PetTheDoggo
PetTheDoggo
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@dramafinesseXD said:
I don’t think buffing ruin was the play I’ve played this game for 9 years and ruin has been the meta go to perk for most of the games life span on killer
While I don’t hate ruin getting buffed it’s just kinda a slap in the face to survivors when it’s like yeah all your meta perks got nerfed to death in 6.1 then 6.70 but the other side will get their meta perk of 7 years buffed again
all your meta perks got nerfed to death in 6.1 then 6.70 but the other side will get their meta perk of 7 years buffed again
So were you complaining when DS was buffed back? Also Botany was buffed into better version than 6.1, it used to be 33%.
You act like no killer perk went under guilotine in patch 6.1 and only killer perks were buffed back…
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@ReverseVelocity said:
I don't think Krasue has zero counterplay but the Infection should definitely cleanse when hooked.
What counterplay she has?
I know about bodyblocking, but that's kinda useless when I don't play SWF. Is there really anything I can do about her myself?
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@MarylinMonhoe said:
1v4 feels so bland after i spent all my matches in 2v8
Can we really say Dbd is a competitive game ?
Game doesn't have to be competitive in nature for players to play the game like it is competitive.
I would 1v4 overall is way more stressful than 2v8 can ever be.
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Lately?
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I hate it so much, I always have to tab out of the game to mute it…
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I think she is really similar to Ghoul.
Very fun to play as, but miserable to play against.
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@XDgamer018 said:
what killers should bhvr think of when creating fun killers that are strong enough to hold actually work but also fun to play as AND against? (killers like demo who are seen as fair SUCK to play since demo currently is very weak)
From recent killers I would say Unknown and Animatronic went well…
Otherwise most fun killer to play as and against? I would guess Wesker. Decent chase and mobility, but he has his limits you can use while playing against him.Killers who ignore basically anything you can do as survivor while being easy to play are simply not going to be popular to play against.
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Ghoul and Krasue are strong + highly annoying to play against, I hope both gets nerfed soon to be more bearable to play against…
I don't have issue with Animatronic, I think that chapter went well. Unknown was also good chapter.
I don't to play against Dracula, but I agree he is strong. -
I hate her more than Ghoul…
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You remind me MFT defenders…
There are things that are visibly broken even without months of testing.But hey, I will be so happy to be proven wrong here, feel free to tell me what counterplay she has when you find it. But if someone is not going to find it fast, she is going to be first killer, when I am just not going to play against her.
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Ravenous on Singularity could work, or Dredge.
It's definetly most usable out of those three.
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@Blizer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4005012#Comment_4005012
I hope they do to and likely revert the OTR nerfs aswell (until the anti tunnel updated atleast). The hugtech should prolly get removed and having the infection disappear once you get hooked are prolly the best places to start atm for her, and then go from there.
I don't think she is beyond saving, it's quite easy to fix her in my opinion, but we will see if they manage (doubt it)
It's crazy they didn't revert OTR. Funny how we got from anti-tunneling patch to probably best time to tunnel, especially as Krausue.
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Yeah, she is just bad. It's very easy to hit the survivor who tries to vault back.
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@Blizer said:
Issue is that people were also playing on the PTB with the new anti-tunneling changes and stuff during that time, which really overshadowed the killer (and its kinda crazy they tested those changes with a new killer, i think it should have been its own PTB, which it will get later down the line).
Krasue's counterplay has been reduced significantly with the buffs and BHVR pushed her way to far into the other direction. Do i think a coordinated team can deal with her? yes, but once again, SWF is the way to play rn, Solo que gets shafted because your not always gonna have teammates that will do that.
They will prolly hotfix her next week and i do think they might remove the slide-tech on her (It has erased a significant form of counter play in chase) and then let the dust settle a bit before doing more changes down the line.
I really hope they do some changes fast…
It's a long time since I got so annoyed while playing DBD, I did not go for instant DC even against Kaneki, even tho I hate him a lot, but I really consider doing it against her. -
I mean she felt bad on PTB and changes definetly helped it, she feels good to play as.
Issue is it basically removed limits she had on PTB, so I really have no idea how to play against her now. -
@HolyDarky said:
https://forums.bhvr.com/dead-by-daylight/discussion/457054/how-to-counter-the-krasue
- Important to keep in mind that her Headform is useless against non infected survivors, so if a survivor is infected and in danger, someone should help this person with bodyblocking. Bodyblocking as a non infected is key. It is similar to Twins, group up and protect teammates.
- You should always have a fungi at your hand - either for yourself or for your teammates. It is also better to eat the fungi first and then heal - saves some time. You should never give her a free health state by becoming broken. Cleansing also forces her to switch to bodyform, which means she will switch back to headform and creates a new fungi.
- If you are cleansing and the killer is not in chase, play a bit safe because getting rid of infection is more important than a gen.
- She still struggles against tiles with windows and pallets, so these are really stong ones. In general, double pallets or interconntected short loops are pretty good against her and force her to break one pallet.
- She has a bit of hugtech but you can still hear attack sound and then react to hit. Camping a pallet is helful.
- Some perks such as Dead Hard are really strong against her because you can time it prefectly - kinda like when Nurse, Blight, or Bubba uses their M2.
- Understanding the projectile is also important, if you can avoid an infection, it means time for you and the time.
- You should never get caught in the open since even when not infected, she can still infect and then M1 you - similar to Plague or Trickster.
- She also relies a little bit on perks such as Bamboozle, so always check for her perks to not get caught off guard by a blocked window or pallet due to Blood Favour or Dissulition.
- In her headform, she has a 40meter terrorradius, so prerunning to a strong tile can be good if you feel like she's coming to you.
- AMN from Yui is really strong and funny against her since she can vault a pallet when you try to pick it up, so for the memes but also as a decent counter, it might be worth the slot - also gives you infos where your solo teammates get chased and which pallets they drop. Krasue is also that type of killer that rather outplays pallets instead of breaking them, so it provides a much against her but also against other killers.
These are some counters that I found during my matches as and against her. She is a strong killer that have some unhealthy issues but things need to settle down a little bit. However, I hope my tips can help you a little bit!
AMN from Yui is really strong and funny against her since she can vault a pallet when you try to pick it up
Just tried it in custom and it doesn't work anymore.
She has a bit of hugtech but you can still hear attack sound and then react to hit. Camping a pallet is helful.
You can't react to it, if she just stands next to a pallet and if you drop it early, she can just vault…
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Her changes made her feel so much better to play us, but kinda removed her limits that made her "fine" on PTB.
I don't know what you can do against her, but I know for sure what you can't:
- can't vault back
- can't drop safe pallets
- can't hold W
- can't stun her on reaction
- can't play short loops
I hate her more than Kaneki right now and that's very difficult to achieve in my opinion.
Her bodyblock counterplay is kinda SWF only thing…
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@TsukiYurei said:
Whine whine she’s been out bare time.
Give it a month at the very least for people to learn but nope. (Entitled Survivor Mains)
You show your colours straight away by bringing up Ghoul even tho he’s been nerfed 4 times.
(He been fine since his 2nd nerf)
Guess what? An Killer is meant to be afraid of and oppressive, It’s an horror game.
Plus it’s 1 vs 4 the Killer is meant to have an slight edge.
It’s not all about Survivor fun teabag and moonwalk out.
Stop relying on second chance perks and try to learn to loop/sneak as well obviously do gens.
We are allowed strong killers not just Nurse & Blight.Jeez the cope is unreal, People need to play both sides, Please stop being one sided and entitled.
We are allowed strong killers not just Nurse & Blight.
Killer can be strong, if they are more difficult to play than playing against, or just difficult to play in general.
She fails at this hard in my opinion.
but hey, feel free to share as soon you find a counterplay. I didn't find any and I would say I tried quite a lot.
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Ok, I have been trying for last hour in custom game:
- there is no way you can stun her on reaction, it's just too fast
- basekit hugtech made even short loops super easy for her
- you can't vault behind her, she can easily hit you
- hold W also doesn't work
- safe loops are useless
What kinda works best is just drop pallet on short loop, but that's just constant 50/50 and you can't really leave even after a hit. There is also limit to them…
She needs much higher cooldown after her spit imo, she can basically M1 you at the same time and you are dead in 15 seconds with not much to do about it.
I don't really understand why they lowered mushrooms and it takes so long too.
You should 100% cleanse when being hooked. Not like it's hard to get it on you again, but still…
and why does she has broken on top of all this? It's really Kaneki 2.0btw weird thing is in head form, her attack has always same range, it doesn't matter if you tap, or hold it…
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@Mr_K said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4004695#Comment_4004695
Not always the case. I'm not saying they get instantly up so you weigh the options by the situation. Not all survivors are death hook by the last 2 and survivors can't skip the last hook stage like before.
survivors can't skip the last hook stage like before
You can attempt selfunhook and die in 2 missed skill checks in 1v2…
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Yeah, so far I have played only few games against her, but I really have no idea what to do against her.
I will have to try if I can drop pallet on reaction against her. That might help a bit… -
@Mr_K said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4004474#Comment_4004474
Explain for me how it's kinda impossible to 4K? Or is this a critique of slugging for the 4K aspect?
Explain for me how it's kinda impossible to 4K
Killer can't slug more than 1 in 1v2? So even if they find second survivor, they can't down them, because first survivor will get unbreakable, right? Then what go back and just keep doing this over and over again?
So you just have to play hatch and hope for the best.
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@majoreq said:
It clearly show that bhvr dont care about survivors anymore, they told about anti tunel or anti slug but they only buff those strats while nerfing anti tunel perks.
They also buff Krasue which was already insanely strong on ptb
BHVR are you insnae? do you even understand the game that you are creating?
Are you only listen to the killer players or what?
also why killer can see hook stages? so they can tunnel survivors more easly?
Thats insane….
also why killer can see hook stages? so they can tunnel survivors more easly?
I can see who I tunnel, not hard to remember…
I personally like it, makes my life way easier when I want to go for 8 hook games.It doesn't really change anything in regards of tunneling imo.
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@Mr_K said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4004404#Comment_4004404
You will have to view this as an alternative to the PTB. I've rather have slugging remain viable as a slow down tactic than a punishment.
That does not change the issues it have…
Your feature also makes it kinda impossible to 4k unless you win hatch and gate.
and no antislugging feature should work when all gens are finished. -
Survivors can pick themselves up if n-1 of active survivors are slugged or hooked.
In a 1v4 a killer can slug up to two survivors. At three, survivors gain the ability to pick themselves up.
n-1 with 4 active players should be 3, no?
which creates very fun situation, when I managed to down 3 survivors as Oni and I find last survivor, I can't down them. My best play would be to follow them and just down whoever they pick up until everyone else bleed out.
Issue is, if I would simply down them to end the game, they can all pick themselves up.The anti slugging system does not disabled during EGC.
Yeah, which means killer can just give up. When all gens are finished, slugging is only way to get comeback. You don't have time to hook.
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@Mr_K said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4004366#Comment_4004366
Even with faster speed it would be hell. Imagine solo queue where your teammate doesn't understand and crawls away from you.
There is a limit how much you can/should babysit survivors…
You should give them tools, it's up to them if they use it or not.
If they would fail to understand even such a simple feature, they are going to lose anyway, so I don't see the issue.
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I think slugging is an issue basically only when killer has it as primary and only strategy.
It's fine when players use it in specific situations.Issue is PTB feature affected every form of slugging, which is not good. There simply are situations where any killer has to slug and some killers need to slug in basically every game (Oni, Twins)
So far I like most the feature when two fully recovered survivors can pick eachother from ground.
You can add faster movement if fully recovered to make it easier. -
@Mr_K said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4004219#Comment_4004219
if they are close to eachother. May have to crawl cross map to do so.
You can add faster crawling speed, if you are fully recovered.
That still wouldn't affect majority of players, but would make this feature better, if needed.
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So far my favorite suggestions is what they talked about in scott video, where survivors can pick each other up while being slugged and fully recovered.
That simply deals with mass slugging and that's it.
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@SoGo said:
I heavily dislike the fact it forces daily play.
Most people have jobs or school already.
I don't mind Milestones being harder, but at least reward us accordingly!
I get that the system was too lenient before, but it is too strict now.
My issue is how ineffective individual games are right now. 5 fragments…
It's basically all about daily quests now.They should buff fragments per game to at least 10, or 15 imo.
Lower number slightly on milestones and increase rewards (current version is just a joke). -
@BugReporterOnly said:
They had hit validation at one point but it was giving false positives to the killer and they removed it. They couldn't find a way to make it so if it validated to the survivor it wouldn't show the killer the hit animation and sound of them getting injured.
Did devs actually confirm it got fully removed?
I remember when it was implemented and that was hell to play killer. I have seen it regularly even with 30ms…
I have no idea about DH and vaults validation, but grab validation is still a thing. Huntress hatchet can also get validated. -
Well, we already have Ghoul, so it might be possible…
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@Aznex said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4003826#Comment_4003826
The milestone stuff I agree with as I covered that too in my previous comment. The other two points? Not so much.
the over-reliance on dailies makes the game feel like more of a chore
I'd say it's the opposite, and I can prove it mathematically.
On the old system, you had a bunch of challenges at the start that you could only do one at a time. It took at least two of them to gain a tier, meaning you had to spend two matches to tier up and it wasn't even a guarantee you'd complete the challenge. Don't even get me started on some of those Master challenges that you HAD to get done in a single trial (Decisive Light still gives me vietnam flashbacks). Even if you got all of them done, you then had to wait 2-3 weeks for the next set to open, meaning you had to play ~10 games to tier up without them if Double XP wasn't active.
On the new system, all quests available progress at the same time. Each round of dailies guarantees a tier up if you complete them all, and since they all progress at the same time you can potentially get them all done in one match. The game is incentivizing you to keep playing with a more reliable way to advance the rift.
Also the quests are a lot easier to complete too. It literally rewards you for just doing what's normally expected of your role, and I'd take that any day over some of the hyper specific stuff in the tome like "Escape a trial after activating Mettle of Man as Ash" or "Escape with nothing but No Mither in your build". Those tome challenges were a chore. These are far from it.
I miss the old rift.
That's just your nostalgia speaking.
Is the new rift perfect? No.
Is it better than the old one? By a mile.I can prove it mathematically
I think you forgot to use math… So here you go:
Current system:
Fragments needed: 10 000 (100x100)
Permanent quests can give you 3 750 (50x75)
There is usually at least one event, so 600 (12x50)If you somehow managed to finish all milestones that's 1 750, but with least amount of games you will get like tier 3 or so, which would be 525.
That would be 5 125 fragments…You gain 5 fragments per game. It's not that difficult to finish all daily quests in 2 games, so that would be 110 fragments.
So to finish it in most efficient way you need to play 46 days two games.Previous system (Tome 20):
Deep rift used to be 85 levels, so you needed 850 fragments.
All challenges gave you 505 fragments.
Before you were getting 1 rift fragment per 500xp, which was usually 1 fragment per game unless it was first game of the day that gave you near 2 for each side. Just this you can see is at least double of what we get now. (5 out of 100 vs 1 out of 10)Major event rifts (Blood moon for example) usually gave you 170 fragments. Last anniversary quest system gave us 1200 fragments, so also less…
Before just from quests you finished 59% of what you needed, while those games also gave you more progress and events gave us more.
Currently quests get you to 37,5% of what you need.So issue is right now you need more points to finish whole rift and weekly quests, event quests and individual games give you less.
TLDR: current system force you to play regularly to finish daily quests, old system was better for longer sessions
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@DeBecker said:
You guys dont really think that they nerf their holy cashgrab, right?
They will do it after a while, exactly same as with Chucky.
His sales won't be high forever.
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@CompetitifDBD said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4003931#Comment_4003931
Only 2 more months man. Hold on a little longer
Well, that works only if they actually fix things. We have seen many time in past bugfix in patch notes and it either didn't do anything, or broke other things.
I will believe it when I see it…
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@Musxussu575 said:
You have to walk around the map if you have Sprint Burst though. Because you don't want to waste it pointlessly.
I can run wherever I please with Balanced Landing, and I know exactly what locations to stick around even on maps with few drops. It's not like I don't get to use it when I want, as you do Lithe or SB.
You have to walk around the map if you have Sprint Burst though. Because you don't want to waste it pointlessly.
You can 99 your SB to run around. You also can use fixated/vigil to make it easier to use.
It's definetly by far best exhaustion perk, but it's also the hardest to use. People who walk whole game just don't know how to use it…
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I think they are still easiest way how to extend your chases and give you chance reach nearby tile you otherwise wouldn't. Maybe right behind WoO…
SB - you can work on gens even in deadzones and be safe. It's best exhaustion perk, but most difficult to use.
Lithe - even weak loops suddenly have value for you
Balance landing - it can let you have unique pathing for locations where you would just die otherwise
DH - still a good way to extend chase
Dramaturgy - basically old DH, you can greed get away with it
Overcome - possibly best noob exhaustion perk, just get hit and hold W for decent chaseDo you have to use exhaustion perks? Definetly no, it's possible to play without them.
Do they help with your chase? For sure -
@Defnotmeghead said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4001115#Comment_4001115
"Which wastes my time even more, which is not really good when my slugging is under time limit."
The time limit is 90 seconds. At worst, that means that by the time you down the last survivor, it's been 45 seconds since you slugged the first survivor, assuming you slug them the first instance of your power instantly.
You hook the survivor you downed most recently, they are there anyway, you hook the second one downed. That's 2 survivors hooked and now you have 2 slugged survivors who you cannot find. But you have legit another 30 seconds before the first survivor can pick themselves up, 35-40 seconds before the second can, so you look 25 seconds in a 50 meter radius where you slugged the 2nd survivor. That's 3 survivors hooked before the 1st survivor can pick themselves up.
What time is wasted? Even if survivors couldnt move, you would still have 3 survivors hooked and 1 picking themselves up.
90 seconds is a LONG time, its even a longer time if you can do nothing. Oni wont really get affected as much as you think. And while Oni definitely needs tweaks, all you need is Infectious Fright and you would get constant info on where survivors are anyway.Oni wont really get affected as much as you think.
I think it's more likely you simply fail to see how much it would affect every killer and Oni would be affected most.
He simply can't pick up everytime he downs a survivor.
Luckily whole feature was halted and I doubt we will see it in this form, so it's fine.
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@Langweilig said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4003905#Comment_4003905
If you get to level 69, you get all your cells back, so if you manage to hit that it would be worth buying regardless whether or not you will finish it.
True, but I don't have enough cells on account and would have to order.
There is nothing I really want that much, so at this point it's simply about the message.
If I don't finish it, I don't buy it. -
@DeBecker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4003907#Comment_4003907
I dont need to do the math if I have the exact same pace as last rift while not playing more. If anything i did play less than last rift. So the math wont do anything else here.
It's same if you play regularly, but not that many games.
It's way worse for people who play less often but longer sessions.
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Bugfix chapter
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@Stibfa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3975439#Comment_3975439
Making kaneki slide for a few seconds would hurt his skill expression a lot, i would be highly against it unless it would only be on the first leap
Not really, for example in your first gif you did not used cancel. Last dash never has slide, so you can use that for bodyblocking.
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I would do separate pools for survivor/killer perks, but otherwise sounds as great idea to me.
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Devs prefer to go nuclear, just so they don't have to deal with it again anytime soon.
They do it all the time with perks, killers and items. Definetly easier than actually trying to balance it properly.
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@Foggyguy said:
Because Skull Merchant literally made the game impossible to win for survivors, Chucky's scamper was uncounterable , and honestly I forget what Sadako's issue was, there has been far too many versions of her to keep track of.
Last version of Skull merchant was managable to deal with imo. Current version is garbage, yet survivors still give up, which is hilarious to me.
Chucky got big nerf for his dash even after he lost his scamper.
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Their current system is basically a job… You have to finish daily quests, or you are screwed.
We got such a downgrade compare to challenges. I definetly enjoyed those so much more.
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@DeBecker said:
Its clearly the same pace as before.
If you bothered to do some math you would find out it's not…
It's definetly way worse than challenge system and it's also worse than last rift, because of milestones.
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Yeah, there is no way I will be able to finish it, luckily did not buy it yet.
Issue is you HAVE TO play daily quests, to finish current rift you had to to finish daily quest 46 times + finish all quests and event quests. If you miss one, to compensate you have to something under 20 games.
Issue is event quests and quests give less than old challenges, individual games give less and you need more fragments than before.
and whoever set current milestones definetly was not thinking straight…I think forcing players to play every day is going to backfire, you never want to make players feel like the game is a job.
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Oh, right I also had fun with Trickster skins a lot…
I didn't really feel like playing him after his rework tho. -
I think feedback would result in just adjustments, so data had to be quite bad for them to halt it completely.
