocking survivors, there was no counterplay to DS. Now it's so much more manageable.

    Hawkins in particular, which seems like a pretty balanced map to me, it just has maybe a few too many pallets that are completely unsafe for survivor. Sanctum is also pretty balanced in my opinion, since it's not that big and doesn't have too many pallets.

    Lerys is also pretty balanced and probably getting even more balanced. The only problem I see with that map is the double window setup with the god pallet at the library. I feel like the devs might need to take a look at that loop but I doubt they will based on past experience.

    Badham maps are also fairly balanced despite the buildings maybe still being just a tad too strong for survivors. Father's Champbell is also pretty balanced, and there are probably a few more I'm not thinking of. Of course, there are still quite a few maps that are unbalanced, especially the original maps. The Macmillan maps are probably the most balanced ones out of the original maps, but even those still have too many safe pallets. Except maybe for Shelter Woods. That map seems pretty balanced. Or even killer sided if the killer has high mobility.

    The 4 second healing time increase was something, but we also had multiple anti-heal perks nerfed slightly at the same time and the medkit buff I mentioned. I would also argue the Marth death squads in the game don't even heal in the first place because of how fast they can do gens and how safe the loops are. They have more than enough to get the 5 gens done, so against the good groups this isn't coming into play as much.

    Some of these changes you're referring to I believe were further back than a year. We were just going to when Marths challenges took place. I could be mistaken though.

    For pallets I'm referring to when the survivors had to do an entire swing over animation that was quite slow and then it was buffed to be much faster. This change I believe was after Marths videos. The initial teleporting from one side to the other I believe was much, much longer ago.

    DS is "more" manageable than before but to me that isn't saying much. Yeah it's less broken, but it's still broken and single handedly dictates the matches even when all the survivors aren't running it just because of the possibility.

    I guess I disagree on a lot of the newer maps that you think are more balanced now.

  • @Decarcassor said:

    I tend to like Surge better than PGTW on M1 killer because I feel it helps me more when I am struggling to keep the pressure on the survivors. There are some cases where you just don't have the time to use PGTW and it goes to waste. Surge just work passively and save you some time that you can spend running after the survivors instead of kicking gens.

    That being said Surge is still a bit underwhelming. I'd say remove the cooldown or the basic attack requirement, but maybe not both.

    Also remember Overcharge ? The original gen kicking perk ? That one could use a buff more than Surge. It litteraly does nothing if the survivors hit the skillcheck. And even if the gen explode it still does very little.

    Overcharge needs a quality of life improvement as well.

    Maybe an added effect of a Pop type regression hit to the gen the next time more than one survivor starts to work on that gen that you kicked, "overcharging" the gen if you will. Would work as a counter to survivors stacking on gens.

  • @Omans said:

    https://forum.deadbydaylight.com/en/discussion/comment/1007788#Comment_1007788

    Yeah, definitely really good players are able to make lesser skilled players look silly. I watched those games with that in mind. At least for almost all of the nurse games though, it was like watching grandmaster players beat platinum players. They couldn't catch dead hard-less players for minutes at a time.

    I think you will get a much better representation of the games balance watching the games against the M1 killers as that represents the majority of killers. For how bad the Nurses looked, the M1 killers look like clowns.

  • @liarcy said:

    Maybe it should activate on every basic hit and have the cooldown at like 30 seconds .

    this might sound like a crazy buff but it’s just 8% it’s not that crazy

    I actually forgot about the basic attack thing.

    It needs the cooldown and the basic attack requirement removed like Infectious Fright got, then it will be solid.

    That leaves it not as strong or reliable as Pop, but saves you kick time.

  • It's gonna get a lot worse once this next patch goes live. The vast majority of the player base doesn't keep up with PTB's or news on the game, so this Ruin change is going to completely catch most of them off guard.

  • I don't condone disconnecting of any kind as it's against Terms of Service. That said, I can see why they do. They can tell when a game is over and they'd rather just move on faster than drag out a game of taunt and tbag at the gates till you push them out 1 at a time.

  • @Omans said:

    https://forum.deadbydaylight.com/en/discussion/comment/1007405#Comment_1007405

    I'm curious if you have actually watched the games in this experiment. I watched all the nurse games, expecting to see some great plays by the survivors, and yet..there was nothing like that. All but like one of the nurse games had nurses that had no business being in red ranks, maybe not even purple. I'll admit, I haven't seen many of the other games, but just going by those nurse games, I wouldn't be able to trust the results of that experiment very much at all.

    That isn't to say you're wrong in this topic.

    Especially with this ruin change, the devs are going in the absolute wrong direction for balance.

    On a large map against equally skilled survivors the killer will have no chance unless their first chase is over as soon as it starts.

    Keep in mind, when the survivors are really good it makes the killer look worse. Just saying it can skew the perception. Nurse is also one of, if not the hardest to killer to learn/perfect. They also could have been way sweatier with items if they had wanted.

    I think the entire idea of winning so and so many games in a row to prove or disprove this point is flawed in the first place. Just giving the response since he specifically asked for it.

  • He needs it. He's literally just a way worse Freddy now.

  • 4,500

  • I think it's slightly underwhelming as well but I feel this change over complicates it a bit.

    Just simply remove the cooldown on it and now it's decent.

    They really like to put unnecessary cooldowns on perks that aren't strong enough to warrant them.

  • @ad19970 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1007429#Comment_1007429

    Healing nerf and a big nerf to pallet density are the biggest buffs to killer that come to mind. Now I only started playing DBD in August of the same year, so I'm not quite sure, but I believe pallet vacuum was also removed afterwards.

    Then there were some tiny buffs like faster killer pickup and hooking animation. Nerf to DS was a big one on the other hand. Freddy rework buffed Freddy, and we've been getting some very well balanced maps lately. Plus some fairly good reworks to Badham and now Lerys.

    I'm probably forgetting some other minor buffs to killers but by far the biggest ones were the healing nerf, pallet density nerf and removal of pallet vacuum.

    Actually it was a healing buff to medkits. The only nerf was the insta heals.

    They mentioned a reduction in pallet density but they've also said that many times with no significant difference to be noted other than double pallet spawns. That was also a quote for density, not a lessening of the amount of pallets. That change didn't do much.

    Pallet vacuum was actually worse for survivor before that recent change. The change they made most recently reduced the animation time. IE the most recent pallet vacuum change lessened the hits through pallets, so a survivor buff.

    Killer pick up and hooking animation is extremely minor.

    DS went from completely OP to just normal OP now. It is still the best perk in the game by far and still needs adjustments badly.

    Freddy is way better, but we are talking about balance in general, not one specific killer. Also, if we're gonna count Freddy then we should count Nurse and Spirit getting hammered down which I would say combined was much more significant than solely Freddy.

    Which really well balanced maps recently are you referring to? Hawkins is the only real improvement I've seen so far. The majority of the newer maps are still survivor sided.

    Bedham is still for the most part quite survivor sided. It hasn't really been improved much with their changes. I can't comment on Lery's as it isn't even released yet for a final judgement on its balance.

    Very little to almost none of this was significant in any manner, much less all the "nerfs" to the killer side that came along with all these that were at least as significant if not worse.

  • @ad19970 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1007405#Comment_1007405

    Has he made a new experiment or is that still the old one from way back then? Because killers have received many buffs since then.

    Same one.

    Which buffs since then do you consider significant enough to have meaningfully changed any of these results?

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1007301#Comment_1007301

    I have yet to see an optimal swf beat 100 optimal killers in a row. Link and I'll follow the herd.

    Live Streamer on twitch, sharing highlights here to allow people to enjoy and share. Join use Mon, Tue, Thurs Fri, starting at 6:30pm PST & Saturday 12:00pm ...

    This experiment was actually already conducted by Marth and his depip squad. You can scroll down his videos to see all the games. He also streams.

  • It isn't unfounded or outdated. Most people who actually have a decent amount of hours into the game and play both sides at rank 1 understand this.

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