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Rokku_Rorru

Rokku_Rorru

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  • A lot of my friends who play survivor casually are steering clear of the game, it's been that way since 6.1.0 honestly, as people have mentioned above it's gradually gotten worse.

    I don't think people are ready for what the new MMR is gonna change, if it's as accurate and effective it means they'll also get better stats, with these big midchapters I think we are in for drastic changes for better or for worse.

    Here's hoping.

  • I just edited it oops as you posted lmao, my dyslexia showed itself, sorry <3

  • @coldflame said:

    the perk is egregiously strong in specific game circumstances in a way that warrants being looked at, none of which are relevant to the element of the perk actually getting nerfed lol

    Yeah that's the funny part

  • @Xray said:

    Making Vigil 66% was a huge mistake. 20% was perfectly acceptable and imo 40% or whatever its gonna be changed too is still too much time off of debuffs.

    I think you have it wrong, currently it reduces 40 percent of the debuffs duration (66 percent faster of 1c/s so 1.66c/s) and I think when it's reduced to 44 percent it'll be about 30 percent I think of the debuff duration taken off.

    so it's being reverted, the 66 percent was their tooltip change to better reflect how its calculated in code, you can check the wikis online for the old values!

    Change: updated the in-game description to once again refer to a Recovery-rate-increase, rather than a time-reduction.

    • This change returned the wording of the in-game description matching the way the Perk is actually coded to work and how it was also worded up until Patch 8.5.0.
    • This also removes the discrepancy to the Wiki's description, which remained true to the coded values throughout.



    So basically we are getting pre 8.5.0 vigil

  • @Readyplayerone said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4101451#Comment_4101451

    There is no goal posting shifting just like there was never any point in time I said survivors don't get changes.

    Everything up to this point stems from you having obscenely low levels of reading comprehension and it shows.

    LMFAO You're the one who said "Survivor Pandering", if you could "Comprehend" the patch notes you'd not reach that conclusion.

    Just look at todays changes that were announced, you're shifting the goal posts of your thread.

    If you're gonna make one sided posts to cry, own it. It's that simple.

  • I think they said that these are just initial tweaks to said perks, with reworks potentially coming down the line, so I'd just take the bone that's been thrown and see what's in the midchapter.

    Ofc we can still keep making feedback until then.

  • As a vigil main, I think the new values are still more than before buff? It's still going to be strong

    Sprint burst is the one I'm side eyeing, I don't use it personally, I've always used balanced landing. I'm worried this is going to be a trend of targetting exhaustion perks.

    Yet hyper mobility killers still exist in the game, I feel if we are targetting mobility on one side we really should be looking at it on the other also. This is a slippery slope.

  • @drag27 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4101402#Comment_4101402

    because survivors refuse to adapt. instead of doing gens they just stood around hook. ive had survivor teams that worked together and got a 4 man escape while I camped before the anti-face camp change, as Knight btw

    You not adapting to anti-camp is refusing to adapt no? lol

  • @Readyplayerone said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4099858#Comment_4099858

    I never said survivors don't get changes; you literally made that up and proceeded claim I said that, that's the definition of delusion.

    Oh, and Jason was nerfed, that is irrefutable proof of pandering.

    Bravo, you were proven to be wrong on two fronts.

    Moving the goal posts I see, keep it up lol

    So was cross-examination, again, you only see one side.

    You're hillarious.

  • @NeverSolus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4101170#Comment_4101170

    A working MMR system would fix the large bulk of my, and I'm convinced everyone else's, problems with this game.

    Between this and the recode hopefully fixing a lot of longstanding latency/buggy interactions if it's done right, hopefully for sure.

  • @NeverSolus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100778#Comment_4100778

    Nurse is fine, according to the statistics of BHVR. Her Kill-rate is garbage. People on these forums consistently tell us Nightlight is not useful, and we are to depend on BHVR's official statistics - those statistics list Nurse at a sub-par kill rate.

    If you have a problem with Nurse, I assume you mean only the high MMR Nurse Mains. If that's the case, that's a niche of a niche.

    Show me the killer that has above a 65% kill rate, and I will agree with you that there are overpowered killers. 60% Kill rate is the goal of the developers, meaning 60% +-5% are categorically not overpowered. Nurse is, statistically, not there. Nor is ghoul. Nor is Jason. This is the same logic used to judge whether perks are categorically overpowered by selection rate and escape rate.

    I'm not saying the killers are well-balanced, they aren't, but the acerbic dismissal isn't necessary or constructive to the threads point of conversation. Your opinion isn't more or less valid than anyone else's here. Arriving simply to insult and dismiss others is not conducive to a community conversation.

    things like this will hopefully become less of an issue when we have an actual MMR system, hopefully lol

    I feel like a lot of DBD might be more bareable as a casual player if it does its job?

  • Yeah Cogsturning has the right of it IMO lol

  • @Abbzy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4101126#Comment_4101126

    Yet you mention one mid b tier, one who is like low b to high c-tier killer and high c-tier (huntress,uknown,trickster) thats not of a good use of low tier killers especialy the b tier ones.

    Like huntress is still solid if you have good aim and hit your axe you will still do well, uknown can feel like bum still but his tp and ranged power plush im being 4,6 m/s still has something going for him and trickster is low but if you have good aim or you dont play on controller then he can do good too because he can outplay some loop but killers like sadako,pig,ghostface cant do that.

    People would have you believe they are unplayable though the way they talk. Just play what you like, who cares.

  • Yeah no, we aren't pressured into high tiers at all, I still play Huntress/Trickster/Unknown coz I prefer ranged killers

  • @drag27 said:

    meanwhile basekit deliverance exists

    What lmfao

  • @cammoking123 said:

    For the record I thought CE was a pretty good perk when used correctly, but using it correctly actually took a decent bit of skill. It's not a noob perk like SB or Lithe, something basically anyone can use effectively. That was what made it balanced IMO. But I don't even know what BHVR considers balanced at this point.

    Well we can't really know coz they don't show us perk stats or killer stats or item stats for that matter lol Anywhere near often enough.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4101094#Comment_4101094

    I mean, the thing is, you might see your opinion as positive, but the reality is that it is extremely unrealistic. You have to keep in mind, they changed the Perk only on Feedback and complaints and they had 0 data on the Live Version of the game before they decided to change it.

    This is not rational behavior by the Devs at all, this is just catering to the loud people (as they have done it so many times). The same loud people will complain if the Devs want to revert it, so the Devs just dont bother.

    Sorry I should clarify, it's a shame people are conditioned to feel this way, I'm not meaning to invalidate your stance on it, just that history repeats itself rather so we know what to expect.

    I'm just trying to be hopeful they actually read casual players opinions on the matter.

    That said another perk to the endless list of useless undertuned ideas lol We really need to be shown more frequent stats, more communication is needed, other pvp games do it, why doesn't DBD.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4101086#Comment_4101086

    Hahaha.

    No, kneejerk reactions are possible, reverting something after realizing that it was just a kneejerk reaction does not happen.

    It sucks that this is the common response to some positivity about this kind of thing. lol

  • Maybe it'll get reverted when they realise they overkilled it, here is hoping <3

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4098508#Comment_4098508

    Because when they do release data, it is clear their data is useless because it often shows killers like pig sadako and freddy being the highest kill rate killers with killers like nurse often being the lowest (if not literally THE LOWEST kill rate killer). Even when they split it by "high mmr" nurse is often in the bottom half.

    This shows a clear issue with the data they provide and/or the communities perception. Either their data is completely useless and bad, or the entire community is wrong and nurse is actually a trash killer (as a nurse main with 4k hours, she is not, she is by far the best killer in the game, i'm just making a point).

    For example, here's the last time they released this data:

    https://us.v-cdn.net/6030815/uploads/TVSRX2L0FELL/image.png

    And it shows exactly this, freddy, sadako and DREDGE are the highest kill rates in "broad mmr" whatever that means. And krasue (to be fair i think this included some of the pre-nerf krasue). is the highest kill rate. Along with henry? And Twins? And Lich? Where is blight? Whrere is Nurse? Where is dracula? Where is spirit? Somewhere else apparently.

    it's for sure not the be all and end all, but it's an important part of the puzzle for some context.

    extreme cases where stats are really high or really low are the ones that need investigated with the proper context, Pre-Nerf Krasue is a great example of such.

    I think monthly stats would give a much clearer vision on what the current state of the game is, lack of transparency and consistency is DBD's largest issue. If we had more of that we could easily work toward better QoL for survivor and Killers IMO

    We just don't get enough data

  • I really hope we do get some balance updates, especially to underused perks on both sides <3

  • @I_CAME said:

    It is always the guys who play Ace. Often comp or comp wannabe types. I also can name a handful of these guys. Sometimes I will run into them several times in a single session.

    Nea and Ace for me or Iron maiden t-shirts who seem to look for other iron maiden t-shirts (Which is funny coz probably none of them even care about it)

  • @Dokta_Carter said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100604#Comment_4100604

    Imho, if a killer version would be made it would also need like Basic attack recover up too.

    That would be such a good perk at that point, terrifying, with diminishing returns existing we should definitely get a perk like this now.

  • I would love for invocations to be revisited, the basement chicken gameplay is so fun but I really hate the broken risk, they could be way more creative than that lol

  • Toolboxes are actually in a great place rn now that streetwise is gone (I miss streetwise for my other items).

    I really dislike new streetwise lol

  • @ShanoaLegendaryPlz said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100608#Comment_4100608

    I can see what u mean with the current visuals. Like messing with the few graphics options we have its like choosing between squishy poop, dry poop, or rock solid poop. Either way looks like crap lol. I often wonder if they have avoided bringing certain characters to the game because they don't feel they have the current graphics to do them justice. Hopefully the graphics rework fixes some characters people have been asking to be updated, like Richter Belmont's face and apparently all the silent hill characters.

    I'm also surprised unknown wasn't put into 2v8 alredy as his status effect wouldn't affect other killers.

    Yeah exactly I'm on the same page with you re characters not representing themselves, Richter reminds me of Emma Stone :sob: it does not look like Richter at all, I'm also hopeful Yui looks so much better coz the Shanoa cosmetic will look so good!

    Yeah exactly Unknown just seems like an easy pick coz people love playing against them.

  • Yeah I think it's time for these to go to make room for meaningful offerings:

    Come to think of it, I wonder if they'll keep offerings in the new version?

  • @Wezqu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100624#Comment_4100624

    Ok thats odd as they have been crouching in all the custom matches I have been playing against them as Jason. They might not do it if they are already fixing a gen or healing but most of the time if you are in power they crouches on spot.

    If you want to know why I play custom matches against bots its because I am testing bugs from the bug reports so can add logs to the reports there.

    And we thank you for that <3

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4098561#Comment_4098561

    Showing that hes good at killing bots isn't the same as showing he can kill PLAYERS. We all know bots dont act the same as normal players and unfortunately ppl dont DC just when they're losing anyway. I had someone DC against me the other night within 10 seconds of the match starting.

    there are matches when people DC when they are about to be sacrificed which I imagine voids valid matches, unless they have something to differentiate those internally.

    I do agree that bots are deffo not a good measure for balance and never will be, unless the bots become amazing (spoilers they probs wont).

  • I used to ask for a visual update coz the game has looked yikes a lot of the time compared to other modern horror games especially, even some ps2 ones look better.

    Now that's getting done, I don't know, I mainly ask for Unknown for 2v8 and buffs to weaker killers and nerfs to the remaining high mobility killers that need it.

  • @Mr_K said:

    Kill rates would have more meaning if survivors wouldn't stop playing the moment they noticed a killer they don't like.

    There are killers who give up when the going gets tough too by standing in the corner or opening up the exit gates, they still get counted unlike the dc's.

    doesn't mean all the data is worthless.

  • @ForTheEntity said:

    At the absolute earliest they might release some stats around Halloween but I think it is more than likely we won't see another stat drop in 2026, possibly not until mid-2027.

    This is why we need a global stats tracker section on the official stats tracker, if even if its your escape rate/kill rate vs the world one

  • @NeverSolus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100469#Comment_4100469

    I think the danger of Vigil is only represented well when two conditions are met:

    A) Killer is using a status effect build or basekit
    B) Your team is making use of the AOE Effect and/or running exhaustion alongside.

    If you face, say, a huntress with no status effects then you're not gonna get much value. Which, I think, is part of the problem. Vigil existing makes killers less likely to run status effect builds. So it become difficult to track and compare rather quickly, to your point.

    Well that makes sense, I personally would not mind if it went back down to it's old values as I'd still use it regardless, stacking I believe was still weaker than one person using current vigil so I'd be okay if it came back too (I mainly liked that for solo Q and someone else happened to have it also once in a blue moon).

    I feel the old values were in a sweet spot that made the perk not too much? I'd still very much think it'd help if BHVR showed how truly effective it was, when was the last time we had perk usage and win rates? I see the arguements against it I just wish we had some more context behind it to see how things are doing.

    Like can we please have a global stats page on the official stats tracker? lol

  • I feel this would make the game even harder to learn potentially?

    RE Resistance did its "perks" in this format, though they were just passives and it basically made it so you had to grind for the most optimal ones, DBD would definitely suffer from the same.

    On the other hand rn, you still have the strong perks, but there is so many compared to what there used to be, you can't go wrong with picking what you like.

  • Fair enough lmaoooo

    I am just genuinley curious to know how powerful it is in the worst case scenarios? If that makes sense, coz as you can see I'm not really experiencing it on my end.

  • Killers already have something that's kind of worse than Vigil and you might not like to hear it:

    Lightborn, I know it's a waste of a perk slot but it outright denies the other side any blinding item or perk value. Vigil on the other hand doesn't deny debuffs entirely, just makes them less effective.

    Could Argue Enduring is vigil like also, on pallet stuns. One of my fav perks coz I love punishing same side pallet stuns.

    It's also why I love vigil, I hate crowd control in games of any kind. plus it's the closest thing we have to a debuff cleanser.

    I've used the perk even when it was 30 percent, but if it goes back to that the stacking needs to come back IMO, it's been one of my most used perks since forever coz of the support style component:

    image.png

    it's generally at 40ish percent escape rate (where the game is aimed to be balanced at), my main build I use is in the top 4 slots, given this also includes pre-buff, I've used it for years.

    image.png

    in comparison my last 30 days which was mainly event queue is sat at one of the lower percentages of the perks I've used, hyperfocus stake out at the top.

    I would very much like to see some actual stats regarding vigil, coz balancing off of vibes for a perk that's been in the game for like 8ish years is kind of wild lol ngl. You all didn't complain about it back then, why we all complaining about it now?

  • @sizzlingmario4 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100132#Comment_4100132

    The patch notes from that were wrong and I think is part of what led to the confusion around the numbers - the notes claimed it went from 30% to 40% which I agree if that were the case it would've been fine, but it actually went from 30% to 66% - 66% being roughly equal to the 40% duration reduction as was noted above (with the old 30% increase being around a 23% duration reduction which if anything was probably a little too weak). The effect was more than doubled basically along with getting a bigger range. It later lost its ability to self-stack but I don't feel like that really addressed the problem with it since 1 instance of the perk now is still worth more than 2 instances pre-buff, and the larger range means it applies a lot more often too.

    old Wiki Vigil page

    You can find the old calculations here, it was infact close to 20ish-30ish percent reduction which might go with what you are stating, then again I can't count I'm just going off face values, sorry if I'm wrong:

    image.png

    edit: sorry I read the message quickly and misunderstood some things, but hopefully these calculations help

  • @NeverSolus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100058#Comment_4100058

    Woo, now that's confusing. If that's how that perk works, they definitely need to address terminology in the future.

    It's funny you say that, as they changed it FROM 40 percent to the now 66 to reflect how it's calculated, so it's a bit misleading lol

    That said I'd not be opposed it to go back to the old value which was 30 percent (currently 40) If official stats are showing its overperforming.

  • I still want more outfits for Claire and Chris

  • Jason is close to being a fun killer to play against tbf, he just needs some nerfs in his more obnoxious areas like Omnipresent Evil.

    I do enjoy playing against him otherwise when he isn't being played to draw a game out as long as possible

  • Oh I love the invocation idea, re the hex totems at least, inflicting a hex in trade for a benefit sounds a lot of fun and gives you a side objective to get rid of the hex if you don't like it as a team mate.

    Invocations I wish didnt make you broken coz I love playing basement chicken, it's so fun.

  • I think a toggle for controller wouldn't be so bad, it being tested at the very least couldn't be so bad.

    Having it is not gonna hurt those of us who won't use it surely?

  • @NeverSolus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4099693#Comment_4099693

    1 - Hyperfocus/Stake-out is not effected by diminishing returns.
    2 - The range is the bonus, not the issue. It's the cherry on top. It having range at all is absurd.
    3 - The Killer perks have not been designed with Vigil in mind in any way I can see.

    I'll expound upon 3.

    [Friends 'Til the End] is a 20 second Exposed. This is reduced to just under 7 seconds for vigil. 20 Seconds is not often enough time to track down a surv inflicted. 7 is right out.

    [Haunted Grounds] inflicts 60 seconds of exposed on all survivors, once in a match, upon being broken. With vigil this is reduced to 20. A perk being balanced to inflict 20 seconds of exposed a single time in an entire match is flatly and dramatically underpowered.

    [Hubris] inflicts 20 seconds of exposed on a pallet stun. This is reduced to 7 with Vigil. The pallet stun lasts 3 seconds, just under. Now assuming the killer breaks the pallet they have 2 seconds left to chase you with Exposed. You are going to lose this by the time they move. Equally, if they don't break it, you can just vault game it. Hubris is functionally 100% countered by Vigil.

    [Make Your Choice] inflicts 60 seconds exposed, requiring the killer be 32 meters away. With Vigil this is reduced to 20 seconds. A standard 4.6 killer covers 32 meters in roughly 7 seconds. However the survivor covered another 28 meters running in this case. By the time the killer catches up vigil will cycle Exposed. They quite literally only need to hold w.

    This is just the Exposed examples mind you. The examples for Hindered and Mangled are more damning still.

    [Forced Hesitation] inflicts Hindered at 20% for 10 seconds, then enters cooldown for 30 seconds. Vigil reduces the Hindered to 3.33 seconds. This effects all survivors within 16 meters as does vigil, mind you.


    I say the perks and add-ons aren't balances for this because I cannot see a way in which you balance 66% off of a given status effect as a potentiality, without overpowering these effects on those who do not use Vigil. The problem isn't that Vigil is strong, Survivors should have strong perks. The problem is that it's cripplingly strong, boosts survivor builds, shuts down killer perks and some base kit abilities, and does so in an AOE. I cannot see them having balanced killer perks around the possibility that the killer would only get 33% of the perk value. That would require sizable buffs to durations, which I fear is what we will see if Vigil isn't nerfed.

    That's not how it works at all, Vigil makes it tick 66 percent faster, it's not literally 66 percent of the duration.

    You can test it out with Sprint Burst it's about 23s, which is not 66 percent of 40s:

    • Rate increase: +66 % Recovery rate
      • Calculation: 40 seconds / (1 + 0.66) = 40 seconds / 1.66 ≈ 24 seconds
    • Time reduction: -40 % Effect duration
      • Calculation: 40 seconds * (1 - 0.4) = 40 seconds * 0.6 ≈ 24 seconds

    It reduces debuffs by approximately 40 percent

    When the description got updated players have been complaining like it got buffed to 66 percent, when it was just changed to more accurately reflect what it does.

    Given it doesn't stack anymore, the perk is fine, even on nightlight its at a 40 percent escape rate which is well within BHVR's balance range, unless their official stats reflect differently there is literally 0 reason to nerf this perk lol

  • @cogsturning said:

    This happens to me almost only when playing killer, almost always during an action too, like kicking a gen or putting someone on a hook. And it 100% only happens when I'm winning. Never once has it saved me from a losing match.

    I've seen it happen to another killer only once that I can recall. It was a Nurse who started rubber banding and sliding along walls. The rest of us were able to move fine, though on her end it probably didn't look that way.

    It's pretty obnoxious but I can deal with it as long as I don't get a random 0k from it, which sometimes happens and sometimes doesn't. Luckily it doesn't happen to me enough for a penalty.

    I wonder if its a leftover from the peer 2 peer days with the killer being host in the og days. Perhaps it's another reason they are doing the recode coz the networking is very yikes in DBD lol

  • @Domicci said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4099952#Comment_4099952

    Just because the sky is red once a day doesnt mean you wouldnt say the sky isnt blue . Just because there are small out liers where the down votes weren't about sides it was about someone calling things cyber bullying doesnt make it any less true that posting a killer change will get mass donated vs a survivor change that wouldn't. The forms aren't as bad as the subreddit which bans killer opinions because "you cant tell its a post talking about dbd" actual thing I got told by a mod because I posted asking about how to people deal with killer anxiety.

    IDK some survivor opinions I post get downvoted as do my killer ones

    That's just how it is here, suck it up lol

  • @Domicci said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4099484#Comment_4099484

    Yes the majority of survivor mains because this form like the game is mostly survivor players so downvotes literally mean nothing

    Isn't this the same thread people downvoted a survivor sided opinion saying "Killers tunneling is cyberbullying"? I don't think people realise this kind of thinking where you assume people are survivor sided or killer sided, is not a safe way to think.

    A lot of people who are active here do play both sides.

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4099665#Comment_4099665

    This event has made me realize killers have no idea what they want. There are constant complaints about stealth, prerunning, and gen jockeying being uninteracrtive, but then there are complaints about survivors not being afraid of killers and about sabo squads or Head On players. There's pretty much nothing left if you don't like any of that. There's no version of this game where survivors don't do gens and just get chased until they die every match.

    Yeah this is the impression I get too, like I'd rather survivors interact with me as a killer, it makes the game so much more hillarious and goofy, I love it when altruism attempts mess up and I watched it all crash and burn as killer LMAO

  • The game is definitely more balanced than it's ever been outside of recent killer releases and lower tier killers.

    Dissolution/Bloodfavor need looked at on free injury killers.

    Spirit Fury should be normal pallet breaks only.

    Nurse being the outlier rn, she still needs dealt with, Ghoul needs dealt with too. Jason as well

    Krasue needs a sidegrade, spit form nerfed in its spammability and auto aim/cancelability into m1, then look at head form potentially for help it needs.

    "High" MMR arguements always make me roll my eyes as no one here has any idea what their MMR is.

  • It's more worth it to probably run Shoulder the burden or anti-tunnel instead I feel.

  • @Readyplayerone said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4099338#Comment_4099338

    You confidently listed out survivor changes, and when it became known why they were nerfed, you suddenly want to be agreeable?

    This reads to me like a complete 180 because your list backfired horribly. So horribly wrong you feel the need to make up arguments like "you acknowledged them saying they get no changes" despite this claim being non-existent in this thread.

    You are so caught up in your delusions you missed the point of my post, I'm not agreeing with you, you are disagreeing with yourself. LOL You said Survivors get handheld and no changes.

    It's not a 180 you're just making assumption after assumption:

    "The hilarious amounts of survivor pandering in a nutshell"

    Read your own thread title, there was no 180, I'm telling you both sides get updates:

    "there is probably more to list, but the point is… there is no pandering,
    both sides get live changes. Thats how live service game works."

    It's all I'm gonna say on the matter because you sound like you've went off the deep end.

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