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GeneralV
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I think he is in an acceptable state, tbh. Still slightly overtuned, but better than he was before the Infection nerf.
I mean that balance-wise, of course. I still strongly despise Wesker, would be the killer I hate most if it wasn't for Ghoul.
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@PetTheDoggo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3979626#Comment_3979626
That doesn't do anything, if you leave a chase. Those works only if you down and hook survivors.
It simply does something completely different than Franklin's.
That is true, my friend.
But unfortunately, hit and run isn't going to delay healing in the current meta if survivors have four medkits.
@UsherGod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3979626#Comment_3979626
Gift of Pain is great, but it's too reliant on a scourge hook. Sure, I can make a build around it, but it's such a hassle to dedicate 2-3 perk slots for only items when I also have to take into account 16 perks.
Leverage is good against the unhooker healing the survivor, like We'll Make It, but if the unhooked survivor has a medkit then it won't work. Although it's very nice when it comes into play!
Yep, last time I played with Gift of Pain I got very lucky with Scourge Hook spawns and that might have won me the match, tbh.
Leverage is really useful when it comes into play. If the medkits are being used for altruistic healing, then this perk actually counters them. Self-heals though... yeah, not much that can be done against that.
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Leverage or Gift of Pain.
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Even after years I still find it hard to understand why Sadako was ever changed to begin with. Her first version was not a bad design, they could have just buffed her and called it a day, there was really no need for two separate reworks.
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Yes, unfortunately it does seem like the "us vs them" got worse recently.
If I were to guess I would say it is because of the upcoming changes to things like tunneling, camping and slugging.
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@UnicornMedal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3976413#Comment_3976413
It doesn't matter how much you level a Survivor. If you're more invested in Killer, then that's where your bias will lie. The only way to get through that is to look at the game objectively.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3976415#Comment_3976415
I don't think it would. We've convinced ourselves that comms would somehow be terrible for DBD, but it's the standard for any PVP game like this. It's an important part of teamwork that's missing and that's why players do it externally.
To be totally fair too, Killers are more fragile than Survivors. I don't mean that in a snotty way, but if I've noticed anything in the last 3 years, it's that Survivors will continue to queue up for the worst experiences while Killer won't. I'm not really sure how to make the game more balanced while avoiding that loss in the process.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3976417#Comment_3976417
And even with Dead Hard, they just pulled a 180. Survivors could use it to win a palette race, so they nerf it and make it so Killers can win the palette race instead with a lunge. It's like they're allergic to a 50/50 chance when it comes to changes.
To be fair, my friend, I think DH did need the nerf. Probably one of the only good things to come out of patch 6.1.0, as most of the other stuff was pretty bad.
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I main Skull Merchant!
She is really unique when compared to the others and I love everything about her.
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Scarecrow from DC Comics would fit, imho.
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@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3976024#Comment_3976024
Got any Freddy build recommendations? Was thinking to give him a whirl tomorrow
Well, my friend, I haven't played Freddy in a long time. But I'll try to give you something here!
Freddy works really well with information + slowdown combos, especially in the current meta. You can go with BBQ and Pop or Pain Res and DMS, both combinations will work well. Alternatively you can go with Ruin, which is a little bit risky but it can help you save time, Friends Til' The End can be useful depending on the obsession's positioning. If you're looking for anti-healing then I would personally recommend Leverage or Gift of Pain instead of Sloppy Butcher. Brutal Strength is also a solid choice in general.
As for add-ons, Jump Rope is pretty good, Pill Bottle, Z Block and even Nancy's Sketch can help you, friend!
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@Emeal said:
It sets a dangerous precedent, because it teaches the community if they keep yelling and screaming BHVR will capitulate.
Killswitches should only be used if something is a demonstrable problem, BHVR was calmly observing if their stats would prove Survivors would be getting any advantage from this. But the community would not have any of that, they felt hurt that someone might could have gotten an advantage and they would not stand for that.
What this means is, that every time in the future if something is bugged even if it is benign the whole feature must be Killswitched because of the ghosts of advantage is plaguing the minds of the users, which means every feature is probably deadlocked at release.
Though I dont hope BHVR will meaningfully change the Killswitch Process to cater to unproven advantages, that would be absurd and destroy the game instantly. All major Killers have a bug or two that could give an advantage in some situations, like Dracula its possible for a Survivor to get hit twice by the fire attack if the connection is bad. It happens very rarely, but nono killswitch it now.
What I do hope they do is that they allow their community managers to be more clear about the specific Killrates/ Winrates and Pickrates on a given problem, it would be great for me, because I respond well to stats. Other people might not, people might still be frustrated about problems that isn't happening. Which is somehow desperately close to real life politics.
The message to BHVR should be clear, tell us clearly if a bugged perk is performing too well on diffrent mmr levels, as that should be a clear indication that it should be killswitched.
It sets a dangerous precedent, because it teaches the community if they keep yelling and screaming BHVR will capitulate.
Well, friend, I would say it already existed, specifically with balance changes.
Freddy's release in 2017, Skull Merchant 2.0 getting nerfed, and others. Unfortunately, some players out there always had the belief that if enough noise is made about something, even when it clearly isn't problematic, said thing will be changed, usually for the worse.
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Well, my friend, there was an outrage because a tool specifically designed to deal with an uninteded exploit wasn't being used to deal with an uninteded exploit.
Now the exploit will be fixed, players don't have to deal with it while the fix is being worked on, and there will be a review of the Killswitch system. The results are positive, imo.
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@MoZo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3978143#Comment_3978143
i would agree but with the way they’ve been doing events recently, i’d have to push for the continued split queue for events. for events like blood moon 2025, twisted masquerade 2024 & 2025, and Haunted by Daylight 2024, those events fundamentally changed how the game was played and forcing every player to play with those mechanics would seem wrong. i personally only played killer in regular queues during the recent Blood Moon because the addition of blood gens were very uninteractive for killers and removed a majority of useful perks that are a core part of the killer gameplay. imagine forcing every killer player to deal with blood generators for 3 weeks no matter what or survivors having to deal with remote pallet breaks and remote hooks for 3 weeks no matter what.
To be honest, my friend, I had forgotten about Blood Moon.
However, last year's Haunted by Daylight didn't need a separate queue, imho. I think events which add a couple new features don't need to split queues, but the ones that drastically change the game, like the modifiers or this year's Blood Moon do.
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I still think only modifiers should have split queues, events like Halloween or Anniversary should go in the regular queue, the way it used to be.
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@100PercentBPMain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3977872#Comment_3977872
Lae'zel is the way'zel
Lae'zel my beloved <3
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This is a good response and it is good that the Killswitch criteria will be reevaluated and clarified.
The situation was handled very poorly, especially yesterday.
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@Jargonator said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3977865#Comment_3977865
yeah... P100 skins would be unlikely for licensed killers... but if they had it just on original killers, it wouldn't be ideal but still... portraits are neat too i guess
I agree friend, it would be neat. I would like to have a P100 Skull Merchant skin.
Hopefully the badges don't disappoint.
@IrisLP said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3977865#Comment_3977865
That's true. I understand that part, and I can agree that licensed characters wouldn't be able to get skins. But a badge honestly makes me think reaching P100 isn't worth it. I admit that if they stick with this idea, I won't invest any more time trying to get other characters to P100.
Fair enough, friend!
I think P100 is worth reaching if you really like a character, and if you intend to keep them as your main.
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Good were the days of Hotfixes on Tuesdays. I'm hoping they release one later this week, at least.
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@IrisLP said:
But they've already spoken out about it... And honestly, given all the time I've invested in my P100s, I just don't think it's right for them to give me a badge. I'd rather get a skin (maybe a #Team100 shirt or a "you need to take a shower" shirt 😂) or a charm for the killers, or an iconic weapon, because the truth is, I've invested way too much time in the game for them to give me a badge that no one is going to care about. In fact, I'm not interested in badges at all; I never look at them at the end of the match. I don't care what my teammates have. I only look at the perks to TRY to make sure they didn't cheat, and the prestige. And the badges I'm using are some of the first ones they release and I've never changed them again.
Many will say that an icon skin wouldn't be right because that will get you tunneled or bullied as a killer. Please... I'm already tunneled and bullied as a killer without having anything distinctive, a new one is not going to change anything.https://us.v-cdn.net/6030815/uploads/FSWP7ZZG2166/imagen.png
To be fair, friend, they are probably not going to do P100 skins because of licenses. Nightmare on Elm Street, in particular, is one that would probably not accept such cosmetics to their characters.
The badge isn't the greatest reward, I agree, but at least every character can get it.
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Skull Merchant was fine, she really didn't need the nerfs she received. Freddy is also fine, tbh.
Kaneki and Clown need changes, I agree. Kaneki is supposed to receive some changes, but no ETA yet.
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Honestly, my friend, I think this is the worst DBD chapter release since A Binding Of Kin.
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"No one should've been told about the Killswitch".
So… we were supposed to never know why the content we like and paid for isn't working or isn't accessible?
We were supposed to never know about a feature specifically designed to deal with situations like current Streetwise?
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I think the criteria for the killswitch needs to be reevaluated, because Streetwise definitely should be killswitched.
Toolboxes and Medkits with infinite charges are gamebreaking.
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Probably because it is very difficult to prove.
They did ban people for something like this, the infamous Infinite Mending Legion years ago, but that had an in-game message warning players not to stack the add-ons and that they would get banned if they did. A Legion still running the add-ons after that was very clearly abusing the exploit.
Streetwise is a bit more complicated. A player running Streetwise doesn't immediately means they are abusing the exploit. There would need to be video evidence of them actually doing it.
They should just killswitch Streetwise until it is fixed, tbh.
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Yes, I do believe the perk will be nerfed.
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Slightly better now that the "no chase" bug has been fixed, but the other exploits need to be fixed ASAP.
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@oecrophy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3976425#Comment_3976425
Because it was super important to me to clearly separate that (rather off-topic) reply to one person from the main content of this post.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3976417#Comment_3976417
yipp..
Sure, sure — old Dead Hard was boosted, no doubt.
But.., that’s nothing compared to what stacked groups can bring in today.
There’s a lot of insanely strong stuff now.
Why? Because they completely ruined a lot of the older maps and made them really rough for survivors.That said, the game is way more perk-dependent than it used to be.
A lot of trash maps nowadays are basically compensated for by strong perks.
I’m not sure if that’s a good thing — just because some . .idk for example.. Coldwind maps got gutted doesn’t mean we don’t still have a bunch of ridiculously sper super strong ones.so yes.. like u said:
"They could have adjusted things differently, imho."
While I do agree that the game is more dependent on perks these days, I am not sure if there are many extremely-strong perks available right now.
The killer meta has been stale for a while now, especially due to the Pain Res + DMS combo being seen almost every game. As for survivors, before this patch we were supposed to be in a healing meta, but it was nowhere near as prominent as the actual healing meta from the CoH days.
The recent patch, however, introduced a lot of bugs that make perks like Streetwise, Blood Rush and Last Stand very strong, but these are all exploits, which will probably get fixed in the next patch.
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Yeah, while Skull Merchant herself shouldn't have gotten the "Skull Merchant treatment", I do think Ghoul will, at the very least, be as hated as she was, if he isn't already.
They don't have to turn him into the worst killer in the game, but he does need nerfs.
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I don't think so, my friend, I'm occasionally finding them in chests.
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Basically anyone with Pain Res + DMS.
This meta is getting stale and it is very unfun to go against.
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Honestly, the only problem I have with the 60% kill rate is how the process was done.
Because the idea was to make killers more lethal, if memory serves me right, but by the time it happened there wasn't much being stacked against the killer role. Immediately before patch 6.1.0 the only genuinely overpowered thing survivors had was Dead Hard. The absolute strongest things survivors used to have had already been removed, changed or altered in some way.
They could have adjusted things differently, imho.
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@albertoplus said:
I think it's interesting that everyone seems to be very vocal about that they want the "horror" themes back, but everytime the Lights Out gamemode comes back, which is a "pure horror" gamemode, people doesn't seem to like it?
I loved the first Lights Out though.
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Even if these Haste changes had been introduced, I think current Clown would still be a problem, friend.
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I really hope they revert his changes in the next patch.
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I suggest Skull Merchant, friend!
Perks I would say Brutal Strength, Sloppy Butcher, Corrupt Intervention and Pain Res. Not exactly an ideal build, but it is one I was using recently.
Feel free to choose the add-ons :)
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Congrats friend, well done!
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@ImWinston said:
- But are you really having so much trouble tracking survivors with fog vials? How do you manage to play against Dredge?
Now that you've mentioned it, what happens when you use a Fog vial during Dredge's Nightfall?
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@AmpersandUnderscore said:
"it's your own fault if you get slugged. if you don't want to be slugged, bring the perks to avoid that"
Survivor brings the perks, against a slugging killer
"Wait, no"
But the killer isn't slugging, he just downed Soma. It just so happens that Oni has a slightly longer animation, but this isn't fair.
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Yes, I agree completely, friend.
While I am having fun with Skull Merchant these days, there is no denying that her nerfs were extremely unnecessary, and they really hurt her. Sometimes there are moments where it feels like your drones are kinda useless, and even a single claw trap can be hard to get.
The nerf was unnecessary, and the rework is even more so.
Because the design previews, the two we had so far, were so terrible that it is hard to find words to describe it. They don't just look extremely unfun to play as and against, but also they completely erase her identity, which is unacceptable. Skull Merchant shouldn't become another "dashslop" killer, she shouldn't get a ranged M2, she shouldn't get a projectile attack.
The rework goes against the very reasons why people play SM in the first place. If they wanted a projectile killer, or dash, or ranged M2, they wouldn't have picked Skull Merchant in the first place.
I strongly support the idea of reverting her. While I personally think a revert to 2.0 is a better compromise, the original design is not something I would oppose. What matters is that she continues to be who she is, with a power that actually works.
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While I like the hide and seek gameplay, the unlimited use is excessive. There is a reason no item in DBD has unlimited use.
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@flatlandgorilla said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3974705#Comment_3974705
An educated guess would be 2,750. I need to unlock to step 3 on milestones to verify all the formulas, but here is what I have so far:
Step
Description
Formula
1
Damage 25 Generator(s).
running total + (step * 25)?
2
Damage 75 Generator(s).
3
Damage 150 Generator(s).
4
Damage 250 Generator(s).
5
Damage 375 Generator(s).
6
Damage 525 Generator(s).
7
Damage 700 Generator(s).
8
Damage 900 Generator(s).
9
Damage 1125 Generator(s).
10
Damage 1375 Generator(s).
1
Complete 10 Trial(s).
running total + (step * 10)?
2
Complete 30 Trial(s).
3
Complete 60 Trial(s).
4
Complete 100 Trial(s).
5
Complete 150 Trial(s).
6
Complete 210 Trial(s).
7
Complete 280 Trial(s).
8
Complete 360 Trial(s).
9
Complete 450 Trial(s).
10
Complete 550 Trial(s).
1
Escape 2 Trial(s).
running total + (step * 2)?
2
Escape 6 Trial(s).
3
Escape 12 Trial(s).
4
Escape 20 Trial(s).
5
Escape 30 Trial(s).
6
Escape 42 Trial(s).
7
Escape 56 Trial(s).
8
Escape 72 Trial(s).
9
Escape 90 Trial(s).
10
Escape 110 Trial(s).
1
Heal a total of 10 Health State(s).
running total + (step * 10)?
2
Heal a total of 30 Health State(s).
3
Heal a total of 60 Health State(s).
4
Heal a total of 100 Health State(s).
5
Heal a total of 150 Health State(s).
6
Heal a total of 210 Health State(s).
7
Heal a total of 280 Health State(s).
8
Heal a total of 360 Health State(s).
9
Heal a total of 450 Health State(s).
10
Heal a total of 550 Health State(s).
1
Hook 50 Survivor(s).
running total + (step * 50)?
2
Hook 150 Survivor(s).
3
Hook 300 Survivor(s).
4
Hook 500 Survivor(s).
5
Hook 750 Survivor(s).
6
Hook 1050 Survivor(s).
7
Hook 1400 Survivor(s).
8
Hook 1800 Survivor(s).
9
Hook 2250 Survivor(s).
10
Hook 2750 Survivor(s).
1
Sacrifice or kill 10 Survivor(s).
running total + (step * 10)?
2
Sacrifice or kill 30 Survivor(s).
3
Sacrifice or kill 60 Survivor(s).
4
Sacrifice or kill 100 Survivor(s).
5
Sacrifice or kill 150 Survivor(s).
6
Sacrifice or kill 210 Survivor(s).
7
Sacrifice or kill 280 Survivor(s).
8
Sacrifice or kill 360 Survivor(s).
9
Sacrifice or kill 450 Survivor(s).
10
Sacrifice or kill 550 Survivor(s).
1
Repair a total of 10 Generator(s).
running total + (step * 10)?
2
Repair a total of 30 Generator(s).
3
Repair a total of 60 Generator(s).
4
Repair a total of 100 Generator(s).
5
Repair a total of 150 Generator(s).
6
Repair a total of 210 Generator(s).
7
Repair a total of 280 Generator(s).
8
Repair a total of 360 Generator(s).
9
Repair a total of 450 Generator(s).
10
Repair a total of 550 Generator(s).
…They really need to revert this change.
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@KinP1kmin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3975296#Comment_3975296
it just proves to us that Hold W gaming is the dullest part of the game where survivors can chain loop from tile to tile with the help of Windows of Opportunity. Clown completely counters that now and suddenly the survivors cry and whine about it. Figures.
To be fair, friend, Hold W wasn't a choice of playstyle, it was a response to the sheer wave of killers that couldn't be looped, many of which were released close to one another.
And besides, current Clown's haste is just too much.
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Well… the experience isn't great right now, but if I could handle A Binding Of Kin then I can handle this chapter.
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My current experience with this map be like:
Would love to see the Fallen Refugeexpandedone day -
Trapper and Skull Merchant, I would say.
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@CLHL said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3974668#Comment_3974668
The question is, will they revert the changes or just nerf the yellow bottle? Because they usually refuse to accept their mistakes, it's unbelievable that these changes passed the PTB with the bad reception they got.
Really bad changes are usually reverted, like the Twins rework or patch 1.9.2, so hopefully the same thing will be done for Clown.
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@oecrophy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3974667#Comment_3974667
sorry to hear you’re struggling. What do you think is causing it? The new item? For me, killer-wise, not much changed. Um.. I’m kinda glad survivors got some new toys — means less of those bodyblock-mid-chase into Red Syringe BS and less background player into flashy sabo spam. Makes chases cleaner and more manageable.
but yip, those rounds are just insane and super fast. Like always
Honestly, my friend, I am not certain. Maybe MMR decided to send me to a place where I don't belong.
Edit: Happy to report that my games have gotten much better!
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I think it is because Fallen Refuge wasn't supposed to be a map.
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@Dwight_Fairfield said:
I think most people agree his latest changes are a misfire overall.
Yes, that seems to be the case, my friend. I really doubt Clown will stay like this for a long time.
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Honestly, my killer games were fine before the patch, but recently I had a really bad streak of games.
Now, I know I am playing one of the weakest killers in the game right now, but things were alright until TWD. I am still having fun though, just wish my games were slow-paced again.
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@Shroompy said:
Or make it a banner :)
A banner with the fog from the offerings screen and the random metal pole would be funny :)