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Pulsar

Pulsar

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  • Fixing scratch marks is a massive Killer buff and is probably the best thing they could've fixed.

  • It's realistically not going to change much.

  • Preferably a rework into something not Trap based.

  • what

    The queues ARE abysmal because the GAME IS FUN AGAIN.

    THAT'S A GOOD THING.

    Do they need to fix the queue times? Yes. Is it totally valid to complain about them? Yup. But the queue times being long means the mode is popular

  • @lifestylee said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3769183#Comment_3769183

    https://us.v-cdn.net/6030815/uploads/4P00GS3CEYM6/image.png

    39% escape rate in solo q high mmr compared to 48% escape rate 4 man swf in high mmr is not 5% more escape rate tho.

    4 man swf in high mmr have a 9% higher escape rate compared to high mmr solo q.

    I definitely got confused with the 43% and 48% on high mmr SWF.

    Also, that does kinda prove my point.

    Solo Q is so abysmally weak, but even High MMR SWF's aren't doing well.

  • @Predated said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3765932#Comment_3765932

    7% is huge tho, you want less than 5% for it to be considered equal enough and preferably less than 3% difference

    4-Man High MMR SWF's (ie, worst case scenario) escape a grand total of 5% more often than Solo Q.

    Like you said, 5% is equal enough.

  • @HexHuntressThighs said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3768053#Comment_3768053

    Think about it for one second. Seriously. You can 1v1 a buffed version of the Huntress right now. You can literally take those encounters and make decisions from them 100% and disagreeing is either disingenuous or ignorance. You obviously wouldn’t analyze anything about the chase with her at all if you got caught in a bear trap. But if you get singled out by her in this game mode you can 100% tell she is not oppressive in the slightest besides hatchet count.

    The DS point is a straw man.
    There is no disconnect here, actually think about it.

    That's like saying that because I can 1v1 a Wesker for 5 minutes, Wesker needs to be 125% and not slowdown when using his power.

    Like yeah, if I'm allowed to have way more resources than would normally be allotted, no ######### it'll look better.

    There have been like, two people here who have agreed with you. My contention isn't even with your crusade to get your main buffed, it's with using 2v8 as a balance indicator.

  • @HexHuntressThighs said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3767723#Comment_3767723

    Literally zero reason not too. You can actively see changes in game and play against them. It actually wouldn’t make any sense not to analyze the changes.

    Possibly because it's 2v8?

    That would be like buffing DS to 10 seconds then deciding to nerf Trapper.

    There's really no crossover.

  • I don't think we should be using 2v8 to justify balance on anything in the base-game.

  • @Kuris said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3767320#Comment_3767320

    Yep, they know how to get around it. Release content on Console when its not experimental and therefore meets the Guidelines of those platforms.

    Pretty sure PUBG, Sea of Thieves and OW all have either PTR's or Experimental modes to try out new changes

  • @Kuris said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3767293#Comment_3767293

    Imagine thinking the PTB was done not on Consoles by choice, rather than on Playstations' and Xbox' store guidelines that don't allow test builds to be pushed.

    Pretty sure there are multiple PTB's on console.

    There's also ways to get around that as well.

  • It is nice to not be found instantly without any recourse, not sure if it made a huge difference with Weave dropping immediately after, but it did need the nerf.

  • @vol4r said:

    Annoying to go against. Really can't to much but predrop pallets, which doesn't matter for him with how easy it is to break them. Also, how 8 pallets on coldwind or haddonfield is gonna let surviviors have a decent chase against him?

    To be honest, sounds like map issues.

    Singularity would be great on bigger old maps, but he can definitely feel very oppressive on these new small deadzone maps.

    That said, nowhere near as bad as SM.

  • @Rogue11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3766410#Comment_3766410

    Having a perk that shows where every available resource is at all times leads to the devs removing resources. Hence, map reworks like Haddonfield with deadzones everywhere. I would prefer maps with more resources but an expectation that survivors need to pay close attention and use actual knowledge and game sense to identify where the resources are. You know, actual skill expression? Rather than "beep boop follow Google Maps to next yellow thing".

    Having people constantly complain about too many pallets leads to devs reworking maps to be deadzones. Blaming a single perk is ridiculous.

    Nerfing WoO does nothing except hurt Solo Q players. SWF's can already communicate where resources are and what has been used. Solo Q can't, hence WoO's popularity. Taking it away ONLY hurts them.

    No amount of game sense or understanding spawns is going to tell you that Meg already dropped this pallet 5 minutes ago.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3766396#Comment_3766396

    Why does the hatch have to be so survivor sided?

    In order to get the 4k, the killer has to win 3 times.

    • They have to stop the survivors and get them down to the last one (a win)
    • They have to find the hatch first (a win)
    • They have to find the survivor before they open the last gate (a win)

    Why does a killer have to win so many times in order to "win"?

    Because a 4K is an ultimate win that shouldn't happen a lot.

    But, I agree. Let's remove Hatch and let the Kill Rates skyrocket.

  • Fix the maps, tell Solo Q what pallets have been thrown and helps bad players be a little better.

    If you want to stomp Solo Q more, go ahead and nerf it.

  • @HexHuntressThighs said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3765988#Comment_3765988

    You obviously couldn’t stop it on the phones. I think 99% of survivors would willingly stop using Discord because Proximity chat would literally be 1,000 times more fun. They could add something to the game to block discord from popping up and i don’t think it could be called malware at all since you could just use discord without the game being open.

    Xbox and PS have built in party chat. You'd only be blocking it for PC players not on Steam, since steam also supports voice chat.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3765948#Comment_3765948

    The killrate is only as high as it is because survivors give up right now at the slightest inconvenience. If you eliminated those, i'd imagine the escape rate is significantly higher.

    Key words: I imagine

  • @Atom7k said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3765932#Comment_3765932

    From the numbers I saw from bhvr themself it was almost 10 %. So I'd say it is an issue because the aim is 60/40 and that is not matched in swf statistics.

    Saying that swf does not offer advantages is a pretty bold statement considering the amount of information that is shared via voicecall. Swf and toxicity in dbd are problems and pretending they are not while numbers tell you different is kinda a confusing hill to stand on.
    I was prepared to be attacked by people not ready for an open discussion though.

    It's 43% ER at High MMR vs 48%.

    I've been out of school for a bit, but I'm fairly confident that isn't 10%

  • Uh, we don't do anything because there isn't an issue?

    Even High MMR 4-man SWF's escape less than 50% of the time. Solo Q High MMR is sitting around 43%, which means that there's a 5% difference between the two of them.

    In every other bracket, SWF offers no significant advantage.

    Therefore, I would say we should not punish people for playing with their friends. We get it, some people can't accept a loss and they have to blame it on something other than the fact that it was their own fault, but jeez.

  • Depends on the anime.

    I think there's more leeway for me in terms of a cosmetic only crossover versus a full chapter.

  • I love when we make maps that were fine, worse in every conceivable way.

  • Everything went well, I've got all my stuff of PC.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3764748#Comment_3764748

    Perception is important though.

    Why do you think that players PERCEIVE that there is an imbalance?

    Because it's an easy thing to blame the loss on lmao

  • @Deathstroke said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3764333#Comment_3764333

    I quess yes but lobby dodging does screw matchmaking though. But that don't really have to be fixed like in tcm as dbd lobbies get filled quickly though matches might be sometimes unbalanced.

    The ideal thing to do is to simply remove the lobby and hide names until the end-game screen.

  • Big surprise, people will abuse bugs.

    We saw it with Merciless Storm for like two months.

    We saw it with Wake Up.

    We saw it with Infinite Mend.

    Normal DBD stuff

  • @Deathstroke said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3763695#Comment_3763695

    Maybe swf could been shown if lobby dodging gives penalty then as well like in tcm. But at least in endgame screen they could been shown.

    That's just creating a problem though.

    Showing SWF in lobby does nothing except harm.

  • Skull Merchant and Dredge

  • @Jim_Tonic said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3763709#Comment_3763709

    No its very simple, there is tons of people that would want to enjoy the game without griefers, if you quit out of any reason prematurely you are one of those griefers.

    The only argument i will accept as valid for "rage quiting" is real life emergency, but that isnt really rage quitting then. And there is a forum right here, tons of suggestions and feedback every day. THAT is the way to handle a game you enjoy and love playing, but if its so far that you gotta ragequit every single match (there ARE ragequitters every single match in my games) then thats a sign this game aint for you anymore. So why playing still?

    Its like im a martial arts guy, i love muay thai and i want to go back to it when i find more time again. I hate fitness studios, its just boring to me. If i were to decide to go to a fitness studio and just complain why they dont have punching bags and no ring, you know. then i would be the equivalent of DBD ragequitters.

    Your example almost makes sense, but you've missed it a little.

    You're into martial arts. Unfortunately, the only martial arts place around is extremely ######### to its members, doesn't offer any teaching and usually engages in multiple toxic behaviors. They have essentially cornered the market and are now the only martial arts place available, with the others no longer able to compete due to the massive head start said company had.

    Your options are either to give up martial arts, which you love; or continue to suffer through a toxic and unhealthy environment due to a lack of alternatives.

    That, ultimately, is why people stay with DBD. There's nothing else out there except for mostly dead games who are usually populated by other DBD players desperate for something not called DBD

  • @PreorderBonus said:

    They can't simply balance the game around a lower kill rate (like 50 or 55%) because escaping isn't everything for the survivor side. Yes, it's the end result, but it doesn't account for what happens during the game.

    For example, a survivor might run the killer for five gens, but just as they're about to escape, the killer hooks someone else and activates Blood Warden, causing the original survivor to be caught too. Does that mean this survivor lost? I don't think so.

    Or if a killer faces a 4-man SWF that bullies them throughout the game and they can't get a single down, then they get one hook at the end and the SWF decides to have fun and swarm the hook, getting everyone killed. Would that SWF consider it a loss, knowing they could have had a 3-man escape but chose to have fun instead? Probably not.

    These and many other scenarios are ignored when only looking at kills or escapes. We know that BHVR can track chase time, vaults, pallet drops, hits, etc., so it's clear they aren't balancing the game solely based on kill rates but by considering everything. Also, it's worth noting that people who post in these forums are more likely to be those who had bad games rather than good ones.

     "Does that mean this survivor lost? I don't think so"

    By every metric, this is a loss. It's a loss of MMR, a loss in the sense that you died and it's at the very best, a team tie if 2 people escape.

    Same with the other example.

  • @Jim_Tonic said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3763666#Comment_3763666

    Low mmr doesnt have anything to do with being "trash". Idk where you got that from. I was asking a simple question.

    A simple question with a distinct implication.

    You must at least admit that it certainly reads that way.

  • We could show it after the game.

    Even TCM had to remove this feature because people will shop for the easiest games possible.

  • @Jim_Tonic said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3763617#Comment_3763617

    first 60 seconds? are you in low mmr? Thats not my experience at all, at 60 seconds the game could swing into pretty much every direction most of the time.

    It is due to 4% giving up ofc, that games tend to get very easy for killers, as you are 3 people taking the game seriously and then 1 person throwing because they got hooked first.

    The classic, "My experience is different, you must be trash so your opinion doesn't matter."

  • @bjorksnas said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3762918#Comment_3762918

    Well as they said its just the "chase time" so the figure is literally the average chase time in a match divided by 4

    So if you are in a 10 minute match how much of that match do you expect a killer to be "in chase" with survivors, aka not patrolling, not carrying a survivor, not getting close to a survivor to start a chase, not searching for a survivor at the end of the match, just "in chase". Even if it was 50% of a trial you divide that time by the 4 survivors and it would only average 1:15s in a 10 minute trial aka close to what the figure has there, if you consider that some matches are faster and some are slower it makes sense that chase time in a match probably averages ~40 to 50% of a matches duration which is then divided by the 4 survivors in that match. So its not the average time of a single chase, its the average time spent chasing in a trial.

    The next stat they give about pallet seems to support the low chase time though.

    One and a half pallets thrown per match on average is pretty crazy low. That's a total of maybe 6 pallets TOTAL per game. If there's a lot of chases, there should be more.

  • @Laluzi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3763192#Comment_3763192

    You can't call a match on the very first killer down unless it's Mikey with tombstone piece, though. Saying a match is lost because someone went down 30 seconds in is just pessimism, and it's especially pessimistic to do that before you even have a chance to see how the killer plays.

    If three people have gone down in the first minute, we have a problem. But I've seen plenty of very early downs turn into a perfectly serviceable gate escape - today, even. Giving up because the match didn't start out ideally is a self-fulfilling prophecy and also very much part of the problem.

    Won't argue about survivor BP gains, though. There are few things more enraging than survivors bringing 4 cobblers and all dying with four-digit scores while the killer swans out with 25k x4 on their offerings.

    I think they've seen enough games play out that way to understand that their chances of having a decent game have plummeted.

    Especially with stacked slowdown, that's crippling in the early-game. One person hooked, one on a gen, one chased and one for the save. Only have a single Survivor doing gens THAT early is a death sentence, and whether or not people are conscious of it is largely irrelevant.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3763190#Comment_3763190

    Sounds like it's time for me to dust off my Optimization Testing Hat (patent pending) and get to work.

    So from what I've seen…

    It's probably because it's transparent, which means it's Killer dependent. The less of the tail is visible, the fewer calculations the game needs to do, which means less lost FPS.

    Basically, keep the tail out of view and you're good.

  • Sounds like it's time for me to dust off my Optimization Testing Hat (patent pending) and get to work.

  • @Laluzi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3763135#Comment_3763135

    It does lower occasions of ragequitting, and ragequitting is paradoxically useful as a metric of when something is so unfun that nobody wants to play against it. See: Skull Merchant, but also plenty of other offenders in the past - Boil Over no-hook builds, Legion, Forever Freddy, etc.

    But that still leaves behind a pretty big problem. There are many players in this game who quit games not because they're going against broken mechanics, but because they don't like how their match started. I see people suicide on hook because the killer didn't fall for a dumbtech or brought Lightborn against their flashlights. I see people suicide on hook because they went down really quickly in their first chase, or because they got found in a hiding spot, or because they didn't see a stealth killer come up on them and they got grabbed. Deliverance users are serial first hook quitters. I don't even know why people are killing themselves on that first hook half the time. The killer will be Freddy or Trapper or Ghostface, and the killer isn't camping because I see them headed towards my gen, but that person is out of there. Once I saw someone kill themselves on hook against non-tombstone Myers, on The Game, on the very first hook of the match, at 2 gens left. At that point, fun means nothing. It's a problem with the player, not the game.

    And it's frequent. Right now I'd say a teammate suiciding early happens to me about 15-20% of my survivor games, though I'd have to count to take proper statistics.

    These people may claim they're going up against broken mechanics, and actually believe it, but their metric is so out of whack that it isn't worth considering - or it contains so many justifications that they'd be better off not playing the game, because they only find small fractions of it acceptable. I've had players explain to me why it's okay to DC against Wraith and Doctor. Others are just entitled and see no problem with match shopping for a better start, better teammates, a weaker killer with an easier build, and don't care that they're ruining the game for other players as they do. Others think it's fine to DC if they're not having fun, but their idea of fun is mostly limited to 'I'm winning.'

    So. To an extent, the game has problems that increase instances of ragequitting, and those heightened rates need to be examined because they indicate areas of poor game health. But that's only part of the issue. By and large, the players who suicide on hook at five gens are the problem, and BHVR does have to go after them because they currently have no incentive not to keep bailing every time something inconveniences them. You couldn't satisfy them by fixing every widely held problem in the game, because it's an attitude issue. And they're more of a problem for survivors than they are for killers. Killers get a boring game but an auto-win unless they actively take pity on everyone left - survivors get a bad game and they auto-lose.

    When those things, getting grabbed or going down quick, happen early in the match, that often is the match ender.

    So many Killers either tunnel or snowball out of control from an early down. This causes Survivors to want to go next because, well, let's be real they aren't going to lose any BP.

    There needs to be a Survivor comeback mechanic AND Survivor BP gains need to be addressed.

  • @danielmaster87 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3762676#Comment_3762676

    Hatch is a bad mechanic. It's motivation to keep going because it's a completely free escape.

    And yet, I suspect if we remove it, Kill Rates are gonna be pushing 80% if not higher.

    But, I do agree it's a bad mechanic.

  • If they get rid of the shadow-nerf/bug cooldown, he'll be better.

    If they rid of the detection bug, he's a B-tier Killer.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3762928#Comment_3762928

    The most useful stats for chases would be “average amount of time chasing survivors per game” at average MMR and high MMR.

    The most useful stats for pallets would be “average number of pallets dropped per game” at average and high MMR.

    Edit: “Survivors spend an average of one minute being chased throughout the match, throwing somewhere between one and two pallets in the process.”

    …..So maybe the stats really are what I’ve listed above (except divided by 4)?

    Yeah that does kinda sound exactly like it tbh

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3762915#Comment_3762915

    Oh, that makes way more sense!

    It also means these stats don’t really help with answering questions about concerns killers might have.

    If killers have a concern that chase times are too long, they are talking about the total time they are chasing after survivors, but these stats just show actual “game considers it a chase” times.

    If killers have a concern that survivors at just pre-dropping lots of pallets and running away, and it’s too many pallets per game….. then giving us an average of pallets per chase doesn’t help much, especially when the game’s definition of chase often results is one real chase being broken apart into multiple separate chases.

    I'm not sure there's any way to actually see if those concerns are valid though.

    Chase times are probably the closest. Even if they turbo pre-run, they might be getting an extra ten seconds before chase starts. Any more than that and they hid because they heard a TR.

    As for pallets, yeah, I don't know. You can't just measure pallets broken during a match. Maybe pallets broken during a chase, +3 second buffer period?

  • @Laluzi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3762880#Comment_3762880

    I would imagine it's the time that the chase music is active. There wouldn't really be a way for the game to discern 'effective chasing' where you're pursuing from afar or looking for a survivor that's hiding; it can't tell your intent the way a human observer can.

    Which does mean these numbers are underselling, but there's also cases where the game is going to count a 1-second chase because the survivor took a hit for a teammate/while trying to unhook, was afk or gave up, got hit out the gates, was trying to hide and the killer found them… etc.

    So stepping back, I'm not sure this specific number is actually telling us much.

    To my eyes, which to be fair I'm probably misunderstanding, it seems like unless those games with massive chases for one Survivor but no chases for the other are happening a lot, it should be reasonably accurate.

    You could even bump it another twenty seconds to account for some potential discrepancies with when the chase starts.

  • @Peanits said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3762875#Comment_3762875

    Quick disclaimer here: This is the average of total chase times each match. It does not distinguish between Survivors who are chased often or not chased at all, so it's not a true reflection of a typical chase. One Survivor might be chased for several minutes, but because the Killer is so focused on them, the other Survivors' chase times will be close to zero.

    In other words, some may be chased way more, others way less, and all of that averages out to about a minute per match.

    It's also worth noting that this is based on the chase mechanic, so it won't necessarily count every second that the Killer is going after someone. If the Survivor runs early and the Killer isn't close enough for a chase to start, for example, that time is not counted even though you'd probably consider them to be in a chase.

    Unless that's happening in a majority of matches though, that shouldn't be able to influence the data so heavily, right?

    EDIT: Also, can you share any stats on the typical chase?

  • I do think it's pretty funny considering all that I've heard about how Survivors can easily go on minute(s) long chases that even at High MMR, they're managing just 22 seconds per chase, on average.

  • @Shroompy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3762821#Comment_3762821

    Strange, I myself am running a 3070ti, Ryzen 7 5700x and 32gb of DDR4 at 3600mhz.

    No clue whats happenin there, but if its affecting people who have even higher specs, at the very least Ill hold off on using the cosmetic.

    i9 13700K with DDR5 @ 6000 MHZ

    Other than me disliking the skin, they should probably not release skins without testing them, tbh.

  • @Shroompy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3762783#Comment_3762783

    That might be a different problem then man..

    My specs are lower than that and I still run just fine regardless of whats on screen. I even used the skin myself and I didnt have any issues

    Yeah I've got a 4070 ti Super and a beefy CPU I can't recall off the top of my head. 64 GB of DDR 5 RAM.

    It also happens on my Series X

  • @SkeletonDance said:

    Is it the worst update for dbd in history?

    No.

    The original Resident Evil patch bricked the game on console for a month and then had aftershocks for at least half a year

  • @TragicSolitude said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3761800#Comment_3761800

    BHVR really does not optimize their games. If I remember correctly, BHVR hires people without coding experience so they can teach them the BHVR way of coding in-house. I also don't think they go to professionals experienced with console ports to port their games over, meaning BHVR does it themselves and wings it, and we've experienced the results first-hand.

    From what I know, DbD does not run well on PS4. I can play games that are much more demanding with no issues on my PS4 Pro, but I had to buy an external SSD for PS4 Pro to get DbD to run well. I'm pretty sure a big reason the game runs poorly is the visual effects. All that smoke, all the particle effects, I don't think BHVR bothers to keep those at a low res, even though they're unnecessary extraneous elements, and so the VFX cause my PS4's poor fans to go into louder-than-a-jetliner mode. That used to be a problem on the load-in screen before BHVR finally accepted that the uncapped loading screen fog was causing performance issues and they JPEG'd it. Another reason for the poor performance: There's a good chance BHVR is still using a lot of the code they started with, which means the game runs an enormous number of "if then" statements to determine what it should do, for example you press button "X" and now the game has to ask "Are you this killer? Are you this killer?" before getting to the right one and performing the correct action. The devs use better machinery to brute force the code, and performance degrades over time as the code becomes more monstrous with each update until once again better machinery is required simply because the game has grown larger even if the graphics and everything else remained the same.

    I could be wrong, but this is the impression I've been given over the years of playing this game, reading the forums, seeing BHVR's job listings, etc. I'd love for anyone who knows differently to correct me if I am wrong, as I'm always interested in learning more, especially when it comes to why this game runs like hot garbage on many consoles when other games surpass it in graphics, performance, and number of players in a match on the same consoles.

    While there are probably not that many Switch players left in the west

    Amazingly, whenever DbD has had some Switch-specific problem and disabled Switch cross-play, I still got instant lobbies without repeat players. I'm on North American servers. I'm sometimes surprised by just how many other Switch players I see in my lobbies when cross-play is on.

    Did someone say optimization?

    :)

  • @TieBreaker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3761550#Comment_3761550

    That comment is not so much specific to you, more a reference to how the forum is filled with people being angry at BHVR because they don't implement every change that they want.

    Specifically speaking about your post, you could have taken the time to ask them whether it's an intention change or not, or even just tell them that the tile is weak. Instead you take the approach of suggesting that the devs either can't understand that the tile is badly designed or they just want useless tiles to pad out kill rates. It's a disrespectful way of communicating feedback, and to me, comes across as kind of bratty.

    To be fair, the Devs released SM.

    And they either saw no problems or decided to ignore them, so yeah, I think it's totally fair to question that.

    As for it being a bug, bugs seem to become features nowadays, so I hardly think it matters

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