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Dreamnomad

Dreamnomad

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Dreamnomad
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  • New Game Mode:

    3 Life Survivors- Survivors have 3 "lives". When the killer catches and puts them on a hook the survivor loses 1 life and is put in a ghost world for 45 seconds after losing the first life and 30 seconds after losing the second life. While the survivor is in the ghost world they can not interact with any objects other than ones that can be vaulted. The world appears black and white and the survivor can not see or touch the other players. They can, however, move at 85% normal move speed to explore the map to find the locations of generators, chests, and totems (though ghost players can not tell the difference between active and inactive totems). The survivor will also earn some bloodpoints for distance traveled in the ghost world.

    After the timer is up the survivor will appear on a random hook at least 32 meters away from the killers current location. The survivor on the hook will see the shroud indication from Insidious around them. This indicates that the killer can not see them on the hook. In fact, the hook that the survivor is on will appear broken to the killer. Other survivors can see the aura of the hooked survivor and unhook them normally at which point they are back in the game. While a survivor is hooked there is no progress meter and there is no struggle phase. Survivors can attempt to free themselves from the hook, but the baseline success chance is 0% for the first attempt and increases by 1% for each attempt after. Attempts for the survivor to free themselves will take 4 seconds. If all the survivors are either dead, in ghost world time out, or hooked then the killer wins. Survivors hooked in the basement are sent to the ghost world for an additional 30 seconds. Perk Slippery Meat is locked in this game mode (since it wouldn't really do anything).

  • @DemonDaddy said:
    Yeah that idea sounds like a completely diferrent mode of play, one that only pressures the killer more with time management. Also think survivors should stick with the current 1 life, only granting additional chances with smart play. Getting found is as much a factor in this as having teammates deterred from a save.

    It would probably be smart to introduce it as an alternate game mode. Give players time to adjust to the idea and work out any balance issues. It would be a massive change. No doubt about it.

  • @Master said:
    How long will the survivor be on the hook until they lose another life?

    What happens to all the mechanic designed for camping, take leatherface or insidious for example?

    There is no time limit for losing another life. There is no struggle phase either. The player on the hook either has to wait until another survivor frees them or they manage to struggle free. The first attempt to struggle free has a base chance of 0% success and each attempt after increases the chance by 1%. Each attempt would take approximately 4 seconds. If no one rescues the survivor they would eventually get themselves free. There is a random factor here, but on average it would take around a minute to free themselves. Most of the time they would be rescued before that point.

    Leatherface could continue being Leatherface. He doesn't HAVE to camp to be relevant. There would be no change to insidious either. The killer can stand still and have no terror radius any time they want. Camp a gen, camp an exit gate, camp a chest, camp a high traffic point, whatever. Is it a smart strategy? No.

  • I just had a better idea on how to make my idea work that would resolve a lot of the unhooking issues. Instead of the player re-spawning in a random location, the player would respawn on a random hook. The killer would not see the survivors aura. In fact the killer wouldn't even be able to see the survivor at all. Only survivors would be able to see and interact with the hooked survivor.

    What this would do is allow any mechanics that interact with hooking to continue relatively unchanged. WGLF, We'll Make it would function normally. Deliverance would both be buffed and nerfed. Buffed in the sense that there is no struggle phase so the survivor would have 2 chances to use it. Nerfed in the sense that unhooking would be almost 0 risk so there isn't a lot of purpose.

    This would also force another survivor to get off a gen to go do an unhook. It would also bring the survivor back into the game in an injured state so that would put the survivors in a further time out while they are healing. This would also further increase the killers ability to win the game. If all survivors are on the respawn timer, hook, or dead then the killer wins.

  • @AlwaysInAGoodShape said:

    TL;DR

    1 Variable is guilty for all frustrating camping, unsafe unhooking and game-throwing of that nature; it's the fact there's a bar that makes you progress to the next phase. On first sight it's not obviously how damaging something of such nature is, but we can solve it by completely removing that timer, effectively killing camping as a valid concept, making it so that you can only progress to next phases by either being saved and hooked again, or by having all living survivors being hooked resulting into their sacrifice.

    The change of eliminating such a crucial variable also forces to also address separate issues that are unresolved. One of which are; Slugging, The new killer-versus-survivor balance, adjustments to perks/luck/hook-related-emblems, Open Gate camping and indirectly safe-zones.

    All is covered in more detail in the OP.

    Here is an alternative theory. Each survivor has 3 lives. After being hooked the survivor is sacrificed and has a respawn timer. The respawn timer would take some playtesting to find something that is fair. 45 seconds sounds about right though. After the respawn timer is up the survivor respawns in a random location on the map at least 32 meters away from the killers current location. If all 4 survivors are in a respawn timer window then the game ends and the killer wins. Hooks don't permanently break unless it is the survivors last life. Perks don't reset upon death. IE the survivor doesn't get a decisive strike for each life. Anything game related to unhooking mechanic just gets revamped.

  • The only change I would like to see for Pig at this point is making it so Ruleset #2 is baseline. Survivors shouldn't see the auras of traps until the RBT is active. Replace Ruleset #2 with Bag of Holding (or whatever name they like) - ultra rare- gives killer unlimited reverse bear traps. That is all Pig needs now. Most of your suggestions are pretty wild.

  • I'll continue playing killer during this event. People are just being silly. Instant queue times and earning at least 20pts a game is much faster than waiting around and maybe earning more. I promise you that most the survivors in my lobby are earning less points on average than me. You know... since most of them die.

  • I have no issue with survivors trying to survive, but honestly it sounds more like you were being a coward than anything else. If all 3 other survivors are down and they have half a brain, they should be crawling away from each other. Unless the killer has deerstalker then he/she will not be able to keep track of all 3. That means at least one is bound to have lost the killer and all you have to do is help that one back onto their feet.

    Even strategically speaking as someone that wants to survive the trial, this is the most intelligent thing to do. Unless all 3 managed to get hooked in the basement then you should have been able to perform a low risk save of at least one survivor. So unless there are some specifics that you haven't mentioned then you weren't being a smart survivor. You were just being a coward.

  • I'm having a difficult time even understanding the OP. 2 survivors left and killer slugs one. Now are you upset with the killer patrolling around the slugged survivor? Or are you mad that the killer whines in post game chat that you let the survivor bleed out and got the hatch? Cause all of these seem like non-issues to me. Just leave and ignore any comments post game. Problem fixed. The other situation isn't even an issue. If the killer wants 4 kills then that is the optimal strategy. You don't really have anything to complain about. No game rules have been broken.

  • Copy & Pasted from another thread I started addressing this issue:

    The game has been out for a while and with each new killer and survivor added, the grind increases. As of the time of this posting there are 59 survivor perks and 54 killer perks. Assuming an average of 50,000 bloodpoints per web on average (pretty close to reality), that is 8,850,000 bloodpoints for survivors and 8,100,000 bloodpoints for killers to get all perks to rank 3 per character. This isn't factoring in prestiging at all. So if you wanted all 14 killers to have all their perks at rank 3 that is 113,400,000 bloodpoints. Again, no factoring in prestiging. You can add another roughly 4 million bloodpoints per character for prestige 3.

    That is pretty insane if we are being honest with ourselves. Once you've reached that peak, it isn't outrageous to maintain. Going back and doing 9 bloodwebs per character and grinding out the new characters before the next new ones are released is doable. But god forbid you are new to the game or have something resembling a life. At some point for the long term health of the game these issues will need to be addressed. Here are a few suggestions.

    NEW PLAYERS:

    This is the population that has it the worst. They are in for one helluva grind just to get things going. That is why I recommend that new players start with all characters they have access to be at level 15 with the corresponding amount of perks, add ons, and offerings that amount of bloodwebs would offer. They should also start the game with 1,000,000 bloodpoints in the bank. With the free 15 levels and million bloodpoints that would be enough to get one character close to level 50. This would make entry into the game more bearable.

    I've considered the idea of a 3 to 7 day bloodpoint boost for new players, but I think that will potentially backfire when they suddenly start getting half as many bloodpoints and don't really understand why. New players should also get a prompt advising them to spend at least 100,000 bloodpoints when they first log in so they don't waste earned bloodpoints from their first couple of matches.

    RETURNING PLAYERS:

    If a player hasn't logged in for at least 2 weeks, they should get a 250,000 welcome back bloodpoint bonus. If by chance this bonus would put them over the cap, they should still get the bonus but be advised to spend bloodpoints before any new bloodpoints can be earned. We want to encourage players to return.

    PRESTIGE SYSTEM:

    I believe that characters should start with their teachable perks at whatever rank they are prestiged at. So for example, if I prestiged up Legion to prestige 3, they would have Discordance, Mad Grit, and Iron Maiden at perk rank 3. I also believe that each time a character prestiged up they should get to keep one non-teachable perk they've unlocked per prestige rank. So using our Legion example again, lets say I get Bloodhound to rank 2 when I'm at level 50 and I really like the way that perk interacts with Legion so when I get prestige 1 I decide to keep Bloodhound.

    When I reach prestige 1 level 50 I manage to get Bloodhound to perk rank 3 and lucky me, I got BBQ to rank 2. When I get prestige 2 I decide to keep both of those perks. I would now also have all of my teachable perks at rank 2. So I continue the grind with Legion and get to Prestige 2 level 50. I now have Bloodhound rank 3, BBQ rank 3, and I found I really like the way Monitor & Abuse work with Legion so I decide to keep all 3 of those perks when I get prestige 3. I also have Legions teachables at rank 3.

    One other thing I would like to see related to the Prestige system is a bloodpoint transfusion system. Once a character reaches level 50 I think they should be able to pay an bloodpoint exchange cost for items and add ons. So for example, if I wanted to exchange one add on for a different one of the same rarity of my choice it would cost me 100% of the cost. So I could pay 3,000 bloodpoints to exchange say Chainsaw File for Spark Plug or 4,000 bloodpoints to exchange Long Guide Bar for Primer Bulb. Players that prestige would get a discount to this cost. Nothing insane, like 10 to 15 percent per prestige rank.

    ADDRESS SURVIVOR VS KILLER BLOODPOINT GAIN DISPARITY:

    I realize that some of this will be considered controversial. I'm asking everyone to look at the big picture issue here. It is no secret that survivors gain far less bloodpoints than killers. This is by any given metric too. Bloodpoints per game, bloodpoints over a given period of time, bloodpoint bonuses, etc. Considering that 80% of the population in a given game is survivors, playing as a survivor needs to be made more attractive. Especially in terms of bloodpoints earned.

    We're Gonna Live Forever. This perk is far inferior to the killer's BBQ perk. Forget the secondary function. Let's just focus on the bloodpoint bonus aspect. Killers gain a token for each different survivor they hook, at rank 3 this amounts to 100% bloodpoint bonus for hooking all 4 survivors. Considering that this is the primary goal of the killer, it is relatively easy to achieve. We're Gonna Live Forever (WGLF from here on) isn't like that at all. WGLF gains tokens for unhooking and taking a hit for a nearby injured survivor. Neither of those things are the primary mission of survivors. As such, gaining the tokens is somewhat random.

    WGLF should be tied to survivors primary objective. Finishing generators. Survivors should gain 1 token for each generator completed and gain 10/15/20 % bonus for each token gained. If survivors finish all 5 generators, at rank 3 that is 100% bloodpoint bonus. This alone would go a long way to fixing the bloodpoint disparity. Killers, you should really get behind this since it would encourage survivors to run a perk that doesn't increase their survivability. That is one less slot for Self Care, Decisive Strike, Sprint Burst, Adrenaline, etc.

    Survivors should also have their bloodpoint category limit addressed. Survivors gain bloodpoints for a variety of different activities, but can't earn more than 8,000 bloodpoints per category. This makes reaching the bloodpoint cap particularly difficult for survivors. For instance, if a survivor is being chased by the killer all game they will only earn 8,000 bloodpoints for the chase category and maybe 5,000 if they survive. That player may have done the most to help his/her team survive but was never even given an opportunity to work on generators or help other survivors.

    Likewise, maybe a team has 3 players who are playing musical chairs on the hooks, but one survivor is diligently working on generators the whole game. That player who finished 4 generators by him/herself obviously contributed greatly to their teams survival, but again is capped at 8,000 for working on the generators and maybe 5,000 for surviving. What I propose is that after reaching the 8,000 bloodpoint limit per category that 50% of future bloodpoints earned in the same category go into a general pool. This general pool will never exceed what a survivor could earn if they had max bloodpoints in all categories (32,000).

    One other thing that should be addressed for survivors is the risk factor. Survivors assume 100% of the risk in this game, but are given far less rewards than their risk warrants. For this reason, I think survivors should gain a 2,000 bloodpoint bonus just for playing a survivor that is independent of any bloodpoint category.

    THE END GAME:

    One last thing I would like to address is rank 1 play. There should be a reward for all this effort. Once a player gets to rank 1, there is currently nothing. What I recommend is that when players earn pips at rank 1, they gain 10,000 bonus bloodpoints per pip earned. This would encourage players to get to rank 1 and care about the results while also helping with the bloodpoint grind issue.

    TEACHABLE PERKS

    What I would like to see done is make it so when you have all 3 teachable perks unlocked on a character, you have the ability to toggle one of them locked. For example, if I have Predator, Bloodhound, and Shadowborn unlocked on the wraith I would be able to turn off Shadowborn and have that perk not show up as a perk option on the bloodweb. This obviously wouldn't effect active bloodwebs. I feel like the current system punishes long term for decisions that were made without full knowledge of how the game works. This would help players get the perks they actually care about sooner and make the grind less awful.

  • I'll tell you the same thing I told the other guy frustrated with playing a survivor. Try playing killer for a while if survivor is too frustrating. If that is too frustrating then perhaps this isn't the game for you.

  • As a killer, I'm 100% okay with survivors having particle effects to give away their position. Just saying. If BVHR can make a few bucks doing that then it's win-win.

  • Maybe play as killer instead if you find survivor too frustrating. And if that is too frustrating then this might not be the game for you and that is okay.

  • @Dwight_Main said:
    Exactly. this events are trash if the skins are not exclusive and can later be bought for Auric Cells.

    Explain your logic.

  • @will_i_am_14_85 said:
    My only complaint so far is the lack of Bonus BP compared to previous events.

    This is my biggest complaint too. Earning bonus skins is nice, but earning lots of bloodpoints would be better. This event the bonus bloodpoints barely cover the cost of the offering!

  • @antgnstea said:
    And if these long survivor waiting times show us anything that killers need something more. 

    I think they should just bump up the BP gain from breaking lanterns to around 7.5k. That would bring things roughly in line with how many BP were earned in past events. Alternatively, if they increased the number of lanterns in a match the number could be reduced. But if the killer plays well then the killer should be earning around 30k bonus bloodpoints if they brought an offering.

  • I have to disagree. There is no situation where you get a crow over your head that you didn't deserve it. There is no "solution" to the problem because there is no problem. Any so called solution you come up with would make the game worse.

    Even in the scenario described by the OP, there were other options available. For instance you could have hidden in a locker to hide your aura from BBQ. Or you could have positioned yourself better while being close enough not to trigger BBQ. The range from the hook is pretty lenient really.

  • @Peanits said:
    Regarding number 2: This is still the case, as the red envelope description mentions. Additional envelopes will cause more vessels to spawn.

    >

    I'm willing to concede that this very well might be the case. Since the lanterns auras are never shown, I can't say with 100% certainty how many are on a given map. The 5 games or so I played today I only noticed a number of lanterns approximately equal to the number of offerings brought. But given that I was pretty busy chasing and killing survivors I can't say for certain that I found all the lanterns.

  • @Peanits said:
    Regarding number 2: This is still the case, as the red envelope description mentions. Additional envelopes will cause more vessels to spawn.

    In terms of bloodpoints, it may seem lower on the surface, but you gain bloodpoints from multiple sources. Rather than getting one lump sum, it is spread out across several actions.

    It isn't just on "the surface". You get far less bonus bloodpoints than previous events. It's not even close either. Previous events playing as a killer I would typically get around 27500 to 38500 bonus bloodpoints per game when I brought an offering. This event I'm getting around maybe 5000 bonus bloodpoints.

  • @Blueberry said:
    Terrible idea. Survivor or killer needs to be select able. People don't want a role forced on them.

    Okay, just to play devil's advocate for a second, the OP didn't suggest that this should be the only game mode available. There would be no change to ranked matches. So if you prefer the current system then nothing would change for you. The idea is for players that want to be in a more casual unranked match they can have an option.

    Because, let's be real here. If they had a casual mode where people choose their role then lots of players would just abuse the system and play all try hard against what they hope would be weak opponents. However, if you don't know what role you are going to be then that is a little less likely.

    I think a casual mode should go a step further even. For instance, all perks used by both survivor and killer are limited to rank 1. Items and addons would be limited to common or uncommon. Those kinds of limitations would really dissuade more competitive players.

  • If the devs seriously want to reduce the number of survivor DC then this is what I would recommend.
    1.) Survivors gain 2,000 Bloodpoint bonus just for being a survivor. This bonus is independent of any other category. Hypothetically if a survivor gained 8k bloodpoints in each category they could earn 32k bloodpoints in a match (not factoring in any other bonuses such as event, offering, or perks). The 2k bonus could get them up to 34k.
    2.) Triple the bonus towards bloodpoints earned struggling.

    What this would do is provide a little bit of insurance for survivors against a terrible game. Worst case scenario, killer finds you immediately and it results in a short chase and then the killer face camps. At the minimum if the survivor doesn't DC the survivor would get the 2k bonus for being a survivor along with around 2.5k bloodpoints for struggling. That at least would take some of the sting out of a bad game and provide survivors with motivation to not just DC or suicide on hook.

  • I'm a bit weary of this idea. On the one hand, if survivors are hiding in bushes or under crawl spaces or whatever, that means they aren't working on generators. So it might slow the game down a little. On the other hand it means less potential bloodpoints earned by both survivors and killers in a given time period. Killers don't earn bloodpoints if they can't find survivors to interact with and survivors don't earn bloodpoints by just hiding in lockers or bushes or whatever.

    I can't say that I'm really keen on lowering the amount of bloodpoints earned per minute. That is my chief objection. I'm not opposed to stealth options in general. But for the greater good, it is probably for the best if this doesn't happen.

  • Combo isn't the right word. More like non-bo.

  • It's a good idea. Honestly shouldn't take too much effort to make that happen. It could even be an option so people who don't like it can turn it off.

  • @Doc_W__HOLLIDAY said:
    To shame others into playing the game their way so they can win easily.

    I think it would be more accurate to say "To shame others into playing the game their way so they can have more fun". Of course most people have more fun when they win so it's basically the same thing.

  • Oh PS: You failed to mention Distortion in your original post. That is a great stealth perk.

  • @ClogWench said:
    Lightweight should reduce footstep sounds

    Agreed. Don't need a new perk just to do the same thing other perks should already do.

  • It's an interesting concept. I certainly wouldn't be opposed.

  • I bring up a number of these issues in this thread: https://forum.deadbydaylight.com/en/discussion/39591/addressing-the-bloodpoint-grind

    Take a minute to read if you don't mind.

  • @AlwaysInAGoodShape said:
    Increased Communication

    Increased communication. Trying to fight voice chat is a losing battle. Might as well accept that the year is 2019 and voice comms aren't going away.

  • Wait what? You expect your friend to loot an item from one game then drop it in another game so you can have it on a different survivor? Am I hearing that right? Because that is slightly mental. If I was your friend and you asked me to do that, I'd tell you to get bent.

  • Thread should be in balance feedback. As for the suggestion, I feel it is poorly thought out.

  • @bendermac said:

    @Dreamnomad said:

    @bendermac said:

    @Master said:

    @Dreamnomad said:
    Borrowed time is fine. It barely changed at all.

    Are we talking about the same change where they completely removed the timer of BT?

    I guess he still has the old one. The new one, the one we others have, no longer has the timer. Instead we got Deep Wound, which can result in a free escape. But what do I know... It's just nonsense complaining ...

    You're right. It is just nonsense complaining. Ask yourself, how many times since Borrowed Time changed to use Deep Wounds has a survivor escaped because of the change? Note, I'm not asking how many times a survivor escaped using Borrowed Time. I'm asking how many survivors have escaped using Borrowed Time that you would have captured if the survivor was using the old version of Borrowed Time.

    If you are being honest, that is a number close to zero. I say again, very little actually changed.

    Currently 2 SV escaped due to Deep Wound. With the old BT they would've not make it. DW keeps them on their feet, because chase triggered the "No more decreasing of the timer". A good SV who gets unhooked with BT active and gets hit, can pretty much loop you for several minutes or escape.

    That's the reason why I want BT to get rid of DW.

    2 out of how many games? Personally, it has made exactly zero difference in my games playing as a killer. I very often go for the rescuer though and borrowed time does nothing to protect the person going for the unhook.

  • It isn't a dumb feature. It's just a time saving feature. Even in the scenario you described, the killer would have just knocked you down the instant you pulled yourself off the hook. Deliverance isn't a useless perk either. Some games you just won't get the opportunity to use it. But some games it makes the difference between winning and losing.

  • I get the point you are trying to make, but this game requires 80% of the players to be survivors for a match to even start. Obviously you can't require players to spend 50% of their time playing each side. The math just doesn't add up.

  • Wake Up is a garbage perk that should be reworked. But just for the sake of arguing, at least wake up doesn't require 2 players. The two effects should stack as well. If I'm running Wake Up and Dwight running Leader comes up to me then I get both bonuses.

  • I don't think Pop Goes the Weasel should be baseline, but I do think that when a killer breaks a gen that it should do some immediate damage to the gen. Something like 3-5% damage. I think that should stack with PGtW.

  • If you wanted to argue that sabotage should be buffed, then I would be open to that discussion. But that isn't what you are arguing for. You are arguing that basement hooks should be able to be sabotaged by survivors. So I'll explain why that is a bad idea.

    The basement belongs to the killer. It is the point of the map where the killer is the strongest. This is a fundamental truth to the game. No matter which map we are talking about, survivors should respect and fear the basement. If survivors could sabotage basement hooks then it changes that fundamental truth. Now survivors could break the hooks and use that as a safe point since the killer won't be able to carry a survivor out of the basement to another hook.

    No scenario should ever exists where a survivor being chased by a killer should run to the basement for safety. If that isn't clear enough for you then I don't know if you can be helped.

  • @bendermac said:

    @Master said:

    @Dreamnomad said:
    Borrowed time is fine. It barely changed at all.

    Are we talking about the same change where they completely removed the timer of BT?

    I guess he still has the old one. The new one, the one we others have, no longer has the timer. Instead we got Deep Wound, which can result in a free escape. But what do I know... It's just nonsense complaining ...

    You're right. It is just nonsense complaining. Ask yourself, how many times since Borrowed Time changed to use Deep Wounds has a survivor escaped because of the change? Note, I'm not asking how many times a survivor escaped using Borrowed Time. I'm asking how many survivors have escaped using Borrowed Time that you would have captured if the survivor was using the old version of Borrowed Time.

    If you are being honest, that is a number close to zero. I say again, very little actually changed.

  • I'm not saying that Fire Up shouldn't get buffed, but that they need to be careful in doing so. The thing that people often conveniently leave out when talking about Fire Up is that it stacks! You can run Fire Up with both Bamboozle and Brutal Strength and get really nice bonuses going. 34% increased speed breaking pallets and 29% increased vault speed is pretty sweet.

  • Is this just theoretical, or have you actually done this? What conditions are required for a generator to be completed in 15.8 seconds?

  • @Acromio said:
    No.
    /thread

    What this guy said. Basement hooks should never be broken. Period. End of story. /end thread

  • It wouldn't really make much of a difference to me either way. Though someone screaming would logically give just as much information to other survivors as it would the killer.

  • Borrowed time is fine. It barely changed at all.

  • This is a really weird post. I would have thought this change to the game as being common sense and should be pretty much universally praised. Having the killer's loadout being given mid match was inherently flawed. It generally isn't too difficult to figure out what the killer is running anyway. But stuff like NOED and Bloodwarden survivors shouldn't know about until they are active.

    The notion that the killer is cheating and you can somehow tell by their load out seems nonsensical to me anyway. If you fail to flashlight blind the killer, I would be more inclined to believe that you just failed to aim correctly than the killer used some sort of hack. About the only obvious form of cheating I've seen with killers is lag switching. I've also seen video of killers that seem to have used their video cards to remove fog and increase vision. Neither of which would make any difference from their killer load out.

    In short, the change so survivors can't see the killer's loadout until the game is over is a good thing and your logic is flawed.

  • You have to see the irony of making a post about having such a great game and then immediately asking killers never to do the same thing. It's not every game you'll run into a killer running an iridescent add on and an ebony mori. It made the game memorable and interesting. Which is exactly want ultra rare stuff is supposed to do.

  • @LvGamer34 said:
    Such a troll thread... https://steamcharts.com/app/381210

    That is just steam too. I would love to know the console numbers. The timing on this post is pretty funny considering there was a +15% increase in the last 30 days. Not surprising considering the holiday event, but still funny.

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