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Maelstrom10

Maelstrom10

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Maelstrom10
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  • Infectious fright is borderline amazing at rank 1, contrary to popular belief. And due to the fact that it works with the demogorgon's shred, you can shred someone and immediately go after another or be warned of someone attempting to go for a save. It forces people to split up. Rancor on the other hand gives some good aura reading ability/locational awareness rather, and the ability to down and mori the obsession which is less useful. If your already planning on endgame demo, then noed plus infectious will potentially allow you to snowball incredibly hard and completely negate adrenaline. Quick downs made even quicker in a snowball fashion

  • @PolarBear said:

    Increasing xp/bp gains for going swf instead of solo wouldn't make sense because you already get an advantage over the killer by being in a group.

    Increasing xp/bp gains for going solo instead of swf would make it so swf essentially get punished for playing with friends.

    What I'd advocate for is bonuses for whichever side needs more players. If there is a shortage of killers they could get a xp/bp bonus for playing that side.

    Comms are the only potential advantage and not all teams use comms. People should be encouraged to play with friends though, as it keeps more people playing at one time.

  • @Fab said:

    Also Keys. Get rid of that.

    Keys don't need to be gotten rid of but they do need adjustment. I made a suggestion a while back in a separate thread to take out keys being lootable from chests unless running plunderers instinct thus requiring the dedication of atleast a perk slot in order to find one, along with making keys have a brighter texture on the lobby screen and in game. This would require work/preparation in order to find/use one and take out the completely random free escapes from the game that feel cheap.

  • @NoShinyPony said:

    https://forum.deadbydaylight.com/en/discussion/comment/699605#Comment_699605

    Which game gives pre-mates more points just for being pre-mates instead of randoms?

    ... Overwatch, heroes of the Storm, paladins I think, league of legends, fortnite I believe, most shooters etc give party/group experience bonuses.

  • @White_Owl said:

    https://forum.deadbydaylight.com/en/discussion/comment/699554#Comment_699554

    Playing in a group offers already many advantages, while solo survivors get the short straw. That would be just a huge "######### you" to them and could potentially push them away. And don't forget that solo survivors are a lot (on average they are 2 each match, iirc), so they aren't negligible.

    To me this doesn't make sense as other games do this just fine and don't push away solo players but i can see your fear

  • @BBQnDemogorgon said:

    Shouldn't it be the other way around since playing with group = easier matches?

    Solo= Harder = Reward for hard thing.

    Killer vs SWF = harder than solo group = reward for hard thing.

    I agree with the last bit that would help queues.

    Being harder doesn't grow the player base, which is one of the reasons games such as ow, league of legends hell even Fortnite I think have group xp bonuses - so that you bring your friends into the game to play. Plus it encourages people to play more often.

  • Anything goes so long as I win and I have fun. Preferably I like others to enjoy the game as well though.

    Except killing baby Dwight's or any very obviously new players.

  • @Almo said:

    When I first played Killer, I said, "OH THAT'S how they find me!" (scratch marks)

    Any chance of fixated's effect being briefly enabled in the tutorial to show new players that they leave scratch marks? 😁 Also showing mechanics such as sabotaging, totems etc would also be useful!

  • @8obot1c said:

    I thought of

    "Your aura reading range is increased by 2/4/6 meters for each survivor still in the trial."

    This affects all aura range reading perks.

    Your perks last 30%/40%/50% longer"

    Corrupt Intervention would now last for 180 seconds and Thrilling Tremors would last for 24 seconds and others.

    This may or may not be good.

    i love that aura reading one! would be so good with sloppy, nurses calling and monitor and abuse on micheal with dead rabbit.

  • @MegsAreEvil said:

    Fixated is totally useless. Change my mind.

    Its a stealth perk, pair it with quick and quiet, dance with me and spine chill and the killer will never see you coming = Run vault a window when the killers near, run away until dance with me's timer runs out, then walk at a faster speed away.

    Along with the fact that just walking faster helps on a lot of small mindgameable loops where you may want to walk a seperate direction around a corner the killer can't see.

  • @anarchy753 said:

    Yeah, kind of like Hag's alternative traps, but good or usable in any way, shape or form.

    Bingo yeah

  • @FriendlyGuy said:

    https://forum.deadbydaylight.com/en/discussion/comment/697001#Comment_697001

    Like she can't M1 anymore, but Blinks, that go through people, damage them. Something like that would be funny.

    That would also be pretty cool. Or even something that gives her full control over her blink rather then making it a charged action, or maybe standing still and indicating exactly where she wants to blink instantly within a certain range

  • @Raven014 said:

    https://forum.deadbydaylight.com/en/discussion/comment/697001#Comment_697001

    That's what I thought. Maybe not a rush attack, but just a really, really short blink.

    Thats my line of thinking i just said that as the best way to explain it :)

  • @Raven014 said:

    https://forum.deadbydaylight.com/en/discussion/88549/i-have-one-humble-request-with-the-nurse-addon-rework

    That makes sense. I've suggested an addon that increases movement speed, at the cost of blink range, making her a goddess at loops but not at map pressure.

    Something like that would be fun, convert her blink into a rush attack or something.

    @FriendlyGuy said:

    As long as they don't touch her base power i don't care at all what they do. But something useful, even for experienced players would be nice.

    Same here, but I'm more interested in things that would change the game up and make every nurse feel a little different as atm it's just ruin /bbq on instablink/3 blink nurses

  • Its actually more useful against deadhard imo, as it prevents the anti heal genrush squads from going instantly to a gen to try and pop it. however it should have its gen percentage raised considerably, as its only really useful at the start of a match despite that not being its intended purpose (as the demogorgon and all of its perks become stronger towards the endgame, ie surge allowing for potential 3 gen strategys, cruel limits becoming more useful as there are less pallets avalible etc etc.)

  • @Volfawott said:

    https://forum.deadbydaylight.com/en/discussion/88231/nancy-holding-a-map-looks-weird

    If they added that to babysitter this would just increase the amount of hook rushing.

    It will also almost make it nearly impossible to punish a bad save.

    The perk is meant to be more of a "hey come over here and chase me" whilst the person you want hug to slinks away unnoticed. It's not meant to be a guaranteed save

    No it's not garunteed to be a safe save but I feel something needs to be done to buff it to make it more useful and less situational.

  • @Pirscher said:

    WGLF also allows you to collect stacks through protection hits alongside the unhooks, so I think this perk is already in a good place and needs nothing more

    But it has no effect on a trial. Even bbq has an effect (the aura reading.) With wglf your forced to play altruistically with only 3 perks essentially...

  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/689309#Comment_689309

    Not everyone plays in a SWF, and if you're actively unhooking people to just get stacks, why would you even mention where he is in the first place? Don't most farmers run away from the area after they got what they wanted?

    Even if they point towards where the Killer is, the scenario could have that be pointless if the Killer was literally 10 meters away when this happened. Also, some Survivors probably won't even know what you're pointing at anyways...

    I can agree that its just a niche benefit if you're actively helping others with it, but it could also just cause more of what people don't want to happen. I guess you could say that people will want to have you stay safe until the safe unhook happens? But by then, if the Killer is far away enough the safe unhook will happen anyways...

    And I wasn't really contesting anything, the post was mainly a joke until you thought I was serious and I didn't know what to say after lmao.

    I think your misunderstanding something here.

    By giving this perk a secondary effect, that will be it's main effect you take away from it's farming nature.

    Expecially if the usage can only be gained by not farming others. Yes not everyone plays in swf but there are gesture keys for a reason. By giving it a secondary effect, one that's active in game your giving it a use, and whilst people may use it mainly for the bloodpoints because let's be honest shortening the grind is a desire we all share, having it have a use promotes a playstyle similar to how bbq and chilli promotes finding survivors and being active, wglf would promote the survival of survivors (a category often overlooked in the emblem system) by giving locational information.

    Hell an even better alternative is to not give yourself the aura reading, but your unhooked buddy. Let them see the killer and know which direction to head in order to be safe.

  • I struggle against the hag. the camera tug, and scream always scare the ######### out of me. Also struggle with saving bp for new chapters as im always spending..

    I also struggle to break chases when i know im losing, despite it being the better alternative since i love the satisfaction of winning a long chase against someone who's playing well. Not tunnel vision mind you, i just like chases and mind games as there fun and would rather do that then win even though i want to if that makes sense.

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/689225#Comment_689225

    https://forum.deadbydaylight.com/en/discussion/comment/689216#Comment_689216

    No offense in anyway, but I find this BBQ vs WGLF arguement very contradicting. Here's my reasoning behind this...

    BBQ Arguement:

    "The aura reading reduces camping, so BBQ is fine. It benefits both the killer and the survivor."

    WGLF Arguement:

    "Nah, don't add this suggestion to WGLF, even through it reduces farming and it's a serious issue for survivors."

    Everyone complains about how WGLF encourages farming, which is understandable, so why is a suggestion that reduces farming a problem? If BBQ prevents camping, why is a perk suggestion that reduces the survivors' equivalent of camping a problem? :(

    We both want the same thing here, and the survivor is sacrificing a perk. I just think it's fair to give them something that helps them get a safe unhook - it's the core goal of the perk. :)

    Thank you! said more perfectly then i ever could.

    @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/689284#Comment_689284

    It was more satire in nature than it was a personal issue for me. I really don't care if you see my aura when you get a WGLF stack, i'll still find you. And if I don't I'll move on, I wont survey the area for hours looking for someone who might not even be there.

    The main point of my post was to point out the little things people usually flame over that're not even a big deal. Take NOED for example, its fairly easy to counter, but people intentionally don't choose to counter it, so they come here to complain about it.

    Off-topic though, I never agreed that BBQ was an issue (if anyone ever thought it was) because it was a fairly "balanced" perk overall. You get a hook with the benefit of extra BPs during end-game, and a small aura reading also when you hook someone.

    Its a benefit with no downsides, however, Lockers exist, and so do mind-games. So people can easily just fool you into going places they didn't even run to...

    As for WGLF, I personally feel the niche implementation of an aura reading will actually help breed more farming. Hear me out, if you're actively unhooking people just to get stacks, and you don't want to be chases... You can use the aura reading to further a better route to stealth around the Killer.

    It could very well help out actually, or it could just get the unhooked Survivor tunneled. A double edged sword, ultimately defeating the purpose of stopping the constant farming. In no way do I encourage farming, but ultimately this would just benefit them even more. WGLF can't be fixed tbh, and it would be unfair for Killers to have BBQ but Survivors don't have WGLF, so maybe if they cracked down on farming more and considered it a reportable offense that it would be stopped?

    Idk? People complain about things that they don't even understand sometimes, I just thought it would be funny to say that people would also complain about that addition also.

    And theres no real reason to contest the arguement on a forum post that has no one really arguing against it though? Like some people may complain yes, but at the same time people complain about most things in life sadly.

    And to address the point that it encourages farming i'd like to subtely disagree. if you see the killers aura (lets just say outside of terror radius distance for sake of arguement) you can point that out to your buddy you just unhooked to either follow you away in the opposite direction, or point in the direction of the killer to let them know where not to go in order to not be farmed.

    And if you truly believe this change would encourage farming you could tie it only to safe hook saves = granting the aura reading later on after as a subtle warning for your good dead in order to avoid the killer.

  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/689259#Comment_689259

    Then it sounds like a niche perk at best.

    So I don't personally see an issue, Alert isn't even an issue. I'm just saying, from personal experience here people have complained about less... so I wouldn't be surprised.

    And those people are a loud minority tbh

  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/689248#Comment_689248

    Not all things are official until the DLC is released.

    Anyways, idk then. The perk is niche to use at best, but I can see it being an issue for if you're pulling a stealth build. Perhaps i'm thinking its an issue because I've seen people complain about less before...

    I mean it procs less then alert, and alert is considered a good/decent but not overpowered perk.

  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/689228#Comment_689228

    https://forum.deadbydaylight.com/en/discussion/comment/689231#Comment_689231

    I haven't seen that perk get used, I haven't really checked the perks tbh.

    But if they added that with WGLF, so many people would complain you have no idea. That's most likely why it wouldn't even be considered...

    I honestly don't think it's that bad of a thing, I mean babysitter has it and it's considered underated edit: /not useful I mean

  • @Alice_pbg said:

    https://forum.deadbydaylight.com/en/discussion/comment/689225#Comment_689225

    That's what the op said, get the babysitter aura read.

    I don't think anyone would care, no one cares about babysitter

    I mean tbh I care about babysitter. Mixed with head on, borrowed time and we'll make it, it can make for some pretty safe "hook saving" builds.

  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/689221#Comment_689221

    Nah see the Killers aura when you get a safe unhook lol.

    The forums would be on fire for weeks if this actually happened.

    Bring the fire then. and babysitters has a similar effect which is why i suggested that as copy n paste etc etc

  • @Alice_pbg said:

    I would be ok with it... could use a side effect.

    Mostly I just want the bps... :p

    Well same here, but even bbq and chilli has a secondary effect.

    Playing with wglf is like playing with 3 perks.

  • I think what this guy means is you shouldn't just be able to 99% a rev forever and I actually agree with that. On billy after you rev for let's say 10-30s (time you usually wouldn't rev in a chase) the chainsaw will decay it's rev much faster until at 0%. Leatherface could have the same except whilst holding a rev, have it decay if held for an absurd amount of time. This would decrease their camping potential by a gigantic amount as you at the very least wouldn't be able to hold a full power rev against a hook through all their hook stages.

  • Infinites aren't always runnable on high mobility killers. No loop should be an infinite anyways, some loops yes can be stronger than others such as the harvester on the farm map with balanced landing, but some can be truly broken where a window will unblock before you can leap through it again leading to "true" infinite's where on most killers excluding a set few you simply cannot catch a survivor on. Those need to go.

  • @BooptheSnoot said:

    Pig addon rework.

    I want this so much tbh.

    @blue4zion said:

    More unique animations

    More music!

    to add onto this, having some of the older animations and expecially music "remixed" would be nice!

  • @Supernaut said:

    A fitting room for the Cosmetic store!

    There are items I am waiting to put down auric cells for, but as they are from different sets for different areas, need to check which are the best look!

    That would be pretty cool!

  • @Jago said:

    Chase music volume.

    Yeah I want it lowered too

    @fcc2014 said:

    Removing the bloodpoint cap

    Weekly challenges not daily(Killers X amount of hooks, sacrifices, chases won etc Survivors x amount of unhooks, escapes, minutes chased by killer with 6 figure blood point rewards)

    I'd love this change expecially the bloodpoint cap

  • @DBDbuildsYT said:

    1 legion to be made a fun killer not a buffoon

    2 a real reduction of the grind not like the one we are having

    3 increased survivors BP gain, a successful escape should grant at least 22-25k

    4 3 months without new content just to fix the bugs and update old killers and perks

    Agree with all of these tbh!

  • @Kuschy_ said:

    @Maelstrom10 maybe I expressed that wrong. You should be able to tell if it is a hex or dull totem when you find it/ stand in front of it, but you shouldn´t be able to tell from far away or hear it through a wall for example. The new spawn locations are awesome, I totally agree with that.

    I mean a good way to fix this would to have hex totems only ignite when a player is within 5m

  • @GeneralSpudmuffin said:

    Bump for more publicly

    Awww thank you!

  • @HawkAyeTheNoo said:

    I hope they remove "the bubble" that appears after each hook or gen.

    I hope they buff low ranked (15-20) solo survivor, with matchmaking broken ive been sent down to play some of these games and cant believe what im seeing. Its a dc minefield with fully kitted out deranked killers bullying new (newish) players with one or two perks.

    Shirtless Meg also please, if a shirtless male is ok then release the boobies on Meg.

    I mean the bubble is useful but having it toggleable or on a shorter timer/more transparent would be nice!

    @thedevalex said:

    Graphics overhaul to make the game more atmospheric.

    I'd love this. i believe there attempting this with hair first and then likely going to move onto lighting again as they've kept the moonlight offerings "retired" rather then removing them completely so that makes me think lighting is going to get a change eventually of some kind.

    @Kuschy_ said:

    A change of the hex totem design to make them less obvious, covered in blood or something like that.

    Hex totems are kind of supposed to be obvious when you find them though i do wish they were better hidden like on the new badham, or on swamp even.

  • Honestly fav is the new Kate skin. Just always been into metal/Rock women.

  • I just hope we get something soon. Some kind of rank reward even if it's super small. Would only promote better game health tbh

  • I say just give her a training wheels addon. might sound stupid to not just add it by default but i believe one of the reasons she's able to be as powerful as she is is by not giving a dedicated indicator to where she will land her hits. Let me explain :

    If we give her a dedicated indicator, lets say a crosshair or an arc which shows where it will land, people will use this to both suplement their own skill, to learn her, and to actively see where they can hit, expecially if its an arc showing exactly where it will land. this isn't necessarily a bad thing, but it artificially lowers the skill cap to a point where you'd effectively be able to see the hitboxes of objects due to it showing where it would land.

    if its a simple crosshair that shows the angle of a fully charged hatchet? i don't mind that in the slightest. but anything more and you'd be actively buffing her in ways that would i feel restrict her from being buffed in other more neccessary ways. ie if you make her easier to play, she will need less buffs in areas that count like her chase potential without hatchets.

    Add a 1% speed boost for every hatchet she's missing up until 5 hatchets. a crosshair would be nice too, but if its an arc or anything more, tie it to a new brown addon. also iridecent head should automatically remove any crosshair.

    TLDR: tie it to an addon, or make it a very limited crosshair. also buff her in ways she needs to be buffed.


  • @starkiller1286 said:

    https://forum.deadbydaylight.com/en/discussion/comment/673864#Comment_673864

    Not really if you see 4 offerings with a secret and none of the visible offerings is a wreath, pudding, or streamers you pretty much know the killer most likely has a mori.

    then have a random killer offering appear on the end to disguise it if less then 4 people use an offering? or if 4 survivors do, just have the killers secret offering appear as a random bloodpoint offering. same with survivors.

  • @starkiller1286 said:

    That won't really do anthing though. Only shrouds, moris, and splinters are secret offerings and survivors rarely use shroud.

    But it would disquise who used it leading to not knowing if the killer has a mori or not, leading to less dc's due to it. would also pave the way for new secret offerings as well as you'd be far less sure who used what.

  • I mean i've saved up 8000 shards specifically to use for the next chapter. Just so that i can level the new survivors/killer faster. also plan on getting 1mil bp just before it releases to cap out everything. its a completely awful amount of bp for the amount of shards your trading in, but hey until they raise the damn bloodpoint cap :/

  • Honestly i still feel one of his best perks is actually pwyf. having basically a 15% extra speed boost on demand is incredibly fun. thrill of the hunt with specific addons on a good map can make totem grabbing wraith almost as scary as prayer beads spirit. Brutal/bamboozle can be god tier on some builds, and honestly if theres enough line of sight breakers on a map, his stealth can be great too.

    His mirror shine style invisibility doesn't hide you fully though, which makes him a lot like ghost face in a way. ghost face is simply better as he can get exposed effects off on survivors, and can activate his stealth mid chase.

  • @Volfawott said:

    when it comes to Killers that are closest to the size of survivors it would be Legion Amanda and Freddy

    With Legion being the smallest followed debatably by Amanda then Freddy I haven't really tested it but I do know that those two tend to compete for the second smallest

    I'll look into it!

  • @Yung_Slug said:

    Seems like that should be a different perk. I personally think predator should increase the amount of time scratch marks remain, sorta like bloodhound.

    That's what it used to do I believe, which was borderline useless.

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/672003#Comment_672003

    Tell you what. It sounds like it's more of a numbers problem than anything fundumental. How about I lower the "other actions" bonus and reduce the cap? I'll edit the OP with what I have in mind.

    Tbh its not even a bad perk idea its just how it stacks with everything else i feel that would make this a problem haha.

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/671954#Comment_671954

    An entire team bringing this won't get the most out of it due to it working like the new Second Wind perk does, and thus the more people that bring the perk the less tokens each person can expect to get, and of course it doesn't proc on self heals, nor is self healing an altruistic action so you can't get a hyper fast heal with this and self care.

    Still, regarding healing after 10 hooks you only match We'll make it which can proc immediately.

    This isn't as good as botany in terms of heals until your 4th heal and even then botany effects self care better.

    Besides, how many heals do you usually get in a game? 2? 3? Since this is a healing perk I'll be generous and say you might heal 6 health states due to you specifically going for heals as part of the build.

    First off that would take you about 78.2 seconds of nothing but healing, plus travel time. This takes into account the speed up on consecutive heals but obviously could be shortened by botany and We'll make it.

    Anyways the speed increase for repairs is 18% at 6 tokens, thus a 67.7 second gen or a 12.3 second time save. Even if you do all 5 gens yourself that's still only a 61.5 second time save total.

    So the time spent healing - time saved on gens = 16.7 second time loss in a game where you are getting a lot of heals in. The less healing you do the less efficient the perk is.

    If it's really so much of a problem then I can just cap it there instead of at 10. I had initially drafted the perk to not need a cap at all, it's only there because in the rare game where you get a ######### ton of heals things could get nutty.

    Thing that bothers me is that this would stack with everything else we have in the game. you could potentially have 233% faster heals plus medkit..... we'll make it, botany, faster with another persons leader, using possibly resilience even. And toolboxes would stack with the gen bonus and provethyself. an organized team would be able to pump out gens even faster.

  • @NuclearBurrito said:

    No one left behind

    It is inconceivable to leave someone behind.

    • Gain a token every time you heal other Survivors the equivalent of 1 health state up to a maximum of 10 tokens
    • For each token preform altruistic actions 10% faster and all other actions 3% faster
    • Lose all tokens if another Survivor is Sacrificed on the hook.
    • gain 50/75/100 % more Bloodpoints for actions in the Altruism Category

    So a potential 100% faster altruistic speed, and 30% bonus to gens? that sounds very broken if you consider mending, dying state to injured, and injured state to healthy all 1 health state each. one could heal a survivor who was slugged up to full, and gain a bonus almost on par with botany knowledge, one safe hooksave heal later and there already there. paired with we are going to live forever and botany knowledge (because believe it or not they do stack check out pain relievers vid on it) would give incredibly fast borderline instant heals.

    A squad of four people could bring this in, plus leader/botany whichever they feel is more useful, we'll make it, and prove thyself plus a medkit. and with the proper communication push through gens like nothing else. sure at most it will be a 20-40% bonus to healing against most killers, but legion? this is his antithesis, as your always healing vs him to keep out of mend at the very least, you just get your freind on coms to do it vs you. Plus the gen speed bonus on top of that? not even resilience which is a perk with a huge drawback requiring you to be injured goes past 9%. Sure this is all lost when someone dies but how can you ensure someone dies before this perk gets to full strength making this build broken?

  • Assuming killer? Tracking. Anything to track survivors movement, their auras and what there doing will always be useful no matter what killer you play. Most killers also take advantage of this pretty well (nurse billy spirit Freddy even huntress) these will always be incredibly important as finding the survivor is half the match, getting to them and hooking them Is the other which most killers can do funnily enough.

    Assuming survivor? The strong yet strange perks that don't fit into any category but can be game changing. Perks like dstrike and deliverence, adrenaline, unbreakable, head on, left behind (the new one) flip flop, dance with me and sabotuer, hell even plunderers instinct when you get a key, anything that gives the survivor a new ability or even a good status effect boost. Not just second chance perks but pure new abilites, these are the perks that are most important as survivor. You can always have something that's a stats buff like botany knowledge, or a simple little thing like bond or empathy to show you where others are, but by gaining more tools you are better able to rely on your own practice of skill, and therefore better able to survive solo and with friends.

  • @[Deleted User] said:

    This has been almost 5 days straight now for me in Australia. I rarely get better than yellow, mostly red pings.

    Its a straight mess right now for no real reason :/ for every game i've played, i've been accused and likely reported for lagswitching now which sucks.

  • @UlvenDagoth said:

    https://forum.deadbydaylight.com/en/discussion/comment/670327#Comment_670327

    Overcharge doesn't even do much does it? If you don't have PGTW then you are doomed. (Yea Ruin helps... for like 30 seconds)

    Uber hard skillcheck that most experienced players can hit even if its unexpected, as its very similar to dstrike. if the gen kick gave bonus regression overtime it would be far more worth it

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