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Edgars_Raven

Edgars_Raven

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  • A better move might be to reduce the blade wipe and sprint burst after hit by half each then remove bloodlust entirely.

    Of course youd need to do something about stbfl tii, that perk wouod be op at that point

  • @glitchboi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2288867#Comment_2288867

    He has a solid instadown ability and can mindgame in loops by crouching (though it's a bit inconsistent). You can 99 stalk on people to instadown them later. Wraith takes his sweet ass time getting cloaked, while GF can instantly go to stealth mode to perform mindgames without that red stain.

    Wraith's lunge can be helpful in loops but not all loops, mostly unsafe ones.

    I disagree on the solid instadown ability. As someone pointed out its really easy to knock him out of stealth if you know what youre doing. Because of that he also has 0 map pressure. Wraith has his weaknesses too dont get me wrong. I just think hes better than gf

  • @glitchboi said:

    With power recovery add-ons GF is better than Wraith in my opinion. However Wraith excels in the map control category, and doesn't require add-ons to be playable.

    Curious why you think gf is better?

  • @van9684 said:

    https://forum.deadbydaylight.com/en/discussion/259154/did-wraith-replace-ghostface

    What happened was players realized they could camp easier as wraith by ge hook , whereas ghostie camped but stalked from behind a bush. Plus tru3 and his odd fan base have declared wraith top tier so all the tweens are playing him now.

    Wraith was released 5 years ago, WAY before Ghosteface, the devs up his movement speed when hes cloaked and you think that lit a light bulb above everyones head and they suddenly realized he was a good camper? How does that happen?

  • @Aven_Fallen said:

    "relatively quickly" seems to mean around 1 minute to down them, if I read your post correctly.

    This is not "relatively quickly".

    Not really. Survivors typically spawn on a gen. 20 seconds to find a survivor, 15 seconds to first stab, speed boost + blood wipe means 15 seconds to catch back up. 15 seconds to get second stab. 5 to 10 seconds to drag the person to the hook. 5 to 10 seconds later 3 gens pop. This isnt complicated.

  • Outside this patch its still not great at all. Id hold out for either the one x or newest gen.

  • This is why i like playing killer, nobody likes survivors πŸ˜‚

  • Detectives hunch and small game is probably a better combo. But the speed boost is nice

  • If youre playing a swf, or even if its just going really bad like youve got 1 or 2 hooks and 4 gens are done. Just camp. If its a swf theyre for sure going to be altruistic, if its solos theyll probably be cocky at that point πŸ€·β€β™‚οΈ

  • Honestly, the greatest mind game the survivors run is getting you to play by their rules. Dont

  • @Daisymoon87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2287008#Comment_2287008

    I understand that and I think the game is fair enough, but yet there are constant complaints from both killers and survivors.

    I don't understand killer complaints at all because I think the game is killer sided (but being a horror game, it should be). What I don't understand is the survivor complaints other than maybe when our perks get nerfed or killers constantly complain and we lose the few advantages we do have. However, again...it is a horror game so if we don't get a lot of advantages, I get that because we aren't meant to have them. However it would be nice to have more abilities that feel more life-like (more than just crouching or vaulting) that allow for us to hide more. I'm not the best at running a killer and since our only defense is pallets (which after they fall and get broken...they're gone) or flashlights (which I'm awful at), it would be nice to have more life-like actions to have more hiding spots because closets fall me almost every single time. Other than that...I don't understand why people complain so much about a game that's based off of a genre where killers win.

    It is killer sided at your rank. Just wait πŸ˜‚

  • @SentinelCaptain said:

    I'd say being able to carry 2 at a time, but still only starting with 1 in hand would be fair. I enjoy playing him with the understanding that I'm going to lose at least 1-2 gens early because of set up, but I can usually make it up during the midgame

    Being able to start with 2 in hand isnt about losing 1 to gens, its about not having to run bag addons every game. Youre still going to lise gens at the start even if he started with 10 traps in hand

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2286662#Comment_2286662

    none of those would put those killers in A tier.

    trickster would just be more miserable to face, trapper would be okay, and the legion change would only make them stronger in situations where they're already okay (when people are grouped up and don't hold W when they hear the terror radius/panting coming their way).

    It was a,first pass, i think that puts trickster up there though tbh. Legion up the duration if necessary. Point is, this isnt an entire rework like Freddy or Doc that had 2 different states making them stupid weak

  • @FrostySeal said:

    https://forum.deadbydaylight.com/en/discussion/comment/2286556#Comment_2286556

    Yes, MMR would fix a decent amount of the issues, but like I stated a million times, there is a difference between balancing for good players and balancing around the top 1 percent. And you are heavily underestimating how much work it would take to balance Killers around a high level, perhaps if BHVR weren't so slow it would take less time.

    Lets assume BHVR took on the monumental task of making every Killer at the bare minimum an A-tier killer, this would require so much work to do it isn't even funny. Some Killers like trickster are fundamentally flawed meaning they need a full on rework and other Killers would need a lot of buffs including addon reworks and other things. This means that assuming BHVR doesn't mess up on a single Killer rework it would take well over a year to make every Killer strong, and this isn't even touching upon how they may add new Killers during that time and that they were all strong and didn't come out weak. Also not assuming all the map reworks that would need to happen due to some (like haddonfield or disturbed ward) being too strong for survivor, also not including the amount of perk reworks that would need to be done in order to bring the game into a more balanced state. Combine all of that and it'll take BHVR minimum one and a half years (once again assuming they don't mess up) and I haven't even talked about to sheer amount of bugs that would need to be taken care of resulting in even more time coding.

    I disagree, most killers only need a few tweeks to be A tier.


    Trickster: lacerations no longer decay in their own, instead survivors have to spend 1 second per knife that landed to pull them out, and hes now a 115 killer. Boom. A tier.

    Trapper: Traps are in a locker, he can carry 3 at base, 10 traps total can be on the map, trap setting time is cut in half. Boom. A tier.

    Legion: The first 2 survivors stabbed by feral frenzy recieve deep wounds only, 3rd recieves deep wounds and is mangeled until healed, 4th recieves deep wounds, mangeled and is broken for 30 seconds, 5th survivor and beyond can be downed by feral frenzy stabs. All status effects are only applied to survivors not effected by deep wounds and only during the same iteration of FF. Mending now takes 10 seconds to remove by the survivor. Pools of blood show up bright while in FF (like Victor). Boom. A tier.

    I cant think of any killer that needs a full rework to be in A tier or even S.

  • RTM?

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/comment/2284573#Comment_2284573

    Sure, fix that too. Camping and tunneling isn't healthy for the game because it's not fun for 4 other players. Make camping and tunneling either impossible or bad. My idea is to make it so you can't eliminate survivors at all until they all have been hooked 2 times.

    So survivor has been hooked twice theyre invincible? Killers would just slug them. Good killers get rid of the weakest chasers first because any moron can hold m1 and it generates pressure on the rest of the team. If i cant remove them from the game their getting slugged so that they cant do gens and so it creates pressure on the rest of the team. Instead of ending that poor persons game you want them to spend 10 minutes staring at dirt and somehow thats better?

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2285655#Comment_2285655

    Is Tru3talent a killer main that plays at the same level of play as one of the best DBD teams? Is Wraith the best killer in the game? If you say no to either one of those, then how is this "data" reliable for anything? How is this not comparing apples to oranges? Also, how is taking a very small subset of biased data and claiming it proves something, used in statistics, since you claimed to work in statistics?

    What an excellent argument for further buffing wraith. Thanks fam

  • @nutmilk420 said:

    Terror radius perks with his iridescent button work pretty well I like too run something like

    coulrophobia - thanatophobia - ruin - undying.

    Aslong as you have a perk that will force pepole to heal and something that regress gens while they do so ur good. Blood echos another good option bc it can deny those ded hards pepole try to cancel ur frenzy with and forces a survivors to heal.

    Legion is also great at slugging.

    Too any one who says legions bad. ill see you next time you rage bc your tired of healing and I won't end my toxic frenzy.

    Mindbreaker is also a great perk on him. Sometimes ill run pop, thrilling, mindbreaker and blood echo and it works pretty well. Its funny watching the dead harders have no idea what to do without their crutch

  • @UncleStabby said:

    Hey guys! I just started playing Legion again for the first time in forever. I'm doing alright, but I wanted to know what tactics, addons, and perk builds work best for them in the current game.

    I only ask because I haven't played him in a while, and plenty of reworks and perk changes have come and gone since then, and I'd like to get the most of Legion.

    I love playing legion, i play him at r1 all the time and can do ok versus decent teams.

    1) the biggest mistake I make is over estimating my ability to get to the next person. Just because you can see them with killer instinct doesnt mean youll get there. If someone is injured and out of position dont be afraid to cancel your power and chase them.

    2) because of that messing with legions terror radius isnt a great idea. M&a or distressing, tinkerer, these all seem like good ideas, theyre not.

    3). Dont forget that legion can run. If you need to get to a gen to pop it, you can literally run. I hear people say to not do that, theyre wrong. It just depends on the situation but usually by the time youve popped the gen and caught back up your powers back anyway.

    4). One of the biggest advantages legion has over other killers is you can very quickly find out who the weak link is on the team because youre chasing them all early on, dont be afraid to use that to your advantage.


    Oh, just to add, a great build is surge, pop, thrilling tremors and enduring. Run double duration add ons. Believe it or not enduring is his best perk. You can stab someone with feral frenzy then bait the pallet stun and vety wuickly down the survivor not expecting it

  • @Zozzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2285216#Comment_2285216

    He casted the tru3 match and then versed them directly after with the same result on both wraith and twins.

    Ive been watching it, i like dowsey

  • @Predated said:

    To me, arguing from competitive DBD to say survivors arent balanced, is like arguing that McDonalds isnt vegan enough. McDonalds will always sell more non-vegan options.

    Competitive DBD needs to be balanced more around rules made for the competition, rather than relying on the devs, since the game is not competitive. You dont have the same objectives.

    If the games not competitive then why an mmr, and why does it take hundreds of hours to really start getting good? Theres no mmr or skill caps in mario party

  • @Facture said:

    https://forum.deadbydaylight.com/en/discussion/comment/2285216#Comment_2285216

    You should go check out Dowsey's stream from yesterday, not only did he commentate the matches, he went against Oracle for a few matches after Tru's. He had about the same results.

    Nice ill check that out. Thanks

  • Sprint burst is the best

    Dead hard when used properly is a close 2nd and the more frustrating one as killer

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/2285276#Comment_2285276

    Sorry to say that, but if you think that you go against teams like Oracle at a regular basis, you are either lying or not as good as you think you are and are already struggling against the usual Red Ranks.

    Most players in this game are not good. This includes both Killers and Survivors. So you cannot really go for good or decent Survivors, when most players are neither good nor decent.

    And well, good players are not on Totems when being chased. Totems are a waste of Time, only Gens matter, those are the Objective.

    Im talking about the strategy we witnessed in that particular video. Split gens, play safe by dropping pallet early. Yes, you witness this all the time in reds. Its not hard to do nor does it require comms. There was nothing in that video that stuck out as highlighting any sort of skill involved. Even the bt unhook and body blocks at the end. I play solo at reds and do it to killers all the time without comms.

    Im r1 on both sides, its rare i have a really bad teammate honestly. As a killer i see it when the game throws me low reds and purples, throughout an 8 hour session it will be about 25% of what you saw in that video, 50% balanced matches that are close (win or lose) and 25% me pub stomping the crap out of the survivors (these are rough figures obviously). That intial 25% though is where you see this strat used. Im told 4 man swfs are super rare so they must be mostly solos right?

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2285193#Comment_2285193

    you'd be surprised. you can just press that ready button for killer to find out how many teams fail to do the most basic looping. instead you'll get the response that your just "wasting pallets" even though this team on one of their games literally just drops shack pallet 20 seconds into a match.

    The other funny remark is the idea that only swf could "achieve" this amazing level of synergy and that solo has no chance at this. you'd be surprised that if you gave solo the global version of bond, I bet some solos could easily achieve similar level of this coordination but this just talks about the solo information vs SWF balance problems. health state bodyblocking is not new concept, it used to be more popular when every survivor ran self-care and back than, healing used to take 12 seconds. self-care took 24 seconds.

    none of these issues are new. they have always been in the game. they just were not formally discussed.

    I think you meant to reply to someone else. Nothing you said contradicts what I said and actively agrees with my point. Which makes the "youd be suprised" bit confusing

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/2285093#Comment_2285093

    You cannot play like this in Public Games. The best strategy (also against Spirit) is to just waste every Pallet while your team is doing Gens. Like in ScottJunds Video against a Comp-Player, said player dropped a Pallet every 11 seconds on average. No looping at all.

    Yes, you can counter Killers like this. However, this only works if your team is doing Generators. And this is the problem in public games, not everyone is super-efficient all the time, if you waste Pallets like this in public games, you end up with all Pallets gone after 3 minutes and like 2 Gens being done. And for the rest of the game, everyone is ######### because there are no Pallets left.

    I was talking about good/decent players. Good players are always on gens/totems if they arent being chased.

    If were talking about players that arent good or decent, sure, but then the killer probably isnt great either. If were having a balance discussion this highlights why trying to balance around bad players is an awful idea. You could give the survivirs 50 safe pallets and drop them all early, if nobody is doing gens it wont matter.

    None of this would matter if it werent for rank based matchmaking/mmr. The game you just saw by the "greatest team in the world" i see daily at r1, and i see it so often because it doesnt require coms to do. If you have a game that isnt balanced around good players, but then force the good players to play eachother, OF COURSE people are going to get mad.

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2284129#Comment_2284129

    I really don't think Tru is a top killer, to be honest. He makes a lot of mistakes. On top of playing Wraith. And he's playing against a group that represents less that .00001% of the player base. And I guarantee the best Nurse, Spirit, Blight, Billy and Hag can beat that team, which in all honesty, that team shouldn't be beat by any Killer.

    Honestly, Dowsey playing the Twins could probably decimate that team. That guy is an amazing Killer player.

    I would like to see how dowsey does against them

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2284261#Comment_2284261

    Why would you need change the game from ground up? you only need fix the major problems seen in the match.

    The two major issues in those 5 matches. one issue was bodyblocking and the other issue is safe pallet design/god pallet design. To understand issue behind bodyblocking, you have to understand the basic problem behind health-states for killers, when a killer hits a survivor, they suffer 3 second cooldown and survivor gains 2 second sprint burst, it just gives a lot distance which makes hitting survivors highly detrimental for M1 killers and if your able to heal faster than a killer can damage survivors, it becomes highly problematic. Its basic problem of holding W from survivors being too strong. Its why the top-tier killers resolve this problem by having high speed catch-up mechanics(Blight,Nurse,Spirit).

    The only way killers resolve this problem is by having an instant down or by having very short attack animation recovery(like huntress). The only universal killer perk that reduces basic attack recovery is the perk STBFL, unfortunately its not very good solution as not every killer can get high stacks of this perk and keep it. so solving this problem is rather difficult.

    The other problem is how almost every pallet that tru3 was facing was safe pallet that needed to broken. Even with fast pallet breaking speed, it didn't allow him to get hits because loops are closely tied together and none of pallets could be played because they're simply too long and many of them are completely safe such as jungle gym, shack, so forth. Top-tier killers resolve this bad game design by playing Nurse,Spirit and Blight because their power gives them gameplay at loops.... unlike your "Spirit has no counter-play argument".

    Abusing health states to hold W gameplay and dropping safe pallets doesn't take top-level SWF to abuse and yet that is all you need to defeat 95% of the killer cast like wraith.

    Your last sentence there hits the nail on the head. Everyone is acting like this team is amazing, literally all they did was drop the pallet early and split on gens. 4 decent survivors without comms could have done that πŸ˜‚

  • Absolutely. All outdoor maps should be the same size and every map should have 10 pallets. If you think of the map as 5 regions, one region in the center and then 4 occupying tge rest of the map equally, its easier to standardize while keeping some rng. 2 pallets per region, 1 totem per region. Where those things spawn within the region can still be rng, but by limiting the rngs options it becomes more standard and easier to work around

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/2284932#Comment_2284932

    The 1v1 should not be ignored tho.

    But, other than that, going against Oracle also does not have any value either. You wont encounter those teams in Public Matches.

    All they did was split gens and drop the pallet early. I see this all the time in pub and i dont think it rewuires communication to do

  • This is the issue a lot of killers have, including myself sometimes, you cant play the survivors game, you need to force them to play yours. That applies to loops to

  • I just went and watched it. His perk and add on choice is interesting and not what I would have done as a wraith. That said, the way he was coming out of cloak i think is what screwed him. After a couple times of that not working he needed to try something else.


    As far as gameplay, it was a team playing ultra safe by dropping pallets early and staying split on gens. I dont know why they are considered the best in the world, I see this exact game a few times a day in pub. Ive seen bully squads that are more interesting and theres nothing here 4 people without comms that are good at the game couldnt do.

    He planned around stopping gens, that was never going to happen. Ci + stbfl + noed + starstruck. Commit to a chase early, yes because theyre good that will take awhile, but get someone down, camp the basement. If they get altruistic youve got a good chance, if not hopefully ci gave you a three gen and from there its a game of attrition. If they get the gens done noed might get you one or 2 more.

    I also wouldnt have brought wraith going into a game like this knowingly

  • @Northener1907 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2284343#Comment_2284343

    I am not seeing anyone using this perk. So i do not your experience but for me, i just saw on people who trying Adept Nemesis.

    Also good killers can find survivors easyly. They never needs perks like that lol

    You can keep being smug and laughing, or you can go to youtube and watch it happen πŸ€·β€β™‚οΈ

  • @Northener1907 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2284339#Comment_2284339

    Noone will waste one slot for 9 seconds perk. Even Nurse mains.

    Right. Im making it up, people arent doing that right now

  • @Northener1907 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2284331#Comment_2284331

    Lol

    You seriously think Nurse needs lethal? Nurse can take 4K without perks.

    Yes, that doesnt make my statement less true. She can blink on you and down you before the 9 seconds is even done. Watched someone on yt do it. I imagine its really good on high mobility killers like spirit, billy

  • @Northener1907 said:

    Eruption is good perk on some killers. But Lethal is trash. I only used it for Adept Nemesis. Not it is with other trash perks, never will use.

    Its lethal on nurse.

  • @ScottJund said:

    Yeah I'm not sure what anyone expected. Even if he played perfectly the game just fundamentally does not work at that level. I still don't understand why people want matches balanced for these types of matches. I don't think they realize that means literally reworking the game from the ground up which will never happen.

    Because if its not balanced at the top level its not balanced. Thats just a true statement like it or not. People not at the top will always make mistakes that can be capitalized on by the other side.

  • Its for sure a good solo que perk

  • @Marik13 said:

    https://forum.deadbydaylight.com/en/discussion/258637/nemesis-is-frustrating

    I've been posting this all day. It gets worse when you look in to the stats of his power. He's supposed to apply hindered to survivors when they get infected, but you'd never know because as it works right now you can never capitalize on it. The speed boost alone negates the hindered status effect. Right off the bat, that alone counters it. No way to capitalize from it when they get boosted and are already halfway across the map. Second, even if you took away the speed boost, you STILL would never be able to notice or even take advantage of the hindered effect for two reasons. The first is that whenever he hits you you his tentacle he still has a cooldown animation for his attack. But the worst part, the thing that when combined with everything I said so far, is that the hindered effect lasts for a LAUGHABLY small amount of time.

    https://us.v-cdn.net/6030815/uploads/ZRLQT9MNAYXT/screenshot-20210617-154708-chrome.jpg

    0.25 seconds of hindered is all they get when they get infected... So even without the speed boost literally negating the effect, even without it due to his attack cooldown, he still can't do anything for 1.75 seconds while he's locked in to his cooldown animation. So yeah he literally has a useless effect as part of his power that he can never ever take advantage of. They need to rework his power, badly.

    Wow, yeah thats awful

  • @ManWithALemon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2283905#Comment_2283905

    Well, there's stall that actually slows the game down. One random Survivor taking a little time off the objective is not effective when three other people are doing gens.

    I can see that the "big brain" in your username is an ironic joke.

    1 person taking helmet off, one being chased, 2 doing gens.


    Unless someones on hook, then its 1 person hook, 1 getting helmet off, one going for hook, one being chased. Person with helmet might be able to squeeze in a save, that happens. And ive seen survivirs work gens with both an active and non active trap on, so tgeres some wiggle room, but thats why tampered timer is a fun add on :)


    Seriously though i was able to get to rank 5 from 9 with no perks or add ons with pig. Hit a giant wall at rank 5 but whatever. Still pretty good. She could use some love but people sleep on her

  • @Chilli_man2400 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2283702#Comment_2283702

    I have the Xbox one S to and I haven’t crashed once

    Mine just crashed for the fifth time. This time on badham

  • Ghostface feels atupid slow to me. Idk why. I hate him because of it.

  • @humanbeing1704 said:

    Typically what I do is run 2 comfort perks and then 2 whatever perks to break up the boredom

    Same. Always bt and ds, then different flavors

  • @Jarol said:

    https://us.v-cdn.net/6030815/uploads/MRB6IQ0QAKRO/my-image-287-29.png

    Laughter and disagreement moment, but this is my list, Nemesis may be weak in the red ranks against good survivors, but in my games I see it balanced, although out of anger to leave the first level of the T-Virus.

    Brings up an interesting question of what tier is considered balanced. Hes decent but he definetely needs some tweeks. Either there should be no speed up when getting infected OR it should apply infected and injure them in the same hit. Id opt for the latter. The zombie AI also needs some slight tweeking. Other than that, yeah hes pretty good.


    Whats also interesting is that half the killers I play you pit in F tier πŸ˜‚

  • Yeah its decent now, still not great but ill run it occassionally :)

  • @Jivetalkin13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2283774#Comment_2283774

    Yeah, they would burn through quick, but Distortion lasts for 10 seconds and has 3 tokens so Lethal Persuer still comes up short and your left with two tokens.

    Ah fair enough, i didnt know the 10 second thing πŸ‘

  • Everything tippy said is true, on top of that you need to understand that sometimes its the right play by the killer which is why its not against the rules. Example a few matches ago I had a team that got through the first 4 gens pretty quick, I had 3 or 4 hooks. But tgey were moving so fast they three genned themselves and by that time id figured out meg was really bad. I hooked her in tge middle of my 3 gen and patrolled my gens. They were forced to rush the hook, but i was able to injure them all and rehook her remiving her from that match. After that they fell apart and I got tge 4k.


    I understand it doesnt FEEL good to be camped, I play survivor too, but it also doesnt FEEL good when gens are flying fast and theres a pallet or safe vault around every corner, just like sometimes theres nothing else for you to do but work on gens sometimes tgeres nothing else for the killer to do but camp/slug/tunnel.

  • @Jivetalkin13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2283634#Comment_2283634

    No way, survivors would have Distortion, so Lethal Pursuer is a none issue. I would be more worried about Whispers at that point.

    Youre right, i forgot about distortion, theyd burn through those tokens pretty fast though wouldnt they? 9 secs is a long time. Its been awhile but i thought if there was something up like nurses calling it burns through the tokens pretty quick?

  • @Raptoriutz said:

    https://forum.deadbydaylight.com/en/discussion/comment/2283675#Comment_2283675

    unfortunately yeah, because I don't play killer myself (only touch it like one-two times per month) and not playing this game overall on a regular base so every month my rank is demoted back to low tiers.

    So, in order to not play a lobby simulator, I am supposed to play a game on regular base even if I don't like this game as a regular played game?

    Well in the early levels the game thinks your a noob and doesnt want to put you against people that arent noobs, youre in a very small player pool. After that its not so bas

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