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C3Tooth

C3Tooth

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C3Tooth
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  • @ShinobuSK said:

    I never heard of this until now. Dont read too much into twitter

    Offerings are staying since there is no reason for them not to

    @ChurchofPig said:

    People on twitter aren't smart that often, this is a great example of that. Nothing will happen to the map offerings and there's no reason they'd be removed. That would be like removing the Yamaoka Family Crest offering because they're adding a new Yamaoka Estate map, like it doesn't make sense.

    Its funny that I saw Twit telling Forum & Reddit are dum dum. Same to Reddit seeing Twit & Forum dum dum. And Forum seeing Twit (not sure about Reddit)

    Honestly I created forum account long before I actually draw DBD stuffs, so I have the habit of discussing about the game on Forum. But I dont do that on Twit / Reddit. Though there are always people making questionable complain / rant / balance idea on all platform

  • Let me introduce myself

    9.000 BP, requires 2 addon slots, on F Tier killer

    has equal effect to

    5.000 BP, requires 1 addon slot, on A Tier killer

    image.png


  • @Lekitzul said:

    At least she does have one, my Yun did not. xD

    You can follow me on Twit, I draw Yun sometimes : D

  • I remember people underestimated 50sec Gen

  • Overall his addon arent bad, the oil, yellow coil ect. are decent. The problem is each of them isnt worth an addon slot.

    Example if Paddle Jaw & Makeshirt wrap merged in to 1 addon, then its really worth using Paddle Jaw. The Cofffee also doesnt worth an addon slot. Lengthened & Rusted Jaws should be merged into 1 addon..

  • @HugTheHag said:

    https://forum.deadbydaylight.com/en/discussion/comment/3151968#Comment_3151968

    Yes. Literally every time I get Eyrie (as killer or survivor) I think back on that video of a Trapper lining up 10 traps and walking through all of them himself, because what else do you want him to do on that map ?? xD

    To be surprised, Garden of joy doesnt have grass, at least its dark enough to hide traps in the corner or something.

    Midwich, Racoon, Eyrie, Garden have no grass. Im afraid they dont not add grass in maps anymore

  • Not talking about skill

    Survivors can be between

    - 4 Solo, no good perks combo, no item

    - to 4men swf, 16 meta, 4 Ranger/Styptic or 4 Commo toolbox/BNP with special offerings


    Killers can be between

    - Trapper without slowdown playing for fun

    - to Nurse with 4 slowdown, range addon, Red mori and tunneling


    You cant truly balance the game.

  • @adam1233467 said:

    But, they are already using 4 gen slowdown perks

    As they said they tunnel because survivors use 4 second chances.

    But the fact is I got tunneled the most because I use the least second chance in team

  • Im tunneled because my teammates used the old Dead hard and I didnt.

    So I guess Im tunneled because I play nice..?

  • I feel the price reduce isnt the right way. Addon/offering earned should not over exceed the addon/offering that you can ever use.

    They could reduce the number of node each Bloodweb by 33% instead to process faster.

  • I do 8 hooks 0K and I have fun.

    Hardcore killers dont as their MMR goes up.

  • @Phasmamain said:

    Nothing hence why I play clown

    You can create a post "What motivates you to play low tier killers"

  • @Phasmamain said:

    Honestly mikaela and trickster might be worse. Trickster is hated by a lot of the community yet BHVR keep giving him stuff and mikaela is already outpacing characters like Jeff and Adam despite being quite new

    Artists dont active in forum, or they actually care about balance discussion. But believe me, Trickster probably has the most fan arts on Twit. He gets more love than you think

  • @Hes1hp said:

    Let's make it short:

    Solo Q was already unbearable and frustrating. But many handled it because if you were extremely good and a mediocre killer had to much ego chasing you all the time you could solo carry the team to win. But other than that scenario it's usually slaughter fest.

    Now the survivors overall got efficiency nerf for chases aswell as gen speed. And solo Q was already lacking at efficiency due to bhvr balancing more and more around swf level of efficiency over the time.

    Now you can be the best survivor and all it takes is a mediocre bubba catching one of your mates and facecamp with dead lock

    I once saw a killer said that if you run for 5 Gens and die in the end, you need to learn to play.

    Am I supposed to loops you for 5 Gens + Gates open?

  • I do that all the time as Killer, the screen cover the ground far better

    image.png image.png

    Or did I misunderstand something?

  • @Akumakaji said:

    https://forum.deadbydaylight.com/en/discussion/comment/3136237#Comment_3136237

    You are projecting quite a lot there, mate, and making an aweful lot of assumptions. Got any sort of "data" to back that claims up, or are they all anecdotal from your games and "the countless survivors I spoke two who all echo my own opinion!"?

    Survivors are less complaining than the release day, most my games are pain as first and die alot. Thing is, my complaining were too afraid tunneling/camping are much stronger, not because die alot. Then slowly it goes back to normal vs killers who doesnt try hard. Just as killers said survivors go down to their correct MMR.

    As the same time as killers feel powerful in the early weeks, then topics on complaining recently when their MMR increasing.

    Just psychology explaining. Many killers here use everything for the 4K, yes, slug the 3rd guy for 4min to kill the 4th guy, they try that hard. They dont take 3K as winning, and those are who complaining alot as their MMR increased far exceed their skill.

    My killer games are okay, some survivors can loops pretty good, and usually 2K. Certainly I can constant 4K if I use 4 slowdown and tunneling, but whats the point doing that? Increase my MMR to vs Ayrun then create posts on forum demands Gen time increase further, Crowd control basekit, Prove thyself nerf?

  • @SaltyNooty said:

    https://forum.deadbydaylight.com/en/discussion/341505/can-you-nerf-prove-thyself

    I love how NO ONE batted an eye to PT when the perk was used pre-6.1.0 patch, but the moment that Survivors start to adapt and counter the enmass slowdown perks being used and the additional 10 seconds added to the gen, killers are getting annoyed and losing their MINDS to the fact that survivors are ACTUALLY doing the ONE thing that killers wanted them to do after getting their buff.... "Get Good. " AKA "ADAPT."

    Here, I'll give you a tip so that you don't have to scream about this anymore and (GOD FORBID, BHVR ACTUALLY LISTENS TO THIS OR ANY KILLER COMPLAINING ABOUT THIS.) manages to get the perk nerfed, since it's LITERALLY the only thing saving Solo Q right now.

    RUN. DISCORDANCE.

    Seriously. it counters PT and forces survivors to work Solo, which makes the gens about 90 seconds....

    Which lines up with this math.

    https://forum.deadbydaylight.com/en/discussion/comment/3136219#Comment_3136219

    It goes like this.

    As survivor, unless you're top MMR. If not, your escape chance is around 50%. After the patch you may die alot and drop MMR, when you go back to your 50% escape rate at it should be.

    As killer, having a match of 3K isnt enough to be satisfied, then having a match of 1K is a lose. Despite having 50% kill rate, killers feel the game is survivor sided. After the patch its alot easier for them to 4K and increase MMR, which they feel good yes. Then they go back to their 50% after vs far better survivors. Many killers only consider 80% kill rate is balance, causing the complain.

    I believe increase Gen to 160sec and after a month, average killers can have their MMR up to Ayrun level and they will still complain.

  • Shack, 2 houses, 1 main building. The layout is difference between version.

    The gym titles in 3 original realms are randomized, since Springwood doesnt have gym title, they makes 5 layouts so game play on that map isnt boring.

    @Sadako_Best_Girl said:

    https://forum.deadbydaylight.com/en/discussion/comment/3136172#Comment_3136172

    What do you mean unnecesary? Don't you love having 5 times the chance to play on the same bullshit luxembourg sized map?

    The chance to get into a Badham map is only 3, though there are 5 of them. The other maps have chance of 8-10. Some realms only have 1 version, the chance can be 12.

    I really think maps like Saloon should have variation in layout, and decrease their chance down just like Badham

  • @Laluzi said:

    As someone who does/did this a lot? Because tanking your MMR eventually makes the game not fun. Matches where you can fool around and still win are fun, but there's a sweet spot and you will eventually go past it. Going up against newbies and getting those 8 hooks at 5 gens after a whole host of 15-second chases is boring and depressing. Probably isn't any fun for the people you're going up against either, even if you do let them live.

    I would have agreed with you back in rank-based matchmaking, when it'd hold your rank in stasis, but in kill-based matchmaking, you have to periodically play serious in order to keep yourself in a fun MMR. It's also impossible to get past iri 4 this way.

    Also, while most survivors are happy to fool around and escape, and it's more honey than the usual vinegar, you will still get salt for "wasting my time", "just play the game", "I don't want your pity", etc. Can't please everyone, so you may as well play the way that pleases you (as long as that's not gratuitously being a dick.)

    I agree, Im used to double hook and slug. But after the patch I have to kill survivors (only at 1 Gen left) since its too easy that not fun anymore, plus I dont want them to face harder killer after. Having 6-8 hooks and Gate powered is that sweet spot that make both me and survivors fun.

    I dont want to face dead squad but at the same time I dont want to afk for a min to let them recover and still win after.

    Recently I mostly get 2k, but it was because I play it fair, some survivors are quite decent and better loopers, I could totally 4K if I try hard (such as tunneling weak link) but I dont do so

  • @Chocolate_Cosmos said:

    Since when we call bugs nerfs?

    She needs way more than this. All of her good addons should be nerfed.

    Its not bug, its how the code works.

    She doesnt have blink speed, but a blink always takes 2sec. So by default or with addon, 30m or 40m, it will always take 2sec, explaining the speed increased.


    This happens to Spirit's addon, where longer phase addon also has fast recharge.

    She phases for 5sec, recharge 15sec. Normally if she phase for 3sec, she needs 9sec recharging

    • With fast recharge (lets say x2 faster), she needs 4.5sec recharging
    • With longer phase (lets say she can phase 10sec), means if you phase 3sec, you only use 30% of power. Means you needs 4.5sec recharging
  • @GeneralV said:

    Old Freddy

    Hag

    Pig

    Old Bubba

    Huntress

    I dare you to say Old Trapper

  • I dont know if her speed increase addon is broken, but to me, her blink attack count as M1 is the bigger problem

  • @Akumakaji said:

    https://forum.deadbydaylight.com/en/discussion/comment/3134558#Comment_3134558

    Man tooth ... your soloQ calculation examples always paint the most depressing picture possible :V But thats a good job ^^

    image.png

    Running for 10sec is the least possible I can give.

    It could be you & a Mate2 on Gen1, knowing Mate3 on Gen6. So you run to the Box letting Mate2 to complete Gen1, just to see Mate3 also reach to the box, the time your Mate3 wasted at this point could be over 1min, count at both travel to the Box and go back

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3134616#Comment_3134616

    Oh, so that's what you were doing. I literally explained like 5 things the survivors had to do, so clearly I wasn't saying it was THAT simple. I was trying to get the point across that going against Pinhead isn't much different from other killers. You know what you have to do to beat them, so do it instead of just saying, "He's too strong."

    Who said he's strong?

  • But I admit the new prestige system doesnt help new players, who are the one that actually need help.

  • A new killer comes with 9 perks (3 perks x 3 Tiers)

    Old

    Unlock teachable: 40 bloodweb

    Unlock new killer's perks on another killer: 5 blood web

    That 5 blood web x 27 other killers: 135 blood web

    175 bloodweb


    New

    Unlock 150 bloodweb on new killer

    Done


    This is not mention that 5 bloodweb to unlock new teachable perks are huge blood web, where you have to spend 60.000 per bloodweb, because they're at level50

    150 bloodweb you have to get through for Prestige 3 far smaller than 135 bloodweb of level50. 60.000BP to prestige 3 times is just a level50 bloodweb

  • @danielmaster87 said:

    I don't see it, this "oppressive" killer that solos can't possibly deal with, when I look at Pinhead. Loop him, instabreak the chains on stuff, solve the box, work on gens for as long as you can before he activates the chain hunt (if that ever even happens). It's so simple. Compare how much work Pinhead has to do to beat survivors vs how much work they have to do to beat him. He already got nerfed, which took him away from his top 3-4 killer spot, because people complained about losing to a killer who can hit you like 7 times with his power and still not down you. Even the strongest of killers have massive weaknesses that you can exploit, trust me. Let's not unjustly nerf him again.

    Pinhead only need to hit survivors and hook them.

    Survivors need to do Gen, acknowledge surrounding on other Gen to assume if they're the best one to go for the box while the 2nd guy go to unhook the 3rd guy while the 4th guy in chase. So no such thing like both go for Box and unhooked guy dies, or both go for unhooking and Chain hunt activated and kill the chasing guy.

    Well, everyone can underestimate the other side's job and overestimate their own job.


    The gaps between Solo & Swf isnt chasing skill, its just the efficient Gen, where Solo already suffer against other killers. Pinhead just adding the 6th Gen.

  • @Man_of_triangles said:

    https://forum.deadbydaylight.com/en/discussion/comment/3134494#Comment_3134494

    Whoever is closest, of course. Why would you run across the entire map? It's not much different from three people swarming a hook. Two of those people knew what they were doing was wrong.

    image.png

    Just example, this is Blood lodge map, you at Gen2, you able to see Gen4 has no one, Mate3 at Gen3. You dont care where Mate1 is in chase. You likely to assume Mate2 is around Gen1-6-7, and you assume you're the closest one to the box.

    You spend 10sec running to the box, just to see from afar Mate2 is closer to you and take the box, you spend another 10sec run back to your Gen. That is roughly 23% Gen progression that COULD BE DONE.


    And this is only 1 Box.

  • I really like Killers with build in slow down like Pinhead, Pig...if they're too weak or too op, its much easier to balance them because they have multiple tools to change rather than either OP in chase or completely destroyed (Slinger is example)

    Its Solo needs info, not Pinhead nerf.

  • @toxik_survivor said:

    https://forum.deadbydaylight.com/en/discussion/341269/spending-bp-takes-too-long

    You should of seen how long it took in 2016-17. It took 4 seconds to fully unlock 1 perk or item from the bloodweb

    I remember Entity only consume 1 survivor at a time, with 4 survivors already death on hook, as the last survivor being hooked, you have to wait for Entity to slowly consume 1st survivor, then 2nd, then 3rd, then you. The process would take 40sec because the animation is 10sec long.

  • I dont feel like having to use perks, especially license DLC to prevent camping is a good thing.

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/3133357#Comment_3133357

    It’s devastating when a generator is allowed to regress for so long, which is why it was a crazy decision to increase the amount of charges needed to complete a gen. I thought Ruin instead of being nerfed how it was, could function like that. Not allow the regression to exceed 33% of total progress. I feel that would be much stronger than what we have now, while still being balanced and doing its job.

    But at the end of the day, killers still got 2.5% base damage to compensate gen tapping, which remains the simple solution to regression.

    2.5% doesnt fix Gen tapping, the point is tapping mid chase, which survivors' still able to do. Then its still up to killer to chase and ignore the Gen, or kick Gen and survivors already run away.

  • @GoshJosh said:

    I previously said Prove could be looked at again if perks like Ruin or Tinkerer were nerfed. Having that much automatic regression (as long as the hex stood), and infinitely knowing which gens are about to be completed accompanied by a lengthy undetectable status, was busted. Especially on high mobility killers.

    But then the devs went and did the unthinkable: increased base repair times. Then threw Call of Brine and Overcharge, which stack, into the mix. On top of all the other killer basekit buffs. So no, I still don’t see justification for Prove Thyself getting any changes anytime soon. And as others have said, Discordance is an uncounterable tracking perk for killers (meaning survivors can’t know for sure a killer has it, and the information it gives always triggers the perk with no cooldown).

    I feel the biggest problems of Gen regress perk is that, a Gen can be regressed from 90% to 0%, which at that point there is no turn back for survivors. I know its survivors' fault, but they dont have time to do Gen for 1 min is already a win for killer, having 90% to 0% Gen is another.

    I think Gens should have check points 30/60sec, where if a Gen is at 80sec, it can only regressed down to 60. There for Gen regress base & perks can be much stronger but still not broken.

  • DH is gone, not that I complain

    DS is gone

    OTR can be canceled just by hit off hook and also disable BT

    2nd chance perks are gone, leave space for other perks

    Healing debuff perks is buffed.

    Healing perks are nerfed (Botany, Selfcare, Pharmacy), your main self-heal option is medkit, not by perk

    Healing is far weaker, Coh is the main source of healing left (I wonder why). Less heal for survivors if there is no Coh, leave space for other perks

    50sec Gen added

    4 slowdown + tunneling is still a thing

    The only thing survivors should ever bring into match is Gen boost perks.


    Most survivors arent good at looping, chase/juke perks are only good on survivors who are already good at chase/juke. So Gen rush perks it is. This update is not in the right direction to me.

  • @GoodBoyKaru said:

    Because she's not the same as she is in SH3. This is a couple years on, she's tried to move forward with her life but the presence of Silent Hill has always followed her. When The Entity takes note it takes the version of her a couple years on instead of her literally in Silent Hill.

    Also her name is officially Cheryl btw. She says herself she prefers the name Cheryl to Heather, and she only ever used Heather to hide from the cult. After SH3 she officially changed her name.

    I feel educated.

  • @Biscuits said:

    https://forum.deadbydaylight.com/en/discussion/comment/3132747#Comment_3132747

    I think camping will die fairly quickly after the patch, but we still don't have any changes for tunneling. I would like to see DS buffed back to 5 seconds, or having it activate for both hook states, or maybe increase its duration.

    And, I don't know if anyone else has noticed, particularly in soloQ games with how end game plays out. It feels like the killer is guaranteed a free kill, there isn't much you can do for that person who ends up being chased last. I don't think the solution should be for everyone to run Adrenaline at the slim chance they are being chased or on a hook when 5 gens are completed.

    Its the core gameplay that should be changed to remove tunneling / camping / gen rushing.

    Yes, camping may less effective in next patch, but not everyone buy the chapter. But there is 1 thing everyone should remember that some people plays game just to ruin experience on others like its a high paid job, they dont care they lose, they just bring other's mood down with them. Which is why Im against perks like these.

    But sad that it will never happens, this "core gameplay change" was the biggest decision from them, and it was nothing but change some numbers.

  • @The_Yosh said:

    https://forum.deadbydaylight.com/en/discussion/341185/tunneling-is-the-lowest-of-low

    It is scummy, but it is insanely effective. If you can make the game a 3v1 by tunnelling someone off hook at the start of the game, you have a substantially better chance of winning. It also demoralises the team, and may even cause some to disconnect. This all increases your chances of winning, which increases your MMR.

    However, the problem is that by using that tactic to get to higher MMR, killers will come up against skilled teams who know how to counter it.

    Its weird to see Killers just use the easiest way to win against equal skill survivors and complain about how hard the game is in the next match vs higher skill survivors, MMR is so pointless to trying so hard to gain

  • @Biscuits said:

    I went from enjoying the game as survivor to mostly playing killer hoping changes come. I am currently grading up and every killer is playing like their family is going to get murdered if they don't 4k. It is to the point that I can pretty much tell if we are going to lose in the first two minutes. If someone asked me right now if this would be a fun game to pick up and play by themselves, I would tell them to look for other options.

    The changes are coming, which are perks from RE2 DLC.

    I dont feel these are good changes, its pretty force players to use perks. Increase Gen time then introduce many perks to boost Gen speed. Stronger camping then introduce Reassurance

  • @Tsulan said:

    Another killer main who complains about killer being to easy and unfair hits that shouldn´t have connected (then why swing in the first place?).

    https://us.v-cdn.net/6030815/uploads/L8ZX2E7V5TY1/2fd4tz.jpg

    I really don´t get why claiming to be a killer main would give your opinion more weight.

    image.png

    Same enegy

  • @OrangeBear said:

    https://forum.deadbydaylight.com/en/discussion/comment/3131441#Comment_3131441

    I've not had a single camping killer since the update dropped, most killers play for 8 hooks and then sacrifice. Reassurance will not do anything for the most part, it will just be a replacement for borrowed time in the old meta. A perk to ensure the killer doesn't do an unfun tactic.

    Last year I played 150 matches and recorded the result, the average of Killer's hook of first survivors to die is 4.7

    Yes, 4.7 hook for the first survivor to die.

  • @Neprašheart said:

    https://forum.deadbydaylight.com/en/discussion/comment/3131531#Comment_3131531

    Ehh.. That's not really a rework, is it?

    All I see is one added add-on to the list of all the add-ons that we already have in-game, and that's it.

    The idea is to reduce the gaps between a survivor team that doesnt bring anything vs another that bring 4 Ranger/Syringe or 4 Commo toolbox/Charge. Into Half health state medkit vs 2 health states one

    Remove useless addon, just keep the meaningful one. Because items are free, they requires addon to actually work (which you can buy in bloodweb, and since items & useless addon are removed in bloodweb, you can get these addon more frequently)

    You can check them here, there are some text mistakes, you can ignore.

    @C3Tooth said:

    You cant balance game around Perks when 2 Brown Medkits team & 4 Ranger Syringe Styptic co-exist. My idea is to reduce that possibility

    Also addons are now serve unique purpose, mainly +charge; +speed; +special effect. Less clutter and useless addon.

    https://us.v-cdn.net/6030815/uploads/1FT9YXZ6E2BV/dbd-item0003.jpg

    https://us.v-cdn.net/6030815/uploads/HEUCCT13RUTH/dbd-item0004.jpg

    https://us.v-cdn.net/6030815/uploads/W180OBC2OOO4/dbd-item0005.jpg

    https://us.v-cdn.net/6030815/uploads/V8Z1WCN6CU4I/dbd-item0001.jpg

    https://us.v-cdn.net/6030815/uploads/HIV6WEXXUXIM/dbd-item0002.jpg

    If you think something is too powerful, ask me for explaination because I think these are fair.

    • For Medkit example, they will have these variations:

    Free medkit: heal half health state, only good to fast heal your teammate

    Medkit + Brown charge: heal yourself once

    Medkit + double charge: heal twice

    Medkit + charge + fast heal

    The best possible combination of a Medkit is 1 heal + Syringe. No more thing such as Ranger + 16 charge + Syringe

  • @Neprašheart said:

    Keys aren't worth taking into the match, unless you're doing the Rift challenges to „Deplete X Keys“.

    I've been suggesting a rework, so they'll allow you to instantly open a chest while certain add-ons would guarantee you what type of an item it will be, including its rarity, its add-ons, and the rarity of those add-ons.

    However, it seems like BHVR isn't interested in such a change.

    Yes, I suggested this before

    image.png

    This was my ideas of rework all items, where items are nerfed, but free and have only Brown version. Pretty much items are survivors' powers that everyone always bring in one every match.

  • @Johnny_XMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3129513#Comment_3129513

    Yea and that's the thing... in my honest opinion, the patch just made the game feel less fun in general. I am not saying it's less fun because there is no winning. It's just in solo queue, things were already bad but with the new patch it has amplified those frustrations.

    I think survivors objective can extend longer, but not on Gen, they should go back to 80sec but add something else. Then further nerf Gen perks

    With many perks that affect Gen perk recently (better than new, hyper focus, and Haddie totem perk), its still possible to Gen rush.

    BUT I really think hook time should be extended to 90sec (3min for both hook stages instead of 2min) to punish campers, not with perk. Old DS should be basekit too, for tunnelers

    Should not use perks just to prevent camping,tunneling,gen rush

  • Against fair play killers, thing is still okay. You dont spend time to search for Ruin/Undying anymore.

    Against killers who tunnel/camp... Just let them gain MMR and taste their own medicine from far better survivors.


    Anyway, I feel the gameplay is less depth than before. Killer could use Noed to punish gen rush survivors, survivors have more chance to gen rush against campers. Now, its all about Gen rush because you know it will be a 3K with hatch escape if killer downs someone early and decides to camp/tunnel.

    Its not about escaping, it was all about cheap playstyle from killers that got buffed with the patch. But again, let those taste their own medicine

  • The way Devs add every hitbox to clutters on the ground to make them not hiding Bear traps anymore...

  • @AcelynnBen said:

    well tbh, you don't know what u expect, i played on the PTB waited 20 mins for a killer game just to get tryhards who sent me to Garden of joy with tournament builds while im just memeing out here like all other killers

    and im gonna be honest, i was frustrated, because why are we tryharding in PTB

    and its the same for live you either get a bully squad and go ape s*it on everyone else or you get nice people and have a nice game session

    I had a Nemesis tunneling in Sadako PTB... That patch was about Sadako with GF,Legion change

    Usually if there is a new map, I will play Trapper in PTB to test trap placements, but thats it

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