Slashstreetboy
Slashstreetboy
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I always thought insta winning as Killer is accomplished by picking Freddy. If that doesn´t work, put on the forever build, as soon as they realise what it is the Survivors suddenly all drop dead and you are transferred to the endgame screen.
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The difference between your scenarios is how much any given hex is valued in your build.
For example, if you were hellbent on getting Devour Hope to work, it would make more sense to pair it with Undying than with Ruin.
If you want to roll two dices, go for two hexes. The amount of hexes to be cleansed remains the same, but the hex that is protected by Undying has a slightly higher chance of surviving.
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To be fair, some changes in this update are gonna be good. I think with Clown, Wraith and Undying they made the right calls.
That being said, I´m very disappointed about the small adjustment the Trapper got. Looking at his change log and the general patch schedule, it´s fair to assume that this is all the "help" the face of the game will get in 2021.
I´m also unironically contemplating if I will quit DBD for good should the new HUD be implemented in this manner.
I can´t help but share your opinion on Object and certain Survivor related balance issues. Regarding this perk specifically, I´m convinced that the insane amounts of negative backlash Ethan got for his stance on object caused the DEVs to leave Object as it is just to spite the Killer community as some form of "payback".
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@DawnMad said:
Now let me rephrase your post.
Changes to killers:
- Clown is getting a buff to his reload time and a new ability that give him mobility.
- Wraith is finally getting a buff to his invisibility.
- Trappers traps are now more reliable since it's much less likely they will get out straight away.
- Deep Wound change doesn't matter much to be honest.
- Iron Maiden is buffed, Undying is nerfed somewhat (Seriously survivors had to find both totems before and they will have to find both totems now, what are you all so sad about)
Changes to survivors:
- Made buffs to 5 perks that weren't strong before.
- Trapper traps are now more reliable since you don't have a change to be stuck in them for an hour.
- Deep Wound change makes it less likely to die to it before you Snap Out of It.
Maybe it's just the phrasing that's the problem huh?
I´m sorry but "much less likely" is a very strong overstatement, the change really benefits Survivors more than the Trapper. There´s still a very good chance they get out in 1-2 attempts but the max they will be stuck is now 10 seconds.
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I get your point. May I offer a different perspective?
The allegedly increased skill ceiling might also lure more players into the circus. If they do a great job with the addons, the number may be even higher. The changes alone will be enough to get people to try new clown more, and some may stick around because they like it. I´m expecting an increase in clown enthusiasts.
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I share your assumptions. They may also introduce addons that enhance the speedboost of the antidote, something like a reverse flask of bleach. Same could go for the Ether family, possibly. Maybe a new purple addon that removes the speed boost for survivors altogether, but that may be a bit much. I´m also expecting a hefty nerf to pinky finger.
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Indeed a welcome change. Now the only OP crutches left in the game are Iri Head, good headsets for Spirit and stuff on the Survivors side (namely keys, Object, comms and stacking 2nd chance perks).
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Check out Otzdarvas "Good and reliable Builds for every Killer" video as well as his "Essential knowledge for Killers". Also, check out Scottjunds guide on how to run tiles as Killer.
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Good patch overall. Except for the HUD, which is terrible. Lackluster and disappointing regarding Trapper and Perk changes.
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@FlamingkittyUmad said:
psst, even if a survivor escapes the trap they're still injured and vulnerable
Only if they weren´t injured before (in which case getting outplayed and making the mistake of stepping in a bear trap has literally 0 consequences other than destroying the time it took the trapper to fetch and set the trap as well as making it useless since its location is now known), don´t have any pallets left in a huge area, still have significant objective progress ahead of them and have no way of healing.
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Pretty much this
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@Danky said:
https://forum.deadbydaylight.com/en/discussion/comment/1859011#Comment_1859011
why not add his his power where he can hold as many as he can get.
meaning starts of with holding 1 then he can pick up more and more and he goes and grabs them.
That sounds neat, but in my opinion buffing his start capacity and adjusting the addons accordingly (Trapper Sack +0/+1, Trapper Bag +1/+1, Stitched Bag +1/+2) is not negotiable in terms of changes Trapper needs . If you were to take 2 minutes to run around and fetch them all, the Survivors are basically already at the exit gates, teabagging you for not pressuring gens.
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@Mastermind said:
https://forum.deadbydaylight.com/en/discussion/comment/1858864#Comment_1858864
It allows you to have traps where you want them to be. You won't be missing a few traps just because they decided to spawn on the opposite, dead corner of the map. You find the place you want to defend, you open up a few lockers and you have all your traps available. Or maybe have the locker interaction refill it to full carry number up to the maximum available on the map.
I think if the trap spawn locations were improved ( for example with a range check preventing them from spawning any closer than 25 meters from the edges of the map) and his start- and carrying capacity were improved, this wouldn´t be neccessary.
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1858706#Comment_1858706
My god does it really kill the devs to give him 2 traps as basekit???
Almost 5 years and trapper is still only able to carry 1 trap by default
It´s nothing short of baffling. Can you think of a reason why that is? It most certainly is not balance related.
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1858489#Comment_1858489
"Please, the new HUD (no offence) looks so horrible I´d even pay $$ to be able to play using the old one."
Don't give them ideas 🤣
I´m sorry, but I´m desperate :D No way I´m gonna play with this HUD.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/1858817#Comment_1858817
The main reason to avoid doing multiple buffs at once is to make it easier to find out if a certain buff ends up being too much. If you make multiple changes and something ends up too strong it's harder to determine what should be reverted or weakened.
The main issue is really how slow they are at changes, because it wouldn't be an issue of them making minor adjustments to Trapper over several patches if they were quicker at putting out changes.
That´s what I´m afraid of, too. Another year without meaningful buffs to Trapper. I don´t really care if they finally address the downsides he has in patch 12.3. because I propably won´t be playing then anymore.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/1858728#Comment_1858728
ohhhh that's what I have waiting for me later on.
That´s great, I wish I had, too. Beer will also do for tonight, though.
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@Crowman said:
I doubt this will be the last time we see trapper buffs. A couple mid chapters ago they allowed him to reset traps on the ground instead of having to pick the trap up and set it back down.
They probably just want to avoid doing too many buffs to trapper at once.
Yes, 10 months ago in patch 3.6 they enabled resetting and removed trap sabotage. Admittedly good changes despite not helping with his core issues, but it´s been almost a year.
Why would they avoid that? He´s the posterboy/mascot of their game, their first Killer, and even if they buffed him tremendously there would be a bunch of Killers that would exceed his power level by a large margin. I´m not saying he has to be the strongest Killer, but he certainly doesn´t deserve to be among the weakest, either.
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@QwQw said:
https://forum.deadbydaylight.com/en/discussion/comment/1858728#Comment_1858728
We got it all here, don't worry.
Perfect, thank you very much!
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Double single malt scotch for me please, there´s lots to digest.
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Trapper change has the potential to be neat . From my experience, 1st try escapes happened around 50% of the time, more than 4 you basically saw never. If the reduced chance of escaping on the first 3 attempts is very significant, like -10% of what it currently is, it might benefit Trapper, but if it´s any less they honestly shouldnt bother putting work into the coding - the effect would be next to nothing.
Also, they addressed the wrong issue with Trapper. His biggest weakness is and always was the time it takes to fetch his power, making him the most addon reliant Killer and even with said addons to mitigate his weakness just a little bit he´s still nowhere near the top Killers.
I´m very disappointed, not because the change isn´t good (it may or may not be) but because it isn´t enough to bring up his viability regardless.
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@MrsPuddles said:
https://forum.deadbydaylight.com/en/discussion/comment/1858171#Comment_1858171
Just seen the update and I’m so happy that his core ability is still there. Looking forward to trying out his new bottles.
Same, can´t wait to try out the antidote! Haven´t played much Clown recently because I wanted to wait for the update. Also agreed, keeping the core mechanics was the right call imo. Now I´m very curious as to how his addons are going to change.
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I like pretty much all of the changes, especially to Clown and Undying.
What I really, really do not like is the new HUD and my mind is racing to find a way to prevent the implementation of it. It´s very early but until now I have seen exclusively negative feedback regarding it.
I´m also severely disappointed that Trapper wasn´t changed as much as he needed to be. It inclines me to believe that a) It will be the only thing he gets in 2021 given his previous change schedule and b) that they want him where he is and he will propably never be a mid tier Killer
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Yeah it was pretty obvious a change like that was coming to the perk. I like it personally, and it will now be useful for more hexes than previously.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/1858500#Comment_1858500
Trapper Butt? He has enough, we don't need that buffed.
*sorry, I'll go back to collating now*
Oh damit, it makes my complaint way less edgy and much more embarassing^^
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@TheMythicalCat said:
Nevermind the three killers who all got buffs, and no nerfs to any killers, those don't count at all.
The Trapper butt is much appreciated, just like a single drop of water is appreciated by someone who´s about to die of thirst. It barely can be considered a buff, more like an adjustment of rng. Now only like 12 more changes like that and Trapper can call himself bottom of mid tier.
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Please, the new HUD (no offence) looks so horrible I´d even pay $$ to be able to play using the old one. What were they thinking? Killers FOV is small enough as it is, and moving parts of the HUD there is not only distracting but also a straight up hindrance.
Please give us either a "classic HUD" option of move the stuff to the bottom again, I can´t imagine anyone giving you positive feedback on this one.
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@MrsPuddles said:
https://forum.deadbydaylight.com/en/discussion/comment/1858402#Comment_1858402
Of course! I gave her a few chin tickles as well. 😇
You love to see it, so wholesome :D
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Just read through the DEV Update. Good changes overall, but the Survivor icons need to remain at the bottom of the screen. Where they are placed now they seem to be very distracting and take up valuable space in the Killers FOV that is severely limited to begin with. Same applies to the Gen remaining icon, please reconsider this I beg of you.
@Kagari_Leha said:
https://forum.deadbydaylight.com/en/discussion/comment/1858437#Comment_1858437
you wanna know what's wrong ? good, im happy to help :
- First of all, the placement is annoying, not only because nobody was angry at what the HUD looked like but because also it's taking too much space it's literally EVERYWHERE instead of 2 corners of the screen, it was perfect this way, i didnt have to look everywhere to search for a specific information
- Second, i like the hook counters, but it could have easily been implanted to the old look. Keep the hook counters tho, it's useful
- Third, the thing that is the most annoying is why replacing perfectly fine and understandable icons like "HEALTHY" and "INJURED" by "survivor's ugly low res portrait" and "survivor's ugly low res portrait but it's flashing red" IT'S NOT PRACTICAL AT ALL. IT DOESNT HAVE ANY IMPACT, YOU CANT LOOK AT IT AND KNOW INSTINCTIVELY "that guy is injured / healthy'
- Fourth and final thing, again with the red flashing did you think of colorblind people again ???? Devs already put a terrible aura update that was impossible to play for colorblind people and now, with the portraits just flashing red instead of being understandable icons representating health states, they wont be able to play the game anymore ! because they cant get information because of the UI !
Here. Your list
In other words, ^this.
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@VSchmitt said:
https://forum.deadbydaylight.com/en/discussion/comment/1858392#Comment_1858392
Was about to say that (even though I've said it before) He's the "boss" and the "shout caller", and his streams and responses are always so arrogant (don't know if the means to be arrogant or just phrase it wrong) but he does NOT pass the vibe that he's a good listener and takes well criticism
To add to this I want to say it was very disappointing to hear that the massive wave of complaints regarding Object that´s been going for years has been disregarded as a "perception problem" and unless the stats show there´s a significant problem with the perk it won´t be changed, period. At least this most recent statement led to an even larger spike in complaints about this nasty, broken perk.
At this point I´m pretty much convinced they don´t change Object just to spite us since there´s no other legit reason to leave it as it is with everyone with half a brain complaining about it.
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Friendly pigs are so awesome, hope you left her with a lovely snoot booping!
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I´d also pay good $$ for that skin despite the fact they made Myers 50% larger than he is in the movies!
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Clown is part of my roster, and I too enjoy him very much.
Same for me @TheClownIsKing , both nervous and full of hope for the rework.
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No offence but this 100% needs to be base , in other threads I suggested 5% hindered until fully healed. In addition to that, Serrated Jaws swaps rarity with Rusted Jaws and causes 5% extra hindered until fully healed.
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MacMillan realm. Most of these maps are decently balanced and in my opinion they are the most visually appealing, before and after the update. Coal Tower is my favorite map with Groaning Storehouse being 2nd.
I also like new Ormond, Sanctum of Wrath and Pale Rose.
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No worries, if Coldwind and Haddonfield aren´t next, all the toxic swf groups will have run out of their respective map offerings till then, assuming they keep their trend of using them 6-7/10 games.
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I´m somewhere in the middle. There are 3-4 Killers I play quite a lot, 3-4 Killers I play occasionally and the rest I never played again after getting their achievements.
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Not too much would change propably. Spirit would take the nr1 spot from Nurse I guess, but no addon makes Myers S-tier. Fragrant Tuft of hair, Tombstone Piece, these might bring him up to B tier at best, but it depends on what you´re basing your tier list on.
Against the average potato Survivor basically every Killer is A or S tier. Against very good Survivors, 9/10 Killers are C tier at best.
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What I hope for vs what I expect:
Hoping for:
Object nerf, Coldwind+Haddonfield update without breakable walls, Clown update (not including Billy-esque changes, especially to addons), Key nerf, Freddy nerf, Spirit nerf, Undying nerf, Trapper buff, Wraith buff, Myers changes, Iri head nerf, rework of iridescent family crest,
Expecting:
Clown update shockingly similar to Billy, Coldwind update including tons of breakable walls and see-through walls like in authaven, nerf to zanshin tactics, blood favor, dragons grip, trail of torment, Hoarder, slippery meat, tombstone piece, keys now take 2 seconds to open the hatch, no other changes. Overall rarity of items in chests buffed,
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It´s been a while since we had a post like this :D
In my opinion, Oni beats spirit even if he can´t see her, and the only threat to him would be Huntress, whom I´d place as a close 2nd in this kind of battle.
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@Ghoste said:
It's been confirmed a change is coming, but they probably won't be telling us when the nerf will happen. They'll just randomly put it in just like the mori nerf. My bet is 6 months from now, but it will be bugged for a couple patches.
That would be my approximate guess too, if keys are in fact getting changes in the future. Till then, we kinda have to endure the insane key spamming. At this rate, there won´t be many keys left anyways, making the nerf almost obsolete, so maybe that´s what they´re hoping for to save ressources.
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That would be great. After all, DS biggest strength is that it forces the Killer to assume everyone is running it if there´s an obsession in the match.
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@Zagrid said:
https://forum.deadbydaylight.com/en/discussion/comment/1854736#Comment_1854736
Making up which part? The part with them balancing for the top 1% of killers.
I have an excellent source for that, just watch Almo, the game designer. He streams and said the reason they are looking to nerf Freddy is that the top 1% of Freddy players are "overperforming"
However, he neglected to say whether or not those games were against the top 1% of survivors. My guess is that they aren't because of how poorly ranks and matchmaking are. There might be like 7 Freddy games like that. And even then we have no idea what the RNG of those games was like. Or the map, or the perks, or whether or not the players were actually playing seriously.
That's, why I say balancing anything in this game based on the data they pull from the game, is nothing more or less than a complete joke.
I´d also be curious as to how often the top 1% of Survivors escape vs Wraith, Trapper, Myers etc and if that is also considered in the balance decisions.
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As Killer, I usually don´t expect it but it becomes very apparent when used. It becomes great when used with QnQ and Lithe though, I run this on Survivor sometimes for fun and it´s hillarious when it works.
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It´s like @Almo said, it´s more a rework than a nerf. Since it did effectively nothing against veteran Survivors, it´s actually better now in this regard, and at the same time it doesn´t destroy noob Survivors anymore, making the experience for them much more bearable ( starting in DBD is SO hard).
It also added a certain requirement of skill to get value out of it, I think they did a phenomenal job with the rework.
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@AggressiveFTW said:
https://forum.deadbydaylight.com/en/discussion/comment/1855093#Comment_1855093
"-tier up mechanic: After the gauge is filled, the active ability button can be used to tier up (same sound cues as before)" you mean you have to tap/hold a button to activate Tier 3 when the gauge is filled? If so I like the idea.
Yes, just like it functions with Oni once you have gathered enough blood. I´d also find that very neat.
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I disagree on that one. I think a few changes to his basekit and addons should be enough. I also got some ideas:
-lessen range stalk penalty by 50%
-stolen from Otz: A successful hit in tier 1 fills the power gauge completely, enabling an immediate tier up
-tier up mechanic: After the gauge is filled, the active ability button can be used to tier up (same sound cues as before)
-5% speedboost for 10 seconds when reaching tier 3
-in addition to faster vaulting, breaking animations are 10% faster as well in tier 2 and 15% faster in tier 3
-Bonus stalk progression for stalking multiple survivors
-survivors regenerate evil at a rate of 1/45 seconds (can´t be abused to cheese stalking)
-tier 1 movement speed buffed to 4.4 (110%)
-undetectable after tier 3 ends (20-30 seconds)
-remove movement speed penalty from vanity mirror
-nerf scratched mirror aura reading to 24m
-rebalancing tier 3 duration addons to match their rarity, currently Hair bow is better than Lock of Hair, Hair Brush and Blonde Hair
-adding the equivalent of 5 seconds of stalk to reach tier 3 while using tombstone piece (now 20 seconds, I think)
-jewelry family of addons should have a different effect, for example
a) buffing his speed after tier 3 is reached
b)buffing the rate at which survivors regenerate stalk
c)add a different effect depending on rarity, for example making him undetectable for the last 10-20 seconds of tier 3, improving his lunge in various tiers
These slight tweaks might be enough to make Myers a solid mid tier Killer.
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I´m a very dedicated fan of the Halloween series and a Myers "main". After years of playing, he starts to feel lackluster because other than being a good M1 player there is not much depth to using him well.
It also bothers me that he´s so close to the bottom of any legit tier list. In my opinion he doesn´t need huge buffs but some slight tweaks to give him more skillbased mechanics and to lessen his weaknesses a bit.
They also could address his weird addons (blonde hair, hair brush, lock of hair, reflective fragment, vanity mirror, stalking movementspeed addons) which are all insanely bad. On the other hand, Tombstone piece is a tiny but too strong.
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@Ohnoes said:
Its mindblowing how many people use a anecdotal situation as if it means anything. The things that can be gathered are that:
1) Ruin Undying won't save you if you're completely braindead. You have to at least have a squishy brain to remember to pressure gens some and remember "Oh yeah I can teleport".
2) It is a bad idea to waste time spamming snares aimlessly. If you're that type of person you need corrupt.
3) BNP is busted. Yes, I don't think anyone disagrees it should be changed or removed.
That's it. The biggest takeaway from this is don't play like that guy. The second is that BNP should be removed or tweaked again.
I´ll add that synergies for fast gens are busted as well and need looking at. They done it to slowdown already with the ruin, pop and thana changes but the other side of the spectrum is just as nuts if not worse.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/1854697#Comment_1854697
Balancing a singular killer around their 1% maybe, but not the entire game, also the top 1% of clowns are phenomenal, the top 1% of every killer is phenomenal (hence why they are the top 1%) if the only thing they balanced around were the top 1% of X then no killer would ever get buffed or nerfed because looking at the top 1% makes every killer look viable.
And yet they are getting buffed and nerfed because BHVRs statistics, contrary to your percieved reality, show that they either under- or overperform, hence why Nurse and Hillbilly got severely nerfed (rightfully so though but they overdid it with Billy). Almo is notorious for basing his decisions on raw data.
The data is obviously to be taken with a grain of salt because as you say, for example, top 1% clown players appear to be phenomenal from the average red rank pov yet he remains laughable for the top 1% of Survivor players regardless.
