SirCracken
SirCracken
About
- Username
- SirCracken
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
@gibblywibblywoo said:
https://forum.deadbydaylight.com/en/discussion/comment/2264687#Comment_2264687
I mean, she's the only killer that outright invalidates pretty much every defensive mechanic the survivors have.
Don't get me wrong I know she -needs- to exist as that's the only way to counter a top level survivor team, the best killer player in the world will lose against a good team if they play Micheal or Wraith or something, but I still find her kind of weird from a design perspective.
She feels like a band-aid for the devs realising that there are deeper issues with chases and survivor gameplay that can't be fixed without a complete rework of chases from the ground up. So they just added Nurse.
So that if someone goes "hey BHVr, don't you think its a problem that over 60% of the killers in the game have absolutely no way of outplaying a god tier looper, regardless of killer skill" and they just point to a picture of Nurse.
This point about perks is just another weird thing about her power design.
She only becomes uncounterable if the person playing her has had thousands of hours of practise and plays perfectly. At that point I'd say they deserve to win since you'll only ever encounter players like that in the single digits.
With this in mind, do you think that making a killer like Blight also have his power count as Basic Attacks is fair?
-
@gibblywibblywoo said:
We don't talk about Nurse here. She's a... special case.
Special how?
-
@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/comment/2264672#Comment_2264672
And balancing a chaos engine is always a work in progress. They proceed slowly, glacially it feels like at times, because they know the slightest change can have a huge series of unintended consequences. Do they make mistakes? Certainly. They do eventually fix them. Let's just say I trust their judgement more than the CRAZY I see here on the Forums (my own included). It is always easy to heckle from the cheap seats. It is very different when you are on stage. Sarcasm is easy, when we don't get to hold YOUR life and accomplishments under a microscope. They are a wildly successful video game in a groundbreaking format. They have survived years longer than predicted and still going strong. How many people can say that?
"They eventually fix them"
Nurses blink spasms, survivors randomly gaining Iron Will, survivors randomly not making a noise while falling without Balanced Landing, survivors randomly making no noise, killer projectiles going through survivors, killer projectiles hitting survivors when they shouldn't.
Just to name a few of the bugs they have left unfixed for years.
-
@Moundshroud said:
In fairness, NOBODY really knows how to balance a game like DbD. It is a 4v1 with so many variables it would make a super computer overload. It is only possible because Players (rather than Bots) provide most of the processing power. :) And while the DEV don't really know how to balance this game yet either, they know MORE than most of us. They have been dealing with the issue since 2016 on a 24/7 basis and know all the information behind the curtains as well as what we seen that isn't. More to the point, for us the game is just a diversion, a luxury item. For them it is their bread and butter. It pays the bills. It puts food on the table. They are far more vested than you and I in making it work and getting the balance as roughly good as possible.
So again, NOBODY knows how to balance a chaos engine like DbD but the DEV are better suited to it than us.
They are barely suited to balance the game more than the average forum user. No one asked for the Billy nerf, Breakable walls, Coup De Grace nerf, Gearhead nerf. I could go on. They have no idea what they are doing.
-
Yes officer, these simps right here.
-
@White_Owl said:
I think the main point is that the Spirit's power could be countered by calculating/guessing what is happening if it had fixed values. For example you'd notice she phased for x time, so you'd guess she won't be able to use her power for x time, or knowing it takes her 1.5s to start phasing you know you have 1.5s to do something before she is able to move. The added complexity given by her addons though makes this process much harder (or impossible in some cases), unless you spend the match observing the killer and taking notes.
Also I don't think this is a SWF-vs-solo problem, unless you have an SWF in which each components tells the other "the killer stood still for 4.2 seconds and lunged for 0.6s, I now have 12.6 seconds before the next phase" or whatever.
That's pretty much my main point. If everyone was in comms all the time then all it would take was for 1 person to solve an incredibly simple math problem and then everyone would know if the Spirit phased faster or for longer.
It's not Jimmy Neutron level questions. "Has the Spirit phased longer than she normally can? Has she arrived faster than she normally can?"
-
@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/2253212#Comment_2253212
This isn't a fighting game, there isn't enough time to condition anything, and to cap it all even competitive players say that they're just guessing, so...
And no, a good Spirit doesn't really use her power for map traversal all that much, because she doesn't need to. Theres maybe one or two situations in an average trial where it's necessary. And if she does, she's stuck as a killer with no power for quite some time, which isn't exactly an ideal scenario agaisnt a decent team that can use the W key.
Playing the game is conditioning. The moment you enter a game with another player you are conditioning them with every move. What route you take around a loop, when you drop pallets, when you decide to double back. With your every action your opponent will try to recognise a pattern that they can exploit. While you try to predict what they will do, and so forth. That is how multiplayer games are played. DBD is no different. It is, (and I'm sorry to be the one to tell you this), just a big guessing game.
So, a good Spirit will just walk at 110% movement speed from gen to gen? No phasing to make her harder to keep track of or to ambush survivors who are repairing? Or have any gen pressure whatsoever?
-
@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/2253123#Comment_2253123
If you're in a SWF party with precise communication going against a bad Spirit, perhaps. Otherwise most, if not all, of your interactions are going to be in a chase, not against a potato that wastes their power on traversal, which means that not only do you have to deal with other movement speed add-ons, but charge time add-ons that have similar effects, and on top of that there's Yakuoke Amulet which MDR is most commonly paired with.
And there's no playing around any of these add-ons because theres no playing around Spirit, which is the core issue. Predrop pallets and guess wildly, how interactive and fun.
Are you implying that good Spirits win the game without traversing the map? Please clarify.
There is certainly playing around Spirit because Spirit can only be played by a human. Humans make mistakes. Humans can be conditioned. Ergo, you can condition a Spirit to make mistakes to eventually lose the game by not getting enough downs in time. If you could always escape her 100% of the time then there'd be no point in even playing her.
-
@stikyard said:
I don't know about you 1000 I.Q. people but, I don't play Spirit. I have no clue which add-ons she is running and I sure as hell don't follow her around trying to figure it out...
What the hell are you guys smoking? Nobody has time to study the Killer to know if her add-ons are mildly affecting her speeds.
"-but, I don't play Spirit"
Well there's your problem. If you don't know what Spirit can do without add-ons then you're not going to know what she can do with them.
-
@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/2253044#Comment_2253044
It doesn't, actually, because there's other add-ons in the game that speed her up. MDR only becomes noticeable over very large distances, which almost never come into play. Otherwise, you very well could mistake it for another add-on combination, or simply never even notice it to begin with because it's essentially impossible to tell when a Spirit starts to phase.
So it's impossible to tell if the Spirit uses an add-on that speeds up phasing, if she uses other add-ons that speed up phasing? Where's the logic in that? Either way you know she's phasing faster than normal and can account for that.
And what do you mean by "MDR only becomes noticeable over very large distances, which almost never come into play."? Killers have to travel to gens to win the game. That means going across large distances all the time. Playing against a Spirit using the MDR and a Spirit with it is super noticeable if you're repairing gens.
-
@WexlerWendigo said:
None of your points have swayed me from thinking it is much harder to deduce a Spirit’s add ons than other killers
But I was arguing that it wasn't hard. I kept listing how you could do it to counter Otz's points that it was supposedly impossible.
-
@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/2253006#Comment_2253006
Most of the time, no, it most certainly isn't. You'd have to have a very specific set of circumstances and and incredibly in-depth knowledge of the specifics of MDR to isolate it from her other addons.
You don't at all! The sheer speed Spirit is able to go is very noticeable once she starts phasing. That 40% boost can be felt from just how much space a Spirit can go in-between hooks. Let alone actually getting into a chase with her and trying to gain distance.
I'd argue that you would need more knowledge to determine if she's using duration add-ons than anything else. The ring basically reveals itself.
-
@MadLordJack said:
Objectively speaking, her add-ons have no tells because her power doesn't ,making her power the true problem and not her add-ons. No-one complains that most of Plague's add-ons are nearly impossible to detect.
So the speed from the Mother Daughter Ring, that Otz mentions allowing the the Spirit to traverse the map in seconds, isn't objectively able to be detected?
-
@C3Tooth said:
https://forum.deadbydaylight.com/en/discussion/comment/2252941#Comment_2252941
Even if you know her add-on and know exactly the timing of her charging, the speed. You cant do anything. Because she can just stay in phasing mode a little longer. Example:
1.5sec charging + 2sec traveling = 3.5sec to post phase attack
1.5sec charging + 2sec traveling + 1sec standing still in phase = 4.5sec to post phase attack
Why would the Spirit stay in place when the whole point of the experiment is to see if the survivor can guess her add-ons after she phases?
-
I would also like to offer an experiment for people to try. Have a Spirit hit a survivor and the survivor run forwards to gain distance, then have the Spirit phase forward to chase after them. After the Spirit reappears, the survivor must guess which add-ons the Spirit was using. Tell me your results if you choose to perform this.
-
What do you know? Someone else on these god-forsaken forums that likes writing essays!
It was a very good and decisive read. Having endured many of the spirit arguments that take place here, I think you did a fine job explaining the process behind playing against her. Which also applies to most killers in the game funnily enough. I shame I think, that most people who despise Spirit for not being loopable will likely not read this. What with them being allergic to logical arguments and all.
I will throw in my 2-cents for the more rational people who still don't like her very much. Because I think they dislike her for a completely different reason than they describe: feedback. My evidence for this is another killer that does everything Spirit does but better. Nurse.
If a good Nurse sees you, you're screwed. In the hands of an experienced player Nurse has no counter-play from an individual survivor. The only thing you can do is hope that your team repairs gens faster than the Nurse can get downs. And yet most people have absolutely no problem with Nurse as a killer despite this, but they do with Spirit. And I think it's because of how both of their powers give information to survivors.
Nurse -
- Charges up her blink.
- Blinks towards targeted location.
- Reappears.
- Attacks.
Spirit -
- Stands still for a few seconds and begins phasing.
- Ends phasing and reappears.
- Attacks.
For a survivor who doesn't understand the nuances of counterplay as you went over in your post it makes complete sense why they would find Spirit so frustrating to go against but not Nurse. They know when a Nurse is going somewhere. They know when she'll arrive and almost certainly know that she'll attack once she does. It doesn't matter if they're completely dead in the ground the moment a Nurse spots them. Because they know how she her power functions their imminent death seems "more fair" in a way.
But with Spirit it all seems in the air. "Where is she? Where is she going? When will she arriv- and I'm dead." Getting downed by a Spirit is usually very sudden and unmediated. At least for the survivor. They feel cheated because there wasn't enough of a sign that they were about to go down. Because they don't know if the Spirit is using her power or not.
I'll bet that complaints about Spirit's "Inability to be mind gamed" will be quickly silenced if there was a tell added to her power. Something that let survivors know: "Hey. You're about to eat dirt".
But that's enough from me.
tl:dr Good post!
-
Bob and Bobette. That latter of which I awarded the Cadaver Heavyweight Cup after she managed to down 3 survivors in a single game. Her back-hand is legendary!
-
@Zesty said:
https://forum.deadbydaylight.com/en/discussion/comment/2234165#Comment_2234165
Who hurt you 😂😂😂😂
I dunno dude. But whoever they were they haven't hurt me long enough to convince me that Trickster is good. Or that I should ignore logical arguments in favour of echoing people who already agree with me. I wish I can say the same for you...🤔
-
It's not a matter of if you're a good Trickster. It's a matter of how bad the survivors are. Trickster easily has the lowest "competence threshold" of any killer. Meaning survivors have to play really poorly in order to actually lose against him.
Those numbers you mentioned that contrast against Huntress hardly matter much in an actual game because despite being technically worse than Trickster in terms of throwing speed, holstering speed, etc, Huntress still only needs 1 hatchet to injure a survivor. A hatchet that can threaten survivors across the map and will always net you pressure if it hits.
You said that Trickster is good at zoning people in chases. But I think that's a white lie on your part. It's the only thing he can functionally do during a game to gain pressure.
You can't snipe with him because his knives are too easily dodged just by strafing at long ranges. And even if you land hits the laceration will just decay if you don't follow up. So what you're left with is a killer who's at the mercy of the map at all times and doesn't demand any respect from survivors during chases because of how many knives you have to land.
Trickster is the worse killer in the game. There's no magic "trick" to winning with him. No advanced technique that you can only unlock through hours of practise. He sucks. And that's all there is to him. The devs were too focused pandering to a demographic that hardly plays their game to begin with to bother design an interesting killer power.
-
@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2221381#Comment_2221381
So for one single update they can't have the announcer of Resident Evil, that reads out all the names of the earlier Resident Evil games, on startup because a few people dislike it despite it being an homage to the classic games which the chapter is representing?
Sure.
The fact that it's a "homage" doesn't make it any less out of place. It still sounds weird when booting up the game and gets annoying quickly.
-
@GoodBoyKaru said:
They better keep it, it's just another nod to resident evil.
It's off-putting and cheesy. I think the fact that they have now have 2 survivors, 1 monster, and an entire map from Resident Evil is enough of a nod without adding in this awful voiceover.
-
I've just noticed the other posts highlighting this issue.
I am relieved that I'm not the only person that's worried about this. The devs need to know that this is not ok.
-
Playing the game for the first time and learning everything. Then cracking the formula of the space time continuum and travelling backwards through time to play it again.
Alas, all good things must come to an end. This universe is no different.
-
I've mained him ever since he first came out and he's easily the 2nd best killer in the game. Only surpassed by Nurse. The FOV change was nice but by then I had already played him so much that it didn't matter.
His biggest weakness right now is similar to Nurse, where there's certain parts of the map where your power doesn't work. You just slide right off stuff when you shouldn't. So like Nurse you need to painstakingly memorise which parts of the map are bounce friendly and which parts aren't.
But once you put in the time to do that you become an absolute monster that can land hits in almost any loop in the game, traverse the map at insane speeds, and definitely deserves a spot in "S" tier.
-
You murder them in real life. Because beating them in the game would be impossible.
-
@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/251668/just-airing-some-grievances
Hrm. I don't feel particularly qualified to offer advice on such an exchange, but I will give my two cents because you came here to vent. I also play with my friends, but we don't get upset about what happens in the game, nor would we ghost someone over a bad match. If you liked this person, know them in real life, enjoyed their conversation (and them you) I wouldn't let a damn video game torpedo a friendship. And to be perfectly frank, if a video game can undo your interactions that easy, it wasn't a friendship to begin with.
I agree. I don't think it was a real friendship either.
-
I've had a night's sleep and some breakfast. Feeling a little better about the whole ordeal. Still stings a bit though.
-
This game...
-
@PureHostility said:
Any player who do chooses to play her instantly loses any respect from me.
I don't feel bad if some Meghead uses Haddonfield on her anymore, I want her experience to be as miserable as it is for the survivor's who has to verse her.
I despise EVERYTHING about spirit, be it her gameplay, her looks and her sounds. Her unbalanced state, spilled a pure form of hatred that soaked all whole image of The Spirit making me hate ANYTHING regarding her.
#RemoveSpirit
Man, with that kind of unbridled rage you could be brutally dismembered and thrown out of a glass window by a parental figure before making a pact with an eldritch being from another dimension to get revenge.
Have you considered auditioning for Spirit?
-
@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/2204167#Comment_2204167
Hey man Ive been trying to find a way to do this myself, mind showing how? Idk if you can in a public thread like this, so my Email should show up on my profile
Sure! I'll send through instructions to you now.
-
@Luciferr_2nd said:
There is always a random bug with every patch, so no its not really exaggerated.
I remember the stuck in hill glitch, the p3 trapper mask being default, the iron chuckles mask bug, the desync, all of twins bugs, the killer pov stance at start of match, the loads of keys in chests bug, these were just the ones that came to mind first.
DBD is bugs first. Game second. It is sometimes physically impossible to tell if something is a bug or intended.
-
Having recently gone back in time to play an older version of dbd, (l'll explain this later), it still confuses me why survivors have been getting steadily more and more quiet as the game got updated.
The noise their footsteps become with the swing chains absolutely needs to be normalised for all killers.
-
I am reminded of the post I spent 5 hours creating about Old DBD that was deleted from the forums...
I still have to remake it from scratch :/
-
@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/2199006#Comment_2199006
I am glad I was able to read it before it was too late.
I'm going to remake it from scratch and post it again tomorrow with the "Bad no no things we don't support" removed.
Until then, what did you think of it?
-
EDIT: My post was deleted :/
-
@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/2193842#Comment_2193842
Ah, my friend. This topic gets me excited as well, and if you want to write your essay here I would be more than happy to read it.
As for your answer, I understand your point and I agree with it. From the spooky maps to the old hook and pickup times; all of them good things which current DBD does not have.
And I also would like to return to 2017, specifically for Freddy's release. That was when he was in his best state, and I would like nothing more than to see my favourite killer shine.
Glad to see that you've liked my post, and thank you for your answer :)
I have finally done it: https://forum.deadbydaylight.com/en/discussion/250740/i-downloaded-and-played-old-dbd-here-are-my-thoughts/p1?new=1
-
Add-on for Blight:
Iridescent Towel Rack
- The Blight will no longer slide across objects during his rush
"Who left all this grease here anyway?"
-
@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2196300#Comment_2196300
I will be buying a lot of those for my Blight.
It'll have to be an Ultra Rare of course. You're going to need at least a couple hundred sheets of paper to get most of the maps cleaned up.
-
They should add an offering: "Paper Towel Roll" that removes all of the grease from the map you're playing on.
-
I don't find your advice that helpful.
I can't will myself into enjoying the game just like that. Enjoyment comes from experiencing select parts of the game and hoping that all of the nonsense stays away long enough for me to have fun.
No amount of optimism is going to change how I feel when I have a 4-man on the ropes and they open the hatch, or when I get camped in the basement as I watch my team mates crouching around the map.
The best advice I can give is set your expectations lower than the quality assurance this game provides and don't play it too often. Else misery is bound to follow no matter what you do.
-
@DwarvenTavern said:
https://forum.deadbydaylight.com/en/discussion/comment/2194562#Comment_2194562
What do you mean retconned?
Retroactively changed.
The entity used to turn survivors into killers when their hope of escaping completely ran out. Now they get dumped into the void for no reason.
Blight used to a victim of his desire for power which lead him into willingly becoming a killer to sate his addiction to serum. Now he was unwillingly turned into a killer when he tried to escape.
Nurse used to have murdered all of the patients in the asylum because her mind had snapped after spending so much time near the insane. Now she decided to kill everyone because of, and I'm not kidding, eugenics.
These and so many more arbitrary story changes have done nothing but made the lore of dbd cheap and less engaging. "Modern" writing styles need to die screaming.
-
God. Where to even begin?
The lore of the entity before it was retconned, the lore of Blight before it was retconned, the lore of Nurse before it was retconned.
Basically the lore as it was before the writers decided to go full Marvel and re-write everything not realising that less is more.
-
It's weaponised masochism.
If you, for some god forsaken reason, play Trickster long enough to never miss a single knife then it's a straight upgrade. He no longer becomes the worst killer in the game and can down survivors pretty quickly. But the amount of time, patience and sanity required to reach this level will only allow the most flagellant of players to properly use it. It should only lose the bonus laceration after you miss 2 knives instead of one.
Learn from my mistakes. Do not use this add-on.
-
I'm going to hold off splurging all of my thoughts into an essay because this topic gets me really excited. I'll definitely write an extensive post about this at some point.
But anyway, I've actually had the chance to return to an earlier version of dbd via a cracked download. I chose version 1.3.1 and hopped into a KYF with a buddy. Let me tell you; it was an entirely different game:
- Different bloodweb UI
- Different attack animations and unique camera movement for killers
- Spooky map ambience is actually a thing!
- Absolutely busted add-on and perk combos for both sides
- Michael's POV didn't have his knife in this weird position above his head when in Evil Tier 3 (IMPORTANT!)
- Old hook and pickup times
I could go on for hours comparing everything that has changed. But to finally answer your question I want to go back to the date that I first started playing dbd. Around 2017. Returning to ignorance as well, as if I had never played the game. It was so much more fun back then. Back when everyone was still learning how the game worked and was playing for the thrills and scares more than anything.
I'm going to stop now so I can begin writing my essay.
-
@Kebek said:
I think it's perfecly fine. A perk that can give you such massive mm speed bonuses as 5-15% needs extreme downsides like losing stacks after each attack.
Besides, it's the ultimate perk for tombstone myers builds which alone justifies it's existence. On special ocassions, instadowning killers or wraith can get good use out of it too.
I think that perk is one of the few that has hit the sweetspot already, not needing any changes at all.
It is absolutely not fine.
It *used* to be a perfect spot where only actions that could injure and down survivors directly would make you use stacks. e.g Hatchets, Demo's Shred, PH's ranged attack. But it has since been unjustifiably nerfed to also affect killer powers that don't. e.g Doctor's Shock, Clown's Bottles, Blights Rush (Not the attack), Plague's Uncorrupted Bile and Deathslinger's Gun.
It was already a niche perk that basically required you to use Nemesis to get any use out of it. It should never have been nerfed.
-
@UseTheValve said:
https://forum.deadbydaylight.com/en/discussion/comment/2191956#Comment_2191956
- Old Save the best for last machine gun build?
- Saboteur with no hook respawn was so fun.
- No entity window blocker for truly infinite loop, you better play trapper .
- Super fast self care and botany knowledge that allowed you to heal in like 3 second.
- Real infinite loop 🥲.
- BT gave you and your friend a 2nd health state.
Those are just exemples , this game is the reverse of power creep, what are the new perk you actually see people issuing from the last 4 killer or survivors? Anything that’s considered meta is remnant of the old school mentality of DbD and is getting nerfed into oblivion. Lot at all the newer perk and none of them actually has as big an impact as those old 4 years old even nerfed perk.
Why are you mentioning all of the old, broken stuff? At no point did I imply that old dbd wasn't broken. It's actually way more broken than current dbd. My point was new dbd has problems that old dbd didn't have. Not to claim that the latter was perfect.
As for your counter-argument against power creep, I need only mention BBQ&Chilli, Ruin, Devour Hope, Undying, Bamboozle, Dead Hard, WGLF, Decisive Strike, Borrowed Time and unbreakable. You technically don't need to buy the characters associated with these perks to help you win games. But they're part of the meta for a reason: every other alternative isn't as good, if not outright terrible, and players who want to improve their chances of winning games will get these perks.
-
@SunaIIanu said:
https://forum.deadbydaylight.com/en/discussion/comment/2191731#Comment_2191731
But their complains make no sense. Sure the game has changed in the years but perks were always an important part and the perks they mentioned aren't even new. Spine chill is a general perk, dead hard and bt/unbreakable were added in 2017. Laurie was added in 2016 and brought perks with new abilities aswell. Even selfcare and saboteur give you abilities that you usually need an item for. Saboteur was also very broken back than because hooks and traps did not respawn.
So what I'm trying to say is: Complicated perks are not really a new thing and it's not like the release perks were all super balanced, some of them were downright broken (old we'll make it is a good example aswell).
If course you have to think of more perks now, but that is simply because there are more perks in the game today and every three months three new perks will be added. But how do you (or TGB) want to change that? Not adding new perks? Adding the same perk in 10 different variants?
Op seems to dream of some older, perfect version of dbd and I'm not sure if that version has ever existed.
Perks were and still are an important part of the game, yes. But I think OP's main concern is how they've affected the fundamental aspects of the game just by existing.
Before, a survivor jumping into a locker was completely unsafe. Slugging was very reliable. Survivors unhooking directly in front of the killer was always a death sentence. It reinforced the killer role by not allowing survivors to get away with every action. Now, pretty much everything a survivor does can be completely unpunishable.
Some of these things I think are good changes. Lithe enables survivors to plan routes they otherwise wouldn't make in chases. Same with Dance With Me, Smash Hit, and the new Lucky Break. But these are actions that require survivor planning and good execution to work.
Actions that are a result of the survivor being punished by the killer, (getting injured, downed, hooked, etc), should not allow them to be rewarded unless they did something to earn it. The only perks that requires the survivor to earn their second chance are Mettle Of Man,(extremely unreliable), and Deliverance, (which has risk-reward and counterplay).
-
Seeing Trickster added into the game. Not because he himself is scary. But because the devs honestly thought his state at release didn't need buffs until the community told them otherwise.
-
No it wasn't. OP was just sick of how the game has fundamentally changed over time and doesn't like the new direction it's going.
Maybe you should try reading some more if this post was too incomprehensible for you.
-
I'm very curious for the answer to this question. Perhaps a poll is in order?