PolarBear
PolarBear
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- PolarBear
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You do still have a gamertag bound to you on steam which you use to log in to steam. Just the nickname other players see can be changed.
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@SkeletalElite said:
https://forum.deadbydaylight.com/en/discussion/comment/626592#Comment_626592
If the counter play allowed you to completely ignore the perk, then the perk may as well not even exist. The solution to decisive strike is not to go after the person who was unhooked less than 60 seconds ago in the first place.
But when that person basically throws themselves at you because they have that 60 seconds of invincibility and you're not even going for them in the first place. A situation comes to mind where a player with active decisive strike had gone inside a locker that was next to a near completed generator and left me with 2 options, leave him in the locker which would mean they would come out and complete the generator or take them out and get stunned and letting them either leave or chase them in which case someone else would come in and swoop in to complete the gen.
If decisive didn't make the survivor immune, I could've either slugged them or they wouldn't have been brave enough to even come for the generator in the first place.
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@MarksmanSpecal said:
Seriously, I don't get the problem.
Most times you are aware, that at least one survivor runs an obsession perk. If it's OoO, you know it a few seconds after the match started.
If not all survivors playing the same char and outfit, u should be able to memorize which one was hooked.
When an unhooked survivor jumps into a locker, just be happy. He is waisting his time, he is not repairing gens, not getting healed, not healing anyone, so what's the problem?
If u had chased and downed him, you also would have been stunned by the DS when picking him up.
He decided to waste his time in a locker, instead of doing a Gen, while DS is active, which would be more optimal. You grabbed him, his DS is gone for the rest of the game. Instead of running away, he stunned you again, so he is exhausted and can't use any other exhaustion perk.
Most survivors have to deal with getting slugged after being unhooked, so this locker - meta came up. Instead of getting slugged for more than minute, survivors are able to force the DS, when they are getting tunneled.
At the end of the day, u both wasted about 10 seconds, and nothing got done. If u just chased any other survivor, he would have left the locker and started repairing. Same numbers, one gets chased, 3 on the gens.
If u are doing good with protecting the gens, force the DS, so u can be sure, it's wasted. Then u can decide if u wanna chase him again, tunnel and slug or hook him, or if u go for another chase.
If they already did the most gens, leave him and apply pressure to other survivors, he is still injured and not repairing gens.
The problem is that there is no counterplay. The "counterplay" is to leave them in the locker. That isn't counterplay. That is just going away from the locker. The problem still persists. People say the same thing about god windows "just leave chase" meanwhile those people don't acknowledge the real problem that the map/building/window isn't balanced.
Decisive Strike is not supposed to make you invincible for 60 seconds.
Knowing the devs, they'll just make another band-aid fix for this.
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She either has to move grass while phasing or she needs to completely lose collision while phasing. She can't have both. It doesn't make sense that she has a physical body while phasing but doesn't move grass.
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Only problem I have is that every pallet can be bloodlusted.
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Ash was p2w until mettle got changed. The Halloween chapter had Decisive Strike until it got nerfed.
Licensed killers don't have any op perks anymore and good perks like Pgtw can be unlocked with playtime. Doesn't take more than a few weeks of active playing to get 9000 shards.
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@Kycer said:
This idea will actually buff the good spirits and make them even more OP.. because basically they can now race the survivor to the pallet or window and bodyblock it to get a free hit.
It also opens up opportunities for survivors to do more ballsy plays if she can't just walk into them while invisible.
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@βLAKE said:
https://forum.deadbydaylight.com/en/discussion/comment/623879#Comment_623879
Correct me if I am wrong, but from what I understood from your previous comment is that you defend not buffing blood lust because you can efficiently run specific tiles. My problem is that those tiles and t-walls and shack loops are too long and punish killers because survivors gen rush regardless if ruin is active or not.
I was being sarcastic as those loops can not be run efficiently. The survivor always gets to take the window and the best choice for the killer is to leave chase and go chase someone else that is not around that structure. I have no problem with current jungle gyms or LT walls, only god windows on some maps like the ones I mentioned before.
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@Tzeentchling9 said:
Devs have stated that random Survivors get the Obsession instead the one who actually has the Obsession perk so that Killers can't play around DS.
Because #CoUnTeRpLaY is a Survivor privilege.
A killer can still play around ds can they not?
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@twistedmonkey said:
We know Mori's won't go away as much as we would like them too as they have seperate animations which took work to implement and some of them do look really cool.
The fact that Mori's and Insta heals are so abundant could be more the issue. Instead of them being random make them appear maybe every in a set way maybe every 10 bloodwebs or so with a higher bloodpoint price (amount of bloodwebs may change depending on what the upcoming grind change will be). This should make them what they should be. Rare.
Even if moris showed up once every 20th match. It would ruin 1 out of 20 matches.
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BHVR can't change licensed content without permission. The most likely reason why Quentin looks nothing like his actor in the movie is because they did not acquire the license to use his likeness in game.
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@shyguyy said:
https://forum.deadbydaylight.com/en/discussion/comment/623707#Comment_623707
OP specifically asks for this change to combat t walls and jungle gyms. He literally only gives one example outside of normal tiles. 4Head
So my point is not valid because OP only gave one example of a god window? Ok. How about telling me how to run Grim Pantry's downstairs window better then or give me a link like I asked in my last comment.
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Can a god have a gender? Who knows? They explain it (kinda) in one of the lore streams.
https://youtu.be/GI0NOK6jrts?t=1382Timestamp is 23:02
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@shyguyy said:
Or, and this is just me brainstorming here, you could take the time to learn how to run each tile efficiently and effectively as a killer and improve your overall game play. I believe ScottJund and OhTofu both have videos detailing the various tiles.
Could you link me to the video where they show how to run ironworks, coal tower, torment creek more "efficiently" without leaving chase?
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So eliminate all mindgame potential for killers and make looping braindead for survivors? Cool, sounds fair.
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Every killer has the same lunge range.(excluding any powers like Pig's dash or Myers Tier 1/3)
The reason it might look odd is probably due to the animation and his height.
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But why?
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@gantes said:
https://forum.deadbydaylight.com/en/discussion/comment/623096#Comment_623096
Throwing hatchets over loops is not as important as throwing hatchets between loops.
And you're forgetting that short (in length), high clutter loops (which is what some of her trouble maps have) can be mindgamed by all killers, and the pallet is generally gone in less than 10 seconds too. Most killers have to get rid of pallets anyway, the difference is that she can hit survivors between tiles better than most killers.
All we have left is L-wall T-walls (which suck for survivors), jungle gyms, long and high loops (which is what is bad for real for her) and shack (which huntress is pretty good at).
As long as she can throw hatchets between tiles, she's fine. Seriously. Big maps are a much bigger problem for her than anything that has been mentioned in this discussion, that's what's really a problem for her.
Once again, you're assuming we're talking about a good Huntress. If we're talking about a great Huntress, survivors are punished most times they have to leave a tile and get to another, unless we're talking about Lery's or The Game (which are her worst maps probably) or Haddonfun (which sucks for every single killer). Having to run loops that take 10 seconds to run with any killer isn't gonna ruin a character.
A good survivor can still dodge hatchets. It is usually a 50/50 is she going to predict where I am running or is she going to predict that I'm going to double back to avoid the hatchet.
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@gantes said:
https://forum.deadbydaylight.com/en/discussion/comment/623034#Comment_623034
Long range shots help but they're not necessary on Huntress.
People seriously underestimate her up close game and it shows.
I'm not talking about long range shots. I'm talking about being able to throw hatchets over loops. Most maps have loops where los is blocked so you can only throw a hatchet at the pallet.
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@gantes said:
https://forum.deadbydaylight.com/en/discussion/comment/623023#Comment_623023
I mean, she ends chases fast regardless of the map.
You could argue she's not #5 in Lery's or the Game but she is anywhere else
Huntress is a gamble. I'd put Freddy above Huntress due to the amount of bad maps Huntress has. With Freddy you can do good consistently whereas Huntress can be great on maps like autohaven and swamp and fall short on others like Yamaoka.
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@Azurlynx said:
https://forum.deadbydaylight.com/en/discussion/comment/621652#Comment_621652
How would that benefit killer?
If so that is when you do gens.
So it is a standoff. Just like before. Except it is now favored even more in the survivors favor than it was before EGC.
Why should the killer move and give the survivor a free escape?(same mentality people had and still have, before hatch could be closed)
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@The_Sharp_Ninja said:
https://forum.deadbydaylight.com/en/discussion/comment/621476#Comment_621476
The reason that Myers is immune to object of obsession is because his Tier 1 is supposed to be undetectable (except for Premonition, I think). As for Object of Obsession being a risk, the reason why it's a risk is BECAUSE you could see the killer if you look in his direction. If Ghostface was made so that he was immune, then anyone could just enter stealth mode for the majority of the match, especially since a survivor has to face his/her character towards you to put you out of stealth mode. And why do you even have this problem with Object of Obsession in the first place? The only time I really saw people using it was when they were just trying to run me through the entire map, which usually ended with them dead.
I honestly think the only reason T1 Michael is immune to detection is because if he wasn't, people with Object would have been able to bully him very hard on release day on Haddonfield. (Someone with object could run around 1 single building for several minutes before Michael could catch up to them).
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@michaelkhj said:
https://forum.deadbydaylight.com/en/discussion/comment/618559#Comment_618559
Sir this is just my point of view, nothing personal against survivors or killers mains.
Why do you think that they are useless punishing OoO users? that only happen when they are rank 20 killers, and why they should be punished? do killers get punished for using Ruin or Bamboozle?
I mean, if the OoO user is the god like user that never get hit, then.. there exist non OoO users that are god like too, then, if there is one of those player in the match... is it a secured win for survivors?
If you are playing as killer and see a OoO user and noticed that he is good at looping, are you gonna chase him letting the others do all the gens? that's rank 20 play style.
OoO not only helps survivors also gives info to the killer, why not thinking in ways to use it in your advantage as killer?
e.g. you can see at least what is doing that OoO user, you know his location, after hooking another NON OoO user, if you do not want to camp, you can go and take PoP Goes the Weasel perk and explode that gen that your God like OoO user was doing since you can check if that player is doing a gen or was just doing nothing while watching you with that OP perk.
Also you should know that your God or OoO user will get a little complicated to come to rescue someone that's on the hook, or is there a new patch that if one survivor brings OoO the rest of the teammates cannot be hit because OoO gives an immunity shield that do not damage survivors even if they get hit?.. plus you know at least 1 perk that is using that survivor.
If OoO is the perk that makes a survivor like a GOD, that cannot be punished by no killer that nurse and spirit.. that perk should be the most used perk in the game.. that's the reason I asked you if you got 100% win rate, cause if it makes you a GOD, then use it and show me how you make every single game escaping and not giving any kill to the rank 1 killers.
that's the same excuse with teabagging, OH TEABAGGING IS OP AND TOXIC, IT MAKES KILLER ONLY CHASE THE TEABAGGER AND WITH LUCK HE ENDS GETTING ONLY 1KILL.. then teabagging is the best strategy.. because a good survivor that teabags on purpose to get attention, most of the time, is a survivor that knows how to loop. are we gonna ask for a nerf of teabagging now? hahaha
And.. if you cannot mind game a OoO user because he/she sees you trough the wall.. then.. when you chase him, break that stealth ability and play your mind games, or now Ghost Face cannot M1 in case the survivors are not in exposed status? he wasted a perk slot to put that perk.. you as a killer can take other perks.. like Bamboozle, Spirit Fury + Enduring or Brutal Strength to end chases more quickly. There is a reason of why killers are faster than survivors and devs created those perks that helps in chases for killers....
This is the same as when a Claudette user ask to make maps more darker or black because she stills be caught even using Urban Evasion with P3 or dark clothes.
If OoO shows the aura of your teammates at the same time, then that perk will be one of the most powerful perk in the game when playing SWF since you can tell your teammate that the killer is getting closer or looking to X direction, but idk how organised are SWF groups but the only thing that can the OoO do is to say to his teammates if the killer is going to the Killer Shack or to the other House that always appears in every map (I mean he can say where is he going by landmarks but if you are coward enough you can hide perfectly without any problem even listening only the heartbeat..) well do not know if you all play with special code names for every generator or know exactly the point where you are as playing chess table, e.g. he is in B2 moving to E5... but well.. I bet no OoO user can give the exactly coordinates of the killer like the example, even I bet no survivor can say "I am on coordinates XXX, YYY of the map".
Just trying to share my info, or my knowledge of the game..
I say punish because obviously seeing the killers location is valuable information and there has to be a downside and showing your own aura isn't that big of a deal. Players who use OoO (like I said in my last post, people who know how to loop) know the downside but since it doesn't affect them during a chase, they can avoid the "downside" and not get punished.
Like how Mettle of Man had the downside of the killer seeing your location. It wasn't a good enough downside to the powerful effect that it gave the survivor.
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@Azurlynx said:
https://forum.deadbydaylight.com/en/discussion/comment/620352#Comment_620352
No standoffs, killers aren't able to grab survivors from hatch anymore.
@Jdsgames said:
https://forum.deadbydaylight.com/en/discussion/comment/620352#Comment_620352
Can't do hatch grabs anymore the entity decided she no longer likes those.
The killer can still stand on top of the hatch and stop the prompt from even appearing on the survivors screen so yes, standoffs would still be a thing.
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@ElusivePukka said:
I think Left Behind should just disable the killer's ability to close the hatch before the gates are powered.
No big buffs, just remove a massive disadvantage.
Sooo... Bring back hatch standoffs?
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Left Behind doesn't make sense as a perk. You're not "Left Behind" when your teammates have died. You're left behind if your teammate(s) has escaped.
The perk just needs a full rework. The only thing this change would accomplish is that solos won't work on generators and rather wait for their teammates to die and once the hatch spawns run to it and escape.
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There is no valid reason for BHVR to not implement a totem counter. They've said countless times themselves they want to bring solos and swf closer in balance and a totem counter would directly contribute to that.
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I want to play this game, I don't want to play a farming simulator. Disconnecting just needs to be punished more harshly.
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Rotten Fields makes me want to puke. The map only works on hillbilly since he can go practically anywhere due to the lack of obstacles.
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Only reason I even use BBQ over Thrilling Tremors is because of the bloodpoints bonus.
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/617976#Comment_617976
I've never once seen that combo personally. Regardless, these are all perks that can only be used once in limited situations. A lot of the time you'll never be able to use one of them, never mind all three.
It is still a pretty disgusting, uncounterable combo. I remember when people used to run that+MoM when Ash came out. After the DS you'd basically become healthy and needed to be hit twice.
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@michaelkhj said:
https://forum.deadbydaylight.com/en/discussion/comment/617989#Comment_617989
@PolarBear so are you telling me you are untouchable and god like against all other killers that are not nurse and spirit? because when you are in their terror radius you cannot see them with OoO, then you if you win all those chases (which means you win all kind of mind games and have a 100% win rate) then you can start streamming, I want to see you winning all mind games against rank 1 killers. And if you are talking about a wraith that chases you in stealth mode when you have OoO, then we are talking with a guy that plays against rank 20 killers, because why the ... the killer would let the survivor know their location when they are running in a jungle gym....... ah or you are telling that in your country even 1 rank players play like 20 rank players? o.O
and stop screaming can save you a lot of times.. since you DO NOT GIVE THE KILLER INFORMATION ABOUT WHERE YOU ARE.. then will be a valuable information since location is so valuable.. then is not so different I think.. also this discussion is about how "broke" is OoO against a Ghost Face, and I was saying that Calm Spirit is "broken" against those two killers :D
I never said I have a 100% winrate. Just that Nurse with the knowledge where you are, can start chases quickly and probably end them quickly, same with Spirit. Both are very good chase killers but also weak to stealth and only lose time when they are not in a chase. Using OoO and revealing your location basically removes the downtime between chases with these killers.
Against any other killer that follows the rules of looping are mostly powerless against punishing OoO users. Typically, if a survivor is using OoO, they are also a very proficient looper. I can agree, that Calm Spirit is powerful against the Doctor but not nearly in the same capacity that OoO is against any other killer but Nurse or Spirit.
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@michaelkhj said:
so everyone uses OoO now? XD
well Calm Spirit makes survivor not scream when the killer is the doctor or clown..
do you use it every time you get against those two killers? I meaning not missing a single time, like ummm I feel is a doctor, then I'll use Calm Spirit, and then is 100% a doctor?
try to use OoO against a nurse, it will be really fun ;) first blood secured hahahahaha
come on guys.. if there are risk there should be rewards,
also Ghost Face can down you in 1 hit, I mean his stalking thing accumulates, then you can use it like Myers that 99%s his ability to BOOM! down the next survivor that is close to him.
then ask to make it not accumulable I mean if you did not trigger your exposing survivor thing in those stalking seconds, you have to do it again, and again from 0, like when survivors try to break Ghost Face stealth skill, after that ask for OoO nerf XD
What I want to say is that.. not every killer should have only positive things. there should be something that can counter it.
is like asking for a new killer that can trow a nuclear bomb in the match to kill 4 survivors at the same time at the start of the match, and that gets 1,000,000 blood points when does that..
Only killers that can "punish" OoO users is Nurse and maybe Spirit. Every other killer can be looped just as easily. Any confident looper can use OoO and ruin the day of any stealth killer.
Comparing OoO to Calm Spirit doesn't make any sense because one tells you where the killer is at all times (valuable information) while the other stops you from screaming.
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It would be funny if the huntress went to grab a hatchet and instead grabbed the survivors neck.
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@indieeden7 said:
You have the option to slug
Most survivors that I encounter with this combo also use unbreakable.
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The reason Head On applies exhaustion is because if you could pair it with another exhaustion perk, say, Sprint Burst. Apply Dance With Me onto that and if you stun a killer, most of the time you would probably be able to lose them.
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Corrupt intervention is underrated. Since survivors need to come closer to the killer, they'll find a survivor faster in the match. Finding a survivor early in the match and downing them is the most important moment in a killer game. If they wait it out, the killer will most likely find one and chase them for free without generator progress. Ruin is of course better, if it lasts longer than a minute (which half of the time it doesn't).
Also Hag and Trapper get free setup time around the 4 generators.
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@Karl_Childers said:
https://forum.deadbydaylight.com/en/discussion/comment/616534#Comment_616534
I was thinking about that also....I agree. People don’t want to use a perk thats 100% reliant on other people making use of info, they would rather have the info themselves and decide how to use it.
Do you think my idea, where it involves having both the current version plus the other way around, is too strong? Because it’s a solo perk, I really don’t think so. It would be a great perk this way.
I think it would be enough if the effect was reversed.
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If kindred worked the other way around where you'd get the information people would use it but because it only currently benefits other people and not you, it's barely used.
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@UltraBanana said:
https://forum.deadbydaylight.com/en/discussion/comment/615649#Comment_615649
So wait 30, potentially 45 seconds to bloodlust a hit and then do it again? That's probably 3 gens done for your first down.
You don't need to wait for bloodlust. Most of the pallets are unsafe enough that you can mindgame them, bloodlust is also a safety net in case you lose your mindgames.
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Don't kick unsafe pallets.
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@GrootDude said:
https://us.v-cdn.net/6030815/uploads/730/2T88BBGTWF80.jpeg
https://us.v-cdn.net/6030815/uploads/252/C2675ASPSQHT.jpeg
I don’t get called a camper much. I did recently get praise from this “unknown” survivor main though. :P
Wholesome :)
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@newavitar said:
Red Moris are already an immediate loss for the killer. Mori-ing with a red one is no more than a black pip. They're fine how they are.
Not really fine as the survivors also usually suffer if they're killed after being hooked once.
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@LordziPL said:
Only Nurse need a nerf. But only for add-ons. Good they said ,,we will not touch base power, but if we will it will be slight changes''.
Spirit is perfect. She is easy to mindgaming.
Legion needs a fuck1ng buff.
Freddy needs a slight buff.
LF needs a rework or OMEGA BUFF.
Piggy needs a buff
Hillbilly needs a nerf for insta-chainsaw, that's it.
Ghost Face needs a bug fixing, but he is perfect :pepeOK:
What do you think.
Spirit has to either move grass while phasing or lose collision while phasing and she needs to lose prayer beads.
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If you want to prevent being moried you can also just start working on a generator, he either has to just grab you or let you work on the gen.
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Fake pallets is the worse of the 2 abilites Freddy has. How do you have a problem with Freddy's fake pallets but not doctors? Doctor's pallets can spawn up or down as well making it more difficult to guess if it's a real pallet.
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This would indeed, lower the skill cap since you couldn't hide your red light while lunging around corners anymore.
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Common should be 80%, Uncommon 60%, Rare 40%, Very rare 20% and Ultra-rare 0%.
And I think the requirement should be 3k at least.
Just my opinion.
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wat @MandyTalk
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This wouldn't be a problem if moris weren't a thing.
