Marc_go_solo
Marc_go_solo
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- Marc_go_solo
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I got REALLY EXCITED when I read the killer known as The NotJake, because the NotThem are characters from "The Magnus Archives", which is an amazing horror podcast and I'd love for something from there to be included in here.
Really hoping this would happen - don't get my hopes up unnecessarily!!!
Plus the perk sounds okay too (maybe some number changes, but otherwise).
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It may have been bad but, if you want truely awful, go get yourself something by Uwe Bohl. Maybe "Alone in the Dark"? He is the master of "it's so bad it's not even good-bad, it's a crime".
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Not weird, but apparently people scrunch their faces up when I say I like eating cold sardines, fried egg, rice and soy sauce with toast and butter.
My wife doesn't understand why I don't put butter on toast when having chocolate spread on it. That cannot just be me!
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It's not even a competition. I do hope TCM does well and - although I don't see it having the longevity of DBD because of its narrow universe (see The Evil Dead and Friday 13th as examples: both championed as rivals, but neither as wide ranging) - what I do hope is that someone takes the idea behond this and develops a larger game with this as the template, which may become the next big thing.
I see it hopefully doing well, although no doubt it will also be suffering from the same issues and bad attitudes of any other playerbase. However, beating DBD it has no chance of doing, nor do I think the devs even care about that.
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I miss the lightburn effect, which really had no reason to go.
Also, recently I've come across a few Wraiths whose egos are more fragile than their bodies (referencing all the bandaging he wears). I play the same against any killer, which is as best I can but respectfully, yet recently Wraiths have been the only killer to hook then smack me into oblivion. I looped one Wraith for a mere 30 seconds before being downed, yet that was enough to trigger him.
That's a little off-topic, but then again if that's becoming some sort of Wraith meme character it doesn't help it.
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Personally, I don't really feel there needs to be any added but, besides my thoughts, once one perk is added then people still want more. Some modicum of perks have been added to both sides already but that doesn't seem to be enough, nor will it ever be enough because people will always want more.
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Welcome aboard!
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If it's working for you then that's all the validation you need to understand its worth.
Nearly any perk has value which people may not fully appreciate until later, so it's great you're getting some fantastic use out of it.
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The endurance part is overkill and could easily have been its own perk, so MFT feels like a 2-in-1 perk to me and needlessly so.
I'd also remove the ability to stack with Hope or other speed buffs, instead becoming active once Hope has expired.
The 3% speed boost whilst injured feels fine though. The perk felt like a good idea, which they felt needed to be given a face lift when it looked perfectly fine to begin with, making it look nasty. It's like a not very skilled-player dev wasn't very good in chases as injured, nor being attacked whilst healing, and decided they wanted it all thrown together in one perk so they could pretend they were good.
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In recent times, I've played: Darkwood, Beware, The Cat Lady, Silent Hill: Shattered Memories, Rimworld and Tomb Raider: Anniversary
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In SH2 Maria is, as you rightly say, a way the town of Silent Hill manifests James' guilt.
The Entity has used similar techniques to invest in the emotional turmoil of its inhabitants. A good example are The Twins, Charlotte and Victor: Victor doed before Charlotte was taken, so Victor could be a manifestation of Charlotte's desires. Each trial, even though she's the killer, she has to witness Victor die in every trial. That's gotta hit her hard emotionally.
Perhaps, in the Entity, it's seen James' guilt and maybe even seen how Silent Hill preyed on this, so it probably thought that if James sees Maria die time and time again, that will suck even more fear-juice out of him. Or maybe the Entity didn't consciously know of this, but simply arrived at the same conclusion as Silent Hill. Afterall, this is from James' mind and both places have access to his desires, so it would not be surprising if they both arrived at the same conclusion.
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At the most basic of basic levels, a survivor wins by escaping. A killer is more complex, but their aim is to sacrifice as many survivors as possible. Bearing that in mind, even a 1k could be a win as they have satisfied the Entity's hunger during that trial. A killer seems to only "lose" if all 4 survivors escape.
A general consensus is that a killer wins by securing 3k+. 2k is considered a draw and anything below that is a loss. For survivor, again it's the simple objective of escaping.
In reality, it's whatever you see fit. If you're idea of winning as survivor is dying so that everyone else gets out, cleansing every totem on the map, completing a challenge or anything else, then that is what counts as winning for you. Same with the killer: some consider a win is hooking everybody twice or completing a challenge. It doesn't have to be governed by any traditional measure.
Mine is to get 9 emblem points or more in a trial. How I do otherwise isn't of major significance, but 9 emblem points for me is the measure of contributing sufficiently in a trial.
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As a constantly evolving game which has regular perk changes, killer adjustments, map rng and such, the quest for "balance" is unobtainable. The devs can make as many adjustments as they wish but it won't satisfy neither the idea of balance, nor what everyone perceives as balance.
An example of this would be the idea of a balanced map. A lot of people have shown frustration of map design and balance, although there is no example of what a balanced map would be like. This is because one person's perception of a balanced map will not meet another's.
The only thing they can really do is adjust reactively to the most pressing areas of concern. Sometimes, the devs create the appearance that they do changes to things people aren't concerned with to avoid bigger problems (Blight's add-ons; MFT stacks and endurance as 2 examples). It's probably not the case, but they create their own problems by doing this.
They should be more reactive to the most pressing issues, rather than worry about balancing unrequested changes.
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@Biscuits said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3517198#Comment_3517198
I don't disagree with you, I think DBD is in trouble if they don't address soloQ before all the survivor players move over to Texas chainsaw massacre. Right now they have little to no competition in the genre, that changes in 3 days.
"The Texas Chainsaw Massacre" will only cause a short term deterant and other players may play both anyway, so whilst I would love a strong contender against DBD, I don't think this would be it. Certainly, it's not any real long-term threat and I honestly feel those devs understand this.
What this may do is give ideas for other companies to develop alternative horror multiplayer games which may use "The Texas Chainsaw Massacre" as a model from which to build on. That would be a more realistic form of competition.
So I don't see this new game as a threat to DBD, or even anything for them to be concerned about, but with luck the success it may have briefly will inspire some new changes.
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She could do with jeans. It was strange that she received a number of tops related to her alternate SH3 outfits yet never received the jeans she would wear with them.
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I'm having fun, but then again people play with many expectations of what they want out of a game and if those cannot be met then it will make for a disappointing experience. The way I enjoy it may vary greatly from someone else.
It depends on what you're finding getting in the way of the enjoyment. If it is something you feel you can adjust in what you're after, try entering a trial with different expectations or aims from those you currently had. Alternatively, if it's because of frustration with mechanics or other players, it may be that you need a break. Regrettably, we can only change things about ourselves and if the problems you can pinpoint with absolute certainty are beyond your control then it may be time to ask what you really want out of this game and could you get what you are after elsewhere, at least for a short while.
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I'm all for her basketball costume!
And she has quite a few to choose from:
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The old aesthetic this realm had was perfect as it was dark, eeiry and you could sense that it was not a natural light that permeated the trial. The newer colouration, whilst more detailed and graphically improved, made it less otherworldly and took away the creepiness. I'd welcome the old colouration and lighting back.
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3515125#Comment_3515125
I did.
I answered your comment because a lot people asks your suggestion on first paragraph. Like you said on your second paragraph, this won't fix anything.
Meg wants to leave game but she can't. What she is gonna do? Run to killer and give free down. Sit on gens and fail all skill checks for make killer come to you. Make killer run to repairing gens for sabotage your teammates. And we can't even report them because it's hard to tell if they are just bad player or sabotager.
BHVR should focus on why people are giving up that much, so this problem will happen less.
The problem is that listening to players has as many negatives as positives. People may leave because of unfair mechanics, but people also leave because they just don't care. They can fix all the issues, but people mainly leave, disconnect or suicide because of what happened at that moment and not because of any over-arching problem. BHVR cannot deal with what happens in the moment.
Basically, I don't know what the official way of dealing with it, because there isn't one. It's down to the attitude of the individual - that's the only way to fix it and humans are notoriously stubborn.
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3515093#Comment_3515093
That would not fix anything.
They will not be useful if you force them stay in game. They will sabotage the team, they will just hide and wait for hatch or they will just run to killer.
If they want to leave, forcing them stay will make things even worse.
If you read the second paragraph you would have seen I bore that in mind, being that someone who doesn't want in will get out regardless.
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They are .. however it's very complicated. Ideally, a system can be brought in to either remove the struggle or count the suicide as a disconnect. That would be some sort of fix.
The problem is if someone wants to leave, they will always find a way. Someone I played with today was "rescued" by me, only for them to seek out Ghost Face, teabag and then die. Basically, once the hook stage is dealt with, then that's what they'll do next.
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It comes down to perception, sometimes mixed with excuses, but always governed by emotion. No matter how clearly defined those terms are, a bad game can cause a good number of players to call foul.
None of these actions are even against the rules. People do tunnel, camp or ignore survivors in favour of gens, but the rules are clear and each action can result in a loss because of the risks. Everyone has bad games. Rather than focus on the bad ones, move on and look for a better game next time around.
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Pinhead has a decent power which is fair overall. Certainly, he's not impossible. However, his power for me can feel the most frustrating because of the cooldown. Frustrating doesn't mean unfair though. He has to hit the target first and, more often than not, it only allows some distance to be gained. A miss results in more distance.
It's fair, but I can understand why some players can be irked by it.
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I always thought the realms were simply another word for "collections". I don't feel it has any real impact.
Whilst it would be nice to expand some realms, I'd get bored if they stopped producing new realms and just added maps that look similar.
I'd be happy for both. Maybe a mid-chapter could be used to bring in a new map for an existing realm every once in a while. Maybe once/twice a year.
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Their priorities are certainly very skewed at present.
Half the time, I wonder whether they deliberately ignore the more complained-about perks because it makes for an entertaining read on the forums their end!
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It depends on how the trial went. Sometimes I will when the survivor has played well, whilst other times I'll go for the 4k.
The one thing I don't do is slug the penultimate one then go hunting for the last. It's not particularily fun for me, unless I see them both close together. If I down the third I'll sacrifice them and give the 4th a chance at getting the hatch. It's also quicker this way normally, however the trial ends.
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I empathise with you. HybridPanda was the guy who really got me into this and fortunately he's back, but he is also a reminder of the fun streamers of the past.
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Your experience sounds horrid and it's pretty clear the survivor in question was just an entitled, whiney prick, so I get the frustration. The game would be far better without that trash.
The problem arises that the people who disconnect, die on hook or sabotage their fellow survivors will always be there. I've heard some state this will drastically reduce if certain killers were changed, but I doubt that's true because the problem is the mentality, not the killer or whatever. These people kill themselves if they're knocked down early by Trapper!!
We could take away the struggle feature of the second stage. It should be actionable if people take clips of someone clearly killing themselves on hook. People need to report these to get rid of them and BHVR ought to be tough on this.
In the end though, the core problem isn't the balance or the game or anything like that: it's the mentality of the kiddies. No amount of game-changing will alter this sadly. Happens in most multiplayer games and I don't see it stopping.
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I feel it's a good thing to increase the interactivity between survivor and killer. The turrets drain the power, but don't stop the Alien advances. Males it quite exciting!
What I don't get is that BHVR have improved this interactivity with newer killers, yet has removed it from older killers (the lightburn mechanic) which I quite enjoyed both facing amd using. I wish they bring that back.
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If all counterplay was in the basekit, there would be no need for perks.
The sheer number of variety in this game means it's unpredictable, as this game should be.
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"Tools of Torment" had some good survivor perks, but the chapter was soured by the terrible design of Skull Merchant.
"End Transmission" I really liked, but "Nicholas Cage" was what this game needed: a big dose of fun with perks that weren't just memes, but also were useful too!
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For the Singularity
Crystaline Critters: The crystal which sparked HUX's AI also contained an unusual form of plasma-based arachnid, which converted HUX into something more cunning and deadly.
The Biopods no longer can infect survivors, although the Singularity can still view them. When a survivor enters x range, the killer can cause the biopod to explode, releasing a swarm of blue, transparent, electrical spiders, which will hunt a survivor (if missed in the explosion) for a brief period of time.
Once they swarm a survivor, the survivor has to shake them off, screaming amd revealing their location randomly. The spiders can cause random effects such as Blindness of Hindered, which change randomly as long as the survivor has them. The survivor needs to shake them off, as having them on for too long can either put them in the injured state or, of injured already, apply deep-wound. Survivors shake them off like the crows.
If the Singularity hits a survivor whilst swarmed, the Singularity will briefly be able to see a random perk and gain a token against that survivor. If the players activates the token, the perk revealed is temporarily disabled for a period of time (say 30 seconds). The token is then discarded. One token per survivor can be held at any one time.
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If you're new, go for perks that helps woth auras and marking the land. An example would be: Bond, Deja Vu, Kindred, Premonition
This first build helps you get to know the layout of gens, as well as knowing where people are amd how the killer reacts. It's not the best build, but as a learner build it works a treat.
As you move along, make sure you have an exhaustion perk and an aura reading perk in your arsenal. The other 2 can be based on what playstyle you want. Personally, as a good overal build to get used to, equip all of Meg's perks, alongside something like Kindred. It's pretty reliable.
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I believe you can report hate speech anywhere to the authorities. I can't guarantee what results is always good, but I do know police tech has become a lot more sophisticated and that there are dedicated teams who deal with this.
As an example, STOP HATE UK has sections available to offer advice. The police can become involved towards threats of violence and similar. It can be a bit more than simply flagging it to the social media websites, especially with how weak some of their policing is.
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Adrenaline certainly doesn't deserve the hate. For a start, it weakens the survivor for a majority of the match, causing them to only have 3 active perks.
When it activates, the brief speedburst and health state gain is nice and worth the wait, but it doesn't always mean success. NOED basically cancels it outright. I've had survivors down before who suddenly gain a health state to injured right in front of me, which results in them getting knocked down again.
Not forgetting the survivor has to make it to the end in the first place to get any benefit, I feel it's a high-risk/high-reward perk, which still has counters.
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I'm playing him at the moment and I always enjoy trying to make him as unpredictable as I can, bearing in mind his power is fairly straightforward.
His add-ons do offer some differing playstyles, but what is fun is to use him as a shephard and herd survivors into traps. They make a very satisfying sound.
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@Livion said:
@Marc_go_solo That would make the trapper much more interesting, I like the contrast of the strategic patient style of the trap placing and sudden rush and lethality with the bullwhip
It make survivors not know quite what to expect, so the Trapper becomes far more interesting to face.
By the way, love your topics! Makes a change from the normal posts around here.
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The Trapper: The Metal Bullwhip.
The Trapper is armed with an elongated chain Bullwhip, as well as his regular weapon. The Trapper can still set traps, or choose to collect up to 4 traps, which he can quickly fix to the bullwhip.
The bullwhip can be whipped with a quick attack, which simply has longer range (like the Xenomorph's tail) or charge a strong attack which releases all the attacked traps in various directions, injuring anyone about, as well as the whip doing the damage. Any trap which does not hit a survivor lands and automatically sets where it lands.
This can be repeated throughout the trial.
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For the Plague:
Iridescent Rot: An Entity-touched disease which causes rot deep within the gut of the Plague, forcing its way out with otherworldly force.
The Plague no longer pukes in a spray. Instead, the projectile becomes a larger glob which flies a further distance, exploding on impact and affecting everything within an 8m range of where it landed. When in corrupt purge, the cooldown per shot reduces and it still injures. A direct hit acts as a single shot down, even if survivors are healthy.
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Probably because they don't want to be embarrassed when they're outplayed by a low prestige player, instead choosing to pretend they're better.
The prestige thing has to go. A bit like the Blight's couple of busted add-ons: it's an easy fix, but BHVR somehow carries on regardless away from these easy fixes.
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@Chocolate_Cosmos said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3511566#Comment_3511566
Well you can see a trend coming from these stats. For example, Nightlight will tell you the most popular Killers (Wesker number 1, then popular picks are Nurse, Huntress, Blight, etc.) and you can tell these are for sure most seen Killers for many many Survivors.
It will not tell you directly the number but it can show you a trend. If 800+ games and most matches were 0Ks that means probably the avarage of the real matches isn't that far off. That is also one of the reasons why they buffed Singularity twice very quickly (including from PTB).
Nightlight is decent, but it's more fun than not. The 800 trials don't give any details of what level of skill players were for each kill stat.
However, I back you up that it is a decent sample. As with any form of data, the lack of clarity won't ever tell the whole story. I remember when everyone obsessed over the Steam charts as if that was the true figure of players, using it to gauge that the game was dying when it dropped from high 30k to low 30k, all the while not understanding that a) it was just PC and b) the playerbase is over 500,000.
Anywhoo, it's always fun to see stats.
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More often than not they are. The problem is the negative experiences stick in the memory.
As an example, the last 4 games I played as survivor resulted in me escaping 3 times and 2 of those times were really enjoyable, tough and no BMing. However, the one which sticks in my mind is the one I lost where Nemesis repeatedly beat me amd camped the hook. That stands out way more, but clearly it is not representative of my 4 trials as a whole.
Play the game you want in the way you feel good about. Keep track of trials where survivors were nice and those where they weren't, as well as objectively review how you played. You may surprise yourself.
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Unfortunately, that attitude is what causes the entitlement in the first place. If someone decides to play the game by just BMing everyone for giggles, then if someone is upset by that, that is not entitlement. The entitlement stems from the ignorance of not caring about others.
Of course, there are many ways where people perceive others to play BM style when it's not (for example, a slugging playstyle), but there are many others who just want to cause deliberate issues such as hackers (which, within your definition, are playing as they wish and it's not their responsibility - afterall, they did buy the game and hacks).
People do get riled up over the stupidest of things and the idea of congruence is something heavily lacking, but empathy is also important. Entitlement comes when expecting others to just bend to your will. You're right that people should not be disuaded from playing how they wish, but there is a duty to ensure you deliberately don't act to make someone's experience truely #########.
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Probably manipulated the Xenomorph to think it's hooking people so they can become impregnated by face-huggers. The Xenomorph probably believes it is still serving its queen and continues to find suitable hosts for its species.
Because of its animalistic nature, the Xenomorph probably doesn't even notice any difference between its life before it was taken and where it is now. It's starting animation is of it waking up, so it probably sleeps when it has collected hosts, awaiting the next time.
Ironically, this creature is something the Entity needs to do very little to control, other than promote its nature purpose in the realms. The Xenomorph thinks it's business as usual. Both parties are very happy.
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It's a nice and empathetic way of looking at this conundrum. I'm not sure it's that much of a significant contribution towards the hatefulness that's about though.
The win conditions really only count towards MMR. Otherwise anybody can choose what a win is to them. The problem arises when it comes to general behaviours.
For example, a killer could be seen to have won a trial with the 3k. However, if the fourth finds the hatch and decides to teabag and spam vaults because they found the randomized hatch spawn first then this taints the trial and can give the killer a bad taste in their mouth. Ironically, if the fourth survivor finds the hatch first and takes it right away, this probably won't affect the killer.
The same can be said if a killer is mocking a survivor, but the point is that it's not the win conditions that are the problem; it's the attitudes of the players. Whilst I like your positive thinking of how to improve the bitterness and toxicity, of someone is going to be a dick, they will be a dick.
It's a deep issue, especially because some will hide behind the blind belief that it's which side you play that dictates the attitude, when the reality it's individual. People just like labels to simplify things, even if it's illogical.
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The Xenomorph has to be a stealth killer, yet be able to do mad dashes to attack survivors.
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Plot Twist doesn't work if a killer downs you. You have to down yourself.
Also, it's a risky meme perk with a number of varying uses, at the risk of basically becoming a sitting duck for a killer of they ever find you.
This perk is perfectly fine, counterable and also adds some fun dimensions. Leave it as it is.
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The MFT 3% is fine by me, but I would remove the endurance effect (that's a separate perk all on its own) and should not stack with other speed-related perks like Hope. Currently, it's got added extras which are really unnecessary.
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Not sure I'd agree, but one thing which would support this and is a concern is the collection of perks available. There are currently so many that they are syncing too well with others, creating really powerful combinations which can be very frustrating to a lot of players.
I'd be all for an overhaul nerf of all perks and bring the game back down to skill of play and enjoyment in experimentation. Many players are scared of experimenting because of not being able to win or having a painful experience, so nerfing all strong perks to a certain level where people have perks for a marginal improvement than a game-destroying one may make people a little less choosey, experiment more and ultimately start to have fun again.
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Either a) Terrible add-ons which need reworking.
Or b) They would be a Survivor Series Team even Roman Reigns and the rest of the Blood Line would have no chance against.


