Caiman
Caiman
About
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- Caiman
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Comments
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Seems trash to me. I didn't own Artist so I didn't have access to the perk, and now I don't intend to get her. Buying new killers in general seems like a waste of my shards right now anyway.
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It's not like anything is going to be done about it. The only thing you can do is quit playing.
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I think BP bonuses should be removed from all perks and items, except No Mither should have a BP bonus considering it's an intentional "hard mode" perk.
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Dead Hard remains meta and CoH remains SWFs' best friend. I thought this update was supposed to change things, but it's not going to change anything at all.
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I thought it was being bumped up to Very Rare but nope, checked the update again, it says ultra rare. I have no idea.
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Remember when this was supposed to be a meta shake-up?
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If you want to replenish your medkit, use Built to Last.
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I'm on console, also getting server error.
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Sometimes I consider playing Wraith and standing still somewhere, completely undetectable, just to spectate and see how survivors would react.
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@BougieBlackChick said:
The idea that any player is “forced” to camp or tunnel is laughable. Anyone who plays like that was always going to play like that and no amount of perk changes, buffs or nerfs is going to change that. It doesn’t matter how many ways BHVR tries to give them different options for play styles, the common refrain I hear from killers is that tunneling and camping is “easy and efficient” so it’s gonna be the go-to playstyle. Because it’s not about having an actual challenge in this game, it’s about easy wins and 4K every match.
The only thing that will slow down tunneling and camping is by it being punished from the devs themselves and not this ridiculous “we want the survivors to punish it” BS that they throw out, which is basically just a way of saying they’re too lazy to do anything about it and/or that they don’t actually want to do anything about it. Personally I think this is because the devs who play killer camp and tunnel and they’re certainly not going to punish their own preferred playstyle within their own playerbase.
Personally I think this is because the devs who play killer camp and tunnel and they’re certainly not going to punish their own preferred playstyle within their own playerbase.
I can't believe we're bordering on conspiracy theories now.
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there is no need to make friends - survivors even more powerful than they are at the moment.
Bringing back the self-heal will do exactly that.
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@cinnamonKitty said:
Honestly, with the reverted healing changes i’d say im pleased with it. However, I still have an issue with the dh an coh changes. JUST LEAVE THEM ALONE!!! The self-care aspect should’ve never been removed, and dead hard shouldn’t have to have an unhook to activate. It still promotes tunneling and camping. Just change it back to how it was, it got nerfed 10 times already JUST LEAVE IT ALONE!! Y’all always changing ######### that don’t need to be changed. Circle of Healing still freaking useless, the self-care aspect was the greatest thing about it. Having to find a teammate while the boon is on the opposite side of the map is going to be quite tedious and it still makes it easier for killer to find and kill u AND snuff totem cuz you’re just waiting for someone to come heal you or you’re WASTING TIME RUNNING AROUND THE MAP trying to LOOK for someone to heal you! Revert the Dead Hard and Circle of Healing changes!!!!!!!! otherwise i’m still quitting this game! >:(
otherwise i’m still quitting this game! >:(
Okay.
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A lot of people in this community are just bitter and spiteful individuals. It's a universal problem with the internet these days, everyone has a complaint and they have to express it by pointing a finger at someone else.
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If they wanted to make Pain Res a perk that encouraged not tunneling, they should have brought back the original feature of revealing the survivors who screamed when it went off. Put someone on a hook then immediately zip away to chase the survivors on the generator you just blasted. They removed that because it was too "oppressive" when you could pop Pain Res constantly but now it has a limit of 4 so why not bring back how it was originally designed?
Anyway, survivor nerfs reverted and killer nerfs remain, typical DbD update.
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Now instead of earning Dead Hard through helping your teammates, you earn it passively by losing.
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Because what this game needs is a survivor standing out in the open teabagging in the killer's face because they just got off the hook so they're in their invincible "Haha you can't touch me you can't touch me!" phase.
That sounds great, this game absolutely needs childish playground nonsense like that. It's not like it has enough already.
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So if Dead Hard activates on the unhooker, it encourages tunneling.
And if Dead Hard activates on the unhooked, it encourages tunneling.
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@Tsulan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3381777#Comment_3381777
Usage rate of the other exhaustion perks was... well... low. Like, i can´t remember that i´ve seen a different exhaustion perk than DH, Adrenaline, SB or Lithe. When there are more.
Of course they're low, when they have to compete with Dead Hard. Personally I prefer Lithe and Balanced Landing, but I'd also use Overcome if I had it.
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@CookieBaws said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3385056#Comment_3385056
Which one tho? All passive healing is an instant. Besides only ada's perk.
Solidarity and Resurgence would immediately get depleted by Hemmorhage unless you heal immediately on the spot.
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@Styrix said:
Some people have changed my view by a slight bit. I just wanna address something. I liked how Dead by daylights been. I’ve honestly had the most fun ever within the past few months. Sure, there has been times where it seems like the mechanics are a bit off, but I still loved it. I didn’t mind slow gens. I do not speak for anyone else but I feel that they were perfectly fine. I honestly didn’t even mind the new chapter.
I keep seeing killers on here saying things like, “DH was absolutely no fun gameplay.” It is so easy to counter. Sure they get distance, but in most situations just swing. It makes visibility awful, so survivors often mess up.
“DH was absolutely no fun gameplay.” It is so easy to counter.
Countering DH is not fun. Especially when you've been doing it for years. That's the problem.
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@Justa335i said:
I used to use it for all of the "escape via hatch" challenges in the tomes.
If we didn't 3+ out, I got flamed in post game chat.
When teammates see it, they automatically assume you played selfishly.
Could try Clairvoyance instead, it also reveals the hatch.
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Killers should see survivors' auras in pink, like how survivors see the killer's aura.
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@Coffeecrashing said:
We're not even sure if the meta shakeup is allowed to happen. Survivors are demanding for some of the healing nerfs to be reverted, and if that happens, then the meta shakeup falls apart. Killers won't be encouraged to chase survivors, and instead they'll be encouraged to stay in one place to defend an area, even if it's boring for everyone in the game.
If BHVR backs down on the nerfs, then it will prove this game is hopeless. They have to be willing to take risks and make unpopular decisions for the sake of the game's long-term health.
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As a SoloQ survivor, I'm happy to see CoH go. It was one perk that gave every survivor two perks, it outperformed nearly every other healing perk in the game which is why it's pretty much the only one used. Why use any alternative? Just plop it down where the killer will never go and profit for the entire match.
I'll adapt to playing without it.
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If teammate healing is reverted back to 16 seconds, then I want medkit healing to be doubled that to 32 seconds.
DH promotes and rewards survivors in what they find the most fun, extending a chase with the killer. Of course for the killer that is not fun, but i assure that for survivor the most fun moments are being chased by the killer winning mind games and managing the waste so much time that you basically become the hero of the match. The other exhaustion perk are not chase extenders like DH.
And this, all of this, is exactly why DH needs this nerf.
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@Tobi1478 said:
It's interesting no one even takes into consideration the recent uprising of 3 genning since the knight and skull merchant has came out. This healing nerf is a huge buff for 3 genning and arguably the most unfun and tedious 'strat' for killers to do. Skull Merchant was even changed for this very reason, so now they're unhappy with it so survivors are getting punished for it?
Conveniently ignoring the gutted regression perks that made 3-genning a strong strategy.
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Passive Hemorrhage on M1 would kill every passive healing perk.
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What if they buffed it to let you open the hatch without a key, but you had to do a lengthy interaction like opening a chest?
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From what I've seen, "skill issue" gets thrown around often to discredit a lot of criticism and complaints. Someone doesn't like something in the game? Call them bad, then nothing they say is valid.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3384619#Comment_3384619
SWF: "I could use a heal." "Ok, I'm about to finish the gen clockwise from shack, I'll heal you up and we can finish it together."
Solo survivor A: wanders around the map for 45 seconds before finding someone to heal them. Forgot to equip bond in the lobby.
Solo survivor B: brought self care and wastes 60 seconds healing with sloppy, is interrupted by the killer and loses all progress instantly.
Solo survivor C: boons a totem with circle of healing. Stands still spamming crouch, doing nothing, until someone leaves what they're doing to cross the map and heal them in the boon.
Solo survivor D: plans to just stay injured and work on gens, but can't communicate this to the others mid game. Their teammate follows them around with the intent to heal, but not accomplishing anything useful because they're annoyed 'the other guy isn't letting them heal'. The teammate throws a pallet and vaults it until survivor D allows them to finally heal them, deleting their resilience buff.
SWF impact is the extra 8 seconds of healing. Solo impact is magnified tremendously by the fact that you can't coordinate with your teammates, and everyone has a different plan most of the time.
B, C, and D sound like they're not very good at the game. A just sounds unlucky.
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@WesCravenFan said:
BHVR: *Changes literally anything.*
Community: "This is going to make camping and tunneling even worse!"
Don't forget how it'll hurt soloQ and make everyone quit the game!
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@KayTwoAyy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3384746#Comment_3384746
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3384747#Comment_3384747
Like I said, the winds are changing and you'd be a fool to sail against them.
Compensating for survivors new dump stat is a losing battle. You should not dedicate an entire build to be decent at one thing, when you can create a loadout that makes you great at multiple things or excellent at one thing.
@Caiman have fun running Reactive Healing into the countless Sloppy Butchers you'll be facing.
Sure, whatever. I'll not be an injured gen-jockey who gets downed as soon as the killer sniffs in my general direction, thanks.
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@WitchOfCraft said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3384745#Comment_3384745
It's funny they're going to buff Nurse (One of the broken killers) and get rid of lightburn. I'm going to cry every survivor game now because you're probably going to face a Nurse or Spirit every game (Not including new killer releases). You build Nurse with Sloppy and anti-healing you win basically. (This photo was created by Bing's AI it's supposed to be Nurse with an "I Win" sign).
Who the hell actually used Lightburn against Nurse? Most players don't even know that was a feature, and flashlighting a Nurse was borderline suicidal anyway because the window was so small and it usually meant you were within Blinking distance.
Also Sloppy Butcher doesn't work with Nurse's Blink attacks.
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There's these great perks called Solidarity, Renewal, Resurgence, and Reactive Healing that you might want to look into.
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Dead Hard nerf, great. Circle of Healing nerf, great. Medkit nerf, great. Healing nerf, great.
Pain Resonance nerf? Questionable.
Hillbilly nerf? Bad.
Auto-Bloodweb, great. Visual TR, neat.
Lightburn removed, good. Gearhead buff, still kinda weak. Overzealous buff, fine.
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@ad19970 said:
I very much disagree that the devs are removing everything that is strong. Yes, perks this update are getting hit hard, but we still have plenty of strong perks left. Plus I am not convinced that DH and Pain Resonance won't still be fairly decent after their nerfs.
The only nerf I dislike is the one to CoH, because it takes away the one part of the perk that particularly helped solo survivors. The healing nerf is more than enough already, CoH doesn't need another nerf beyond that.
I think the idea that BHVR has here is good, add some more slowdown to the killers basekit with the healing nerf, so that killers are rewarded more for playing well, and then nerfing the strongest slowdown perks, so they don't do as much work for killers. The execution probably just needs some improvements, especially considering the changes we need additionally, but aren't getting, like a nerf to mangled.
If you left CoH's self-heal in, it would continue to be used in the same way it is now: forgo all other healing perks, just bring Circle of Healing, boon in a corner of the map where there are no generators to fix, and run there to self-heal every time you get injured. Making that take a little longer won't dissuade survivors from doing it, the self-reliance it grants the whole team is simply too good.
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@HastuneMiku said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3383868#Comment_3383868
Not when it can only be used 4x per match, and it could easily hit a generator that's only got 20% progress for 10%. Or even a gen with 10% progress for just 5%.
I feel that would make it feel even worse to use than the planned update would. It either does too much or too little with only a rare in-between.
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#2. Have Dead Hard only be active for 60 seconds after being unhooked, with the perk being disabled by touching an objective similar to Decisive Strike and Off the Record. It could also be disabled in end game.
The thought of having to go through both i-frames Dead Hard and then Off the Record and then Decisive Strike is horrifying. It would definitely punish tunneling, but survivors body-blocking with that would be even worse than they are now. Yeesh.
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@Eelanos said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3383759#Comment_3383759
See, that was exactly my point. The moment someone so much as points out that, for example, 3-gen "strats" are disfavorable to survivors because they are the ones that can be banned for it even though they are not the ones making them, suddenly that's not bad game design, nor are survivors following a strategy. Suddenly I'm extremely biased and that is not how the game should work.
And just like that, all criticism to the game's mechanics are thrown out the window and the game remains in a constant "it is what it is". Because why make the game enjoyable at all points and then rebalance everything else around this when you can just throw "Well, you're biased." and have it be a misserable experience.
I cannot stand how stubborn and shortsighted this community is.
The moment someone so much as points out that, for example, 3-gen "strats" are disfavorable to survivors because they are the ones that can be banned for it even though they are not the ones making them, suddenly that's not bad game design, nor are survivors following a strategy.
I have no idea what you're talking about.
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The healing nerf matters to me. Medkits needed a good hammering.
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@ad19970 said:
If the healing nerfs go live, which I very much believe will happen, then the devs will have to nerf camping as well, otherwise it will be buffed indirectly because of healing nerfed, and that's not something they can afford if you ask me.
They surely can't just dedicate a patch to nerfing camping and tunneling however, and then call it a day. Survivor queue times on average are already longer than killer queue times, so that would have just made queue times worse.
The healing nerf however will hopefully give BHVR the opportunity to nerf at least camping more effectively, finally.
If BHVR really wants to go with 24 second heal times, then the hook phase duration needs to be increased from 60 seconds to at least 75 seconds, and hook grabs on healthy survivors need to be removed as well.
If BHVR really wants to go with 24 second heal times, then the hook phase duration needs to be increased from 60 seconds to at least 75 seconds, and hook grabs on healthy survivors need to be removed as well.
I can get behind this. Increasing hook times is fine. Some killers will camp through them anyway but the longer it is, the (deservedly) worse their experience will be. Hook grabs can go too, I don't care for them.
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@Deathstroke said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3383805#Comment_3383805
Unhooked can have ds and dh combo which is very powerful agains't tunneling. But not after this update. Well it's still usually best option to go after them but I prefer to play more fair play. But not after the update as I get too much punished. You will be rewarded not have to deal with dh from tunneling...
The Dead Hard will still activate on the rescuing survivor, so long as it's a safe unhook. And if you hit a survivor with endurance after unhooking, the speed boost will get them enough distance away from you to buy at least 10 seconds most of the time, ensuring the safe unhook.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3383821#Comment_3383821
With the added pre-requisite of safely unhooking another Survivor, which entirely depends on the Killer, again.
Again, I wish you'd say what you want. I'm trying to keep the pre-requisite but balance it out. What do you want from this
With the added pre-requisite of safely unhooking another Survivor, which entirely depends on the Killer, again.
Which is something you should be doing anyway, Dead Hard or not.
Again, I wish you'd say what you want. I'm trying to keep the pre-requisite but balance it out. What do you want from this
To quote my earlier post: "I prefer there being a hard limit to the number of Dead Hards in a match." Unhooks being the condition solves that because there can be, at most, 8 unhooks per match. That equals to 8 successful Dead Hards at peak survivor efficiency, which is plenty. No Dead Hards at the start of the match, but probably a lot of them at the end of the match. Fine. I don't like protection hits as an alternative because they are unlimited, and again, would make Adept David impossible. I know No Mither is a joke but we don't need to make David's perks completely invalidate each other and become even more self-sabotaging.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3383809#Comment_3383809
Yeah, it is actually.
You still have to actually land the DH, which depends on how the server is feeling and how nice the Killer's internet is. I've been counting over my last 10 matches, how many failed DH's do you think I saw? I'm counting both "the server rolled back the DH" and the very obvious failed DH. You can tell if the server denies the DH a lot of the time.
The perk is going to go the way of Deliverance. Strong theoretically but almost useless in a live game without the assistance of SWF.
You still have to actually land the DH, which depends on how the server is feeling and how nice the Killer's internet is.
So... still the same as it is now?
Exactly the same as it is now.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3383776#Comment_3383776
It does?
Why would you go after a Survivor with 3 health states over a Survivor with 1?
If you want the perk dead, just say that. I don't want to waste time arguing over something if one of us doesn't want the perk to be remotely useable.
Why would you go after a Survivor with 3 health states over a Survivor with 1?
Why would you do it now? Everything you're saying is applicable to right now. This is already a game where you can ignore the unhooker because "they might have 3 health states." It is the exact same thing. Nothing changes.
If you want the perk dead, just say that. I don't want to waste time arguing over something if one of us doesn't want the perk to be remotely useable.
Is unhooking a survivor so rare and difficult that Dead Hard will never function again? Don't be melodramatic.
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@Deathstroke said:
https://forums.bhvr.com/dead-by-daylight/discussion/369488/i-dont-think-dh-is-dead-perk-not-at-all
I have to stop playing fair after this update and instead tunnel every single game to avoid dh. That seems to be what developers encourage you to do from now on.
Why after the update? What stops you from doing it now? Nothing.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3383710#Comment_3383710
Protection hits happen whenever you take a hit for an injured survivor. It still doesn't encourage you to tunnel, but it doesn't incentivize you TO tunnel like the current DH does.
It doesn't encourage tunneling any more than it already does now. It can't get worse.
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@Dustin said:
Why are you nerfing a already bad perk?
Am I losing my ######### mind or am I being gaslit here? Bad perk?
I don't call it gaslighting, I just call it lying.
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@Eelanos said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3383744#Comment_3383744
But survivors hide to force the killer to find them and push them away from a 3-gen and suddenly the game functioning as intended is abuse and they should be banned.
Both sides scream accusations of abuse at each other all the time. Your bias is showing, and it's extreme.
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@Akumakaji said:
Regarding the OG chapters I have two personal experiences to share:
1) when the Portrait of a Murder chapter dropped, I didn't knew how you could buy the new characters via shards and bought the chapter. Nothing wrong with that, but I was rather bummed to learn that the only exclusive contend was a red shirt re-color for Jona that I did wear maybe once and there wasn't anything in it for the Artist, which felt really lackluster to me as a killer main.
2) when the Roots of Dread chapter dropped, I had learned my lesson, and finding nothing of interest in it for Dredge, I bought both characters just with shards and called it a day. In hindsight I loved Dredge and would have happily shown my appreciation for it by forking over the money, but not after already having spend the shards.
So, at least the Tools of Torment chapter finally HAS some cosmetic for the killer, which is a stepup, but the chapter itself felt really lackluster, so I didnt bought it.
For the future, I would love to see at least some middle tier cosmetic for both sides and maybe throw in an exclusive charm to sweeten the deal. Just the new characters and a boring, unenthusiastic re-color of the basic outfit really doesn't cut it.
BHVR used to be better about bonus cosmetics for buying the DLC. They used to design whole alternate outfits. But somewhere around the release of Spirit or Clown they switched to just shirt recolors for the survivor. Pretty lame.