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Fibijean

Fibijean

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  • They probably will, but I hope they don't, at least not mechanically. My opinion has always been that the only thing wrong with ultra rares is that they're not ultra rare.

  • It is a strategy in the strictest sense of the word, albeit an illegal one. However, what it is not is a game mechanic, because quitting the game is, definitionally, not participating in normal gameplay.

    It's not justifiable, it is bannable, and you're correct that it is neither excusable, nor respectable, nor a legitimate way of playing the game. So to answer your question, it is, technically speaking, a strategy, but not in the sense that your friends are meaning.

  • What do you mean by a problem with it? Like are you saying you can't wiggle at all, or you can't escape even when the wiggle bar is full, or is it just that you keep getting hooked before you wiggle out?

    Because the first two are bug-related, the third is an intended game feature.

  • @TheLegendDyl4n1 said:

    https://forum.deadbydaylight.com/en/discussion/comment/928788#Comment_928788

    because i love DBD, and i dont want to just leave it because i feel like im not alone in Last Year

    Fair enough, but if you love DBD for what it is, I don't understand why you'd want it to be changed so drastically to the point where it's almost a different game.

  • While it could be nice for the survivors to be more unique in some way, I don't think this is the way to do it. One of my favourite things about DbD is the freedom to experiment and have fun playing around with different perk builds and discovering interesting or underrated ways they might synergise with one another.

    This wouldn't erase the meta, it would just make builds more frustratingly restrictive for all players with no real advantage as far as enjoyment or gameplay quality is concerned.

    @DudeDelicious This seems like a topic to which you might have something to contribute, given your interest in perks and build synergies.

  • DBD and Last Year are very different games because they play very differently. The only reason anyone is comparing them is they're both asymmetrical horror games with the basic setup of one killer versus a team of survivors, who have to escape or get killed. In some ways, Last Year has more in common with Deathgarden than it does with Dead by Daylight.

    If I understand you correctly, you're essentially proposing two new features for DBD, inspired by their inclusion in Last Year: in-game voice chat, and the ability to "respawn" or at least continue to be a part of the match after death.

    I'd just like to point out, firstly, that killers who want the game to be less challenging are not the only ones who aren't in favour of in-game voicecoms. In fact, I would go so far as to say that most of those who are opposed to it feel that way because of reasons related to how such a feature would affect survivor gameplay.

    As for respawning, in my opinion a feature like that would change the game at a foundational level and throw off the balance completely, almost to the point of being unrecognisable.

    It sounds like what you're really saying is you want DBD not to be a better version of itself but to be a different game from what it is. If you want Dead by Daylight to be more like Last Year, my question to you, with all due respect, is why not just play Last Year instead, since you seem to prefer its gameplay anyway?

  • @HarleenLizardQueen said:

    https://forum.deadbydaylight.com/en/discussion/comment/928769#Comment_928769

    Thank you! I was unsure and wanted clarification, we were in voice chat discussing the Demo she was running and we wanted to be sure.

    No problem! Good luck to your friend 😊

  • No, Brutal Strength doesn't affect killer powers. It only speeds up the normal pallet destruction or generator damage animation.

    As a side note, even without Brutal Strength, destroying pallets normally is actually faster unless you already have Shred (or any other killer power that can destroy pallets) fully or at least mostly charged. If you are using Brutal Strength, breaking pallets normally will always be faster than using Shred to do so.

  • There is no hard matchmaking limit at grey ranks, because there isn't a reliably large enough pool of new players in any given region at any given time for it to work. If he hadn't been matched with you, that Trapper might have sat in queue for half an hour to an hour, or even indefinitely, waiting for enough players of his own rank to be around to form a match with.

  • Yes, if you and your teammate both run Streetwise within range of one another, it should reduce item consumption by 50% for both of you.

    Most perks like this will stack unless it specifically says otherwise in the perk description. There are several exceptions - the two I can think of off the top of my head are Kindred, which has a hard limit of 24 metres on revealing the killer's aura even when stacked with aura reading perks like Open-Handed, and Breakout, which will only increase a carried survivor's wiggle speed by a maximum of 20% regardless of how many people within range are running the perk.

  • Oni might seem overpowered, but he has some serious weaknesses as well. I haven't played a lot since his release, I've only come up against him a handful of times and honestly I struggle to do well against him, too. But I'm assuming that's just because I haven't learned how to counter him properly yet.

    The best way to learn a killer's weaknesses is to play them yourself. If you don't own the Oni, watch some gameplay of him by someone who knows what they're doing, and try to take note of what they are and are not able to do effectively. You could also try to find some gameplay of good survivors against the Oni, and copy what they do to counter him.

  • The Switch exclusive happened because it was an agreement already made between BHVR and Nintendo before the "no more exclusives from now on" policy was announced. It had to remain exclusive for the same reason that exclusive cosmetics made in agreement with Twitch streamers had to remain so.

    The Mobile exclusive is a totally separate issue. A lot of people get confused about this because they're essentially the same game mechanically and funded by the same studio, but DBD Mobile is a totally separate game developmentally from Dead by Daylight, run by a different team. That's why, for example, there is a separate Twitter account for DBD Mobile, and there's no section for the mobile game on this forum, and Mobile have their own separate website with an independent Help Center. So nothing that the DBD devs say or do has any bearing on DBD Mobile, and vice versa, and that applies to policies around exclusive cosmetics as well.

  • @mmain said:

    I tried to explain pretty much all of that, and he wasn't under the delusion that it's a team game in that you are trying to make sure everyone else survives. However, when there are challenges that provide objectives that actively works against the goal of escaping I personally think he has a point.

    I would argue that the challenges don't work against the objective. They don't all work in direct service of the objective, in the sense that not every challenge is some variation of "kill all the survivors" or "do gens and escape" but all of the challenges either work within the objective, or are something that will just happen naturally over time if you play the game normally. There aren't any challenges that require survivors to die, or killers to allow survivors to escape.

    The problem isn't challenges working against the objective, it's players doing that, and players do that no matter what - because they're silly, because they just want to meme around, because they're testing a new build, because they have a daily. That's why I suggested that your friend try killer, because the challenges aren't his real problem, the other survivors are.

  • I think it depends on the player. My older brother has also recently got into DBD - he started playing about a week after the Archives released. He enjoys killer a lot more than survivor and only plays survivor for challenges. He doesn't dislike survivor because of the challenges or how they're causing other people to play, but just because he finds survivor boring and dislikes having to rely on other people for his success.

    Most of the challenges can actually be completed by playing the game normally as long as you don't obsess over completing them as soon as possible. And that's what my brother does, he just plays the game with the challenge goal in mind and if he doesn't achieve it, it's not a big deal. He's completed the first two Tome levels and half of the third, and is around tier 40 in the Rift.

    He has come from games like Dark Souls (which is notoriously deadly and unforgiving) and Hearthstone (which is notoriously RNG-based). So he has a mindset of wanting, but never expecting, to win. In fact, he expects that he will lose at least half the time, due to RNG or just a superior opponent, and that's okay. He still ranks up because he's a good player - he's at around green ranks with both roles at the moment. He's also the most tilt-proof person I've ever met, and doesn't care about taunts or tbagging or salt in the endgame chat. He just wants to play the game.

    And he's been having a blast.

    So I think a lot of it has to do with a player's attitude coming into the game and what they're expecting to get out of it, even if we're factoring challenges into the mix. If your friend is expecting his team to singlemindedly rush the objective the way they do in COD, then he is going to be disappointed because that's not really the way DBD plays. It sounds like his main frustration is with the way his teammates are playing, so perhaps you could suggest to your friend that he try playing killer instead. Not everyone enjoys both roles and that's okay too.

  • @yoi said:

    https://forum.deadbydaylight.com/en/discussion/comment/928632#Comment_928632

    why should they get punished for killing themselves on hook? they can if they want as the killer can choose bubba and face camp anyone. the game is not the tipical competitive game u cant do nothing in this game agaisnt that kind of stuff. if they want to leave they are allowed because the mechanics of the game allows it.

    Why are you saying that to me? I'm not the one who said that people should be punished for killing themselves on hook, I just asked the person who did say that to offer some suggestions as to how they thought it should work.

  • @SpaceCoconut said:

    https://forum.deadbydaylight.com/en/discussion/comment/928602#Comment_928602

    I'll share an older video in feedback, but did you ever hear about F13's Salt Mines?

    I thought it was a good solution when I first heard about it.

    Players who DC accumulate a point. In this case Salt.

    As players accumulate salt, the matchmaking system will begin to pair these players together to play with other players who have accumulated salt.

    Hopefully "giving them a taste of their own medicine" to curb the DC problem.

    This is easier than timeouts in that no one is banned and players can continue to play without "feeling" the effects of their DC actions, while still leaving players who play without DC'ing to enjoy full matches.

    This system suffers the same problem of intentional hook suicide, but that could be taken care of by applying salt points to players who die on their first hook without struggling for most of the 2nd stage.

    Thoughts?

    I hadn't heard about the salt mines. That sounds like an interesting alternative. It really depends on the kind of people who play the game, whether they would be better disciplined through punishment or through having their actual game experience worsened.

    The more I think about it, though, the more I think that (a) from what I know of the DBD devs, punishing someone outside of the match itself would appeal much more to them as a solution, and (b) from a psychological perspective, I feel like the salt mine idea would tend to push players away from the game overall because they're not having fun playing it, as opposed to a system which incentivises them to DC less when they do get games because otherwise they don't get to play at all. For all we know, the salt mine system might have been part of what contributed to the game's death playerbase-wise.

    I'm personally more in favour of the queue lock-out system, for the above psychological reasons and also because I've seen it work really well in games like League of Legends, which as we all know is hugely successful worldwide and has been for years now.

  • @SensualPotato said:

    https://forum.deadbydaylight.com/en/discussion/comment/928607#Comment_928607

    My point is, there are many other bugs occurring, not just that one. Earlier today a Ghostface said his stalk was just not working. It's not one single problem, it's a compounding list of issues that are borderline broken. Also, they need to look at WHAT is provoking people to DC. Is it a ######### map? Is it a killer someone is tired of facing for the 6th time out of 10 games? Are their action buttons not working? Is their power not activating like it should? Analyze what is wrong with the game first to make people unhappy enough to quit out of a game.

    https://forum.deadbydaylight.com/en/discussion/comment/928602#Comment_928602

    1) Matches are on servers now. They should be able to detect the difference between a loading screen crash and someone DCing on first down 40 seconds into the game.

    2) Consider implementing something that can review the length of the game before the DC. If the game has been going on for 5 or more minutes the leaver should not be penalized. Good chance there was a decent reason it occurred.

    3) It's really important to ask the community why the reasoning for the DCs are occurring in the first place. Clearly there's a lot of unhappy people right now. Ask us what are reasons we justify for leaving.

    4) I also don't think a DC should immediately result in a ban. Give people that freebie for the night. Overwatch, and many other games, have parameters that have to be met first before the ban rolls out. Like, if someone has DCd 2 or more times in the passed hour, then it's time to put on the temp ban.

    I can keep going, but I think we all get the gist by now.

    I appreciate you sharing your thoughts, but my comment there was replying specifically to SpaceCoconut's comment about punishing people who kill themselves on first hook instead of disconnecting.

  • @SpaceCoconut said:

    https://forum.deadbydaylight.com/en/discussion/comment/928573#Comment_928573

    What are they planning on doing about the people who are planning on sidestepping the DC penalty by throwing themselves at the killer and dying on hooks intentionally?

    I don't think they're planning on doing anything about it. It's a complicated thing to punish. I'm sure they'd be glad to hear any suggestion you have as to how it could be done, though.

  • Going off the data that @Toybasher posted above (that the queue ban apparently esalates at a rate of 1 minute / 5 minutes / 15 minutes / 1 hour / 6 hours):

    I was in favour of game crashes and loss of connection incurring a DC penalty - mainly because as others have pointed out, it's too easy to just disconnect by shutting the game down or switching off your internet otherwise - but if that's going to be the case the penalties as they stand are way too harsh. I have personally been in a situation before where my internet was freaking out one evening and it took me several games of being disconnected halfway through to troubleshoot - I tried different things every game and the first few fixes I tried didn't work. If this system had been in place then, I wouldn't have been able to play at all that evening because I would have been banned from the queue for the next 6 hours.

    I understand that the intention is to strongly discourage people from quitting in the middle of a match. However, while I personally am in favour of penalising anyone who disconnects regardless of the reason (because it shouldn't happen that often if it's accidental so it's not that big of a deal, and it prevents the system from being circumvented), I think that a much slower escalation like 1min/2min/3min/5min/10min/15min/20min/30min/45min/60min would be more appropriate under such circumstances. This would strike a better balance between punishing those that frequently disconnect on purpose and not punishing too harshly those who disconnect accidentally.

  • There's no option to do that in the ingame menu, no. There are external programs like Borderless Gaming that will do that for you, but obviously because they're third-party they're not officially supported and there's no guarantee that they would work properly, so it's a "use at your own risk" kind of situation.

    Dead by Daylight is pretty fine when it's fullscreen, though - it doesn't crash or freeze or anything when you switch to a different window normally, so there wouldn't be much of an advantage to making it borderless anyway.

  • @Haku said:

    https://forum.deadbydaylight.com/en/discussion/comment/926707#Comment_926707

    To be fair after the BL change Haddonfield became last on my list while horrible maps like Hawkins are on top /+ Shelter woods/

    Sure, I don't mind Haddonfield so much either. But I think it's next on the devs' list for reworking.

  • @MegaWaffle said:

    https://forum.deadbydaylight.com/en/discussion/112956/how-many-people-want-ranks-in-lobby-back

    https://forum.deadbydaylight.com/en/discussion/comment/926378#Comment_926378

    The issue here is that people will find any excuse to dodge a lobby if that was their intent. The ability to see rank seems like a very popular thing people enjoy and want (despite BHVR claiming it was being abused) so why not let it stay as a feature and not a bug to see how it affects the game after a few weeks.

    As I said above, I personally agree. If you want to know why they won't just let it stay as a feature and see how it goes, though, the answer would be because they already did exactly that and that's how they made the decision in the first place.

  • That's just for mobile. Different team of devs, and the stuff they say probably won't have anything to do with the PC/console edition of the game.

  • @MrsMaliciousX said:

    https://forum.deadbydaylight.com/en/discussion/comment/926960#Comment_926960

    Uh they said something about a live stream the 19th so we will find out then?

    Did they? Where was that announced? 45 minutes ago Peanits was saying they'd be making an announcement about it "soon" and I haven't seen anything since then.

    But yes, if there is a livestream happening on the 19th I'm sure we'll find out all there is to know then.

  • It's fair enough for you to be frustrated - that's one of, if not the worst totem spawn in the game.

    Luckily, I believe there are plans to rework all of the maps at some stage, including revising totem spawn locations. But since map reworks take a while and they're only doing one at a time, it might be a bit of a wait before that particular spawn gets fixed.

  • Only in the same sense that you "lose a hook stage" when someone else unhooks you - that is, you will automatically progress to the next stage of the sacrifice the next time you get hooked, just as you would if someone else had rescued you on your first hook. So to answer your question, no, you shouldn't go straight to death hook just because you unhooked yourself.

    However, it's possible that if you unhooked yourself at the last minute before reaching second stage, you entered the second stage of the sacrifice during the unhook animation and so the game registered you as having progressed to the struggle phase, such that your next hook was your final hook. I'd be very surprised if this were an intended feature, though - it sounds more like a rare glitch than anything else.

  • They'll be announcing a livestream very shortly. Any information they have to give about a winter event or lack thereof will almost certainly be shared in the stream.

  • If something goes terribly wrong, like the patch accidentally breaks the game by, say, causing it to crash on startup, none of the devs will be around to fix it during the holiday season.

    EDIT: Nevermind, Peanits beat me to it. (Man, I wish these forums would update comments live instead of needing a page refresh.)

  • I'm pretty certain this is already the case. Players in grey ranks are exempt from the "within six ranks" matchmaking rule for precisely that reason - there aren't enough players around that rank to sustain reasonable queue times. So in theory, you should be able to be matched with players of any rank level at rank 20.

    I don't know precisely how the matchmaking algorithm works, but it's possible that your issue is something else, like the fact that there are simply not enough players online in your region at the moment, or at least not enough players queuing for the opposite role.

  • Windows of Opportunity, you mean? Yeah, I can see how that could be useful, although since lockers tend to spawn around jungle gyms, it could potentially cause issues with the locker auras obstructing the auras of vaults and pallets.

  • @ChiTenshi said:

    https://forum.deadbydaylight.com/en/discussion/comment/926710#Comment_926710

    We can compare the data of this and your planned survey after to see what changes have occurred and potentially why :)

    That's a great idea! Looking forward to it 😁

  • This information would probably be more valuable after the Rift has finished and everyone has had their 70 days to complete it - in fact, I have plans to do just that once the Rift is over, but I'm interested in slightly different information, so don't worry, I won't be stepping on any toes (hopefully).

    Regardless, I completed the survey. Hope you get a bunch of responses - it would be interesting to see the final data.

  • Springwood has recently been reworked, which is why the totem spawns are actually decent.

    I believe there are plans to rework each of the other realms one by one as well - rumour has it Haddonfield is next on the list - so eventually, in theory, all the maps will have actually decent totem spawn locations. The only problem is map reworks take a long time, so it might take a while before we get there with every single one.

  • @Mang_Anwar said:

    https://forum.deadbydaylight.com/en/discussion/comment/926572#Comment_926572

    About the first idea, yes I was thinking to decrease the tokens before posting it here, but I want to see the feedback first. Would 4 / 5 / 6 tokens be a decent replacement?

    Yes I can see that the third idea isn't good, since I haven't put much thought on perks interactions with each other.

    Thanks for your feedback, I really am appreciate it.

    4/5/6 seems more reasonable - that would mean that you get a small speed boost even if you're working on a generator with another survivor, but it's not quite as much of a boost as you get using a toolbox, which seems pretty well balanced to me.

    Having said that, it would still be very powerful when stacked with Prove Thyself, but I'm not entirely sure how to mitigate that. Perhaps just making it so that Adept Mechanic only boosts solo repair speed would be the best way to keep it balanced. It's still a larger speed boost than you get with Prove Thyself, but it's also more conditional.

  • @MegaWaffle said:

    https://forum.deadbydaylight.com/en/discussion/comment/926395#Comment_926395

    Not to bust peoples bubbles but didn't they say "no more events for a while" because they wanted to focus on fixing core issues.

    Either I missed something or everyone just suddenly forgot.

    That's not actually what they said. They said that they wouldn't be doing events with unique objectives for a while (like the pustula plants or the lunar lanterns), and that for the forseeable future events would be like the Withering Blight and consist largely of bloodpoint bonuses and themed cosmetics available via the Rift.

    Here's the quote, from the November Dev Update:

    "Recently, we’ve changed the way we handle in-game events and wanted to take a moment to explain why we’re putting elaborate objectives on hold. Unique event objectives take a huge amount of time to create and test, taking up time that could be spent fixing bugs and creating new content that’s available year-round. Going forward, events will be focused around extra Bloodpoints (through Offerings and/or Blood Hunts), Archive challenges, and event-exclusive rewards within the free track of The Rift. This allows us to focus our efforts on game health, which we ultimately feel is for the best."

    Source: https://forum.deadbydaylight.com/en/discussion/103996/developer-update-november-2019#latest

  • @deathy108 said:

    https://forum.deadbydaylight.com/en/discussion/comment/926639#Comment_926639

    i get the whole trapper thing but the way i usually play trapper is get someone in basement then trap it to all hell and im still at relatively low ranks where people just run into traps so i generally dont get any tokens from people unhooking because if im not chasing anyone im gonna go straight to the trapped person making it basically useless the way i play trapper.

    That's fair enough. It definitely depends a lot on your playstyle which killers you can get the most use out of it with.

  • @Nicholas said:

    Where's the dev post? I feel like I went up and down this thread and can't find it.

    Page one.

    image.png
  • I suspect @Boss would have a lot of opinions to share on this one.

    I don't personally use it a lot, but I think it's the perfect example of what a hex perk should be. High risk, high reward. It's definitely fun to run if you don't have anything in particular to fill that fourth perk slot, especially on a map with good totem spawns or when you're not running any other perks, like Ruin, that encourage totem cleansing.

    Trapper is actually a great killer to run it on, because he's a late game killer by default and also one of the best at defending totems.

  • @DWolfAlpha said:

    https://forum.deadbydaylight.com/en/discussion/comment/926383#Comment_926383

    Yeah. There's even a chance a box will never have a key

    By that, you mean that in any given trial, there's a chance that a particular box might not contain any keys, right? Because if you're saying that there's a chance that none of the boxes will have the key to a particular trap, that's not true.

  • @snozer said:

    https://forum.deadbydaylight.com/en/discussion/comment/864944#Comment_864944

    Literally pointless if these plans are not baseline.

    Having to equip a perk to get information swf has for free is not equal to or strengthening solo survivors.

    I agree, which is why I'm hoping that's not the direction they're taking. They have made UI improvements over the last few months which would suggest that they are trying to improve the solo experience at baseline level, though.

  • I quite like the first two ideas - although the first could be a bit much when combined with a good toolbox and/or a perk like Stake Out (bit of a Forever Freddy situation) so the numbers might need looking at. Maybe a lower cap on the tokens or something like that.

    The third idea I think might need some revision, since again, you need to think about how it would interact with existing perks, and something like that in combination with Object Of Obsession, for example, would be completely broken. I do like the concept of a perk that keeps you safe by putting other survivors at risk, though, just because it's something really interesting that hasn't really been done yet.

  • @Atrushan88 said:

    https://forum.deadbydaylight.com/en/discussion/comment/926378#Comment_926378

    The problem with this is they don't want to discourage killers dodging lobbies, which is a huge double standard. Why remove ranks from lobbies to prevent survivors from cherry picking their lobbies while killers can cherry pick lobbies based on what survivors are bringing into the trials? The only real thing dodging did for survivors was preventing bad matchmaking, which is their own fault anyways.

    I'd say tell that to the devs, if I weren't pretty sure that someone already has. Personally, although I understand the reasoning behind it, I disagree with their decision to remove the rank display from lobbies because I think it was an overall net benefit. I was just trying to provide information to the person above who said they wanted to hear the devs' take on it.

  • @tylerlogsdon1 said:

    https://forum.deadbydaylight.com/en/discussion/comment/926291#Comment_926291

    Yeah it should, it does for me even in that case. As long as you passed the escape "wall" you should be fine. That brings up another point. This game has THE MOST unhelpful error messages I've ever seen. Give me details. Help me help you, behavior.

    Yeah, DBD is MS Windows level of helpful when it comes to error messages.

    image.png


  • It will probably be a scene from Jake's past before he was taken into the Entity's realm, the way we saw with Claudette and the Trapper. But it's a fun idea, and of course we won't know for sure until his Tome comes out!

  • I would be surprised if they didn't do anything at all for Christmas this year, but historically Christmas has been pretty small in DBD. We don't usually have events, per se, just redecorated assets like fairy lights on the hooks, presents instead of mystery boxes in the bloodwebs, and maybe a seasonal bloodhunt. It's a bit early still to conclude that nothing is going to happen, though. For all we know, they could be planning to announce something today, or maybe by the end of this week.

  • I'm about 95% sure that's just a discrepancy with how the achievement text is worded, and Merciless Victory and Merciless Killer are the same thing as far as the game is concerned, which means they're the same thing as far as the achievement is concerned.

    It's not possible for them to change the requirements for the achievement, but they can change the requirements for a Merciless Killer ingame. Almo (dev) said that it was something they would like to look into in the future, but it's not a priority for the time being.

  • @konchok said:

    I'd love to get feedback from the devs as to why they felt it necessary to remove the ranks.

    It was because people were using the feature as an excuse to dodge lobbies, which is something the devs wanted to discourage.

    image.png
  • Pretty much everyone wants it, but the devs seemed pretty firm in their decision.

    If anyone ever wanted confirmation that they don't just mindlessly do whatever the players tell them to do without thinking it through for themselves, this would be it.

  • For me, as a survivor, I only dodge if one of the other survivors has a name like "Spirit = DC" or even has the decency to warn the team in the pregame chat that they're planning to DC if X happens.

    As killer, I very rarely dodge even if the team looks like they won't be much fun to go up against. The only time is if I see a survivor who I know from past experience is going to disconnect on first down or something similar, or if someone has a map and I'm trying to do a Trapper challenge involving catching survivors in bear traps.

  • @streamer_memer said:

    I think a 4K is fair, because it’s really unfair how a survivor just has to walk through a gate to get the adept but a killer legit has to double pip

    It used to just require a 4K - it wasn't changed directly, it was just that the requirements for a Merciless Victory got shifted with the introduction of the Emblem System.

    It's not possible to change the achievements themselves, but it is possible to change the way the game defines a Merciless Victory. This is something the devs have said they would like to look into in the future, but it's not a top priority for the time being.

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