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Rogue11

Rogue11

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Rogue11
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  • Not having perks makes playing survivor in this mode boring. No DS just means you'll get insta tunneled. Terrible matchmaking so gens won't even get done if you have a good chase while being tunneled. I'll stick to killer for this mode.

  • And a new healing animation would be at the top of my request list.

  • This was tried a few years ago but when the animations were updated but most of the smoother turning/transition animations were removed because people had trouble doing stupid moonwalk memes. So now we remain stuck with ps2 era animations.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3766443#Comment_3766443

    need to pay close attention and use actual knowledge and game sense to identify where the resources are

    Oh, you mean like having to keep track of which hooks have been used to sacrifice a survivor and are no longer available?

    Like, that game sense and knowledge?

    Cause in light of recent changes, this almost sounds like you're advocating for WoO to be base kit.

    I wasn't in favor of hooks respawning.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3766443#Comment_3766443

    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.

    I've played in swf many times and none of us ever called out pallets we used other than sometimes shack. I think you're radically overestimating the level of call outs among most swfs.

    It's not difficult to be aware of the areas chases are taking place and assuming some resources have been used there. Other perks could help with this if needed.

    Almost every discussion I've read in the past regarding Windows contains several posts demanding that rather than nerf the perk, "maps are the problem".

    So again, we're seeing the solution to complete knowledge of available map resources being the removal of map resources. A horrible choice imo that wrecks skill expression, game sense, and fun from both sides.

  • @Pulsar said:

    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.

    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".

  • Hope it gets nerfed soon. For a "training wheels" perk, it's insanely high pick rate must mean a massive portion of the playerbase for this 8 year old game are new players!

    Smashing the skill gap between mediocre and good survivors isn't something desirable. It's part of what makes mmr matchmaking a nightmare for solo queue. And it further removes skill expression from the game.

  • @Rumplestiltskin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3766299#Comment_3766299

    That is exactly what I'm telling you, or rather the DEV tells us that. Game balance is specifically tilted toward a number the DEV see as correct for escapes versus kills. They do not intend them to be 50/50. :) They have released their intent and why. The reasons I listed are THEIR reasons. It is their game, we just play in it. As I said, the game seeks to invoke the tone and imagery of horror films, and in that respect, the Killer normally gets most of the victims.

    "The devs said so" is not a compelling argument. "It's their game" implies that the game would continue to exist after pissing off a sufficient portion of the players. Revenue from players keeps the game alive, not the benevolence of the devs allowing us to play out of the goodness of their kind hearts.

    An argument based on "muh horror aspect" is logically inconsistent with every other trend in their design decisions over the same time period.

  • Yep, nearly every reworked map from the last 2 years has been ridiculously killer sided. Haddonfield is a convergence of all the map rework trends combined in the worst way. Unsafe pallets, deadzones, shrinking size, no fog, gens spawning practically on top of each other.

  • @Rumplestiltskin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3765941#Comment_3765941

    You did not answer my questions about how many matches and/or hours you have logged in this game. The answers would have given me better context on how to help you. You are making a great number of assumptions above. We do not know if MMR works as intended or not. The DEV created MMR to work in a framework they understand. It could be working exceptionally well from their standpoint and in regards to statistics. The fact that you don't like your matchups is anecdotal evidence, not anything that can be measured. For my own part, it works quite well. When I play I'm up against the best Survivors they can match me with. The fights are, for the most part, hard. That is as it should be. The nature of this game is that you never know who and what level Player is going to be logged in at a given time. The MMR system is going to do the best it can with what it has available. The limitations entirely based upon the pool of available players.

    I don't think you truly know what tunneling means. Don't feel bad, most people complaining about it don't know what it means. To be tunneled ONE Survivor has to be hooked and chased and hooked again and chased and killed to the exclusion of chasing anyone else. That is tunneling. There are no half measures. If a Killer is out and about trying to get other people and you happen to get caught twice in a row, doesn't mean you were tunneled. It means you were either unlucky or played badly (or your teammates didn't pull their weight). Actual Tunneling is very specific and happens rarely. The problem is we have a whole bunch of players who don't understand this and cry "TUNNELING" anytime they are feeling singled out. So unless the Killer is ignoring everyone but you, don't cry wolf.

    In regards to your last question, the DEV believe that maintaining the horror aspect of the game means that the Killers are likely to get more of you than get out. It is slightly (very slightly) weighted that way. That is a design choice on their part and one I happen to agree with. Dead By Daylight would not feel like a horror movie if the bad guys were always inept or stymied. That would make it Fraggle Rock.

    So every time brightly colored meme outfits/charms and characters that don't fit the game are complained about we're told "DBD isn't a horror game after your first 4 hours". When animations are reworked to look like survivors are going for a morning jog instead of running for their lives we're told it doesn't matter because DBD isn't a horror game. When map reworks completely remove fog and make them bright as day to the point the killer and survivors can wave at each other from across the map we're told it doesn't matter because stealth is boring and it's not a horror game.

    But you're telling me when it comes to the core game balance, suddenly we need to make the game unfair because "muh horror aspect"? No, that ship sailed years ago with every other element of horror atmosphere being discarded.

  • @xEmoGirlxAlexisx said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3764953#Comment_3764953

    Merciless Storm Bug was just active when the Killer was using Merciless Storm the Gen Bug is in every Game and Killers cant play the Game whitout the Bug

    So the only way as Killer to avoid this bug is not playing Killer until it is fixed or dont kill Survivors except when 4 Gens are finished since the Bug only works when a Survivor got killed and leave the Lobby after it

    Yeah its cleary the same like Merciless Storm where just a Perk was bugged 🤷🏻‍♀️

    So for once in the 8 years of DBD there's an actual incentive to not tunnel for a week? Oh heavens!

    And if you played during Merciless bug you would know killers abused the crap out of it. I encountered it way more often than I've seen a multi gen pop this week.

  • Haddonfield is unplayable

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3764955#Comment_3764955

    The survivor one has a workaround, don't take endurance perks, the killer one doesn't its "just don't play the game"

    I haven't encountered the bug in any killer games. I guess I just used the incredibly difficult workaround of gasp not tunneling someone out of the match as soon as possible.

  • @joel84 said:

    Sorry,

    but some players should slowly but surely accept that DBD is not all about chases. I recently had a game in which I was very agile and tactically clever.

    I was able to repair at least 3 generators myself and take 3 players off the hook at the same time, including full healing.

    It's hard to believe, but that's my style of play. Do Gens, help your buddies and SURVIVE

    SURVIVE SURVIVE ...... Does anybody know what that is? SURVIVE ??.....

    I think some people don't know.

    It's not my job to go into a 1v1 with a killer. Others can do that, but not me, and that kind of playstyle should be accepted. Whether you like it or not.

    The endgame chat was a bit surprising for me

    me: GG

    My Teammates complained about me. I would play with distortion( No, I don't want a debate about this perk ) and hide. I had no right to speak …. crazy or ?

    than comes the Killer: My God, you have thousands of hours and not even the balls to go hunting with me ? Running Distortion and hiding all game bla bla.

    After that, he got upset again about the number of hours I had spent in the game and then left.

    Excuse me? But I survived because I played smart. Few people like that style of play, and that's probably why those people got upset. But that's not my problem

    There were no such discussions in 2016. You can take my word for it. What do I want to say with my contribution? Times have changed. Nevertheless, don't let anyone tell you how to play.

    Have you also had such experiences? And do you think there is a difference to the past?

    Please let me know

    If you're still on first hook by the middle of the match and multiple teammates have already been hooked twice, you should be taking a chase if the opportunity presents itself. Not for "1v1 me bro" or to show your sick loops but because every second you're being chased, your teammates are still in the game. If your entire team has died and you're not only still on first hook, but were actively hiding when you could have taken a chase, sorry but I don't blame your teammates for being upset.

    Hiding at the right time is absolutely the correct play. Hiding as a rule is selfish and ultimately severely hurts your teams chance of escaping. If you have thousands of hours in the game you should know this by now.

  • Are you just going to overlook the whole survivors not having endurance effect off hook bug while you're at it?

    Or how about a better comparison, when Merciless Storm was broken to the point it would erase multiple entire gen progress and it wasn't kill switched or fixed for weeks?

  • @HexHuntressThighs said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3764253#Comment_3764253

    They should’ve used your idea when they added variations to Ormond and Coldwind. Now those maps have way too many heavily survivor sided loops. Along with an insane amount of clutter, any ranged killer gets cooked on those maps now.

    Lol

  • @Neaxolotl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3764067#Comment_3764067

    repairing generators or hooking with just 3 survivors are never enough to be a "normal gameplay", literally every aspect of dead by daylight is made to be played with four survivors and a killer playing seriously across entire match, "that's just an ideal gameplay" is literally a subjective opinion you've just made up here

    Objectively speaking, game is severely unbalanced in that state and might as well kick everyone out at that point, "excessively lower escape rate" is bad enough to call it a non-normal matches, even developers acknowledge that and that is the reason exactly why DC penalty exist, to make less people suffer from those "not a normal matches"

    This is an excellent argument for an anti tunnel system👍

  • @Rumplestiltskin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/420986/about-the-gen-bug

    It would be a poor design and as others have pointed out, would lead to a rapid drop in Killer players. There are plenty of tools in the game already for the Survivors, as a team, to make use of in regards to tunneling. Most of these tools weren't around for years and teams managed to get by. What I have noticed is that every time they add another base kit or perk option against tunneling, Survivors become more and more self-oriented. They don't go out of their way to take chases, hits, or play much as a team. It seems as if most Survivors today feel that the Killer should be chained to a tree so they can run around it taunting. How is it Survivors got by without all this help before? Why is it no matter how many things they add, Survivors just demand MORE? For the record, I play both Killer and Survivor. I've been around since year three of the game. I don't have many posts here because I came to find out about the Generator Bug and created an account to comment on it. Survivors already have MORE THAN ENOUGH to deal with the things Killers throw at them. At this rate, Behavior better get cracking on improving those Bot Killers because something will eventually give.

    Having an endurance effect that deactivates after 10 seconds doesn't make up for systematically reworking every map into small square deadzones. Defending yourself from being tunneled while you have 1 pallet between 2 trees and nothing else for a mile gives survivors (and killers) zero meaningful skill expression.

  • @fussy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3763889#Comment_3763889

    I adore how in one post you are talking about "skill" and in the next suggest to remove skill from survivors at all, literally put win into hands of every semi-good survivor when loosing.

    It will delete best and most interesting matches I still play for – close one. Go suggest on CS forum auto plant bomb, when team is losing with the same confidence and come back here with this short story, lol.

    CS also doesn't balance the game for one side to win 60% of the time

  • If you're asking for a "normal" non-sweaty but still trying to win build, I usually run surge, pain res, enduring on demo and swap in whatever I feel like as a 4th perk. Lately it's been Rancor.

    I don't think survivors find gen defense boring by itself. It's when the killer has 3-4 gen defense perks stacked that it becomes tedious.

    I also try not to camp/tunnel someone out early unless it's their own fault (body blocking to force endurance or doing a gen in my face), and occasionally I'll slug someone instead of killing if they've been extra unlucky and keep running into me.

    I rarely have survivors quit or be upset after matches.

  • @Tsunderechan said:

    Survivor queues are long cause theres not enough killers to match against survivors after survivors collectively bullied out the killer playerbase over the course of past few years through scores of stacked BNPs, OOO SWFs, old DS/DH, Buckle Up/FTP, Old CoH, MFT (do i need to go on?) and most importantly: needlessly teabagging after using said combos.

    With most gen regression perks getting nerfed to the ground cause the survivors refuse to adapt. Getting rid of their items is one of the few things killers still got aside from focused tunneling. If that lowers your morale, know that thats how killers felt these past few years.

    Or it might have something to do with a survivor only chapter having just released

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3763815#Comment_3763815

    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

    Accurate lmao

  • @Crowman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3763339#Comment_3763339

    If killers had their own way to "suicide on hook", you would see plenty of killers who quit over losing gens before a single hook, or a hex gets cleansed early in the game, etc.

    Rage quitting is an issue of people being babies about how the game is going. There's no deeper meaning to it.

    1. Killers usually earn more points even in a loss than survivors get from escaping.

    2. Losing a match as killer doesn't prevent you from being able to participate in gameplay like being camped and tunneled out of the match.

    3. Why wasn't survivors giving up an issue that was frequently seen prior to major shifts in balance in favor of killers? You seem to imply that survivor players just decided matches were hopeless after 6 years of the game's existence with no changes to prompt this change in behavior.

  • @BlightedDolphin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3763286#Comment_3763286

    Australian matchmakings been busted since they began merging us with other servers.

    that sounds awful. my ping in NA has increased by around 20 on average out of nowhere. it started during the anniversary event and hasn't improved since.

  • Yea it's stupid and shouldn't work like that. At least they reverted the Stridor nerf so something actually counters it.

  • @Nazzzak said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3763284#Comment_3763284

    It was, but I've (personally) found its gotten worse since. Alot of people suspect that the sudden mix of experience levels in team mates is probably linked to kill rate balancing.

    I agree, matchmaking feels worse but it's also compounded by map and killer reworks that remove any agency from the survivor side.

    I can't express skill by trying to have a good chase where maybe two gens pop when the map gives me pallets between a bench and a barrel. Or when I dodge 4 hatchets but huntress has her 3 best add ons basekit so screw me.

  • @Nazzzak said:

    I played 12 games a couple days ago and had zero escapes. Was 4k at multiple gens in every game. It didn't make me wanna let go on hook, it just makes me log off and lose the desire to play. I've said before that I think matchmaking needs a good look at before anything else.

    But matchmaking was awful before and after 6.1 right? iirc mmr was introduced well before that update?

  • Systematically nerfing every map to the point the average chase time is 20 seconds while buffing every killer to require as little skill as possible couldn't possibly have anything to do with matches feeling like a lost cause early on…

  • How dare survivors still occasionally have some amount of skill expression!

  • @TieBreaker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3761410#Comment_3761410

    Any time the devs don't do exactly what people want, they get a bunch of feedback that consists of sulking and bitterness, inarticulately screamed at them by a bunch of kids. It genuinely must suck to have to wade through so much garbage trying to find feedback that is actually useful.

    How is the feedback not useful? Saying pallets that may as well not exist are bad design seems like useful feedback.

  • I mean..compared to the Sable outfit that released a couple weeks ago?

  • What is that disaster of a "retro" outfit? Why does it look nothing like the og Lara outfit??

  • @danielmaster87 said:

    No. This is what's called proactive balancing. It must've slipped through the cracks at BHVR, because they're always reactive, but someone must have seen that Huntress was gonna fall behind in the tier list, like way behind, and suggested a buff. What you would have us do is believe she's Blight level, accounting for perfect accuracy and always winning mindgames, when in reality I'd probably rather play Pig or Deathslinger than her because even they're more consistent than 5-hatchet Huntress. You may yet get your wish, and she'll be nerfed. Then when people notice, "Oh, now she's at C-D tier because of power creep, and is always losing vs good teams, now we can buff her." That's reactive balancing, and it's why killer is the way it is, and why people want to run to the 60% kill rate to prove their point, because they know practically speaking everything else goes against their claims.

    Power creep? What power creep? Every map being systematically nerfed into a small square dead zone and nerfs to nearly every meta survivor perk? How do survivors have power creep when every new survivor is just a skin? HUH?

  • @Jacknalls_Paw said:

    Unbelievable how after the myriad of negative feedback during the PTB, this stuff reached the live servers.

    There is nothing to work with for survivors, pallets are a joke, houses have been destroyed and I really think that my restroom is bigger than this map.

    It's even scarier considering they used the Haddonfield rework as an example for how they are planning future map reworks during the recent AMA.

    Map is too small and loops are non-existent.

  • @MrPenguin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757462#Comment_3757462

    If kill rate = win rate as you claim that would be exactly what happens in that situation. I'm taking the logic and applying it to see if it holds up and it doesn't.

    DBD is not sports, or are you going to say it's like Hokey? "Half a win" is not a thing here, we're not using sports statistics. That doesn't help either in the 1K scenario.

    Let's take it the other way with a 3K, ok now you have a 75% kill rate but an 100% win rate.

    Lets take an random assortment: 1K, 3K, 4K, 1K, 2K, 2K, 1K, 4K, 3K, 2K. Kill rate: ~57% Win rate: 40%

    Kill rate =/= win rate.

    Each match is 4 1v1 matches. This has been confirmed multiple times by the devs in regards to how they balance the game and how mmr is scored. A 2k is 2 wins and 2 losses for the killer. Otherwise you're saying a 2k is a win for 2 survivors, a loss for 2 survivors, and a draw for the killer. You can keep copypasta'ing this every day but it doesn't make it true.

  • @TheGriffinDore said:

    Doesn't need to be changed, just learn the counter-play instead of immediately running to the forums to complain.

    How about we make his hitbox a normal M1 size if we're going to continue to let him exploit to break the turn limit? I mean, if its just about skill expression and not easy wins…

  • Might as well add some more here:

    Caribou Beanie Hat: the hair is supposed to be blonde, not her default ginger color

    Claw-marked Beanie: the hair is supposed to be blonde, not her default ginger color

    Neko Denim Shorts: the blue shiny bangle thingies aren't weighted properly. when you crouch they go up to Kate's shoulders

    1. Oni → everyone that mains him exploits the hell out of his power to break the turn rate cap by throwing their mouse across the room and calls it "skill"

    2. Billy → completely overbuffed, the longer curve window ruined what used to be fair and fun chase interactions with him

    3. tough call between Hag and Skull Merchant. equally boring zero interaction gameplay.

  • if they want to recolor the hairstyles and release them with her default color I would be all for it. in fact i would buy them. that doesn't make it ok for them to change cosmetics that people already purchased for no reason.

  • @VantablackPharaoh91 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3755491#Comment_3755491

    Irrelevant critique is irrelevant. You know an addon isn't anything like an item or a power, there IS no role reversal and Survivors can be plenty viable without items, I have lost to people good enough who brought no items. Stop strawmanning.

    I've lost to people good enough who brought no add ons. It's the closest parallel we have and your bias clearly shows when it's the killers items that get insta deleted.

  • @VantablackPharaoh91 said:

    It's really easy to bring perks over items, IDK what the issue is.

    "Just never bring add ons bro, idk what the issue is." See how dumb that would be if the roles were reversed?

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3755160#Comment_3755160

    Balance is aimed at 60% not 50%. 5% also isn’t the crazy of a difference.

    You didn’t refute any of my points either that pointed out the fallacies in your arguments.

    You didn't make any that were worth refuting but ok. Kill stats for killers vary more based on differences in skill requirement than perks that are used across all killers. This makes perk stats a more accurate reflection of strength than individual killers stats. 5% above the cluster of other perks, 13% above what the devs think means balanced, and 23% above actually balanced is absolutely significant. That's what is called an outlier, an anomaly, an overpowered stupid perk combination, etc.

    From a gameplay perspective its stupid to have a major portion of the builds one side brings to the match be completely deleted by these perks. If survivors could do the same to a killer's add ons we would never hear the end of it.

    From a swf/solo perspective, its massively unfair to solos. With a swf the first person to drop or pick up an item can communicate it to the entire team. Not to mention, being able to pinpoint for a teammate where the item was dropped. As solo, you get to play Marco Polo with the perk icon, all the while revealing your aura and wasting time looking for where Dwight dropped his medkit.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3755142#Comment_3755142

    Yes, I would. You imply a bias without even asking my opinion first and just assuming. I wouldn’t blindly go by stats as I understand how flawed they are. It’s also not the highest kill rate by a mile, that’s hyperbolic, it’s just high. As I already stated there’s also multiple other very bad perks that are also “high kill rates” that further dismisses the value you’re placing on those stats.

    The kill rate is 5% higher than the next closest perks, most of which hover much closer to what the devs consider balanced, and 23% higher than actually balanced. That's at least a kilometer.

  • @Rickprado said:

    People really want killers to run 4 slowdown perks

    Like, really, even in SoloQ it is counterable, as long everyone bring their items to map corners.

    If the only way killers won't run 4 slowdown perks is if they have infinite perma wall hacks on multiple tiles, perhaps slowdown perks are too strong?

    And it feels so fun and interactive to invest a bunch of bloodpoints in an item and add ons, bring it into a match and find that you immediately have to dump it in a corner or lose. It would feel just as bad for killers if survivors had a perk combination that instantly deleted whatever add ons were brought into the match.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3755020#Comment_3755020

    I guess it’s necessary for me to point out the errors in relying on stats so blindly. Should we also be buffing nurse since her rates are lower? No, it’s because we have the ability to realize how much lower mmr and bad players influence those stats. Should we also point out the F tier perks in those stats that show high kill rates even though they’re awful? You really shouldn’t be mocking towards people when you’re not understanding stats correctly. We can have a normal conversation without that.

    Sure, a perk combination having the highest kill rate by a mile across a variety of killers has no significant implications at all. I'm sure you would feel just as skeptical about a new survivor perk having even a 60% escape rate!

  • @Blueberry said:

    If we were forcing a change it’s closer to needing a buff than a nerf. Extremely easy counter play and takes two perk slots. I’d always rather a killer run this over stacked slow downs.

    "Needs a buff"

    image.png
  • Kate has a couple of bugged outfit pieces that are similar. Her beanie hairstyles are supposed to have blonde hair but it changed to her default ginger color on both the outfit and thumbnail. I reported it as a bug but idk what else to do.

  • so the few maps that have some tiles that aren't a pallet and a barrel will get nuked until every tile on every map is "killer walks around the short side of the loop once and gets a free hit"?

  • @UndeddJester said:

    Haddonfield would be nice to get looked at again.

    The idea of giving more to work with in the streets while nerfing the buildings was fine, but the streets didnt get much in terms of pallet count/location, and God damn it every building got gutted so harshly.

    Yes they were strong... but a like hole 2 feet from every window? Jeez... at least let me recover from stagger first before I take a blade up the butt 🥺

    nerfing the buildings and buffing the street would have worked if they didn't also cut the map in half.

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