Leachy_Jr
Leachy_Jr
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Theoretically there's no reason to play anyone other than spirit or nurse, as they're leagues ahead of every other killer other than maybe twins and hag in terms of viability.
He looks like a projectile killer for people who don't want to devote too much time into them, the reason you rarely see good slingers or huntress' is because they require a lot of time devotion. This killer looks like a throwable legion in a sense, people would just enjoy lobbing a ton of knives at people.
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Fnaf chapter not looking too bad to me now lmao.
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Listen, by the mid chapter the background menu will be gone, and the killer most likely will be played very little unless you're on korean servers.
Plus, the killers cosmetics is still to be revealed, so we could get an actual scary/intimidating killer with some cosmetic combo. I know that if a black trenchcoat comes I'm immediately maining him.
I know it doesn't fit dbd at all, but at least it aint permanent.
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Yes, because "E to undo mistake" is not good perk design and is incredibly frustrating to verse.
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@chadbeastofprey said:
https://forum.deadbydaylight.com/en/discussion/comment/1981392#Comment_1981392
There’s no reason for bloodlust 3 (and maybe even 2) to be in the game in its current state.
That is true but he was referring to BL as a whole, not just BL 3.
We saw how many infinites were added when BL 1 was removed, it's clear that BL 1 and maybe 2 needs to stay.
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@chadbeastofprey said:
https://forum.deadbydaylight.com/en/discussion/comment/1981190#Comment_1981190
Why should you be handed a down because you don’t know how to counter a loop?
Some loops can't be countered. Suffocation pit, gas heaven, coal tower, haddonfield and badham come to mind.
I understand that bloodlusting unsafe car loops is lame, but it needs to stay for now because of how many insane loops there are in the game. Judging by how they reworked crotus and game, BL is gonna need to stay because they clearly do not know how to balance maps well.
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Mothers helpers and leafy mash have some use. Sure they aren't game changing but they're just a nice addition to the killer which I think add ons should be.
Grease however is absolute trash, that's too situational and doesn't even give that much of a benefit.
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The maps IMO will make people leave game, nothing in the history of this game has pushed players to borderline leaving other than the ruin rework and a few buggy patches.
If maps continue being reworked the way crotus, campbells and game were, essentially 50% of the maps are going to be brutally unfun to play on. Which is odd because the macmillian reworks were fine if not actually good, autohaven was meh and ormond was alright. For some reason however they just absolutely slaughtered Crotus, Campbells and game which I do not understand.
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Very few people are against LGBTQ representation in this game. Sure there unfortunately is them type of people who don't like the concept of a gay/trans/etc character and I do not support what they say.
We just don't want an entire characters personality to be based ENTIRELY on them being LGBTQ. Sure, keep it as a piece of side information or help it develop into character traits (EG: Their family wasn't accepting, so they grew up without support, making them see the world in a different way).
I'm not against adding a LGBTQ character in, hell, all characters in the game could be gay and I wouldn't care. I just don't want a characters "thing" to be only them being gay/trans/etc and nothing else. The only reason I'm saying this is because of how they absolutely screwed up nurses tome entries, so I've kinda lost hope that they'll pull this off correctly.
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@EvanSnowWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/1970382#Comment_1970382
Disagree. You have the Survivor dead to rights and in your sights. Why let them go just so they can heal up? The number of seconds lost finishing the job is fewer than the number of seconds trying to hunt them down later, and then you need to do it twice!
Im not gonna throw the game chasing them at groaning storehouse building or crotus building. That's when I have to leave them.
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@dspaceman20 said:
I can't tell if your being serious. Medkits? Really?
Genuine question for you: are survivors not allowed to heal themselves?
They are allowed but just not in insane speeds :)
You shouldn't be able to self heal in less that 16 seconds unless you have an entire build dedicated to healing yourself.
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@EvilJoshy said:
Unless your running specific perks medkits give you about 1 maybe 2 heals. Sloppy Butcher and Franklins Demise throw a monkey wrench in that plan. If they are running a medkit build then they aren't running every single 2nd chance perk in the game.
If you think medkits are bad "now" you should have been around when syringes insta healed you.
Its the speed of which someone can self heal that bothers me.
You should not be able to heal yourself in 16 seconds or less, it should at least be 24 seconds at base. Even with sloppy its still an insane speed because it does not account for self heals, it just acts as though another person is healing you.
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@EvanSnowWolf said:
If medkits are ruining your game it's because you let the injured guy go.
Yea, which means im devoting too long to a survivor. So I'm actually doing the right play by leaving him and going to gens. But ya know he's healed back up in literally 15 seconds on his own.
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@Gay_Police_Dept said:
"Oh no, survivors genrush because they don't heal"
"Oh no, survirvors genrush because they heal"
Survivors dont heal and get gens done -> I have shorter chases due to them not healing
Survivors waste time healing and get gens slower -> I have longer chases but more pressure.
Survivors mass heal with medkits -> I have longer chases but don't get pressure from their heals.
Tell me how purple or green med kits are balanced.
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ngl was completely expecting the post to be just an image of shadowborn.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/1963593#Comment_1963593
What about solo then?
Solos actually aren't that much weaker than SWF.
Fixing the MM would already fix solos, and we could also add in a comms system like built in kindered.
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I really do not think you should punish people for playing with their friends. Just balance the game around SWF and we wont have to have SWF only balancing.
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If the maps themselves weren't overpowered then map offerings wouldn't be a problem.
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Slinger is like quite good.
I really wouldn't mind a brown add on or 2 built into him, and then his add ons getting nerfed
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I don't understand how meg can have the most outfits in the game, yet all of said outfits be ugly asf.
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Pull a samantha and get 2k headphones, equip spacial sounds and crank the volume all the way up. Then you might not need stridor.
As for everyone else, Stridor is a very good pick as sounds in this game really do not work, especially on the reworked maps.
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If DH gets nerfed it'll be because of content creators and not the forums. Many good content creators (like zubat and scorpionz) and lots of comp players (like xeno and card) very much dislike dead hard.
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Tunnelling someone out early and then 3 genning is 100x more effective than both of them combined.
Obviously don't ruin a match with 3 baby megs in it, but do it if you feel like you need to.
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Is this post about a certain Devotion 30 gamer who despite having almost 10,000 hours still doesn't look behind them in a chase?
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Yea it would be cool if they did some more experiments.
Hopefully they do an experiment where they disable Haddonfield for a week and see the player count go up.
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@Jokersmile said:
https://forum.deadbydaylight.com/en/discussion/comment/1959739#Comment_1959739
you don't always counter its an exhaustion perk designed to give a survivor a chance to get away it goes on a cooldown at that point use it to your advantage
Ok so you can't counter it then. Dead harding to a pallet after you've made a mistake has no counter.
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@Jokersmile said:
https://forum.deadbydaylight.com/en/discussion/comment/1959703#Comment_1959703
same way you would counter it if they had sprint burst or lithe to a pallet or any other exhaustion perk. At that point i try and force them to drop it and then i break pallet so its not there later.
Ok so how do you actually counter it?
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@Jokersmile said:
https://forum.deadbydaylight.com/en/discussion/comment/1959289#Comment_1959289
DH is the easiest exhaustion perk to play around once you know a survivor has it it can no longer be used to dodge an M1 i'd say sprint burst is the most annoying if a survivor knows how to use SB theres no chasing them when its up you just have to let them go most of the time
Ok, how do you counter a survivor dead harding to a pallet as an M1 killer?
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/1959648#Comment_1959648
And killers don't have good perks? Poor victims. I love the victim mentality.
BT is anti camping, DS and OoO are getting nerfed, dont like Iron will use stridor, SB and Adrenaline are fine, Unbreakable is fine, just dont slug.
Prove thyself and spine chill? Really? Lmao. What's next? Maybe wake up, deja vu?
Highlight where I said that having strong perks is a bad thing, or that killer don't have strong perks.
Go on, you can't, because I never said that.
I have an issue with unfair perks, not strong perks (unless they're OP).
You're making an argument out of nothing now lmaoooooooooo.
@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/1959640#Comment_1959640
If Rank doesnt equal skill, why do people complain about matchmaking? If rank doesn't matter, it's fine for a rank 10 killer to go against all red rank survivor, I mean, it doesn't mean anything. Or does it only mean something when it is against killers?
And if the average survivor is bad, why are killers always crying about OP survivors?
The average survivor is bad, killers look at the games where the survivors are actually good and balance around that. When the survivors in the lobby are actually good, balance issues become much more apparent. EG: OoO. Nobody should balance around mediocre to bad players IMO, bad players can get better, while good players can't get worse.
As for ranks, it's more for the methods to get to a high rank. People can get high ranks by using overpowered perks, skill-less strats (looking at you snare spam freddy) being carried, or by getting lucky with the mm system.
A good survivor will always be rank one, but a rank one will not always be a good survivor, think of it that way.
People complain about the MM because of the drastic different skill levels shown in game, not because of the ranks. When you're a genuine good survivor and you're being paired with urban clauds, it gets tilting.
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@Ivaldi said:
https://forum.deadbydaylight.com/en/discussion/comment/1959648#Comment_1959648
And so do killers.. it goes both ways. We just gonna ignore Noed, Pop, Devour, Ruin, Corrupt, Haunted Ground, STBFL, PWYF, M&A, Tinkerer, Thrilling, Infectious, a billion tracking perks and their own unique powers? And I said "Are we not allowed to have a single strong perk" because at the rate you guys are complaining, every survivor perk will eventually be nerfed into the ground.
Having good perks doesn't justify dead hard being unfair what's your point.
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@Ivaldi said:
https://forum.deadbydaylight.com/en/discussion/comment/1959289#Comment_1959289
You know what else is unfair? NOED.. Bloodwarden.. VPN Killers.. Being hit after vaulting a window and getting 10 feet away from it.. being hit through a pallet.. Spirit's existence.
Are survivors not allowed to have a single strong perk?.. Besides Dead Hard doesn't even work 75% of the time.
Nice whataboutism.
Also, a single strong perk? We just gonna ignore BT, DS, OoO, iron will, SB, adrenaline, UB being meta asf and Deli, prove thyself and spine chill also being very good perks?
Survivors have a lot of good perks, and a few unfair perks. DH being an unfair one.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/1959571#Comment_1959571
My q times at red ranks solo are instant and my team mates are also in reds. So how is it a matchmaking issue?
Because rank doesn't equal skill and the average survivor in this game is quite bad.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/1959450#Comment_1959450
So more than 50% of the survivor players isn't a reason to keep a perk, that some people say it's unfair? lol alright.
Well believe it or not solo Q doesn't need dead hard. It needs better matchmaking.
Nerfing dead hard doesn't effect the main reason why solo Q is annoying to play, that reason being lack of communication and bad MM.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/1959388#Comment_1959388
By nerfing perks that benefit a weak and strong role, who is suffering more for it? The already weak role.
Killers have a kill rate of 70% not because they go against SWF every match, but because currently, even after kindred buffed months ago, solo q is the weaker part of the game.
No one was complaining about dead hard before the devs announced they were going to nerf DS and OoO, so how BS is it really? Not much.
Noed has been an issue since the start, and both sides complain about it and it hasnt been nerfed or at least adjusted.
Na I've always acknowledged that dead hard was BS and unfair, it's just that other perks have been significantly more BS and unfair.
Once again, Id love a solo Q buff, but solo being weak isn't a good excuse to keep unfair perks in the game.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/1959367#Comment_1959367
No, I dont like when killers keep wanting to nerf things bc "swf so hard" and then solo players get their experience worse.
"why does everyone play swf" yea, I wonder why. Because like you said, survivors dont like their "crutch" perks to be counterable, and killers dont like to work for their 4k.
Just because the devs don't wanna do anything to solo Q (for some reason), doesn't excuse or justify how BS dead hard is.
Also I've never brought up SWF, the core balance issues in this game come back to unfair perks and maps, not SWF. IDC if a survivor lobby is in a SWF, I just want a fair game.
Dead hard however, is not fair.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/1959341#Comment_1959341
Spirit fury can be countered by not dropping pallets? Well, dead hard can be countered by baiting it out or not looping. Almost every perks can be countered by not giving it the requirements to work, which only makes it worse for the person doing so.
Spirit fury gives you a free hit more often than not as well.
You don't need to mind game at shack if you have bamboozle. It goes from a god loop to just an alright one.
What? You pre drop the pallet to avoid spirit fury lmao. Did you think that the counter to spirit fury was not dropping pallets?
Dead hard, when used for distance, has no counter. Aside from exhaustion add ons which are slowly being deleted because apparently survivors don't like it when their crutch becomes counterable.
Mindbreakers duration is too short making it only work on a few killers under very strict circumstances and blood echo is trash.
EDIT: Also bamboozle still isn't comparable to DH.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/1959289#Comment_1959289
By that logic spirit fury is also unfair since it corrects a "mistake" from the killer for being stunned. Same with enduring. Same with noed. Same with Bamboozle.
Perks are supposed to give you an advantage, that's why people use them.
None of those perks other than NOED are even remotely comparable to DH. Spirit fury can be countered, DH when used for distance cannot, enduring shaves off time off a stun and doesn't give you a free hit. I have no clue how bamboozle is seen as a perk that covers a mistake.
Imagine the shack mindgame, a killer equivalent would be a perk that gives you a free hit if you fail the mindgame. It would've been nerfed already if that existed.
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You do realise people are complaining about dead hard because it's unfair right?
Sorry you think that "E to undo mistake" is fine for the game.
Other exhaustion perks while annoying do not come even close to how unfair and frustrating dead hard is to verse.
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The map reworks seem to be rushed as well. It seems like they just threw a bunch of new graphics together on the crotus maps without thinking of gameplay. Same with game.
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Them questions can go both ways as @MadLordJack said.
Don't get me wrong some killers are unfun to verse and it is personal preference, but a good chunk of the survivor community aren't very experienced against the harder killers to verse which leads them to be unfun. More importantly, they don't play said killers leading to less knowledge about them.
Same with common killer complaints, some people just aren't that good under stressful situations.
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@stikyard said:
https://forum.deadbydaylight.com/en/discussion/comment/1957589#Comment_1957589
You realise that you can only loop a Killer for so long before they bloodlust and catch you or, force you into a 50/50 mind game which basically comes down to luck?
50/50 mindgames are mindgames lmao. So encouraging a skillful part of the game by nerfing a crutch is bad? Am I getting that right?
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@Squirrel_Thicc said:
So you want it to be useless?
Removing the unfair part about the perk and actually making it take skill to use and forward thinking is making it useless?
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@Nazeef13 said:
This one of the worst suggestions I've seen on this forum. You really need to spend some time playing survivor and learn some game sense
Yea I have, I use crutch hard myself and it feels dirty.
Maybe if you played killer you'd see what I'm talking about when I say it covers up a survivors mistake.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1957034#Comment_1957034
It would still be useless. Even if you write a "compensation" by reducing the Exhaustion Timer, as long as Exhaustion does not go down while running, that is nothing, since when the Survivor is on the Hook (because you want a Perk to be 100% useless), they get rid of their Exhaustion anyway.
Not being able to use Dead Hard over Traps is fine, but anything above that is too much, you would just kill another Perk. And then Killer MAins will AGAIN complain about Survivors all using the same Perks when every other Perk gets nerfed - BL nerfed, not useable anymore. DH nerfed then, so everyone will be running Sprint Burst. Wonder why, when every other Perk gets nerfed?
Also, it should be fine to have a Perk that can cover for a mistake, when we consider that Killers are having Bloodlust, which is the biggest "cover up for mistakes" in the game.
Well if you cant see how survivors having a "Press E to undo mistake" perk I really do not know what to say. It needs a change, and if everyone goes over to sprint burst I really wouldn't care, sure it'd be trash for stealth killers but at least I wouldn't see 4 DH.
Oh god not the "Killer MAins", as everyone who complains about the survivor side is a killer main. k dud.
BL got nerfed to make haddonfield less tragic to play on, it did not become "unusable" at all unless you crutched off of haddonfield offerings and though dry humping main took skill.
BL isn't that comparable to DH, but I see what you mean. BL is still here because of terrible loop and map design, and from how they've completely butchered the most recent map reworks (crotus realms and game), it's here to stay because they apparently can't balance loops.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/1956737#Comment_1956737
”oh shoot I forgot there is no pallet at this tile, but there is a window I can vault and I have lithe!”
You are acting like you can’t “correct” a mistake with other exhaustion perks. DH just does it on the fly and is far worse than the others because you go down half the time anyway.
You don't go down if you use it for distance :)
Here's what makes it different from other perks, other perks don't always cover mistakes, and the mistake the survivor mad in your example is situational.
Dead hard works in EVERY loop, excluding the obvious "You will die if you use this pallet" loops.
Survivors can mess up at almost any loop and have their ass saved by DH. That's unhealthy for the game, especially because DH takes no skill to use whatsoever.
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@Aven_Fallen said:
Even when you would use Dead Hard to dodge a Hit (aka what is not possible at the moment), the duration would be so long that you would easily get Hit by the Killer. So the Perk would be 100% useless.
Dead Hard is fine, its ok that Survivors have strong Perks as well. And if it gets nerfed at one day because Killer Mains cried enough, they would go for Sprint Burst, since everyone would use that and Killer Mains would get annoyed by Survivors sitting on a Gen, letting the Killer get close before running away.
The time is up for debate, personally 3 or 4 seconds would be fine with me.
I'm repeating myself when I say that I'm fine with both sides having strong perks, just not unfair perks. Dead hard is unfair as it literally covers a survivor mistake up which makes it incredibly frustrating to verse.
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@gatsby said:
You're one of those people that thinks Dead Hard is supposed to be used to dodge a swing instead of being used for distance at loops aren't you?
Not really. If a perk is designed to remove a survivors mistake in a loop, that perk is horribly designed and needs a change.
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@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/1956726#Comment_1956726
With dead hard its a short distance compared to most other exhaustion perks and you have to be injured in order to use it. I think that makes up the difference.
@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/1956726#Comment_1956726
Ok? And it doesn’t give you as much distance as the first two. What’s your point?
You can 99% SB and you call that effort? Just because you may not like how the perk works doesn’t mean it’s unfair.
You still have to time Dead Hard for it to actually work. If the killer is good they will wait it out and out position the survivor.
Your opinions on Lithe still do not explain how that is more fair than DH. When they both essentially give you distance when you should have gone down.
It's not how much distance you get, it's when the distance is used.
Dead hard is used exclusively to remove a mistake the survivors made. Don't have enough space to a pallet? DH.
As I literally put in the post in all caps bold:
Dead harding for distance has no counter and can extend chases even when the survivor makes mistakes.
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@[Deleted User] said:
Why?
I mean I can come up with a thousand change ideas for things that don't need it, if you can't create a good argument for why, then your changes are useless by default.
Dead Hard is fine as it is right now.
Current dead hard is pretty strong but horribly unfair as it has no counters WHEN USED FOR DISTANCE and it just removes a survivor mistake in a loop. A time where you would've caught someone you now don't because the survivor dead harded to a pallet.
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@Terro said:
How about 2 seconds. 5 seconds and you've nearly made the perk useless unless you have really good spacial awareness.
That's basically what I was trying to get at, if you have super good awareness dead hard is still pretty good. I feel like 2 seconds might be a bit too short of a time. Id personally make it 4 seconds.