Dark_Vorahk1
Dark_Vorahk1
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- Dark_Vorahk1
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Same issue. What platform? Xbox here.
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This morning mine was gone NA east. My friend in EU still has it active.
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@PleaseRewind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3884872#Comment_3884872
What do you mean? They did do a progressions bonus. Maybe I just misunderstand what you mean.
The prestige skip functionally reset all of my characters. The old perk grind was approximately 14m per character. There was no difference whether or not you had all perks unlocked (I did.) There was no difference whether you hit P3 lvl 1 or P3 lvl 50. There was no difference whether your inventory was empty or had thousands of remaining consumables (My Quentin alone had about 20k consumables.)
Since the prestige skip did not take account any of my perks, nor my consumables, I took minimum 5 prestiges wasted, with some characters losing 200m. This means that I have approximately 1b bp that's just lost to time.
While I recognize that I am a minority in the community, I am a Devotion 88 player and when P100 dropped I was incredibly hurt that nothing was taken into account. Players that played the anniversary of the same year could of potentially had the exact same amount of progress that I had after 6 years. Especially since the P100 reward is simply a number on a crest, it's very disappointing how stingey the prestige skips were. Mileage of disappointment will vary, but there is no doubt that regardless of hours the P100 rework ended up as a loss of progress for 100% of players
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Does the incentive get removed on Monday?
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I used to have every character P3 so that I'd felt the game was "complete." But since there was no progression bonus or backpay for veteran players I now have only 21/83 P100. I am at a constant uphill battle against new content and regaining lost prestiges that I will always slave away to whatever role has the biggest incentive until I eventually catch up or the game shuts down.
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@ThatRyanB said:
Hey there folks. Popping in here to let you know that our Community Team is treating collecting and sharing feedback with the team as our top priority today. While I'm seeing general comments about how folks feel about bots in here (which we are also sharing with the team), I'd also love to dig into the specifics of how you're feeling, as these can often be the most useful feedback points.
If there are specific instances of bots doing things that you've liked or have found disruptive in 2v8, I'd love to hear them.People will always have their own often unshakeable opinions about the efficiency of bots. The one constant and current truth however, is that the bots prioritize the flow of the game and not the satisfaction of the players. Bots often hide, forcing the human players to get caught first. They do not attempt risky unhooks. And they will leave players behind escaping as early as possible through gates. Outside of stealing hatch, these issues are apparent in the core game not just 2v8.
While I believe it to be unrealistic to have bots attempt higher level play such as bodyblocking and utilizing its own health/hook states as resources, the minimum plausible option would be to have bots prioritize the survival of human players before offering itself as a sacrifice.
Bots should be aware of the closest survivor to hook and do their best to guarantee an unhook if the Survivor is for example ~20 seconds from entering the next hook stage and/or the killer is within 32m. Bots should always be willing to trade hooks if it's interrupted during the attempt. Bots should be able to 99% gates and wait for humans to be ready, unless it detects other Survivors are unable to open gates (such as being hooked or in chase.)
Lastly, and this may be nitpicking, bots should be unable to escape. If all humans are escaped, disconnected, dead or otherwise removed from the game, the bots should wait at hooks or have the end game collapse animation played. Alternatively, if all humans are disconnected the killer should reserve the option to play out the game or end game collapse all bots. Some players enjoy the experience, but I believe nobody should be forced to engage in PvE because of poor Sportsmanship.
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Here is the last update we have. Please follow up with Jocelyn and hopefully we can get them restored soon. As a serial grinder it is demoralizing, as well as disappointing to know the bloodhunt events are basically a return to default.
Possibly only a regional issue, but whatever the case is let's do our part to help it get sorted.
@Mandy said:
Whilst we really appreciate the comments on this thread, please forward the requested information to Jocelyn, so far we've had thread comments but none of the information required…we're unable to act or do anything without that :(
thank you
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Survivors have an overabundance of endurance and offhook/unhook perks. Maps are also a point of contention, although that's not exactly new.
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Not being considered is different than simply not yet being implemented. The original batch of killers were added because they were free. A mode as hugely requested as 2v8 should be able to be enjoyed by 100% of the playerbase. The next batch featured killers who needed minimal changes to the base power in order to function. And again the same deal with the upcoming third.
Killers utilizing props need special care to function, so we are yet to see how balanced the upcoming iteration truly is. Killers requiring unique gameplay outside of chase powers are going to take much more effort to convert. Hags current kit is nullified by a single survivor stalking her and setting up traps, so to work against 8 she would need a way to set traps faster, at range, and possibly have something like Mint Rag or Rusty Shackles basekit.
On top of her power not translating well to a new mode, she is also currently one of the lowest played killers despite being one of the cheapest, oldest, and often free characters. She will no doubt be implemented at some point, but the resources to modify her are better spent for more popular characters with more modifiable powers in the meantime.
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Certainly broken for around 6 months or so. Constant 0 or 25% survivor even when survivor takes several minutes but killer is instant. It's very draining and discouraging to play.
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He's been a joy to play today, but not without his quirks.
Pallets are largely useless, but I'm hesitant to buff them. Maybe only increase range against awake survivors? He definitely doesn't need free damage.
The snares are a huge improvement and feel like a fun variation of Clowns bottles.
Teleporting is still a bit clunky. While seeing your aura is fantastic for orientation, the killer Instinct range and duration is a little low. Further, the teleport cooldown is too long on its own. If the devs are unwilling to revert back to the old style, my next best suggestion is to give back chunks, say 5 seconds, each time a Survivor falls asleep or is hit by a snare. Teleporting to exit gates really shouldn't require an add on.
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I think the best solution would be to implement some end game collapse easter egg on Forgotten Ruins. Let people get their achievement without the rng of a killer players mercy/inadequacy + your own dice rolls winning over teammates. This achievement is very poorly designed at the moment.
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Seconded, I had Snug vault a pallet near the edgemap of Lerys. He clipped through the floor and never came back.
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@ThatRyanB said:
It's me, a dev! Giving this a look and sharing some of your feedback with the team.
You've got some great suggestions here - it's always great to see folks sharing their thoughts on the wider menu experience!
While looking into people's common frustrations of bloated inventories and bloodweb sluggishness, I urge you and your team to create a second inventory and offering slot for event offerings. If at all possible share offerings, or possibly specifically only share event offerings between roles. All event offerings work both ways for killers and survivors. Creating a secondary slot for burning event offerings will allow players the freedom to choose map, basement, hatch, or additional bloodpoint offerings without forfeiting any in game festivities. A shared inventory also partially addresses common bloodpoint concerns. I know myself as well as many friends often forgo playing the new years characters as anyone added after the anniversary event won't have any offerings and we would be forfeiting our points to play them.
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@solarjin1 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3873162#Comment_3873162
how often are u 4stacking? I'm really curious
I do not play survivor without a full team of 4 friends. The only thing I ask of them is to stack bloodpoints. Most do not run meta perks or items, some don't even use comms. I have a fairly significant number of hatch escapes. Would be interesting to see some more detailed stats next time they offer.
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Character stats are lifetime and not 2024 lol. I had over 10k trials with Quentin but had to retire them last year when they reached P100 and ran out of cake.
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@jjthejetplane3 said:
I like this, I think my only real suggestion for this, is if the killer is having malicious intent and refusing to hit the "instant Collapse"… instead of the killer having that button. Maybe have each survivor have the ability to end themselves individually. Only becomes available if all survivors are downed regardless of a survivor having UB or SG. Usually that only works out if the gates are open already or the hatch has spawned, or to make another type of play, typically ending in that survivor getting downed again anyway.
But yeah, definitely some good ideas there.
I do also feel that this would completely obliterate the remaining stealth survivor players in the game as well as any stealth aspect. As well as, taking away their reward for playing well as a stealth player. (Those who still do gens and are being a team player. Not talking about the ones that just hide in the basement and in lockers all match.) Just an observation.
Maybe it wasn't worded perfectly, but I did amend my concept with the addition of self collapse. This would be the survivors version of instant collapse, but only for the self. This would activate only if all Survivors are downed and the gates are not yet open. This could be a concede option to pass along the hatch to someone else, and disables when exit gates are open to eliminate the option to rage quit.
Regarding the stealth players, I don't believe it obliterates the playstyle. I do agree that stealth is a viable option for survivors, but it's meant to be used in conjunction with chase not as a replacement. 10 charges within 2 minutes is not a huge ask, and only serves to speed up the game for obvious losses and sore losers. Players that are stealthing to apply charges have plenty of time and even gain a bonus during the reveal period. This is strictly to prevent edge cases of, for example, 3 gen patrols and give you an extra edge to pop a gen and force commitment to either role.
Additionally, I think the average trial is under 15 minutes. Just like the anti 3 gen mechanic this should be a nudge towards redirecting towards intended gameplay and avoid extended stalemates. This is why the timer is reduced as match time goes on, providing a challenge in risk versus reward for equally stubborn players but safeguarding against delaying the inevitable.
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@SidneysBane1996 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3861369#Comment_3861369
Be careful not to us vs. them this. It's a touchy subject and there's reasons on both sides to want to KEEP down pressure as well as have something to handle actual slugging.
In my experience what isn't happening is people being left for 4 minutes routinely, (aka actually slugging) I almost never see that unless the Killer really does lose me. Instead what I am seeing is Killers in a 2k situation downing one person, then leaving to go find the second. Or downing someone, leaving them as pressure, and assuming/knowing someone else will pick that person up to buy themselves some time/bait a hiding Survivor. Or punishing altruism by mass downing everyone because they haven't got the chance to leave the hook or because they linger near the hook or the hook got saboed. Or they have multiples down because the Survs aren't very good, and the rest of the team can't get it together to handle it.
In other words? Understandable tactics, NOT slugging to be a jerk. 95% of the time it absolutely isn't malicious, isn't a four minute bleedout, and isn't done for any intent either than to secure a 4k (which is dubious and annoying but I get it) or punish heavy altruism/being in the wrong place at the wrong time, or because the Killer really hasn't got any other option.
So, when this happens, the solution should be automatic sacrifice if everyone is on the floor and nobody can get up in the next 2 minutes, AND the Killer refuses to Hook. If people want to slug maliciously they do it for the power factor, not to win. They're doing it for an ego trip. The solution to slugging therefore, is NOT to punish downing itself no matter how long the down is left. It's to punish the ego trip by taking away the satisfaction of making four people writhe on the ground for four minutes.
The ego trip scenario would be exacerbated with forcing survivors to choose to choose to give up. These players that choose to bm by gloating a win should be robbed of it. Honestly exit gate teabagging is a similar issue that should be looked into eventually, although I believe it's slightly fallen out of favor.
Its not necessarily wrong to slug for the 4k, it's wrong to slug with no information or possible educated guesses on the whereabouts of the final survivor. The hatch is an ancient mechanic in this game, I believe the last player should always have an opportunity to race for it.
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@Green_Sliche said:
There's no need for sudden ''escapes''. If you got all downed and nobody can't stand up, accept the loss. If anything, I'd suggest letting people disconnect for free without penalty if game detects that nobody is still standing ( such system existed during base-kit mori / base kit ub testing ) and let them move to the next game if they want to.
As for survivors hiding - I'd suggest crows spawning upon all remaining survivors after 10 minutes, regardless of their actions until someone gets downed. When someone gets downed, crows would disappear unless the downed person gets rescued by someone else or leaves the terror radius of the killer. Crows would re-appear over the downed person if it is away from the killer or is dead by any means. At that point it would be clear that they don't intend to repair gens and escape so there's no point in dragging the game any longer.
The issue is that most players would love to accept the loss and go next. Currently with the slugging epidemic players are left afk for 4 minutes sometimes with particularly malicious intent. Sudden Escape strives to restore gameflow by encouraging hooking as designed by the game. It's unkind to your team to have disconnect at will, when they might not be willing to give up. This also denies recovery perks like Unbreakable, Deliverance, etc.
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@SidneysBane1996 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3861359#Comment_3861359
OK, new question, where would these hatches spawn and how many hatches could spawn? If the Killer downs the same Surv more than once do more hatches spawn?
No problem, thanks for taking the feedback. :)
Hatches would have random spawns as normal, however if 2 different hatch offerings are brought then hatch would prioritize main building and shack respectively.
If the killer downs the Survivor it must be 120 consecutive seconds to spawn a hatch, then a new one spawns after 60 consecutive seconds and again for the third time. After 240 a hatch would spawn but this would mean the Survivor bleeds out, leaving it behind for their teammates. Theoretically if all 4 Survivors are downed and never picked up this would spawn 12 total hatches, although this would end the game by bleedout. This would also be a bizzare edge case where the killer consecutively downs each survivor and consistently closes each hatch while gates are powered. Very unlikely. The reason for the killer Instinct reveal and recovery reset is to discourage forcing the mechanic through perks like Tenacity or Plot Twist.
The goal isn't to consistently have hatch escapes, but to provide a deterrent to unfavorable playstyles. In average games where survivors are picked up by teammates or dropped by the killer the game would proceed as normal. This also specifically solves the issue of slugging for the 4k.
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@SidneysBane1996 said:
My only issue with Sudden Escape is. What happens if the Killer downs everyone and REFUSES to press the button to summon the Entity? It should just happen, it shouldn't be optional.
Then additional hatches spawn. After 120/180/240 seconds that would mean each survivor has the potential to spawn 3 hatches for a total of 12 assuming the killer never picks up. As for automatic death, no. Player agency should be respected. If the killer chooses to risk hatch escapes that is up to them. This would also create a point of no return, where some killers would have preferred to "prove" they won and then let survivors farm and/or escape.
I think I'll update it with 2 additional clauses. Instant collapse cannot be activated while an exit gate is opened. Self collapse becomes possible if all Survivors are downed and the gate is not open.
Thank you for your feedback.
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Seems to be related with the bug that matches you to an incorrect server, where you queue outside of your mmr/region. Personally my incentive seems to be 25% on survivor, if at all. This remains active even when survivor queue times exceed 4 minutes and it still fails to give killer incentive. Regardless. The incentive is designed to indicate queue times, so why are we punished for having then equal? Should be 100% for each role if queues are balanced, then drop a role if waits exceed one minute.
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Definitely off. Survivor bonus usually stays at 25% for me. Whether queues are instant or 5 minutes. It's very discouraging because previously I could use queues to excuse myself and play killer. But at this rate it's better to wait 5 minutes and stack bp with swf than insta queue killer for 50k bp. Honestly, the queue bonus could use improvements with the current P100 system. Bps are low enough, it should be 100% base, higher if your role is needed. There no reason for 25% or 0% as a reward for evenly spread queues.
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Is this what you're seeing? If so the desync is caused by sprint canceling the unlocking interaction and is not tied to any item.
https://youtu.be/QmWdhjU-Cr4?si=TDUT5FpFtmR0-XU2 -
Loss of progress is a huge issue but yeah I don't believe there's any reason to gatekeep cosmetics to a certain platform and player base. I think the solution would be to just gift all legacy clothing to players whom P100 the classic characters. Aka Dwight-Nea earns all legacy at once and same with Trapper-Nurse. Nobody currently considers the cosmetics a feat of skill or proof of commitment. They have almost universally been assumed to be hacked in leading to lobby dodges and distrust. Obviously at the time nobody could've predicted the current state of DbD, let alone 8 years of success, but making earnable cosmetics should be an option.
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Generally balanced and navigation has greatly improved since removing the upstairs breakable wall and massive rock behind main building.
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While it doesn't feel any harder to escape or kill on this map it is consistently unfun for both roles. Main building should be moved to a corner of the map. While main itself isn't a particularly strong structure, it's massive size makes navigating across the map a chore and generally gives too much information to players standing on top of it. More foliage should be placed around the building to prevent spying on unhookers/giving away the killer too soon. The gym by right spawn shack has an annoying tendency to chain loops and with many filler tiles to cross to the next gym. It's interesting that the map has 3 spawns for basement, but it does massively impact the balance. Replacing shack spawns with additional courtyards will make the map feel easier to navigate while limiting bottleneck potential.
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The map generally favors survivors. Its a long stretch with many pallets and filler tiles on either side of the map. This map should be condensed to make it less of a chore to navigate. The bamboo that spawns near rocks has awkward collision, it should be kept as a hiding place but let players walk through it.
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The map itself is balanced, however Main building is generally a bit too strong if the ramps to enter it face the center of the map. The main building shouldn't rotate to better control the strength for survivors. The ground floor of main building is generally hard to navigate and would benefit from easier pathing to exit the building or enter basement. The pier is less problematic than on Pale Rose and generally doesn't chain into many pallets.
The two guaranteed totem spawns make hexes too risky and boons too predictable.
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Generally fine and balanced. I think Crows need to spawn closer to the ground however, many are perched in trees and don't reliably give off notifications. The pier can occasionally spawn strong loops with tiles chaining to nearby pallets, so if the pier is reduced in strength the map would benefit from an extra gym tile added.
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Generally favors survivors by a long shot. The basement of main is too long and features 1/2 strong pallets plus a fence loop just outside the school, and 3 pallets in short proximity. The school needs to have access to The Basement hooks at all times, or be extended to feature hooks inside the main building. The fence window should instead become a pallet as it disproportionately affects killer powers.
Tall trees around the houses should be replaced with shorter fences, as these also make it too difficult to catch and chase survivors. The generator inside of houses and main should spawn on the ground floor, and feature some form of destruction similar to The Decimated Borgo. If the buildings were partially destroyed tk reveal survivors working on the generators it would make it far less frustrating to patrol, especially without worrying about audio occlusion.
The backyard/street pallet loops are fine.
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Its largely just unsatisfactory to face. In general, it leads to 1 potential extra kill. Any more than that is a grand misplay by the collective survivor team. However, lack of satisfaction does not equate strength in any way. Getting 1/2 kills out of 4 is hardly a balancing issue. In general, if the comments bother you I suggest running more aggressive chase perks. Spirit Fury should he immediately available to you, Enduring is from Hillbilly and Bamboozle from Clown can help you chase faster. If the comments do not bother you, continue to play and learn however you see fit. Nothing is stopping survivors from running unsavory perks, so you shouldn't let that influence your loadout either.
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Undetectable just limits mindgames by hiding red stain as well as his aura. The directional audio is not any different from a chase with terror radius. It's just to give him an extra slip in Nightfall where Dredge can potentially capitalize on locker hopping mid chase. Sure, it limits the use of Undetectable perks on them, but when it's built into basekit for 60-80 seconds, becoming a truly stealthy killer would make them wildly unpopular to face.
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Totems are a free 1k bp and earned significantly faster than doing gens. To their defense cleansing dulls can limit the spawns of noed/plaything/face the darkness. Particularly in the case of noed pre cleansing dulls gives you a safe haven to take chase so you're not hooked by the hex, and cleansing multiple prevents some Survivors from receiving Plaything. By and large, your victory is not likely going to hinge specifically on 14 seconds doing a totem. Other actions similarly waste time, such as unnecessary hiding or even activating perks like Built to Last, but for no financial benefit.
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Nurse is a relic of old hide and seek design. Her power will never be balanced. As it stands, you can simply never be better than the Nurse. She can only be worse than you. No matter how many hurdles or limitations we place on her, the concept of ignoring all mechanics from pallets/vaults/walls/elevation will always be absurdly strong. Killers like Shape/Oni have to wait patiently to use power and only receive it in short bursts. Killers like Trapper/Plague have to travel to search out their power. How is it fair that Nurse can use the full potential of her kit at all times?
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Solving the box as Cenobite will cause the survivors to scream but chain hunt does not spawn chains. Additionally, disables the ability to create possessed chains. (No prompt.)
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Singularity has multiple issues. 1: very map dependant. 2. Very high skill floor easily bypassed by how free emps are. 3. Multiple issues with collision regarding bipod stalking and teleporting. 4. Power is counterplayed before it has an impact on game.
Maybe a controversial idea, but I think Biopods should have passive fields like Skull Merchants old drones. Within this field a survivor should develop a slipstream; with the time required based on proximity to the biopod, let's say 15-45 seconds depending on whether you're faceplanting a biopod or edging the field.
Now this solves a few issues, as with passive slipstream map dependency and a need for stalk angles are vastly reduced. It helps newer Singularity players understand the power without overbuffing players that took the time to learn power (as stalking manually is always faster than a passive slipstream.)
This also creates more engaging gameplay for survivors, as you would now want to emp a biopod before earning a passive slipstream instead of waiting to be shot or risk getting instant teleportation if stalked.
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Event rarity is scarcer than other items, so its considered more valuable despite the cost. Previously it was in our favor as event items were considered very rare+ and could be used for tome challenges, but now with autowebs it is a bit of an oversight.
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Due to personal reasons I have temporarily become a Hag main.
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It wouldn't work, sadly. Either a survive with friends gets to take turns sharing shorter penalties, or if it's based off the team then it's penalizing stable players for having immature friends. The system works fine as is.
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Game ends if everyone is on second hook. If you have attempts you're free to use them unless you are the last survivor in the trial.
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I don't imagine they'll nerf it.
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Its wish.com noed. It's annoying to go against, but not strong outside of a full endgame build. NWO/Remember Me are valid picks, but I think the real value comes from forcing Blood Warden.

