Pulsar
Pulsar
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Report them in-game and submit a ticket with video evidence. It really depends on how long she blocked you for though, it's a case-by-case basis.
Here's the link: https://support.deadbydaylight.com/hc/en-us/requests/new
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Sounds like you need Pharmacy but for Flashlights.
Seriously tho, I spent like 5 million BP hunting down Pain Resonance the other month. It can be bad.
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@jesterkind said:
So, here's the problem, right? I'd kind of agree with you on boons, I think they aren't working fully as intended and should be tweaked a little (though obviously they shouldn't be made limited use, that'd be silly), but when it comes to MMR...
Yeah, sure, a lot of people are saying that they're quitting. Maybe a lot of people are! And they're blaming MMR... but have you ever asked them to explain what they dislike about it?
Because usually, in my experience, their answers have extremely little to do with the SBMM system. Usually it's stuff about how fast gens pop, or how strong certain survivor perks are, or the feeling that they have to play "sweaty" to get anywhere... and those things aren't MMR. Those things were a problem before MMR, even. The MMR system is just a convenient scapegoat for people's generalised frustrations.
I generally believe them when they say that the MMR system itself is working well, and that the problem is that they let the matching get too lax to prioritise speed. I think a little more work should be put in regardless (and they've mentioned fixes for facecamping which is one of the most glaring issues rn), but the system clearly isn't actually broken, it just isn't working as well as it could be.
Seeing BHVR devote man hours and resources FOR TWO YEARS to a system that has, for all intents and purposes, completely failed has basically sapped any hope I had of this game getting better.
For maybe a month-ish, I almost thought MMR was working because all of my games were super sweaty on both sides. Now it just feels like old Red Ranks, a total potluck of players.
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Spirit
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@gammatsunami said:
I feel bad for them in a way, those consoles tech is ancient, their cpus are trash
I would love to see a next gen only, unreal 5 dbd
The game literally came out 3 years after the Console's did.
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@[Deleted User] said:
now that we have an answer for this, maybe rally for better controller options next time eh? i don't have the energy or personality to get the upvotes for it.
My Crusade is nearly finished.
But I cannot rest until I see those frames arrive.
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2761238#Comment_2761238
He is not. If you wanna worst killers, let me list for you:
Trapper, Pig, Myers, Legion, Clown, Ghostface, Deathslinger, Trickster
Pinhead is stronger than this killers. This makes him highest C. Pinhead needs buffs? Yeah. But he should get buffs before this killers? Hell, no. Pinhead is not weak that.
He's worse than half those Killers. Please note that it doesn't mean those Killers are good.
I'd say the following:
Myers ~ Solely off of his add-ons. Myers has way way way better add-ons and those boost his power a lot.
Trapper ~ Bit of a weird pick. His add-ons are good and getting forced into a 3-gen versus a Trapper gives him both map pressure and great chase.
Pig ~ Totally dependent on RNG but she has guaranteed game delay with her Traps.
Deathslinger ~ His chase is still really good. He has no map pressure, which has always been his issue. Before his nerf, he had probably the 2nd or 3rd best chase in the game. Now? He's lower, but still good.
Trickster ~ He's just really unfun to play against and he certainly needs buffs (or a rework) but he's pretty middle of the road.
I do think that Cenobite is fairly comparable to Clown. His chase is worse than Clown's, but his 4v1 is better. Prior to Pinhead's add-ons getting shredded, I would've had him in C-tier.
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2761359#Comment_2761359
Because killer is so much easier. Killer shouldn't necessarily be OP at any level.
This overall statistic hides how much killers win when experienced with meta perks. There is a lot of new killers playing being matched with experienced SWFs causing the kill stats to be low.
There is a lot of new killers playing being matched with experienced SWFs
I agree.
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@Junylar said:
https://forum.deadbydaylight.com/en/discussion/comment/2760984#Comment_2760984
A fan of hitting and tunneling the unhooked players?
I'm not really a fan of getting bodyblocked by someone I'm actively trying not to tunnel.
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@Sluzzy said:
While these killrates seem low for a total average across all levels, it would have been interesting to see killrates at the mid to upper MMR brackets once people learn how to play killer. I would bet everything the killrates are probably 75% or higher as they showed them in the old stats. Good killers definitely win way more than survivors I will never be convinced otherwise.
Cenobite and Cannibal need to be reworked.
Killer has always been OP at low ranks. That's just how it is and likely how it will always be.
As Killer skill goes up, so to does Survivor skill. It's not a one way street.
So yes, while Killers like Nurse and Blight will see their Kill Rates (and probably pick rates) climb drastically, Killers like Legion and Cenobite will see both their pick rates and kill rates fall exponentially.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2761321#Comment_2761321
I would have capped the Healing Speeds to 8/16 seconds. This would still be a strong Perk, but super-fast Healing Speeds with Medkits and other Perks would not be possible anymore.
Also removed the ability for Boons to work on multiple Floors, since they are the strongest on Indoor Maps.
I would've capped the speeds and made snuffing a Boon destroy the Dull Totem in the same way that cleansing Pentimento destroys the Hex.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2761327#Comment_2761327
They also didn't say they have plans atm to make Borrowed Time part of the base game.
They also literally avoided saying that they had no plans to make BT basekit.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2761319#Comment_2761319
With Impaling Wire, I'd say they're on par
Eh.
The Chains spawn logic is really horrid. Even the extra Chain spawn isn't enough.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2761259#Comment_2761259
I would have nerfed it differently.
Interesting. I'm also not really happy with this change, but it's a step in the right direction.
What would you have done?
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2761238#Comment_2761238
He's not one of the worst Killers, he's no Trapper or Pig, but he's not that good either
He's slightly better than Clown, he's got worse anti-loop but better 4v1, even if you never see it.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2761283#Comment_2761283
No, the idea of the point being made here is that the dev in the QnA stream called wanting to know your MMR "toxic elitism". That's the thing I'm responding to.
Wanting to know your MMR isn't toxic elitism.
Making it visible will almost certainly lead to more toxic elitism though.
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@Sonzaishinai said:
https://forum.deadbydaylight.com/en/discussion/comment/2761238#Comment_2761238
At top play maybe but he really messes solo's and especially inexperienced ones up.
Pinhead being at the top is the exact reason nurse is at the bottom but flipped
Disagree.
His Box isn't hard to do even in Solo Q.
Against inexperienced players? Yeah, absolutely. However, Killer is OP when Survivors are new. That's how it's always been.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2761252#Comment_2761252
Largely irrelevant to the point being made here, but thanks all the same, I suppose.
I disagree.
The idea is that people want to see their 'skill level (MMR)'. I am saying that because most people's definition of skill is so different than BHVR's, there's not much of a point.
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@Aven_Fallen said:
Wont prevent Killers from mass-opening Threads to nerf every Survivor-Perk in existence. :]
I know you aren't implying that CoH wasn't an issue.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2761217#Comment_2761217
"...calling wanting to know your MMR "toxic elitism"..."
They are not saying that. They are saying that a side effect of people seeing their MMR would be an increase in toxic elitism. They are not calling the desire to see your skill improve toxic elitism itself. Let's not forget that they did also mention a desire to help their more competitively-minded players track their skill better than the grade system allows.
They seem to have a very different idea of skill than us anyway.
A facecamping Bubba who gets 3 Kills has more skill than a Nurse who 2K's with 10 hooks.
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@AsherFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/2760704#Comment_2760704
https://forum.deadbydaylight.com/en/discussion/comment/2760994#Comment_2760994
Same reply to both.
The spawn points are consistent, and there are only 12 per map. Maybe if you really are having that much difficulty, then next time they do a seasonal event like they did with the jack o lanterns, pay attention to where they spawn (they were all on totem spawn points) and that will help you learn them, but seriously, it's not that many.
In the last calendar year, where all my survivor matches have been solo (bar 1 night when I was teaching my wife the game) I can't honestly remember a match where I couldn't find every totem, I only use inner strength as my "totem" perk and I don't bring maps because I find them to be useless once you've gotten used to the zone, so I honestly don't see how you could have such an issue, especially with the items and perks that exist specifically to help you find and count totems.
Also, just to point this fact out one more time.
Breaking 5 totems before the last gen removes NOED from the match entirely. There is literally no other perk that can be removed before it has provided any benefit whatsoever, as such it should take quite a bit of effort to pull off. After it activates it's just another hex perk, and also able to be removed, which is something that is not possible for any Survivor perk.
Removing a perk before it can activate is the most powerful action a survivor can take in game. Any time someone says it shouldn't activate if they only did 3 or 4 totems it seems they really miss that point. Powerful actions that leave a player with 3/4 perks should be high risk decisions that take effort.
This reads exactly like someone saying
"I don't need to camp or tunnel to 4K every game and I play against comp players, you just need to get good."
You probably didn't intend it that way, but that's what it sounds like.
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2761108#Comment_2761108
Pinhead is decent killer. He is not weak. And he can make game pretty slow. I am not surprised he has high rates.
Pinhead is easily one of the worst Killers.
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@GoodBoyKaru said:
inb4 "killers are op because they kill above 50%"
another nerf to pinhead
no more come for him
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what do you mean facecamping the first person i down isn't the epitome of skill?
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@tenoresax said:
https://forum.deadbydaylight.com/en/discussion/comment/2760934#Comment_2760934
And it only took them 3 years to address it!
Yes
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2760981#Comment_2760981
To me, they implied that neither would be basekit.
I'll try to find a clip.
https://clips.twitch.tv/GorgeousYummyBearCharlieBitMe-pQ_AtUkAP5G_zSIfHere?
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/306010/possibility-of-bt-basekit
I think that you are reading more into what they said than is intended.
What was I supposed to get from it?
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@Junylar said:
https://forum.deadbydaylight.com/en/discussion/comment/2760931#Comment_2760931
"Said on Q&A stream" is not "confirmed", we all know how the devs love to go back on their promises.
Correct, but now I have two instances of them saying something about it.
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@Hoodied said:
https://forum.deadbydaylight.com/en/discussion/comment/2760931#Comment_2760931
So the 2018 Optimization Update is actually real
Yes.
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@Hoodied said:
HUH WHAT?
Confirmed on Q&A stream, the dream survives.
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Good
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@Dennis_van_eijk said:
https://forum.deadbydaylight.com/en/discussion/comment/2760715#Comment_2760715
Either I'm missing something here but if not, playing survivor won't change anything about the optimization.
https://forum.deadbydaylight.com/en/discussion/comment/2760711#Comment_2760711
Before i stopped playing it was running perfectly, but that was on PS5.
I did hear that the old gen is crap to say the least.
Survivor runs better.
The game's optimization is awful. It gets brute forced by PC's and next-gen Consoles but current-gen systems struggle immensely with a game that looks like a PS2 game
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@Tr1nity said:
https://forum.deadbydaylight.com/en/discussion/comment/2760711#Comment_2760711
Was console optimization always bad?
Yeah.
At first back when I started in early 2018, it was just stuck at 20-25 FPS, but it never ever dipped below that.
Then in maybe early 2019 the FPS as Survivor got bumped to 30-45 FPS but froze a lot.
Killer got pushed to 25-35 FPS but froze even more.
So yeah, it's always been hugely inconsistent.
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@drsoontm said:
https://forum.deadbydaylight.com/en/discussion/305918/why-does-everyone-hate-noed
Who's everybody? NOED is fine.
Oh, you mean the survivor-only players who only know how to play QTE and mostly use DH, BT, DS, with Spine Chill or Iron Will? (I suspect some Boon now, I've not played for a long time.) It's because it's a counter to their easy play-style. Of course they have to blame getting killed to something else than their own incompetence, what else would you expect?
NOED is not fine, lmao.
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@AsherFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/2760617#Comment_2760617
So don't?
Just note where they are, and check back if noed activates.
Me, noting where the two totems are.
The other three totems I never saw.
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@AngyKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2760562#Comment_2760562
Yes and no, in all honesty? Dead Hard is in a weird spot with me where it does what it should, but too well? Let me try to explain, but I'm bad at communicating my thoughts, so please bear with me.
I think Dead Hard, or something else, needs to exist for what it does; It's the 'Survivor NoED'.
What I mean is that both are an unknown threat. Both need to be played around at all times. Changing what they do would kill that unknown threat; Kill Dead Hard, and Killers no longer need to bait it out, and can swing without fear of missing. Kill NoED, and Survivors can ignore totems. They can just bang gens because there's no threat of an endgame power that can 'catch up' with their gen greed.
Do I think 'just bait it out' is a legit/reasonable counter?
Yes? I mean, I've done it where I look up and then down, and Survivors, expecting a swing, take the slightest movement as 'DEAD HARD NOW!' I mind-gamed them.
Now, there are Survivors who are more steady nerves, and this does not work. So I could not mind-game them.
Seems reasonable to me.
Would I be against a Dead Hard Change?
Not really? My idea FOR said change is to give DH 2 activation buttons; one for i-frames, and one for distance. Survivors can only do one per activation, not both at the same time. This way it keeps it's 2 effects, but Survivors now have to decide, per use, which they really need. They can 'DH for distance' but they can still be damaged. Or they can i-frame but gain no distance.
Though the Killer still does the weapon wipe if he hits the i-frames.
Add all this together and I guess the answer is that I can't see DH changing because it fills the 'unknown threat' role. Which is the exact same reason NoED can't change:
- NoED can't 'be active at the start of the match'. This would ensure it never sees end-game use.
- NoED can't have a timer. Survivors can loop for 30+ seconds. Plus slower Killers would be shafted.
Can NoED have a token system?
Well, I would have said 'no' in the past. But now, with the advent of Boons and Hex: Penti; maybe? Survivors literally have 0 positive reasons to Cleanse: Cleansing removes Boon ability. Not Cleansing = Boons & counters Hex: Penti.
So giving NoED a token system (for every dull/lit/Boon totem; NoED gains a token. A token is expended every time the Killer puts a Survivor in the Dying State) would encourage Cleansing, which would allow Killers to use Penti. And it makes Survivors choose between 'Boon' and 'Stop NoED'.
That was a pretty roundabout way to say 'I accept the 'just bait it out' excuse', huh? I like anything that adds more mindgames between Killers and Survivors over static perk interactions.
I hope this have given some insight to where I stand with DH and NoED.
I think adding a token system is the most reasonable compromise.
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Once again, I disagree with him.
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@AngyKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2760061#Comment_2760061
That number would be meaningless. You're asking 'Do you want to know how often Survivors cleanse totems?' as if Survivors choosing not to cleanse is somehow NoEDs fault.
Alright, let me try a different approach.
Do you think the counterplay to Dead Hard (just bait it out) is reasonable and fair for the effect DH can give?
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First off, don't play Legion.
Secondly, Ruin, Hex: Pentimento. Scourge Hook: Pain Resonance and Thana.
Add-ons: Stolen Sketchbook and Iri Button.
Idea is to vibe with Ruin, force them to cleanse it (most will never Boon a Hex) bring up Pentimento all whilst slowing them down with Thana and Pain Resonance,
20% from Thana and 30% from Pentimento is the fastest I've ever seen someone DC. You might get more DC'S than Kills.
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I'd kill you, however I'd respect it.
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@BenihimeWrath said:
https://forum.deadbydaylight.com/en/discussion/comment/2759761#Comment_2759761
https://forum.deadbydaylight.com/en/discussion/comment/2759876#Comment_2759876
In fairness, if all the skilled players are deranking in order to have an easier time, is anybody really smurfing?
Yes.
Because here's what I think has happened:
When MMR first released, we figured out that the soft-cap is 1900 MMR points. Completely fresh accounts start at 1100 MMR points. For reference, Overwatch's MMR system is visible (mostly) and uses points. The lowest tier is Bronze, which runs from 1-1499 points. The highest tier is 4000+ points. These are very far apart. In OW comp, you get about 25 points per win. This means you need to win at LEAST 100 games in a row to get to the highest tier from the lowest tier.
It does not take very long to get to "high MMR" in DBD. High MMR is probably from around 1500-1900 MMR points. If the max points the Killer can get is 20 per trial, it's likely its the same for Survivor. So from the starting value of 1100 to the maximum soft-cap of 1900, it would take about 40 escapes in a row to reach. Not really that difficult. I don't know for sure, but I figure it's likely that the points you gain for escaping is more than you'd lose for dying.
So, tl;dr, the system was kind of working at first because it was mostly really sweaty players at the soft-cap or near it. Now that it's been out for 4 months, people have worked their way up the proverbial ladder or have been carried there. Meaning, 'high MMR' is basically just old Red Ranks. It means nothing, everyone is there. If you play the game enough, you'll get there. Which means it's exactly the same system as before, it's just hidden.
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@AngyKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2759631#Comment_2759631
It's because it rewards bad gameplay
Wrong. it rewards planning for the end game. Survivors need to stop pretending 5 gens popping is 'bad' or 'basically losing'. End of story.
https://forum.deadbydaylight.com/en/discussion/comment/2759656#Comment_2759656
People feel like it rewards their opponent for losing
But they are wrong. The Killer has not lost until a Survivor is unable to be killed. IE: Off the map.
Any whining and crying about is 'rewards losing' is a flat out lie by Survivors who will lie through their teeth to get the perk nerfed, because they have no real arguments or flaws to apply to it. So they have to make crap up, then point to that fake BS as 'flaws' in the perk.
NoED is fine. Only bad Survivors who can't do bones, or lazy Survivors who don't want to do bones, cry about it. ¯\_(ツ)_/¯
Would you be interested in some statistics about how many Dull Totems are cleansed in Trials?
Could I even change your mind?
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@Dennis_van_eijk said:
https://forum.deadbydaylight.com/en/discussion/comment/2759761#Comment_2759761
Exactly this.
MMR is only fun/good at the lower skilled level, but once you get higher the less killers are viable and the less variety you can do and have.
https://forum.deadbydaylight.com/en/discussion/comment/2759774#Comment_2759774
Absolutely agree.
It wasn't the best but still better than SBMM.
And you could use different killers/perks (both sides) and add ons and still have decent matches.
Sure from time to time you would get stomped and vice versa, but the way it is now is that the higher you get, you get 99.99% constant sweat matches.
Don't get me wrong as i don't mind to sweat, but match after match the whole day isn't particular fun.
At least not for me especially as i like to go for as much hooks instead of say 4 kills with 4 hooks.
I don't really think high MMR exists anymore.
I think it did at first, maybe for the first month. Now though? No.
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@Jeffthemainkiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2759890#Comment_2759890
That's why I said 500 win, not in a row.
He was supposed to do it by losing a lot off stream, so he probably knows how much was needed to stay in as low as possible MMR.
Well, if he won 500 games, it's more than 500 losses.
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@Jeffthemainkiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2759876#Comment_2759876
Since when we know how long it will take with SBMM? Probably only one who knows is that 500 wins Demo, he went all in on that.
I have seen even some streamers playing with a plan to get everyone on deadhook, then just let them all leave. I usually don't do it that way, I am where I want right now -> survivors with 500 -1000h playtime, so I usually kill two and let two leave unless they pissed me off.
Then I have killers where 4-5000h playtime is normal, but I can handle it with those (Blight, Oni, Nemesis).
I know for sure I am not going to let my Pig and Legion get higher.
He didn't win 500 in a row.
He just didn't count the one's he lost
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market gardener
