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HugTheHag

HugTheHag

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HugTheHag
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  • When I get a decisive win as killer I'll still try and find something the survivors did well and compliment them on it. Or not say gg, but commiserate a reason they lost, like if someone DC'd early, I'll tell them they did what they could, or that I'm sorry someone sabotaged the game for them.

    When my lobby gets a decisive win on a killer, I'll often check up on them rather than say gg. I'll chew out any person who BM, and tell the killer I hope they get a better match-up or map later. If they're open to talk, I'll tell them about one thing they did right, maybe they did a good mindgame at some point, or had good map pressure even if we prevailed. Or I just like their killer. It's generally well-received as a peace offering.

  • You got beaten but you made bank - clearly that was a close game. You win some, you lose some, but it looks like what you didn't make in sacrifice, you more than made up for in other departments. All of you played well, keep your head high, you'll win the next one.

  • It's good to hear your leg is healing slowly but surely !

    I hope Halloween Ends will be as exciting and cool as it sounds like :)

  • I hope the collab doesn't go further than DbD having a PUBG charm :/

    I'd like for actual crossovers for new chapters to remain at least a little bit horror-themed...

    Good for PUBG though to have a cool Halloween event I guess :)

  • @TeabaggingGhostface said:

    https://forum.deadbydaylight.com/en/discussion/comment/3216524#Comment_3216524

    Back when blast mine and repressed alliance weren't bugged and it let you set blast mine without triggering repressed alliance, i always tried to do the big funny and pop repressed alliance on the gen while the killer was blinded

    I oddly didn't get camped as much as i should have

    Oh this combo is so fun ! Does it not work anymore on any device ? It's shame !

  • @TeabaggingGhostface said:

    https://forum.deadbydaylight.com/en/discussion/comment/3215521#Comment_3215521

    Its understandable if you finish the gen while the killer is blinded though

    I can see that I guess ! Though if someone managed to blind me and finish the gen, I'd honestly be impressed more than ticked off xD

  • Never gave a lot of attention to the dailies before the incentives were a thing, unless they were on one of the two killer I played at the time. I'm already not really good at survivor, I'm not going to handicap myself going through a game with a survivor who doesn't have perks just so that I can hope I can open the door, haha !

  • Amazing ! I wonder how come the game some days wake up and is like "let's remix some of them faces"

  • @VikingDragonXii said:

    https://forum.deadbydaylight.com/en/discussion/comment/3215942#Comment_3215942

    Yea but they have a point though. If they did start banning on Tunneling, camping, etc alot of Killers would stop playing because we have been told it's a valid Strat by Mods and Devs.

    There are times where Tunneling and Camping should be used but not during 5 gens left that sort of thing.

    That's true.

  • @jayoshi said:

    Make sense and probably the reason why :) If they did ban for camping/tunneling/slugging, there would be no more killers left lol

    https://forum.deadbydaylight.com/en/discussion/comment/3215910#Comment_3215910

    There would still be a decent number haha ! But as much as I don't like camping and tunneling, I think if something was to be done about it, it should be through in-game measures rather than bans. Many new players camp because they don't really know any better, and it would be a bit violent for one's first approach to the game to warrant them a ban immediately, haha !

  • I think it might just be to gain more time not having to sort through reports for camping among other report categories such as harassment or griefing. If there's a category for it, the reports for tunneling/camping/slugging won't flood the actual reportable offenses.

  • I think what you're suggesting would work really well at ensuring the ratio, but it kind of ignores the reason why the ratio is not naturally found. If people (even those who play both roles) wanted to squeeze one killer game between survivor games, then they would already do so, I think.

    I play both roles (though quite a bit more survivor since I tend to play with a friend) but I don't switch roles in a same game session. I'll play 10 matches in a row of survivor, because when Friend and I are online at the same time, we make the most of it. I'll play 10 games in a row as killer because the first couple of games I'll still be warming up, and then I'm in the right headspace to play as specifically this killer for a while.

    It's still worth a try, maybe having a juicier reward than BP incentives (iri shards) could make more people interested in switching more often ?

  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3215535#Comment_3215535

    I feel it should be a thing for EVERY killer hit tbh, like survivors can always try to escape at that point.

    I'll meet you in the middle and say I could see it as a feature activating when the survivor has been standing within a few meters of the exit gate for 10 seconds, to punish teabagging at the gate.

    Otherwise I think the most common situation would be the game denying a clutch escape (survivor being chased to the gate and escaping), which I think would not be fair.

  • Playing with a friend or two helps, if neither of you gets annoyed too easily. That way you can make your own fun joking around even while dead or camped on hook.

  • Windows of Opportunity. I just don't know where tiles are otherwise, as I have the awareness of a newborn dog.

    I'm very fond of We'll Make It as well.

  • Second game ever for me, against a Nurse on Midwich. She was downing people left and right and I was completely freaked out because I hadn't lived long enough on my first game to even do a gen, and Midwich had me completely lost. She took pity on me when she saw me obviously go in a locker mid-chase, even after I'd already fallen for Iron Maiden...For the rest of the game she left me alone, she'd come and check on me whenever I'd blow up my gen (wasn't used to skillchecks yet) and then go back to hunting my teammates. A very nice lady on babysitting duty :)

    First game as killer (maybe my 10th game overall), Midwich again, I can't seem to find any way upstairs and all of the survivors are doing the gens there. 3 gens pop and I'm just going around the first floor getting increasingly frustrated. A Jake comes down to find me, and gestures at me to follow him, only to show me the way to the main stairs ! :D

    I've had many more fun or wholesome interactions since, but those were definitely the ones that left the biggest mark on me, as I was just a new player and some random people, my opponents no less, made sure I didn't have a terrible time starting out.

  • @Jangles said:

    https://forum.deadbydaylight.com/en/discussion/comment/3215530#Comment_3215530

    I mean fair play if you hit someone healthy with victor at the exit gate theres enough time to pick them up. Same with pin head. As much as I hate wesker, I feel like this should be a thing.

    In my opinion the gate blocked from a hit shouldn't be a thing on any killer unless there is a perk for it, but I get how people can have different opinions about it :)

  • It's probably blocked off so that you can get a hit and not, you know, throw them out the exit gate (which I think would be hilarious, but it's beside the point !).

    It's good that the time is short. If not, grabbing any healthy survivor in the gate would be a free hook/kill.

  • I won't count any cheater/working with killer teammate because it's too obvious in my opinion.

    Frankly pretty much every Leon I get paired with against Plague will : unhook me -> get sick -> go cleanse -> come on the gen I'm (sick) working on -> get sick -> get cleansed -> go unhook the other sick person -> get sick -> get cleansed -> go back on a gen with a sick person, etc.

  • Blastmine can be annoying but it's... not at all humiliating ? I've eaten many of them and I suspect I will eat many more in the future. It stuns you for a small bit but it's really fine. If you're BM'd for a Blastmine it's more of an ego issue on the killer's part...

  • I wouldn't mind a voodoo doll themed killer. Either the killer being a tall, scarecrow-like being with pins and needles sticking out of them, which they could interact with to inflict effects on survivors.

    Or a puppetmaster type killer, with the dolls being interactibles throughout the map, and interacting with one having a chance of harming or inflicting an effect on a fellow survivor. Think reverse bear traps but if you failed the Jigsaw box, your friend at the other end of the map screams/gets injured/deep wounds/hindered, etc.

    Or a mix of both !

  • @SMitchell8 said:

    Only been complimented once. I've complimented some killers, its not a good feature on console.

    It's a bit sad that most times, either people are not humble enough to compliment their opponents, or the filter gets in the way. I'm guessing on console people don't really dare sending a message to other people either...

    Wholesome postgame chats with honest feedback on everyone's performances is so rare yet feels so good when it happens ! I love telling the killer what they did right or telling the survivors how well they did against me.

    The community has such a reputation for toxicity that we often forget those exchanges are possible and I cherish these gems. :D

  • I'd love such a feature !

    Since survivors are essentially all reskins of each other, and I only want to play the one I have a skin I like on. I level up some of the others to get their perks, but since I never really want to play as them, all of those items are wasted. A shared inventory, or the possibility to transfer, would be very welcome.

    That way I would not have to keep spending blood points on my main survivor when I don't have any perk to level up. :D

  • @SMitchell8 said:

    I play Tinkerer Oni. Never faced that myself but I did watch a stream a few days later of my game and it seemed like good fun. I barely face any stealth builds these days. Haven't seen a wraith or GF for months

    Oni is such a fun killer to play stealthy !

    I faced one who had Plaything the other day, and there's nothing funnier than calmly turning your camera as you do a gen, only to see a 2m tall enraged fuming demon charging right towards you :'D

  • @nicnc82 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3212005#Comment_3212005

    I got it when I first started playing killer in 2019. They didn't know about the add on and I brought a mori thinking maybe I would confuse them. It worked. It would be harder for me now if I had to get it.

    Not gonna Iie, my sfw team has denied many Myers this achievement. One end game pretty much told us off. He got one tombstone mori. And that's all. We died on hooks but we didn't care.

    Oh, that's actually really smart bringing a mori to cover your tracks. I hadn't thought of it !

    I don't really care one way or the other about denying the achievement. I've been killed a couple of times by tombstone Myers, but never in a context that would have given them Evil Incarnate. I think I'd let them have it, since it's quicker and opens the door to funny endgame chat, but I respect people who are relentless enough to take it to lockers haha.

  • Oh, Darkest Dungeon is so good ! I love that game.

    Hope you'll love your time on it <3

  • @DBDVulture said:

    https://forum.deadbydaylight.com/en/discussion/comment/3212029#Comment_3212029

    "You're saying that the difference between facing a SWF and facing solos is obvious with big name streamers. Yes. Because they're at that high end of the spectrum the devs are talking about."

    You assume I'm not playing against people who loop regularly with pixel perfect precision. You assume I don't regularly play survivors whose hours range from 2000-10,000.

    -"Solo is miserable precisely because they have less choices of perks if they want to stand a chance since they have to bring aura perks or perks that help them not depend on others."

    Limiting SWF groups so that they physically cannot become bully squads in no way affects solo players.

    "Here you go."

    Peanits has also been quoted as saying every killer has their own independent MMR. That is both false and misleading as we know that if you hit the 1600 MMR cap then all your killers are set to a minimum rating of1200 MMR.

    The problem with statistics as that quote block indicates is that they can easily lead the untrained eye to misleading conclusions.

    When the game sorted players by rank I was able to get very bad players to red rank 1 by giving them all the information they needed to make the right decisions when playing in a SWF. On their own they were essentially green or low purple rank with no ability to hit red ranks consistently.

    When I played with a regular SWF group or red rank players we were able to get three players to escape in something like 80% of our matches or higher. We didn't even use many items and at the time I was a terrible looper but an amazing stealther (not a do nothing hide in a corner stealther but lose the killer mid chase multiple times per game so I dont get hooked type of stealth).

    Ignoring my own experiences I will point you into the direction of the Marth Experiments. Without looking at the data I believe they had at least one data set where 80/100 killers they went against either lost a pip or did not get a pip. It should be noted that at the time Marth was not a very good survivor either (as he was a much better killer). If I remember correctly they had at least one set of games where they had fewer than 20 deaths for 100 games.

    There is no need to allow people playing with voice coms to have such an insane potential advantage over solo players.

    "You assume..."

    I'm not assuming your mmr or your hours in any way. I'm talking about those streamers, not you personally.


    "Limiting SWF groups so that they physically cannot become bully squads in no way affects solo players."

    Might be a silly opinion, but I think you should not balance a game around the potential of a minority of people to be bully squads. It's like telling "From now on when playing Bubba you can't bring perks and addons because most Bubbas camp anyway". It's just silly.


    For the Peanits stuff, I'm not going to accuse the devs of lying, so any doubts on the validity of their words is not an argument I really want to participate in.


    "There is no need to allow people playing with voice coms to have such an insane potential advantage over solo players."

    In most cases the average SWF is not that good. They're not better at chases, they don't have a better game sense, they don't have a better map knowledge than their solo counterparts. Sure, they have means of communication (SOMETIMES, because people SWF without comms often when they don't speak a common language well enough), but to be efficient that requires experience : landmarks to orientate themselves, constant updates on everyone, an overall strategy, the ability to actually coordinate rather than just relaying useless info or not being able to apply their plan because someone F's up. All that is learnt through experience.

    So when I hear that SWF should be nerfed because even at low mmr they have the potential to be overpowered, I hear "SWF is overpowered at low mmr, because if they were high mmr they'd be so much better than low mmr solo/killer".

    It's potential precisely because it's not actual.


    Anyway. I don't think I'll change your opinion and I don't think you'll change mine.

    Let's just agree to disagree and go our own way ?

  • I play Lithe pretty often, and I've been grabbed plenty of times. I'm pretty sure there aren't invincibility frames.

  • The PTB is not the next mid chapter, or the next chapter likely. It needs time to collect feedback and the feedback is overall not very positive right now, to say the least.

    There might be a Twins rework before the changes are implemented (if they are, as they might be completely changed or scrapped before coming to live).

  • @DBDVulture said:

    https://forum.deadbydaylight.com/en/discussion/comment/3211325#Comment_3211325

    The difference between playing against 4 solo survivors and a 4 man swf is incredibly obvious when you watch any big name streamer. I see the same thing in my games. Show me that quote please.

    There should be at most nothing higher than a 3% escape rate. Limiting swf to no character/item/perk/offering repeats would make for a better game experience for everyone.

    Here you go.

    Capture d’écran 2022-09-29 à 09.51.24.png

    You're saying that the difference between facing a SWF and facing solos is obvious with big name streamers. Yes. Because they're at that high end of the spectrum the devs are talking about.

    And sure, when you go against a 4-man at any level it can be surprising when you're used to solos. But it's far from being impossible to win. And it's also extremely rare, duos and trios being the majority of SWFs.

    Nerfing SWF, without distinction for casual SWF or top players is a very bad idea, because precisely, at equal skill level and unless you're on the highest mmr, they're not that much better off than solos.

    Solo is miserable precisely because they have less choices of perks if they want to stand a chance since they have to bring aura perks or perks that help them not depend on others. Let's not constrain everyone.

  • I feel like a lot of people who get the Evil Incarnate achievement get it when they start playing Michael as they face less organized groups in low mmr and less people who know about the locker counter.

    As for Left for Dead, I think the only practical way it can happen is if you're spared by killer at 1 gen left and if you communicate that you want to finish it.

  • Feels like you got "swf" and "experienced, high skill swf" (and for good measure, "trolling swf/bully squad") a bit confused. Very common mistake.

    But most swfs aren't that good. Arguably, most swfs are in the low-to-average skill pool, which makes them not that much harder to face than solos, and their escape rate at equal skill is almost always "within a few percent" of solos' escape rate. (Quoting Peanits).

    I think the matchmaking is more to blame than the abstract fact of "swf", a.k.a. letting people play with their friends.

  • Because Dead Dawg has a really cool esthetic, it's small so I won't get lost trying to find generators, and it's bright so it feels so good going there after a streak of Midwich and Autohaven ! :D

    I don't know how to run tiles anyway, so I might as well enjoy the warmth and visuals of the map :)

    So yeah Dead Dawg is one of my favorite map as survivor haha !

  • Remember when Devour Hope could give you 4 mori :D (<- face of depression)

  • @DBDVulture said:

    https://forum.deadbydaylight.com/en/discussion/comment/3210765#Comment_3210765

    -"The difference in terms of escape rates for swf and solos is negligible in the vast majority of cases"

    The last time the devs gave us SWF stats they realized that SWF gave a 15% escape increase advantage over solo players. That is an alarming percentage when you realize Freddy was nerfed for having a 4% "too high" kill rate.

    https://forum.deadbydaylight.com/en/discussion/348879/swf-or-premades-should-be-nerfed-for-balance

    SWF should be limited to : No character, item, perk or offering repeats. Small two man swfs would be virtually unaffected. Meanwhile 3-4 man SWF teams would be slightly limited but who cares because you still get to play with your friends (which is the most important part).

    Add the ability to see everyone's perks when in a SWF (just like DBD mobile has). Before you ready up in a SWF any non repeated perks are shown in blue and any repeated perks are shown in red.

    Lock SWF character/perk/item/offering selection when readying as a lobby.

    Anyone who says this is too much and is oppressive just wants to keep SWF as "easy" mode.

    Just a clarification, the devs have not said there is a 15% escape rate difference.

    Peanits has said that the maximum difference they have noticed, at equal skill level, was 15%. It is on the highest possible mmr, where extremely good swf are better organised than solos. It concerns extremely few players.

    The rest of the time, in the very very vast majority of survivors, the difference between solo and swf is within a few percents.

  • Game will really filter "obliviousness" or "rancor" or "Claudette main" but won't censor actual slurs, haha...

  • I'm sorry that happened to you. There really isn't much you can do about it (beyond reporting them) except for maybe turning off you Steam comments from people who are not your friends, and maybe hiding the endgame chat (clicking on the arrow next to it when in lobby/endgame board).

    The endgame chat can be many things, it can be really funny at times, nice at others, and hateful sometimes. But I promise it's not like this all the time :)

  • @Coffeecrashing said:

    https://forum.deadbydaylight.com/en/discussion/comment/3210820#Comment_3210820

    SWFs need to have their MMR calculated higher than it currently is, to balance the advantages for being in a SWF. This might require SWFs to have a higher MMR soft cap than killers or solo q.

    Extra calculated MMR points can be based on the number of people in the SWF, and by the MMR level of the SWF. High MMR SWFs can be given more extra calculated MMR points than lower MMR SWFs, since they are more likely to get large benefits from being in a SWF.

    This way, the game can balance the high MMR SWFs, without overnerfing the bad uncoordinated SWFs.

    I think you're onto a good solution. That way it would not impede on the gameplay of survivors as a whole and it would not make the SWF's mmr artificially high, as it would still balance itself through escapes and deaths.

    Another solution but that could be hard to implement is calculating an mmr specific to the group, where the game would make up a collective mmr it would calculate for your SWF, that would be updated with deaths and escapes. When you're playing solo, you'd have your own mmr, but when you join your friend's lobby, game recognizes them as your SWF buddies and keeps in memory that you have maybe a higher escape rate with them, so it switches to your collective mmr (that is theoretically higher).

    That way, having for example a good escape streak with your buddies who keep you informed would not make your next 10 solo games miserable as your mmr is adjusting down again.

    That's just an improvised idea though, yours is way more straightforward. :)

  • @Bot_Salvo88 said:

    Do you get xp for doing nothing?

    If I remember well, every second you spend in a match gives you an xp, and then you have the emblem bonus.

    So they probably get xp from it.

  • @Lima24927 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3210786#Comment_3210786

    No, you are the one who can't properly understand my text, my post is directed at the good winrate premades, not casual players, not even duos, a duo is not a problem for me, but if you invite 3 other players, and is play with 4, no matter how experient you are, it is an advantage, and this is the point, you don't need to be championship good to benefit from this, people who pre-made (3 players or 4 players) should play with a different segment, anything duo and below should go to the random matches, same for killers, low winrate killers should match with low winrate survivors, this is called balance

    You're right, I did not see where in your post you made the clarification between SWF and experienced SWF.

    I still don't think assuming every 3-man and 4-man is very good is the best idea. I play survivor with 2 other friends and we're still mostly dying because even if it's possible to coordinate, we still don't because either we don't think to keep others informed, or we don't know the maps enough to go beyond "Where's the killer?" "Oh, he's, uh.. next to a tree." or "Near main building" "Sure, but like, what side?" "I don't know how to describe it". We're 3, by your logic we should have an unfair advantage, yet we don't outskill the killer.

    At the end of the day, mmr does its thing, and will leave bad 3-men to be bad in low mmr and good 3-men to be good in higher mmr. Either they will, as you say, have such an advantage that they win easily, and then are facing better killers. Or they won't be that good after all and will be matched against killers that are well-suited to their skill level.

    Assuming mmr works.

    Which is why I think the true problem is mmr, or if we want to dig deeper, at the moment, the fact that survivor is not appealing enough as a role to have enough players to maintain a ratio in which the matchmaking system won't match bad killers with good survivors.

  • @Coffeecrashing said:

    https://forum.deadbydaylight.com/en/discussion/comment/3210765#Comment_3210765

    We aren’t talking about the average uncoordinated SWF.

    We’re talking about the good coordinated SWFs that are getting massive game advantages from their voice comms. This is the problem.

    I can understand that, but realistically they make such a ridiculously small demographic of the playerbase, yet "SWFs" (usually as a whole) are always the easy to blame straw man a lot of people brandish when something goes wrong for them.

    If someone is playing on the very high mmr, then sure, I'd understand if they have complaints about coordinated teams (which statistically, still do not make most of their matches).

    But most times when I hear complaints about "SWFs" it's from people who are new to the game or learning killer. How often do you figure they actually go against comp SWF teams ?

    I don't think there is a problem with the vast majority of SWFs, and definitely not enough to warrant nerfing survivors as a whole or targeting every person who plays with their friends.

  • @Lima24927 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3210765#Comment_3210765

    what you said is so extremely false, just what a championship video and just check how they communicate, its insane, they say where they are, how many % on each gen, they coordinate when to pop gens, when to pop the last gen, they have one dedicated person with adrenaline to tank on specific times, and then you tell me communication is not an advantage, is like a joke, they even go with specific perks, specific roles, the disadvantage for the killer is enourmous, at this point the killer is just someone filling a spot so the SWFs can abuse and have fun, when you go to regular matches , with random people not in comms, the fight is very balanced, pre-made groups needs to be nerfed or killer buffed for this specific occasions

    In championships, yes.

    But who plays this game ? Who makes the majority of the playerbase on DbD ?

    Casual players. Who, you know. Don't know the maps extremely well. Don't think to call out every single information. Aren't good enough at the game to have insane payoffs on their strats. Friends who play this to relax after work. Or who are introducing a new player to the game. In most cases, they're duos, maybe trios. Rarely more.

    You're taking the example of extremely high-skill, long-time playing survivor mains who are literally good enough to play in championships.

    The idea that most survivors killers are facing are of this caliber is ludicrous. The idea that most swfs killers are facing are like this is a pure fantasy. SWFs are the boogeymen of average killers. The average SWF is not that much harder to face than solos.

    I think this obsession some people have over the potential of SWFs is really unhealthy for the game, since now any time a killer has a bad loss, their mind jumps to "they were probably a SWF, so it was unfair from the start!" even when the team was just... good solos. Or if killer made mistakes.

    And it perpetuates the idea that solos are jokes, which they're not.

  • Probably a person on anonymous mode trying to lower their mmr or farm xp for shards. I see them from time to time, I'm not surprised some of them took to anonymous now.

    The points are probably from "finding" (noticing) you or your teammates when you found him.

  • The difference in terms of escape rates for swf and solos is negligible in the vast majority of cases, the devs have said.

    The only difference that makes me think solos should be buffed on par with swf is that solos are constrained to some perks without which the game can be unpleasant, which makes the game less fun for them. They just can't get as creative with builds because they need the information, which is what handicaps them.

    The rest is mostly skill. A swf will not be inherently better just because they can communicate when they're not talking about movies or how their day went. The idea that swfs are constantly calling out to each other where they are, where they're going, where killer is, what pallets were broken, etc., is in most cases a myth.

    Sure, going against a complete swf (which is, and I can't stress this enough, very rare) can be a bit disorienting because you're not used to your opponents being a little bit coordinated. But it's not unfair either. In most cases you will barely feel the difference.

  • Oh I have so many of these :D

    It's so cool when people are nice in endgame chat !

    Legion 4k postgame chat.png

    (After a nice and tight 4K for the killer (green), pretty fun game overall !)

    Myers Lery.png

    (Killer (yellow) was a Myers on Lery, got to tier 3 with none of us seeing him once, he immediately downed my friend (orange survivor), giving him the best jumpscare and most entertaining scream I've ever heard haha ! Would have 4K but spared 2 of us to mess around)

  • Deerstalker and Boon : Dark Theory.

    They're just... sad. Please bring them peace :(

  • I don't like the idea of the Finishing Mori, it feels a bit too strong to me that a Starstruck killer with good enough mobility can end the game in a couple of minutes if they manage to slug all survivors quickly enough.

    But mostly :

    No more carrying survivor to hatch :(

    No more slug races :(

    No more mori photobombs or funny placements :(

    No more 4-mori Devour Hope :(

  • It's less about how they are now and more about how they were at the time of the update.

    If at the time of the update, your character was level 50 and either P0, P1 or P2, then it gets bonus prestige levels.

    I know for one that I had left my Legion and Hag on Prestige 0 level 50 because I didn't want them to lose their anniversary flans.

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