Coffeecrashing
Coffeecrashing
About
- Username
- Coffeecrashing
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
@DragonMasterDarren said:
https://forum.deadbydaylight.com/en/discussion/comment/3090029#Comment_3090029
something as simple as a chat wheel would be a buff to Solo Q without also being a buff to SWF
It’s a buff to SWFs that don’t use voice communication.
-
@Dead_Harder said:
https://forum.deadbydaylight.com/en/discussion/comment/3091003#Comment_3091003
I get what you mean but the usefullness of the perk is kinda imcomparable. The value of sound during chase is way more important than not alerting crows, which is strong but debatable whether or not worth a perk slot.
Calm spirit still makes it much easier to try to hide from the killer the entire game. If a survivor is moving away from a generator because the killer is approaching, it’s much easier to find a hiding spot if the survivor doesn’t need to worry about alerting any crows. And being able to walk or run around open maps, without worrying that the killer might spot a moving crow, is huge.
-
@Dead_Harder said:
https://forum.deadbydaylight.com/en/discussion/comment/3090926#Comment_3090926
It doesnt, calm spirit removed niche things. Oh wait you mean doctor or something?
Crows are a killer tracking method, and Calm Spirit removes it for the entire game. Perks like that shouldn’t exist without some sort of limitation or downside. It’s the same logic that caused BHVR to nerf the unlimited duration Iron Will, but buff Off The Record because it reduces grunts of pain only for a limited duration.
-
@tinycrow said:
https://forum.deadbydaylight.com/en/discussion/comment/3090926#Comment_3090926
I can understand it from that angle, but I can't imagine that being the devs intention when it was listed as a "buff" to the perk, when it clearly is a nerf, justified or not. Besides, there are still numerous ways for killers to still track someone with calm spirit (auras, Whispers, scratch marks, breathing, grunts of pain, footsteps, blood). If the effect on tracking was so strong, you'd see it as often as old iron will.
It’s the same logic BHVR used when they changed Stridor so it couldn’t override Iron Will, and then called it a buff because they also made it so survivors can’t tell if the killer is using Stridor.
-
@tinycrow said:
The action speed penalty needs to be removed or the change needs to be reverted. No one new will be using calm spirit and everyone who did use it doesn't want the speed penalty.
Calm Spirit removes an entire killer tracking method for the entire game. It absolutely deserves to have a downside added to it.
-
The biggest problem with voice comms is they give survivors extra information on what is happening with the other players in the game, but it doesn’t give extra information to the killer. The best way to equalize the benefits of voice comms is to create the survivor icons, and give them to all 5 players.
This is the fair way to balance the information. Survivors can use the extra information to play the game more efficiently, and killers can use the extra information to play the game more efficiently.
-
@Aztreonam78 said:
Calm Spirit reduces Cleansing and Searching speeds by 30%. Cleansing a Totem increases from 14 seconds to 20 seconds.
How do you feel about it?
Do you remember when BHVR changed stridor so that it no longer countered iron will, and they called it a buff because stridor was also changed so the survivors won't know if the killer has stridor? That is how buffs work in this game. As long as some little piece of the perk gets buffed, we can say the perk got buffed.
-
@NekoGamerX said:
https://forum.deadbydaylight.com/en/discussion/comment/3088450#Comment_3088450
well duh
why aura reading perks wont be basekit but are best bet be Icons showing what other are doing.
solo need something.
Survivor icons are fine if the killer is given access to those icons too.
Remember that giving extra information to survivors only just makes SWF even more unbalanced, because some SWFs don't use voice communication, so they would benefit from the extra information.
-
@NekoGamerX said:
https://forum.deadbydaylight.com/en/discussion/comment/3088058#Comment_3088058
so in other just kill solo ( tho it already dead or at least dying) then there should be voice chat in game but whatever dude
Bridging the gap between solo and SWF would be things like adding guilds, or some official game communities to find playersto group up withbtw they already have something like that call deadbydaylight discord page where you can find player no matter the platform to play with.
when people talk about Bridging the gap between solo and SWF they talking about something in game to help solo who don't want to chat with others like bond or Kindred.
but your idea already happening not helping solo.
so I'm done with you because your not going to understand.
When people talk about bridging the gap between solo and SWF, they don't want to have the responsibilities and expectations of being in a SWF, but they still want the extra information that voice communication SWFs get.
-
@VoidOfMe said:
https://forum.deadbydaylight.com/en/discussion/comment/3088350#Comment_3088350
what if I tell you that right now stats must be showing a huge amount of dc'ing and killer "wins"?
what do you think should happen next?
https://forum.deadbydaylight.com/en/discussion/comment/3088351#Comment_3088351
I think BHVR needs to wait for the MMRs to stabilize before making any decisions. There are people that relied too much on things that got nerfed, which means it's expected that they would lose matches until their MMR stabilizes.
Also, DCs shouldn't count for anything. Some people DC to purposely lower their MMR, some people DC because they don't like the killer, some people DC because they don't like their teammates, some people DC because they have a challenge and they can't do it in the current game, and some people DC out of protest. There is a reason why BHVR tells us they purposely exclude games where someone DCs, when they give us statistics.
-
@VoidOfMe said:
https://forum.deadbydaylight.com/en/discussion/comment/3088318#Comment_3088318
https://forum.deadbydaylight.com/en/discussion/comment/3088322#Comment_3088322
but what if they don't want tho?
I mean, isn't the game made of people?
what if the people who play the game don't wanna "grow up" and "stop bein immature babies" and play it anymore?
what happens next?
So in the end, do you think devs should care about players being unhappy with the game, or you think that's silly?
what do you think made this last patch possible? the devs woke up one day and decided to change it or they did it cause killer main were complaining? What's your take on that?
BHVR told us they looked at the stats, and decided the kill rates were too low. There's no conspiracy. They made a decision based on stats that they found.
-
@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/3087924#Comment_3087924
Non-comms SWF still has some advantages, like knowing each others' builds in advance, having a vague game plan set up going in (they're still better at teamwork than pure solo), and picking teammates so that you don't get stuck with noobs and throwers.
But when people complain about SWF, they're complaining about comms.
https://forum.deadbydaylight.com/en/discussion/comment/3087837#Comment_3087837
...because any other buff that you could give to solo would also be a buff to SWF? The only thing you can give solos that SWF wouldn't become even stronger from is what SWF already has.
Comms are here to stay. Nobody has to like that, but ignoring it or pretending it isn't important and that solos and comms can perform on the same level is how we got to the current mess of things.
BHVR said the game will never be balanced around voice comms. People are using voice comms as an excuse to get solo q buffed. People aren't supposed to have the extra information that voice comms give.
Yes, non comms SWF has some advantages. And those are the things BHVR should be adding to solo q. Let solo q easily see the other survivors' perks and addons in the lobby screen. Allow all the survivors to chat to each other in the lobby, even if they are cross platform. Make it easier for players to find other people to group up with repeatedly. These are fair things to add to the game.
-
@NekoGamerX said:
https://forum.deadbydaylight.com/en/discussion/comment/3087835#Comment_3087835
not understand what you just said wow
how would you i mean info the only thing solo need
Because they are completely different goals. Bridging the gap between solo and SWF would be things like adding guilds, or some official game communities to find players to group up with. Or to allow people to flag themselves as wanting to find stable group members. Or some official way to message people (even if they are cross platform) so people can ask other people if they want to play more than one game. Or maybe some sort of honor system, so people that DC or give up often, get grouped up with other people that DC or give up often. Or it could mean having a button for survivors to group up with the same people during the next game, and all the survivors that hit this button will be auto grouped together for the next game.
-
@BubbleBuster said:
https://forum.deadbydaylight.com/en/discussion/comment/3087924#Comment_3087924
i have never seen anyone say swf and not mean the kind with voice comms...
ofc base kit swf has the same base communication, that doesnt mean that they arent using voice comms?
what? this is confusing me. why state the obvious?
Because they are completely different goals. Bridging the gap between solo and SWF would be things like adding guilds, or some official game communities to find players to group up with. Or to allow people to flag themselves as wanting to find stable group members. Or some official way to message people (even if they are cross platform) so people can ask other people if they want to play more than one game. Or maybe some sort of honor system, so people that DC or give up often, get grouped up with other people that DC or give up often. Or it could mean having a button for survivors to group up with the same people during the next game, and all the survivors that hit this button will be auto grouped together for the next game.
But when people just want more game information, they basically want the benefits of voice communication, without actually being in a SWF.
-
@StibbityStabbity said:
https://forum.deadbydaylight.com/en/discussion/comment/3087926#Comment_3087926
Yes, and they still would. The timing would simply be slightly different to give the DH a better chance of working. A whiffed DH would still be a whiffed DH, it just wouldn't be as reactable on DH start-up. DH would still require a hard read, great timing, and last half a second as it does now. DH wouldn't suddenly become easy to use, it'd be the same as it is now it with a little bit more use against quick attacks.
Quick attacks are supposed to come out fast enough to prevent people from using dead hard on reaction. It's literally the counterplay for dead hard on reaction.
-
@StibbityStabbity said:
https://forum.deadbydaylight.com/en/discussion/comment/3087904#Comment_3087904
Honestly, even that is fair, but the current animation just makes it incredibly easy for Killers to react by holding off on their quick attack.
I'm not saying the amount of time DH is active should be increased, far from it. Just that the speed of quick attacks makes the lack of commitment to the attack extremely difficult to do anything with if the Survivor does a big fat broadcast of their DH. DH only lasts half a second, but when you're rubbing them from behind and not in the middle of a lunge, you can see that and react to wait it out easily. Quick attacks simply don't come with the commitment of longer attacks. I just think DHs animation or the placement/timing of the animation should be adjusted accordingly, to make it so it rewards hard reads without changing the current timing or functionality otherwise.
If a survivor whiffs a dead hard, the killer should be able to punish it if in range. Killers shouldn't have to wait out dead hard, then have to immediately deal with a potential 360 attempt, or pallet slam, or vault.
-
@BubbleBuster said:
https://forum.deadbydaylight.com/en/discussion/comment/3087394#Comment_3087394
because you literally cant nerf swf unless you ban them for using discord or other communication services
that is the whole reason swf is so much better than soloQ
you can tell teammates that you are being chased and where
you can tell teammates what pallets you dropped
you can tell teammates that you are unhooking so the rest stays on gens
you can tell teammates what perks/add-ons the killer has
you can tell teammates literally everything
this disparity in knowledge and coordination is the reason swf is so much better than soloQ
No, that is not why SWF is better than solo q. That is why SWF WITH VOICE COMMS are better than solo q. Basekit SWF has the same in game communication is solo q.
-
@StibbityStabbity said:
https://forum.deadbydaylight.com/en/discussion/comment/3087839#Comment_3087839
It does a start up, then plays a different animation on success. In those games, the parries animations are often as fast or faster than the attack animations, allowing someone to pull them off at the beginning of an attack. Those attacks are also slower in Souls, and in Tekken, you can clearly see what the other person is doing on account of the camera. All of this is to say that parries still mostly work by not broadcasting they are going out before the attack is in motion.
The speed at which DbD works makes that harder to do, since fast attacks happen, well, fast. In any case, I don't think it would make DH broken to have it move the dab animation. It would just make it better for Survivors to use while still requiring skill and a good read.
DH should either have inactive starting frames or inactive ending frames. Having a parry that has neither is ridiculous. People want the animation shortened to make it easier to DH to a pallet or window. This is specifically what BHVR said they wanted to nerf.
-
@drsoontm said:
https://forum.deadbydaylight.com/en/discussion/comment/3087868#Comment_3087868
Can you give an example?
If the game should have "mini icons" for non obsessions, so that survivors know if anyone is in chase, then let the killer see these icons too, to make it easier to deal with bully survivors that purposely pick the same characters and outfits.
If the game should have icons to let survivors know who is repairing a generator, or cleansing a totem, or other stuff like that, then let the killer see the icons too. If it's "no big deal" to let survivors see these icons, then let the killer see them too.
-
@drsoontm said:
https://forum.deadbydaylight.com/en/discussion/comment/3087837#Comment_3087837
Let's put aside the playing field leveling and the frequency of usage of comms.
This feature exists already for the obsession. What would be the downside of extending it to everyone?
If there is one, how significant is it?
As killer, letting know that I'm chasing a specific survivor has only a minor downside. (And, thinking about it, may probably be used in mind-games)
As solo survivor, it allows to better coordinate with strangers. In fact, it helps every kind of groups but the ones in comm who already have that feature (and more). I don't mind helping a casual SWF4. The only SWF who don't need help are the SWATs.
I still think that any icons or information added to the game should be available for all 5 players. If additional icons "really aren't a big deal", then let the killer see them too. If it would be "too unbalanced" for the killer to see an icon, then maybe it really is a big deal and solo q shouldn't get it.
-
@StibbityStabbity said:
https://forum.deadbydaylight.com/en/discussion/comment/3087786#Comment_3087786
Same timing, but the original gave distance and played the animation on button press, ensuring it did something regardless of the situation. The new version only reacts to Killer input when activated. Therefor, moving the animation would not only be fine, but make the perk work better as it wouldn't broadcast its use before providing a benefit.
The original was more of a pure dodge. The new one is a parry. Dodges and parries are treated differently mechanically, and get separate telegraphs as a result.
If we really wanted to use the analogy of dodges and parries, then dead hard should keep its current animation, so it has miss animation frames. Dodges and parries tend to have inactive frames at the end, to make them easier to punish if nothing got dodged or parried.
-
@yes_hello said:
https://forum.deadbydaylight.com/en/discussion/comment/3087606#Comment_3087606
This might be an unpopular opinion, but I hope they never bring voice communication to the game. I understand the value it would bring in terms of information, but I think at base level it would severely take away that feeling of (game-appropriate) helplessness that adds to the healthy vibe of horror and dread for the survivor role.
I recognize there is an extremely fine line between when that level of helplessness can be thrilling or incredibly frustrating as a solo player. That is why I think OP's suggestion is spot on! It adds an incredible-yet-simple amount of information without taking away that feeling of "Ok... seems safe now. I'll go for the save since so-and-so is being chased somewhere." As a solo player, I would much rather the game subtly give me that information instead of randoms screaming in their mic that I'm an idiot for not saving quick enough or for making a decision they didn't understand or couldn't see why lol.
I personally hope BHVR continues to leave voice communication in the "no" cabinet :)
If people want to bridge the gap between solo and voice comm SWFs, then they should say so. But people shouldn't say they want to bridge the gap between solo and SWF, and then recommend things that only voice comm SWFs have.
-
@NekoGamerX said:
https://forum.deadbydaylight.com/en/discussion/comment/3087680#Comment_3087680
they never going to do anything about swf talking with each other but Solo should be EZ match for killer either.
all this update did was push more to swf anyways
so bond and kindred being basekit not going to matter soon
If you want to bridge the gap between solo and voice comm SWFs, then say so. But don't say you want to bridge the gap between solo and SWF, and then recommend things that only voice comm SWFs have.
-
@Adaez said:
https://forum.deadbydaylight.com/en/discussion/comment/3087675#Comment_3087675
Well swf will never be restricted from talking to each other so..
Solo q shouldn't get buffs just because some people are using voice communications to gain extra advantages. Voice communication is a problem, not a solution.
-
@Adaez said:
I think survivors would play a lot better if bond and kindred was basekit.
I think the biggest problem most survivors are is the lack of communication and information.
If these perks we're basekit and BHVR also added a way for soloq survivors to communicate with each other,there would be no difference betwen soloq and swf if survivors also played well enough,
That isn't information all groups have. That's information that voice communication groups have. Bridging the gap between solo and SWF just means making it easier to find a stable group of people to be in your group.
BHVR also said the game isn't balanced around voice communication, and BHVR said that game never should be balanced around voice communication.
-
@drsoontm said:
https://forum.deadbydaylight.com/en/discussion/comment/3087394#Comment_3087394
Because comms are a thing and will not be made illegal by BHVR, so the only way is to push solo up.
BHVR also said the game isn't balanced around voice communication, and BHVR said that game never should be balanced around voice communication.
-
@drsoontm said:
One information all groups have is when a survivor is being chased.
Make it so a chased survivor's icon gives some notification to tell he is in a chase.
It's already the case for the obsession, extend it for everyone.
That isn't information all groups have. That's information that voice communication groups have. Bridging the gap between solo and SWF just means making it easier to find a stable group of people to be in your group.
-
I just checked. If they changed anything, then it didn't help Blight at all. There are still about 100 objects in Ormond with broken collision, and hug tech is still in the game.
-
@AvengerBear said:
https://forum.deadbydaylight.com/en/discussion/comment/3080629#Comment_3080629
not really, killer role has always been the power role against solo q, and that is your so called "normal mode". It's widely acknowledged the power goes Nurse > SWF > Killers > Solo Q
BHVR said solo q and SWF was off by like 15%, which isn't even a full survivor (25%). All this complaining about solo q is just people trying to get voice communication information given to solo q.
Bridging the gap between solo q and SWF just means making it easier for people to find a stable group of people to play the game with. It has nothing to do with giving extra in-game information to solo q, because SWFs without voice communication have the same in-game information as solo q.
-
"These changes would significantly reduce how little communication solo queue has, which in reality is the only real difference between solo and groups."
No, that's completely false. That is the difference between solo q and SWFs with voice communication. The baseline difference between solo q and SWF is just the fact that you can pre select the other 3 people in your party.
-
@AvengerBear said:
https://forum.deadbydaylight.com/en/discussion/comment/3080052#Comment_3080052
if that's true, then they shouldn't balance the game around the top percent and SWF, therefore they shouldn't have buffed killers and nerfed survivors, cuz the game is always killer sided when against solo q. We all know solo q is the weakest role in this game, if they will never balance the game around voice com, which is literally the same as SWF, then why don't I see them done anything for solo q?
The game isn't always killer sided with solo q. That's just something people scream because they want the survivor role buffed. Solo q is the normal mode, and it's SWFs and voice communication that is giving extra advantages that the killer isn't compensated for.
-
@Ricardo170373 said:
https://us.v-cdn.net/6030815/uploads/7CRIUIG8PITV/image.png
DEVS, with this new changes, were good, but, solo survivor will be more painful than before, so, any infroamtion about this ideas? its from January Developer update, and we dont have more informations about it. It was aborted? would be nice to see this help coming now.
My thoughts are the HUD information sounds very much like giving solo q information that voice communication gives, and BHVR said the game will never be balanced around voice communication. Any buffs to solo q should be things that aren't given by voice communication.
-
@scenekiller said:
We don't need to be villianizing killers, they've spent plenty of time experiencing these same problems. This patch was a great step for them.
We need to be holding Behaviour accountable for finally giving solo queue some needed treatment now that there's a shining spotlight on how bad it is.
Solo Q is what the game is balanced around. We even had overcharge nerfed specifically because it is "unfair to solo survivors". Solo survivors shouldn't get free stuff just because some SWFs get unfair advantages from voice comms. BHVR recently said the game will never be balance around voice comms.
-
@Oscarnator said:
I get that gen speeds and base kit BT being a joke makes it easier to tunnel but man how can you complain about not having enough map pressure when you’re sitting near hook like you’re a patrol officer?
BBQ was nerfed to the point where it's not worth using anymore, and pain res lost it's tracking. Why should a killer leave a hooked survivor, if they don't have any idea where the other survivors are? Trying to find hidden survivors is a waste of time.
-
I still have survivors using dead hard on reaction to a killer lunge. It doesn’t matter if I try to flick my camera, or anything else, they are waiting for the lunge audio cue.
-
@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/3076435#Comment_3076435
It's only for 80 seconds.
It's still awful, because survivor footstep noises are still unreliable, especially during a chase.
-
@lauraa said:
https://forum.deadbydaylight.com/en/discussion/comment/3076429#Comment_3076429
Killers dont owe survivors anything, and the reverse istrue. A survivors job is to survive by any means necessary, the killer experience isnt relevant to them.
Plenty of people enjoy stealth, and plenty of people enjoy looping. You'll never get a consensus on which the game should cater to, and imo it never should.
That's great and everything, but complaining about camping and tunneling is pointless if BHVR isn't going to address the reasons why killers camp and tunnel, and "it can take too long to find a different target when survivors are hiding" is a valid reason why killers camp and tunnel.
-
Some people were excited that iron will was no longer going to be 100% reduced sound, and then the 100% reduction got shifted to OTR. It's so awful. Why are perks allowed to be a 100% sound reduction, and be immune to stridor?
-
Stealth is the survivor equivalent of camping and tunneling. It's not interactive, and it's not fun for the other side. It's the reason why camping and tunneling need to exist. Why should a killer leave a hooked survivor if the other survivors are so difficult to find? If the game wants to force killers to spread hooks instead of tunneling, it needs to hard nerf stealth so that killers can reliably find someone if they leave a hooked survivor.
-
Spirit was miles better before her nerfs. People used to say she was better than Blight. Think about that for a moment. Better than Blight.
-
@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3071078#Comment_3071078
They mentioned in the last dev update that they will be eventually adjusting the rarities for post-Prestige bloodwebs so you can still continue getting rares and Ultra rares in them.
Maybe they'll wait for people to get to P100, then adjust the rarities so the level 50 bloodwebs aren't as good anymore, just to make sure that everyone still has a terrible addon grind.
-
My survivor queue is much longer than my killer queue, but my game says the 100% bonus goes to survivors.
-
@MissKitty95 said:
So if your a person that fully maxed characters before the update
- do you feel like you have been rewarded for all the time and effort out in to get ALL characters p3
- it says prestige to get rewardsc cosmetics …. What cosmetics? I have p3 and perk charms … no comment
- why are we forced to prestige our characters past 50.
- why do we have to pay for it
- people who prestiged before the update should be compensated a fat amount of BP for there dedication to there characters and all the add ons, items & offerings lost in the process
The whole point of the prestige system past level 9 is to force a worse addon grind on the players. There's absolutely zero valid reason for BHVR to force people to prestige, especially when they didn't force it before.
-
I was so excited when I saw the concept art for Dwight, but the finished product looks like he's wearing pajamas. His outfit really needed the shirt, jacket and cloak.
-
@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/3068275#Comment_3068275
nobody mentioned balanced, this discussion is not about balance. And no the game is not balanced about voice communication and it never can be - or should be. Perks such as kindred exist because not all players want to play in a SWF, there's the solo experience there as well which has been discussed in this thread.
Does BHVR think voice communication is a fair advantage or an unfair advantage?
-
@TheeSpongeman said:
https://forum.deadbydaylight.com/en/discussion/comment/3066575#Comment_3066575
Well if they did that he'd bounce off of everything.
He's supposed to be able to bounce off of everything. It's an oversight that some cars have angles that stick out too low, so Blight slides uncontrollably off of them. It's an oversight that Ormond has over 100 things Blight slides uncontrollably off of.
The more elegant solution would be to stop Blight from getting stuck on tiny objects. If a shack wall has a low stone wall along the ground, Blight should still be able to bounce off of that shack wall. We shouldn't have these scenarios where these low rock walls stick out 0.5 inches, and Blight's foot gets stuck on it. We shouldn't have scenarios where Blight can't bump off of certain tree angles, because his feet get stuck on a root that barely sticks out of the ground.
-
@TheeSpongeman said:
https://forum.deadbydaylight.com/en/discussion/comment/3066513#Comment_3066513
I mean... wouldn't you just expand the variables of the hitbox to make it bigger? Why would that take months to fix? Make the blights bump hitbox go to his shins or ankles.
It was absolutely suggested to BHVR to extend his bump hitbox to his entire body. They refused.
-
@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3066530#Comment_3066530
Because they are wrong. It is an intentional feature.
Being completely unable to bump off of certain objects, because those objects stick out too high or too low, is absolutely unintended. This is completely separate from the object sliding mechanic.
-
@TheeSpongeman said:
I'm curious as to if this is intentional, that certain bushes (Like the kindergarden for freddies level) or specific design models of cars are unable to be bounced off of as the Blight? Is this a bug still? Should we still be reporting this?
Blight's bump hitbox only goes from his shoulders to his waist, so if an object sticks out any higher or lower than that, Blight will slide off of it. McLean spent months trying to fix it, but never could actually get it fixed.
BHVR knows about the issue, but I think they stopped caring after McLean left.
-
It's the opposite for me. This is our last chance to stock up on addons, before BHVR nerfs the bonus BBQ bloodpoints, and makes us pay prestige taxes, and forces us to have garbage low level bloodwebs with terrible perk rarities.
BHVR has shifted the grind to punish the players that don't have a perk grind, and they've made the grind so much more miserable for some of us. And who knows if the bloodweb rarity changes will happen this year, or if they'll actually be good enough for this whole prestige rework to be worth it. Because right now, the prestige rework is an absolute disaster for people whose primary grind are addons.