Nazzzak
Nazzzak
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- Nazzzak
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I was in a similar situation. I have the Nightmare disc version for PS4 and when I got a digital PS5 I emailed DBD support, and they gave me a voucher. My understanding was that vouchers were only available up until March 2022, but they then extended it to September 2022. I think you probably just missed out by a matter of days tbh. I anticipate more people running into this issue, especially after the Xmas season (when people get PS5 gifts).
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Did you find that initially after 6.1.0 you were having a lot more success as a killer? Getting more 4ks than usual? I only ask because it's possible that maybe you got a nice big bump in MMR as a result and are now being matched with more experienced players
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I prefer it now
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It doesn't bother me but then I don't have a fear of missing out. I don't play Dwight or Jane enough to get much use out of these, so I have no desire to buy them. If they were skins for survivors I do play often then I'd buy them if I liked them, no different to what I do now. If I open my wallet it's by my choice.
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I dont lobby dodge but i am so so tempted on the odd occasion i get a Chris Redfield. I'm yet to get a decent Chris team mate. The only reason I don't dodge is because I don't see them often at all and I hope that they will be the One to end the Chris curse. I know good ones exist but I haven't met them.
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It's an easier game at that stage, 3v1. Most would be thrilled with that
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My desire to play at the moment is zero
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I do consider camping to be low skilled play. My pov is that someone who has never played the game can buy it today, play their first game, and camp their way to a kill. It's fine for newcomers but if you're someone who has been playing killer for months and still playing the way you probably did when you were new to the game, then you're not even trying to develop your skills and doing yourself no favours.
You are correct that learning to play survivor doesn't take much skill at all, but killer is different to survivor. It's why killers even have Easy, Moderate, Hard, Very Hard attached while survivors no longer do. Survivors are just different cosmetics. Whereas killers have different powers that take time to learn. If you cbf learning, then just play survivor. Nothing pains me more than seeing a killer with great map pressure, like Nurse or Blight, camping. May as well just play Bubba.
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@ChiSoxFan11 said:
When I was going for the achievement, I didn't have a problem with someone jumping into a locker -- that's just a smart play to keep from being Moried, and there's nothing wrong with that. Good play on your part to survive the Tombstone and live to tell the tale.
What I DID have an issue when I was going for the achievement were the survivors who DC'ed once they knew what I was doing. While they didn't know I was trying for the achievement, rage-quitting because of a Tombstone still seemed petty and childish.
When I was going for it, I brought BPS or cakes into the matches as an incentive to keep people from hitting the "leave match" button, but it took a couple of attempts before I got a group that played it out to the end. They were either all crossplay, or had their messages off, or I would have heartily thanked them for being good sports (and sparing me the endless de-pips I would have had to eat if it had taken me longer to get it).
I played against a Tombstone Myers who had 2 kills by the final gen. I had survived long enough so I popped the last gen and ran off to find him. Waved him over and let him mori me for the third. Figured it was now a race for the hatch or that final kill, so I spectated to see if he'd get the 4k. Myers gets to hatch first then is approaching the last survivor who is opening the exit, he's only steps away when... the last survivor DCs lol it was so anticlimactic
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/3207349#Comment_3207349
It can and will happen in normal gameplay, "it will not common so it's fine" is just false.
killers chasing survivors are also considered "helping them", just like hitting body blocker.
The fact people can permanently lock a survivor within a game without any way to end it (by their action) just by cooperating with killer, is serious game breaking issue.
I'm a solo survivor and I had zero fear of people using Reassurance to grief me. Because bully squads are rare, and even rarer would be a killer willing to stand around for an hour watching a survivor remain on hook. And if I was unfortunate enough to be in that position - a 5 minute ban for DCing is preferable to being in a game for an hour. Also, the killer in the PTB match was a friend of the team also. It was a KYF match. That's why they cooperated.
"The fact people can permanently lock a survivor within a game without any way to end it (by their action) just by cooperating with killer, is serious game breaking issue"
Which brings us back to the very first point I made in my post - BHVR won't remove the ability to Kobe because it will lock a survivor in place, without any guarantee of being unhooked by survivors, and without the chance of being able to save themselves by their own action.
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/3207296#Comment_3207296
But what if none tried to help them? it was abusable, and actually got abused, forced victim survivor to stay in a match for indefinite time.
That is exactly the reason why they fixed it.
A group of friends testing the limits of a perk is not representation of normal gameplay. That 1 hour game in PTB was done with the cooperation of the killer. They were testing it on purpose. PTB is not representative of actual game play - if people wanted to sit on gens they would play live, not PTB. There was no "victim", they were friends.
And if no one tried to help the hooked person, the game would still end. Because they can't keep using Reassurance when the killer is chasing them or downing them or hooking them.
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/3207281#Comment_3207281
Huh? reassurance is definitely different matter because that can hold the game hostage, removing kobeing will not cause such.
It can't hold the game hostage as it doesn't stop the killer from downing and hooking the other survivors. Nor does it stop the hooked survivor from being unhooked by others.
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I've stopped enough team mates from letting go on hook to know they'll just find some other way to get out. Had a Legion with Iron Maiden not long ago, and after I stopped someone from letting go in the basement they just started spamming in and out of lockers down there. I could hear the screams from some distance on my gen and it was so annoying, the Legion had to stop a chase across the map to come deal with them.
I can't see BHVR doing anything anyway - didn't they nerf Reassurance because of the prospect of people being kept on hook against their will? I can't see them implementing a mechanic or something that does the same
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I anticipate an increase in slug camping instead of hook camping when there's 2 survivors left. I'm guessing they'll have to crawl to a pallet or safe spot before fully recovering. Gives the other survivor time to smash out the remaining gens, but we know how unreliable solo queue players are... remains to be seen how that goes
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I think if they're bringing the new Mori in, then they have no choice. The new Mori mechanic doesn't require hooks to end the game. Basekit UB forces killers to hook. That's all this is IMO. They want the Finisher Mori to be a potential natural occurrence of regular gameplay rather than a forced one.
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They're due for the bots soon I believe, so hopefully that
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Basekit UB is only because the new Mori system allows killers to end the game with potentially little to no hooks. If survivors had no means to pick themselves up, then why bother hooking when slugging could potentially get the job done quicker? It would change gameplay for the worse. Everyone would just be picking each other up instead of doing gens, downed survivors would be camped instead of hooked ones. It'd turn to rubbish.
And in regards to perks, I think killers have a great variety. As a solo survivor I really only can pick from a small handful since they are pretty necessary for me to actually survive.
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It was announced awhile ago that twins were due for a rework. And since this latest update isnt going live for a long time (I read no earlier than March 2023? Not sure if that's rumour or confirmed) then plenty can change between now and then
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I enjoy dodging her hatchets but that's about it. Sadly I've been getting alot of her lately after a period of barely seeing her, hoping I go back to barely seeing her again because I'm not a fan either
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BHVR are pretty good at sticking to their roadmaps, so it's not just empty statements if they have a reliable history to back it up
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Thanks for sharing. The 5 minute fail-safe will be helpful for those taken hostage
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Thanks! I was keeping an eye out for the results
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That last image legit cracked me up, poor Victor
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The Last One Standing kicks in when the other survivors are "dead, dying, hooked, or have escaped", so it'll be seen plenty. It's literally just whenever one person is left standing, regardless of the state of others.
One scenario that often is complained about on the forums is when there are two survivors and multiple gens. Instead of downing one survivor, then running around finding the hiding 4th while the game drags, killers are more likely to hook now because of basekit UB. This activates Last One Standing. What will probably happen now is 1- killer camps hooked survivor, and if the last survivor comes to unhook might get both down and games ends or 2- survivor on hook lets go, or doesnt get a rescue attempt, so it becomes a race for hatch. Either way, the game ends.
It seems like they are trying to fix the common complaint from killers about that specific last 2 survivor scenario, while also keeping hooks as the primary objective so killers don't prioritise slugging in order to end the game prematurely. So I think they are trying to give killers something. I can see what they're trying to achieve, but I feel like it's a massive overhaul for something that was ultimately just a bit annoying and probably not the norm?
Maybe in practice it'll work out? We'll see
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/3202129#Comment_3202129
I seriously doubt that Unbreakeable will make it to the live game with 100% increased recovery speed. The basekit 45 seconds unbreakeable will be very good for the game, but I also agree that the buffed Unbreakeable will be a huge problem. And I kind of doubt the devs won't notice that in the ptb.
To add, I haven't seen confirmation yet that Unbreakable won't still retain its one time use.
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Because we are about to get an endgame mechanic that requires little to no hook states to activate. This is their bandaid solution.
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@Bardon said:
https://forum.deadbydaylight.com/en/discussion/comment/3202334#Comment_3202334
Given the broken messes that BHVR have released in the past, on what are you basing your optimism?
No optimism. Just the idea that perhaps it'll be different in practice than in theory. I don't have high expectations either way. The game at this stage is simply slapping bandaid over bandaid.
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@RonMan32 said:
I on the whole don't like the sound of these changes and I expect them to break the game in multiple places. As some people already mentioned poor twins is getting particularly shafted. Anti Slugging is something the game probably needs but this is not how I think it should be addressed and it is not as big of an "issue" as face-camping is at the moment.
Slugging is a valid strat it just needs to not have this toxic air around it with people being forced to wait and bleed out for several minutes. I think leaving No Mither, Soul Guard and Unbreakable as hard counters is good. The way I'd address this is buff all 3 of those perks (especially No Mither) and then make it so if all remaining survivors are on the ground or hooked for more than 20 seconds only THEN does this base kit Unbreakable kick in. Also the luck system needs a complete rework but that's another topic.
But anyway I still think face-camping needs to be addressed FIRST. Face camping should basically mean 9/10 times you only get a 1k. It should be debuffed and destroyed such that getting more than a 1k with a survivor who isn't DCing on hook (doing the right thing and buying time for their team. Those who DC against face-campers are why they can get 3 or 4ks pretty often) is basically impossible against 3 survivors who are smart. And proxy camping should be effected by whatever changes these would be as well, maybe not as harshly (somehow).
The Mori changes also seem kinda lame? If a killer wants to do a funni Devour Hope build and try and Mori everyone they should be allowed. I like the Mori cutscene idea but I don't think it should REPLACE the Mori system. I think that you should just always be allowed OPTIONALLY to Mori the last survivor (maybe last standing instead of last in the match? And that would end the match in the vain of what this change is suggesting? No probably not I really just don't like it) basekit (with it moving to a preset part of a map and all) and they just have every 2 Cypress Memento Moris turn into 1 Ivory Memento Mori and if you have an odd number you get 2000 blood points refunded off the top.
The issue isn't slugging. The issue is the problems the Finishing Mori will create in game that only basekit Unbreakable can counter. The two go hand in hand. Basekit Unbreakable is the bandaid solution to a new endgame mechanic that nobody asked for, and that has the potential to make hooking a secondary goal when it's supposed to be the primary goal. Basekit Unbreakable is about forcing killers to hook. The whole thing is just a mess of an idea
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@SpaghettiVase said:
https://forum.deadbydaylight.com/en/discussion/comment/3202574#Comment_3202574
Then they shouldnt bother at all. No one cares this much about moris to want them to completely revamp the game and make it worse for some killers and players. They are making a problem then solving the problem by nuking it.
Yes, i 100% agree. The easiest option is just to dump the whole thing (which they might very well do depending on how it plays out in PTB. I'm keen to see how it goes)
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IMO this update isnt even about the current slugging. It's about keeping hooks relevant in future. Finishing Mori has the opportunity to end a game with little to no hooks, as it activates not only on a full team slug but a combination of dead, downed, and hooked survivors. Basekit Unbreakable encourages killers to keep hooking. The latter wouldn't be needed without the former, and vice versa.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3202478#Comment_3202478
My argument is that they already do that.
I already sort of disagree with what I posted and have evolved my statement. I'd like to see the system removed and replaced with something that actually works.
They definitely do, but I do think it'll increase to a more noticeable level. If there were no DC penalty then I fully anticipate never experiencing another full game against a Nurse or Legion, nor will I probably see Eerie of Crows or Garden of Joy again.
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Finishing Mori can end the game with little to no hooks. It activates with a combo of dead, dying, and hooked survivors. It's not about holding survivors hands, it's about keeping an important part of the game - hooking - still relevant.
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Because the Finishing Mori doesn't just activate if all survivors are downed. You could tunnel one survivor out, hook the next on first hook, then down one going for the save, and that leaves one more that you can just wait around for or hunt down. Hence, the UB counter option. Finishing Mori has the potential to end the game with little to no hooks. Basekit Unbreakable is purely about keeping an important aspect of the game still relevant: hooking. Plenty of killers hate having to hook a survivor 3 times for a kill, hence why things like camping are such a popular strat. Finishing Mori will see an increase in slugging if there is no counter.
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I don't actually get alot of DCing or letting go on hook in my games. It really is the odd occasion. The only times I remember there being heaps of DCing is when the penalty has been off. I definitely get why it would help with all the cheaters around - they might be less inclined to ruin everyone's game if everyone just DCs at the first sight of them cheating - but we also know everyone and their mum will take advantage of it just to skip their least favourite maps or killers.
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It's because the Finishing Mori can end a game with little to no hooks. Basekit Unbreakable is about encouraging an important aspect of the game: hooking. It's a bandaid solution to a problem that wouldn't exist had they just scrapped the Finishing Mori
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@fulltonon said:
You really don't need to think much to understand how problematic it will be, even no mither has been abused in certain circumstance.
Luckily this is PTB and not actual game, at least BHVR CAN fix it... whether they DO it or not is different question.
https://forum.deadbydaylight.com/en/discussion/comment/3202272#Comment_3202272
Basically they made a fix for a problem they just created, seems strange tbh.
"Basically they made a fix for a problem they just created, seems strange tbh"
That is exactly what they did. If the Finishing Mori proved this complicated I'm not sure why they even pushed ahead with it.
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@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/3202284#Comment_3202284
All this is telling me is that this entire new system was a terrible idea and vastly more exploitable than the existing lay of things.
This has been my conclusion too
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Everyone focusing on basekit Unbreakable and ignoring why it's necessary to go hand in hand with the Finishing Mori option. They won't release the latter without some way of countering the inevitable increase in slugging. IMO they should just scrap the whole thing but I'm willing to see how it all pans out.
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@Kaitsja said:
https://forum.deadbydaylight.com/en/discussion/comment/3200220#Comment_3200220
Did you miss the part where killers get basekit mori, regardless of hook states?
What's to stop a killer from slugging Survivor A, B and C, and then downing Survivor D which triggers the finisher Mori and ends the trial?
It's easy to see how, without anti-slugging measures in place, you could end up in a very unfun situation.
Not even just downing them. Tunnel one survivor out, have 1 on first hook, down the last two survivors and game automatically ends. There's no way they could release this without basekit Unbreakable. That scenario above is like 3-4 hooks before game ends. Imagine how much more desirable slugging would become over hooking.
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@vector said:
i never understand thit HORROR OF 4 MINUTES ON THE GROUND. Survs always speak of it as of some sort of unhuman torture. I remember before the edgame survs oftet did not leave the match literaly for like 15-20 minutes. They were just running around map and tbaging.
It's not about current slugging. The problem is this Finishing Mori option of ending the game makes hooking less desirable. All slugged survivors or combo of slugged/hooked automatically ends the game. So there would likely be an increase in slugging over hooking, which will change the way alot of games go (ie. Survivors spending even longer on the ground, less gens getting done, less bloodpoints gained, etc). The basekit Unbreakable is a bandaid solution to this. They can't have the Finishing Mori without the basekit Unbreakable, it'll disrupt the game. They need killers to hook, it's the point of the game.
At this point, if too many people are unhappy the only real option is to do away with the Finishing Mori.
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@Leachy_Jr said:
https://forum.deadbydaylight.com/en/discussion/comment/3200652#Comment_3200652
Then why TF did they not just reduce the slugging capability on them killers (like alc ring on blight) instead of hard nerfing literally every other killer in the game by giving survivors their 3rd best perk base kit?
I don't think the goal behind this update was to end slugging (45s is a lot of time anyway - half a gen) but to implement another means of ending the game. Just so happened a side effect would be hooks being a less desirable option. So they bandaid that with basekit Unbreakable.
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It's necessary because of the Finishing Mori. 4 slugged survivors automatically ends the game, so slugging would become the preferred option to hooking for alot of killers.
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Well, it's kind of needed because of the Finishing Mori. That's the hard thing. The Finishing Mori has the potential for some killers to abandon hooking at all. If all 4 survivors are downed or in a downed/hooked combo, then the game ends. The last survivor is automatically mori'd and the others on the ground and hook are automatically sacrificed to the entity. If there is no way for a survivor to pick themselves up, then the game will become one massive slug fest because there's more of a benefit to it than there is to hook.
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@Grigerbest said:
I really hope, that "base-kit unbreakable" will work only when all 4 survivors are downed, hooked, etc...
If all survivors are downed/hooked then the game ends. That's the Finishing Mori update. The last downed survivor gets mori'd and the rest killed by the entity. It's also why this basekit Unbreakable is included, because if it wasn't then slugging would become more common as a means of ending the game. Some people would abandon hooking. Plus, "certain killers" would have very short games...
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@GentlemanFridge said:
If this goes through, there is literally no reason to bring Exponential. At all.
If it works the same way as Unbreakable will (ie. 22s recovery) then it'll be common in swfs
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@Rovend said:
I'll say lets wait until it goes live to actually rant about this, as behaviour tends to nerf surv buffs before they even start functioning.(Reassurance-Off the Record)
Exactly. Swfs push the limits with them in PTB, so they get a nerf before they go live. Tale as old as time.
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A twins rework was announced months ago, so I imagine they'll compensate for this in some way. But regardless, I don't consider any of this to be what we will definitely see when it goes live. I'm keen to see how people go with it all in PTB, I think it's definitely interesting
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@Clueless said:
https://forum.deadbydaylight.com/en/discussion/comment/3200153#Comment_3200153
Say you are the Killer and you down a Survivor at a pallet and you see another survivor, are just stuck in a lose-lose of if I chase the first down meant nothing, but if I pick up, they get a free pallet save? Same for Survivors with flashlights? This sounds awful.
Isn't that kind of the situation already though? If a survivor is downed under a pallet while others are around, then after they recover to 99% all they need is a tap from one of the surrounding survivors to get them up anyway. On the plus side, if you manage to down them all within 45s the game concludes in your favour.
Wonder if we'll see alot more Bubba if these changes make it to live...
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@Pyrosorc said:
Slugging is now utterly unviable on every killer. Lots of killers massively nerfed by this, mostly ones who were already weak in the first place.
Honestly enough content creators are going to put the effort into laughing at this that I don't feel the need to do so myself. But in general:
Can we stop ruining the entire rest of the game because of nurse and just nerf nurse instead already?
There's nothing I can really pick out that's good from this update. Would just not do any of it. Unsalvageable.
"Can we stop ruining the entire rest of the game because of nurse and just nerf nurse instead already?"
I really didn't want to bring up Nurse as I know she is a touchy subject, but I also wondered if the basekit Unbreakable was because of her and how much easier it'll be for her to quickly end the game with the Finishing Mori now lol
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@Pepsidot said:
So do you not pick yourself up faster with Exponential or Unbreakable anymore? I don't get it.
And I don't see the point of removing Mori's from Devour Hope and Rancor just because this new Mori mechanic exists, I don't get that change either.
Not sure what to think right now because I'm confused about a lot of it and these are some BIG changes. I have so many questions like, if a Bubba chainsaws an entire team, the game instant ends? Whereas before maybe someone could have used deliverance or unbreakable?
Is the Mori triggered automatically? Why? This means no more slug races at exit too, right? ...
Ohhh I didn't even think about the slug races. Those are always good fun.