MrMori
MrMori
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- MrMori
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Comments
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Buying original characters with money seems like a waste to me. I got them all for shards, and took advantage of the few iri shard sales that happened sporadically on characters.
If you're a newer player and you want original characters, get them with shards. And if anniversary or halloween is coming and you're not in a rush, start saving up shards. All characters are 50% off with iri shards during those times.
I don't care that I spent more shards than new players will spend either. I'm just happy that the character grind is way better now for everyone.
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Flashlights are fine, but Background Player is really unfun to go against if used correctly. Especially with pallet saves.
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No way. Why? There's nothing wrong with camping once gens are done and this only punishes killers that had a bad match and have to defend a hook.
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@Blueberry said:
So survivors ending themselves on hook is already a problem and we have to give a second option to do the same thing?
This sounds terrible. The hook problem is already a way of subverting the dc penalty which is a problem, we don’t want to give even more options to do that.
I think it would work fine if the option was restricted to when all survs were hooked or downed, and there were no self pickup or self unhook perks active.
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Completely agree. Although it could be pretty easy to deny the killer hook states and thus pips by everyone just conceding as soon as possible. But that is a problem with pips.
The whole "everyone is downed or hooked, the game is over and now you have to walk around, grab and hook survivors" phase of the game is so boring and long. Especially if survivors that you slug crawl away and hide after they get downed. I just wanna go next, you know?
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I've thought that 25% would be a nice buff. Not that it really needs it. The perk has a high usage rate, although that's inflated a bit because it's a free perk. But it's still very much viable in its current form.
30% would be a significant difference, possibly a bit too strong, and anything above that is just too much. Remember that it speeds up all your gen kicks too, not just pallets and walls.
Now personally I'd like a Brutality BP bonus on the perk, but that's not gonna happen lmao.
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Interesting idea, and I get the logic behind it. But at the same time, I'd rather just have people choose their chat interaction themselves.
For example with a straight up setting to disable chat and signal this to the other players with a little icon, which can't be changed during or after the match. Or not signal it at all, idk. I practically always skip post game screen and chat completely either way.
If they really wanted anon mode to be anon, they could hide your prestige, player card and badge too from others.
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I was looking forward to earning the Skully skin through the event. I'm not getting it now, and if it goes away from the store instead of becoming purchasable with shards, that's even more disappointing.
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The only things I'd change with SM is to remove "stealth mode" from drones, so they're always spinning at full rotation speed and with visible scanlines, and make it so hacking a drone removes a stack of Lock On.
That would make her easier and more straightforward to play against for beginners, without making her that much weaker against good survivors that don't give her free scans.
In fact she might be a little stronger when used in high skill matches because you can better rotate drones to get scans in chase if they're always deployed in active mode.
I agree that too many addons depend on giving survivors claw traps though.
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I really dislike this map. Most of the fillers in the center of the map are godpallets, there's still a few jungle gyms despite this and a shack, and the main building windows are really annoying if survivors prerun toward them. It's a little better after the rework but I'd change those fillers to be weaker, and make the loops on main less annoying, among other things.
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Give it time, people are doing the achievement and testing out the new survivor. The games are always wild after updates like this.
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I could write some tips but I don't know enough about you for them to be any useful. The short answer is, expectations can have a massive impact on the way we react to situations. What are your expectations of the match, yourself, and other players, before you start your match?
On a sort of related note, I would absolutely love some way to leave the match once the EGC starts but keeping all your BPs as killer. It would end the game but let all survivors that aren't dead get an escape.
Some ways would be to let the killer simply DC without penalty. Another is that they interact with the exit zone inside the exit gate to simply walk out of the trial. While it would be funny, it could also be kind of frustrating if survs are also at the gate and you didn't have a fun match.
The way I've always imagined is that the killer could interact with some killer exclusive glyph or invocation in basement to instantly end the trial. The last one is probably best imo, kind of reinforcing the basement as the killers territory.
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He's weaker than people let on. Yes, strong when you've got tons of hours in him, but even then most killer give better results for that kind of time investment. In higher skill matches people use his lullaby to prepare to prerun. His throwrate is slow without memento blades, and good survivors know which tiles Trickster can or can't easily get a hit with power, and they take advantage of that.
He's pretty strong vs altruism, shredding multiple healtstates in the open and punishing unhooks, but good players will learn how to juke and dodge to make his "shredding healthstates" not as easy as it sounds. And often they'll know when to leave a person on hook and just do gens instead.
His killrate is bottom 8 according to official stats, low for a killer that people say is "super easy, braindead and requires no skill" and is "super oppressive in chase". I think people have confirmation bias and remember the times where they went down in 5 seconds on a short wall tile, and forget the times they lasted tons of time in chase because of connected tiles with tall walls.
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The houses that spawn many windows inside them are absolutely miserable to play as M1 killer. I'm pretty sure I've had houses with all 3 windows open, and it just feels awful. Played right, some of these houses can be near infinites, and I'm not exaggerating.
Any good survivor will instantly gravitate toward them as soon as they see the killer, and for good reason. The main building is kind of annoying, but playable for killer. The loop where you vault the main entrance, vault the window in the back, then run by the side of the house and vault the window near the main entrance again is kind of lame.
And at the same time, the amount of pallets on the map is really low. So once the killer has broken those, the best play becomes to play around the strong buildings even more. Not a fan of this one.
Aesthetically it's cool and unique looking though.
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The only thing I dislike is how few line of sight blockers this map has. You can see the killer coming from a mile away. Stealth killers can feel quite weak thanks to this, while mobility killers don't care at all. Other than that, feels relatively balanced. I don't mind this map.
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This map is peculiar in that some killers have an incredibly easy time, while others have an incredibly hard time, depending on how they deal with the potentially large amount of filler pallet tiles and the size of the map.
The first issue is simply the size of the map. It's too big, plain and simple.
The second issue is tile RNG. The amount of strong filler pallets you get at the large rock loops can make or break the game. Sometimes it feels like you spend the whole game going from filler to filler without being able to get a down because all the rocks spawned a pallet, and these rocks are very strong when played correctly against an M1 killer. Good survivors will predrop them and force you to break them or waste a ton of time trying to get a hit.
But when the map spawns few pallets, the fillers are gone in a couple chases and the whole map becomes a deadzone outside of jungle gyms, shack and main.
I don't mind the main building. It's decently balanced and feels reasonable for both killer and survivor.
The changes I'd make to the map is to make it much smaller, add more interesting fillers than just big rocks, and make the amount of pallets that spawn, and where they spawn less RNG dependent.
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The main building is very frustrating to play as an M1 killer, and I'd like to see it reworked. If you have enough distance, you can vault the window that doesn't have a breakable wall, then loop back around and vault it again without getting hit. And if you don't have enough distance to do that, you can go for the other window, which is completely safe unless the killer has already broken the breakable wall. I don't like it at all.
Outside of the main building I don't have any other complaints about this map.
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I don't find this map fun for either side, but especially for M1 killers like mentioned. The middle section is so full of connected jungle gyms that catching a decent survivor can feel almost impossible depending on RNG. On top that, the shape of the map absolutely incentivizes 3 genning one side of the map and completely ignoring the other side. Unless you have a way to traverse the map quickly, or get very quick downs in chase, it's just not viable for most killers to play the entire map.
On top of that, some killers can hook a survivor on one side of the map, and then camp the middle section of the map, preventing any survivor that tries to go through it from getting the unhook. This can be really frustrating for survivors, especially if the killer can down them instantly or force them to stay injured.
I think the biggest problem other than the potentially nasty middle section is the shape of the map. It's unique and all, but it just doesn't bode well gameplay wise.
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I wish we would just skip lobby, and go straight to loading a match after you found a match. All lobby does it waste time and mess up matchmaking with backfilled players, and encourage lobby dodging. And for every suspicious cheater you dodge, someone else has to play with them anyway.
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@lemonary said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3660635#Comment_3660635
Pinging your perk is an interesting idea but I don't see a way it would work properly.
Mainly because it's too much information all around. I mean, people can then easily ping their perks at any time even if it has nothing to do with the actual situation. If all 4 of them ping something it's gonna be a total chaos, not to mention if they do it constantly. Sounds irritating and absolutely distracting.
Staying on this concept though, I'd go for a much cleaner idea:
1, everything stays the same in the lobby, you don't see anybody else's perk to avoid dodging
2, once you load into the game, you see the players' builds on the HUD as small icons, next to their character:
- currently not active or usable perks are transparent
- active or usable perks are showed normally, if something becomes active it "lights up" (examples: We'll make it, Unbreakable, Deliverance, etc.)
- if a perk cannot be used anymore, it either turns transparent again or changes to black and white to make it obvious (examples: Unbreakable, Appraisal, Plot Twist, Dead Hard, etc.)
Not saying it's perfect, but much less disturbing, yet it'd give meaningful information to solo players, having a chance for better cooperation.
Also, the tunneling issue is too big. It's really awfully bad that makes most of the matches extremely boring, repetitive and predictable.
You can't solve it with a perk or some weak, band-aid changes. You have to drill really deep to understand the root of why it's so popular and find a solution to make players feel like 1, it's not necessary, 2, they're punished if they do it 3, they can still win without it.
Easier said than done, certainly this is the biggest challenge the devs have. It doesn't matter if a game planned to be competitive or not, it has to be fun first. Dying in minutes, not having a chance to play and getting 5k points as a survivor are everything but fun.
And we didn't even touch the matchmaking problems yet.
By ping I literally mean you get a picture of the perk next to your character on the HUD, nothing else. With a little animation. Lasts for 5 seconds, then a 5 second cooldown. So every 10 seconds. No sound, that's not needed. Maybe a little animation when it shows up.
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Yeah I'd love mementos basekit too, he feels way better with it equipped. And I think it's about high time they remove his lullaby, with 8 blades to down and slower throwrate he really doesn't need it to warn survivors. All it does it make people get ready to pre-run even earlier, and kills stealth, which feels bad.
His killrate was 8th lowest on official stats, and below average on nightlight. Literally those two changes would be amazing and enough to make him somewhat playable. And like you mentioned, rework those awful combo addons.
Bonus points if they actually bother adding a crosshair but for some reason they don't want to do that.
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Play an absolute ton during anniversary, and other big BP events. Bring BP offerings every match you have them. Play killers that get a lot of BP.
If you're playing survivor, get a SWF and have everyone bring Party Streamers.Try to make the entity consume many nodes in the bloodweb. Don't use Auto Bloodweb, think about what to buy to make the bloodweb as cheap as possible.
You can also go for cheaper items and ignore high rarity items and addons, but that kind of defeats the point of being high prestige.
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@WolfyWood said:
As long as survivor continues to be weak in the 1v1 the game will stay like this. Nobody wants to interact with the killer anymore because they keep buffing killers to be oppressive in chase and nerfing maps and perks.
If they want people to get off gens then people need to feel like it'd worth healing up to take chase because they won't get right clicked at every loop.
But the whole game needs to shift focus for thay to not feel awful for killer which is something BHVR isn't willing to do.
So we're stuck with a crappy limbo that's killer favored because it's better to cater to the less popular role as a way to keep the game stable.
I mean the survivors have to be weak 1v1, or else the killer simply doesn't have time tokill anyone before endgame. 60 second chase might feel "decent, but not amaxing" for the surv player, but it's a huge amount of time for the killer player.
Ideally every survivor would get at least a few good chases by the time the game is over but there is only so much time before gens are done or everyone is dead. The game is just fundamentally difficult to balance.
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Two small changes that would go an extremely long way:
Show self unhook indicator on hud to everyone. Would help people know if the killer is proxy camping, and let the survivors play around the self unhook.
Ability to "ping" your own perks to have them show up on the HUD. Last gen about to pop, but not sure if you need to heal up or not? 3 adrens show up on the HUD and everyone knows what to do. Getting chased near a pallet? Your teammate pings his Background Player, and you choose to die under pallet, letting him get the save. Two people going for a save? One of them pings we'll make it, and maybe he'll get to unhook.
Literally just being able to ping and have a perk showup on HUD would be incredible. Doesn't even need to show perks in pregame lobby or anything.
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Players are more efficient than before, and SBMM amplifies this in high MMR. There's no room to spread hooks if the players you face are both efficient on gens and decent in chase.
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Very true. I think matchmaking being an absolute mess contributes to this too, not just gameplay. But also the huge disparity in killer strength and map strength.
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Postgame chat is awful and you're not missing out. I often lets survs go and all that, I get some ggs, but most of it is toxic af. Funny enough, people are most toxic when they win or the match was close. When they get stomped it's just quiet.
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Be thankful you don't have it.
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The fact that lobbies in general is still in the game after SBMM makes no sense. I actually agree with BHVRs sentiment of just measuring kills or escapes for MMR, it's how every other game or even sport does it. You don't count each individual piece taken as a point in chess. SBMM is an alright concept, most top players have more fun matches when they face other top players.
But all having lobbies does is cause people to dodge P100s, and then matchmaking scrambles to get someone to backfill, ruining the match balance.
Why not just have a ready up check when a match is found, then when all five players readied up it went straight to loading the match? That would be way better both for how fast it takes to get into a match, and match quality. Plus killers don't get time to ee prestiges or identify weak links based on hours.
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No dude. We actually had 50% killrate a few years back in the BT, DH, DS, UB meta and it was awful to play against as killer. If they aimed for 50% solo escape then SWF would escape 60% of matches.
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After considering it for a bit, I've changed my mind a little on her. I think she only needs two changes.
- Hacking a drone removes a stack of Lock On
- Removed stealth mode from drones completely (not the 8s undetectable, I mean the drone mode where their scanlines are invisible)
Some say she's fine balance wise, and I actually agree. But, she has mechanics that exlusively affect newer players, or players that don't know her power all that well.
Yes, it's easy to avoid being scanned by stealth drones. Just look at the ground to see the circle. But why does this need to exist at all? It's not hard to do, sure, but it's also not very interesting or intuitive either. All it does is cause beginner players to get hit out of nowhere by drones.
If removing stealth mode means fewer random injuries because people avoid the drones better, then good! A good SM player doesn't rely on getting free injuries on noobs to win anyway. And this change wouldn't even make a difference in high mmr. In fact, it would be a small buff to her looping because your drones in loop now rotate faster by default when you deploy them in chase.
Either we remove stealth mode entirely, or we just make stealth mode drones scan lines visible. But I feel that this would be too big of a nerf with how slow the rotation is. I don't care if it's a skill issue, invisible scanlines are unclear, unintuitive, and serves no purpose but to harm less experienced players while doing nothing against stronger players. And that to me is the kind of bad, pointless mechanic that can go to simplify the power. Get rid of invisible scanlines, or stealth mode entirely.
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Could be 60s instead of 80. I don't mind the 3 in one thing, but why is the duration so long? You're not getting tunneled for 80 seconds.
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First Person Survivor
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This may drown in the floods of feedback, but I'll give my two cents.
From a raw balancing perspective, both the lock on condemned being unlimited, AND the no cooldown condemned were fine. Good players understand how you gain and lose condemned, as well as how TVs work.
But a lot of people have no clue. You shouldn't nerf her strength to appease players that literally do not understand how the killerpower works.
However, I get where these players are coming from. She's a little confusing, she's had many reworks, they don't know how she works. But that's okay! Because just like the changes to Skull Merchants scan lines becoming white, you can show them how she works in-game!
Make it ABUNDANTLY CLEAR when someone gains condemned while near an active TV , that THE ACTIVE TV is the reason they are becoming condemned! Have it glow with a dark aura! Have it darken their whole screen, except for the TV! Make the TVs all emit a creepy, directional static sound as Sadako is teleporting. Show players the danger, and they will quickly understand "I have to get away from this TV, or turn it off!"
That's good game design! That visual and auditory feedback was the ONLY change Sadako needed from the PTB. You did a great job with her in the PTB, but your takeaways completely missed the mark. Her problem is not her strength, it's the clarity of her power.
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I've had a slightly more straightforward idea in mind when it comes to survival.
How about all survivors in the trial get 1000 survival points any time a generator is completed, and reduce the "escaped" event to 2000 points? That way, you'd get the same amount as you do now if you escape the trial, but you also won't be left with nothing if you die late in the game. Hell, maybe even 1200 per gen, giving you 6k as long as you reach endgame.
And remove hatch objective bonus. There's no reason for it to give 2500 objective points on top of 7000 survival points. Maybe even make hatch escapes worth only 1000 survival points, as opposed to the 2000 you'd get by escaping through gate with these new numbers. Just to really drive in the point that it's not a "win" to hide for hatch instead of trying to do gens or save your team.
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Removing the speedboost when getting infected would be very nice. Both from tentacle and zombie hits. It would actually disincetivize tunneling as it wouldn't be as punishing to swap targets, and doesn't change how effective he is at chasing already infected survivors.
That and addon changes.
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If they insist on keeping it, at least make the radius smaller, like 16 or 12 meters. Then she could at least get closer before people begin prerunning.
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Shared offerings would be amazing, I too have lots of bp offerings on a few killers, but recently picked up a different killer I've been enjoying.
If sharing all offerings between all killers or survivors is too much, how about this: You can spend 50% of an offering cost to transfer the offering from one character to another. So if you have lots of cakes on one specific character, you could spend 1k BP per cake to transfer a cake offering to a different character. I'd be okay with 100% of offering cost, even.
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@Alionis said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3641213#Comment_3641213
That badge is in fact on the wiki, if you use the search function and look for it.
It's the one you get for getting to the Epilogue node of the first tome level.
Good to know, I just checked the badges page but didn't find it there.
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I want hit validated, invulnerable dash DH back where you'd hit the survivor, they'd scream, and you'd wipe your weapon at the same time as they dash forward while invulnerable without actually going down. That was peak.
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Is CHRISTMAS! :D
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Map offering matches are the worst. But they're not going anywhere. Prepare your Sacrificial Wards or Alt+F4 if you want to. I don't bother with that though. I just play regardless.
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Without an Exhaustion perk, you're a very easy picking for the killer. They're necessary. And I'd rather face a thousand SB and Lithe gamers than to go back to DH or MFT being the strongest. This post is like complaining about the killer bringing slowdown.
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It's hard to comment on this because I don't know how the workload looks at BHVR. But it seriously feels like DBD is in maintenance mode. I get it, new killers, maps, chapters take time.
But why won't they at least buff severely underused perks? If they really balance through stats, do they not take pickrate into account? Because the least used perks in the game are practically never seen. A few of them need reworks, but many would be viable if you just removed unnecessary downsides or buffed the numbers a bit. It's not alot of work.
And I get that the community can be vocal, rude, and downright disrespectful. But if you were to change a perk, it became OP, you can always just tone it back a little!
I've come to accept that the development of DBD is only getting slower. Again, I'm sure new chapters take a lot of resources. But when you look at the roadmap, it really puts into perspective how few changes the game actually receives. I mean, 8 perk changes in half a year? Really?
I still enjoy the game though. It's a good game in my opinion, and there are no other games quite like it.
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To prevent you from scratching your nose while on gens.
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It's very unique, I don't know of any games with a chase mechanic as satisfying as DBD. It's fun once you get used to it and don't take it too seriously.
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Nah. What lights up my neurons is map offerings. Most teams that bring a map offering and win act absolutely vile in chat after. Often when they lose too. SWFs tend to bring it more often. So I brace myself for a real tough match, and whatever happens happens.
I don't pay attention to prestige unless there's multiple P100s, that often means SWF.
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I made the exact same thread yesterday but didn't get a response. My bet is that they come back on the 14th. Otherwise, we RIOT
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I haven't tested the addons, mostly just base trickster.
I like the 115, recoil removal and removal of slowdown when throwing blades, those changes feel good.
I think it's fine that you need 8 blades to down, but the new throw rate of 3 blades per second (bps) is too slow and feels weak. But 4 bps is too fast. I'd say a good middle ground is giving him his old ramp-up back, starting at 3bps and going up to 4bps. No change to knives needed to injure, that can stay as 8.
Main Event only being 4 blades per second also feels quite weak considering you're locked in throw mode, and it has a startup and ending animation. At the same time, getting Main Event after 8 blades feels way too early. So now it's this somewhat useless ability you constantly have ready. I'd like it more if it was more powerful, but took longer to charge.
Here's what I'd change:
- Throw rate improved to 3bps ramping up to 4bps, like before the rework
- Main Event throw rate improved to 5bps
- Blades required to access Main Event increased to 12
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Better, but still has some LOS issues.
