SunderMun
SunderMun
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@Rex_Huin said:
Ghostface all the way on ps4 last night....have no idea what I'm supposed to be doing against him. I've tried staring at him but he still insta downed me. What is the red meter? I really have no idea.
Oh his stalking is BS atm, which is why the hotfix is coming in so we should be able to actually reveal him if we see him and avoid being exposed by an easily abusable buffer.
Fun to abuse, though.
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@Caretaker said:
https://forum.deadbydaylight.com/en/discussion/comment/535308#Comment_535308
I like how you take everything you don't agree with an as act of aggression. If this is aggressive I hope no one slightly raises their voice to you. Not sure how you'd react.
Please explain how they did well by getting downed off the hook, especially end-game? How do you know they did well? Maybe they just screwed around all match and constantly put their team in danger? Why do you deserve a free escape? As for immobile, you do realize they gave you immunity frames when being pulled off a hook right? There is a thing called body blocking and BT as well if it's an unsafe unhook.
No, I take his blatant aggression as an act of aggression - the caps, the tone, everything, are blatantly akin to him screaming in our faces and telling us we're wrong.
I've not once called anyone else I disagreed with aggressive on this forum, either, so your strawman doesn't hold up.
Edit: Oh, it's you saying it about yourself, I just realised. Changed profile picture had me confused. That makes it worse...
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@Makel_Mayers Nope. I can get a screenshot if you like; I have exactly one winter party starter on a survivor I Prestige III'd on the last double BP event.
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I'm not referring to mobility in a chase. I'm talking about the killers ability to cover large distances in the map.
Not going to lie, I feel the map size is moreso the issue. Some maps are just so ridiculously spaced out that it's impossible to get gen pressure without the hillbilly or nurse.
But with that in mind, I do agree they need something to alleviate the issue of gen pressure for the rest of the killer ensemble.
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@Yucchi said:
This isn't even an event. No bonus points, no new objectives, no obtainable cosmetics. I know they're working on "The Rift" but anniversary is the most important event and we get this - 1 bonus bp every 5 bloodwebs or so and A CRACKER that is a recolor of winter event starter.
Speaking of, one of my party starters was a winter party starter somehow. Like I'm unsure if there's intentionally a chance of this, or it's a bug because they're actually the same item that the game confused them.
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The only reason previous ecvent items were disabled is because they only had a bearing on events, such as red envelopes; there's no reason for gruesome cakes to be, and the party starters prove this is likely to be the case. They'll be permanently usable.
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@Caretaker said:
https://forum.deadbydaylight.com/en/discussion/comment/535275#Comment_535275
Ah, so remove the ONLY counter, to further punish GOOD players, which is why they want this changed? Also makes DS completely safe and a totally free escape with an open exit gate? That's fair. You're right, no issues there.
As has been said before, you really need to dial it back; if they got to the end of the game with DS active get saved, they absolutely should still have that perk...you shouldn't get punished for doing well.
And downing a hurt survivor that was just immobile isn't doing well.
But seriously stop with the aggression ffs. Talk like a human being would to others in real life.
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In its current form Decisive Strike can punish a killer for playing too well.
A good survivor being tunneled off the hook could easily run a killer for a minute or more, especially seeing as tunneling killer usually aren't actually that good, so a minute is absolutely fine. It doesn't need nerfing.
In fact, if downed with it active, it should be usable even if the timer runs out before being picked up imo (unless recovered by another survivor, of course) because otherwise a tunneler can, and usually will just wait it out if they don't want to be caught out.
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Also revealing only while outside of cover would remove a ton of counterplay, too. If the survivor knows he's there, they should be able to do everything in their power to stop the stalk if they know his exact location.
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@weirdkid5 said:
https://forum.deadbydaylight.com/en/discussion/comment/535182#Comment_535182
That's intentional. Ghostface has to have at least 20% of his body visible for you to reveal him.
So the fact that you can reveal him in corn, but he CANT stalk you is actually unfair.
It's not intentional that they removed counterplay from him in this regard; not at all - it was a foresight, and a heavily abused one, at that, that needs dealing with.
And if they lean you cant reveal them unless you're at a different angle. Which is really bad, obviously.
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Conversely, it's possible to do the exact same thing to survivor; in fact it's easier. You can also break LOS and instantly stop their reveal progress and keep peeking, with no counterplay. Happened to me just now and it made me laugh. (though i pointed it out to the killer at end of game and he just called me a salty survivor main, which I'm not...it was hilarious)
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@Catbucket said:
https://forum.deadbydaylight.com/en/discussion/70020/does-this-event-have-to-be-two-weeks-long
It wasnt overhyped, multiple devs very specifically stated NOT to get overhyped, because its a small thing. Charms were also specifically stated to not be coming yet. Theres no reason that this event shouldnt be 2 weeks, some of us adore the extra free blood points and reduced grind, so dont step on our fun because your standards werent met.
They did hype it up making it out to be a big deal that was a surprise they didn't want to spoil for us, and yet we already knew what it was from the PTB leak 2 weeks before.
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What do you mean? It's commonly considered a top tier perk.
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@Fictionalname said:
https://forum.deadbydaylight.com/en/discussion/comment/533189#Comment_533189
It's 8% in total which is alot.
Basically we got fcked over again with a new killer.
- You release a killer on the beta that everyone agrees was crap.
- You buff said killer to perform better on the PTB due to overwhelming negative reaction.
- You then make a poll asking your player base if they're satisfied with the changes which they are.
- Then all of a sudden you nerf him, despite over 80% of your community liking the buffs to him.
Nuff said.
There were obvious issues wuith him after the second round of PTB which most people whoi care about balance noticed right away; mainly detection being bugged/abusable as a result of the buffer they introduced.
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@DevourOfSalt Yes, that's definitely a bug then. I've never witnessed it myself when vs her, but I heard complaints about it when the plague was released.
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She's always had a phasing emission sound; that's why she has prayer beads to remove them as an add-on, which are considered broken by the community as a whole. Unless you mean inside her terror radius, which would mean it's now bugged.
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@Caretaker Fair enough lol. I just feel like it could provide some extra information, really. If you have 2 people downed, wait out the perk and then instantly pick up the second, it could be that the first gen being worked on is now not being touched, while another is, so you know where a survivor working on a gen is, while you know the direction that the person saving is coming from (assuming an organised team) but I admit that wouldn't be too common.
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@[Deleted User] said:
nope, he's a high tier killer. and he can do a pretty good job. that doesn't mean he's overpowered.
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survivor main btw
He's not overpowered, but I have to say that the buffer for detection is abusable, and it's happening every game he's played, as you'd expect. He keeps his stalk progress on a survivor when he breaks LOS, meanwhile they have to keep him in sight for 1.5 seconds. The issue here is that a few ms of no LOS means they lose all that progress. That IS an issue that messes with counterplay options massively - his stalk is only 4 seconds at default rate, after all. (Actually this is probably why they're changing his add-ons up)
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Anyone opposed to a shorter cd? Not longer duration, it's fine as is, just a shorter CD. One minute is just way too long for this perk to really be useful.
I don't see why it has to be on a CD to begin with; the point of it is to reward the killer by stopping gens from being worked on and providing them with information after successfully downing someone. Why should that have a CD?
If the issue is an idea of abuse by using the same downed survivor, well they can only do it a maximum of 3 times per down, and the fact is that it's a waste of time plus if that really was an issue, they could make it so it doesn't proc multiple times on the same down.
Also I don't really think it's there to stop gens from being worked on; that's just a bonus on top of giving the killer information on what gens are being worked on. Imagine it in combination with PGTW, for example?
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I understand why it's not the same as WGLF, and that's fine, but protection hits making it proc only makes it usable by the problematic 4-man SWF groups, and all 4 survivors can get it off in a match in theory.
if they really want to deal with it properly AND make it useable, make it entirely by safe hook rescues. This way you get a maximum of 2 people using the perk (that is, having it go off) during a game and the reality is that it probably either won't happen much in this scenario OR it will slow the game down by default because people are fighting for MoM stacks. It's a win-win; survivors get a perk that actually has some use outside of organised SWF and killers get some gen pressure going by default if the perk is used.
@gantes I agree there are definitely more limited options for the standard killer outside of Russian Roulette or Gen Protector for the Spirit, but honestly it feels mostly limited as survivor too. Too many perks for both sides are either useless or completely worthless when compared against other meta perks that do the same job at the end of the day and are easier to use. (Actually, that's why I'm super glad they buffed PGTW in the way they did, as 30 seconds simply wasn't enough in big maps and it made it more viable)
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Depends on my mood. I won't normally, but when I play either legion or spirit as a default, it ruins the fun of switching targets as they communicate it instantly and it's easy to tell who I'm going for based on that, after all. For a killer such as Billy it wouldn't be much of an issue, though.
That said, earlier I managed to get an entire 4 man SWF to DC against me and double pipped for it; I was proud. Tinkerer Spirit ftw. :P
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Footsteps and breathing are definitely heard by the killer. The issue is the volume of music, etc, making it hard to use these during chases.
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@HavelmomDaS1 said:
U ever played DbD in 2016? Yeah, that sound was awesome. And that's how it should be. Sadly, BHVR never ever achieved this awesome sound again, any fix was just a loss attempt and never come close to it.
Footsteps should always be hearable in a jungle gym for example. To many times survivors just run behind me and I couldn't hear #########. Only know about that after watching the VOD of those survivors.
That's a result of the faulty occlusion and obscenely loud chase music, sadly.
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This. I had two people die on first hook ebcause the other two survivors were too busy trying to gen rush me yesterday. I'd have been so pissed if I were them. And of course one of the two trying to rush spawned on top of my ruin. :)
@DenimChicken said:
It sucks but I've seen ######### survivors let someone get to stage 2 on first hook beginning of the match on a really early hook and when I down them again I understand why they just quit. That and being unhooked in front of the killer to go down again.
I've been noticing people DC on loading screen whenever a killer secret offering is played. I mean let's be honest it's not a secret. I guess it's a way for survivors to lobby dodge a mori...
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Seriously, all this time during the event, i have thrown in a pudding/streamer and sometimes some ######### dcs and gets us all stuck in the loading screen.
If it happens in the loading screen, then they aren't choosing to DC.
KIf they choose to DC in the loading screen, the game instantly cancels.
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Meg; she walks everywhere and whenever she sets off a trap she just sprint bursts away, probably hides at the edge of the map and the hag won't bother chasing since it's inefficient.
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So I just started and well, I need some advice for how I should be levelling because I feel like im doing something wrong.
Killer is definitely better for this, but if you're struggling for BBQ stacks, then I say try to stack up We're Gonna Live Forever on your favourite survivor; admittedly you could end up causing losses on your team through this...maybe a good idea would be to level up Bill and get Borrowed Time to ensure you don't do stupid saves/can safe hook people being camped, which newer players will experience a ton more anyway.
Also this weekend there'll be a double bloodpoint event if it's not already started; a great chance to use farming perks.
Another additional perk would be Dwight's Prove Thyself. As survivor, I always combo this with WGLF to get maximum bloodpoint outcome and it has the advantage of increasing gen efficiency if multiple people stick together.
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@Paladin_Goo said:
https://forum.deadbydaylight.com/en/discussion/comment/524482#Comment_524482
Not really. You could urban evade in a corner all game, do nothing, and adrenaline will still proc.
The chances of your team doing well with one player having done exactly nothing, is very unlikely unless the killer is genuinely a potato player. This means at most one person on a gen at a time once the killer has found and hooked someone.
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@Exerlin said:
I'm not sure if this is the best idea, but I was thinking the other day about ways to change NOED without it feeling completely unfair to the survivors.
My idea was to get rid of the exposed effect and replace it with a 15% movement speed boost, 25% action speed boost, and 25% attack recovery speed boost. I feel like this keeps it being a very strong perk if it gets up without the frustration of getting hit and going down instantly.
Thoughts?
Makes it lethal, but far, far less unfair. Still an incredibly strong incentive to cleanse totems, still rewards a killer for getting gen rushed, seems a lot better a choice than instant-death. The only reason I'd run noed is for the speed boost in endgame anyway...or freddy.
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@Paladin_Goo said:
https://forum.deadbydaylight.com/en/discussion/comment/524387#Comment_524387
"Imagine complaining about adrenaline in 2019"
Seriously though - nobody complained about adrenaline until self care was nerfed to a useless state and adrenaline became the new meta. NOED, much like adrenaline, does have that pesky little "the player gets this huge buff that they didn't earn" downside.
Living until the last gen is done is earning it though.
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@artist said:
https://forum.deadbydaylight.com/en/discussion/comment/522842#Comment_522842
those perks I mentioned have very limited counterplay. u don't always have another place to run to or enough distance to safely drop the pallet. that's besides the point tho. sometimes u gain a disadvantage because of what the opposing side brings to the table. u lose the stealth aspect of wraith, u still gain the movement speed bonus and whatever other benefits ur addons give u, u lose the stealth aspect of pig, u still have your dash (sometimes) at loops and your RBTs. their powers aren't completely shut down as u say. and for the record, the last time I ran object was several months ago. I find other perks more beneficial, without receiving a downside.
https://us.v-cdn.net/6030815/uploads/346/GD8UXQ7XJ692.jpg
ALSO my game looks like this, wraith is completely invisible to me so i rly should be running detection perks cuz I'm always getting ambused but i don't, cuz like i said, I find other perks more beneficial (one more note before bed, only 2 perks come to mind that prevent a survivor's aura being read. sole survivor (aka useless) and distortion (limited to 3 times). plus I don't see a perk like that for killersbeing very beneficial).
I will say that even with a game running well with great resolution, wraith can bug out and become completely one with the environment too. I had that the other day and was rather surprised. I do still believe the pig and ghostface are a different beast, however.
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@artist said:
https://forum.deadbydaylight.com/en/discussion/comment/522821#Comment_522821
because myers is handicapped in tier 1 with a slower movment speed and shorter lunge, pig and wraith aren't.
Crouching pig is slower than tier 1 Myers. And her lunge in this form has a charge time.
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Honestly they should just have it so it doesn't work vs stealth powers, which they've already done with tier 1 Myers...so why not the others?
It's an easy fix, in my eyes.
Actually...does it work on crouching pig? I've run it exactly once; only to get Adept Laurie and never come across it when playing the pig specifically.
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@Mellow7 said:
https://forum.deadbydaylight.com/en/discussion/comment/518911#Comment_518911
Survivors that dodge using MLGA are even worse. xD
What's MLGA?
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@prayer_survivor said:
Open handed is good with kindred using ace visconti. I'd love to see a SWF with 4 open handed, kindred and bond. I don't know if there's a maximum distance to see the killer with kindred and open handed
Yes I had a game where one teammate used kindred, and anther open-handed. It was ridiculous just how far the killer could be seen from the hook almost bang in the middle of the map...
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I feel like hope would be A tier; I never used to use it but honestly found it to be so strong later on, especially when it came to protecting an unhooked survivor from the inevitable tunneling of a desparate killer at end-game. Plus it counters the speed boost of noed.
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It's latency; hatch jumping actually takes priority in most cases, in my experience as killer and survivor. If the killer is laggy, though, they'll obviously close the hatch before the survivor can jump in.
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@DarkGGhost said:
https://forum.deadbydaylight.com/en/discussion/comment/516399#Comment_516399
The objective if to kill the survivors the rank system force you to hook them as many time you can. This perk says you know what your SWF of teammate fk up but here get a free escape.
The objective is to play a game for the entity's pleasure, actually. The killer's role does involve hurting and sacrificing the survivors, but there's a clear reason, in terms of lore, why you get penalised for killing too quickly/camping (and let's be real, the downside to camping isn't that much, weirdly)
I do think there are times where you simply stomped the 4 survivors and get penalised, but it shouldn't have done so, but in general, it is what the entity wants.
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This is a pretty common bug; usually happens in tandem with the walls on the outskirts not appearing right away.
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@Andreyu44 said:
https://forum.deadbydaylight.com/en/discussion/comment/516310#Comment_516310
WHAAAAAAAAAAAAT
Wiki said 3 seconds :0
Then the wiki is wrong; it used to be 3, but is now 4. Which is why it's so damn bad.
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Tonight very few killers are playing. My Survivor Queues for the first time in all the time I've been playing are taking more than a minute.
I think it's a bug. I've had the same issue this week as both killer and survivor. They're at similar ranks, too.
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New DS is much better; it's more fun and fair/balanced for both sides.
It wasn't fair for a killer to find someone, chase and down them, and them get a free escape, and it also wasn't fun being juggled to a hook, nor was it to do so as the killer. Now, 9 times out of 10, if DS is used, it's because the killer tunneled a survivor off the hook. And juggling isn't possible. It's a win-win, imo.
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To all those saying Nea is the best: I see your Nea and I raise you Kate. Fight me. ;)
Also I thought Feng was Korean, though it was a long time ago that I read her bio, though she has a similar backstory to D.Va, which is actually a Korean stereotype.
That said; Koreans also have similar schoolgirl uniforms.
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I think the first 3 sound great; after that it sounds broken af if you run extra long lasting FF add-ons.
Honestly I think it just needs to be more viable/efficent to go for the chains. As of right now, it's just not in most scenarios, even when survivors are grouped up when you hit the first person into DW.
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I like the ideas. Specific, too. Using Fuming Mixtape would require a counter-balance of using a very rare add-on to keep the cooldown at 4 seconds (honestly why so long lmao) which stops it from being OP in my eyes; stab-wounds study, idk? I don't think it should be able to down you if you're mending when it drops down to 0, although I do agree it needs a use and relating it to the DW status is a great idea.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/511592#Comment_511592
For how powerful MoM's effect is, it needs to be niche. If it's not niche, then you get what we currently have. 3/4 survivors every game running it, extending chases way belong what they should be, in a game where the meta is to already do gens as fast as possible and to ignore healing.
In a meta where everyone is already running as many chase extenders or second chance perks as possible and rushing gens quickly, MoM is the epiphany of bolstering and encouraging that meta -- a meta we need to be shifting away from, not encouraging.
If you're taking protection hits for the sole reason of charging MoM, then you're using it wrong imo. If you're taking hits to ensure a teammate lasts longer in a chase rather than being downed in the next 5 seconds, or taking hits so they wiggle off the killer's shoulders, and then get a free hit through MoM on top of that, then that still seems pretty damn good to me and not "useless" and "dead".
I agree with parts, but with protection hits specifically being the means to stack, it's just going to make playign vs SWF 4-mans worse. There needs to be a limit, and imo, limiting it to just safe unhooks does that, maxing out at 2. (And we know that if anyone rushes for unhooks right away from the opposite end of the map will be wasting time and pressure in doing so, and probably find they didn't even need to go there since someone was already close by, thus helping killer pressure in general)
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@Peanits said:
Yes, that is exactly the case. It ended up being too easy to get stacks between safe unhooks and protection hits.
So why go the route that would only allow SWF to get the stacks?
Taking protection hits outside of organised teams isn't just wasting time and giving gen pressure away; it's taking a hit that either wastes more time healing or results in a shorter chase, getting you downed. That's not really 'earned' whereas successfully getting a teammate off a hook safely for all stacks would be AND it would have the added benefit of not allowing 4 MoM procs in a single game, (rather, a max of 2 but it's also inefficient to go for every unhook, as we all know) no matter how the survivors play or if they're solo.
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@GenSim12345 said:
https://forum.deadbydaylight.com/en/discussion/comment/511963#Comment_511963
That would be a great idea. If some of the fog whisperers weren't biased towards the survivors side as well.
They're all biased toward their own side; not just survivor lmao.
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@pemberley said:
https://forum.deadbydaylight.com/en/discussion/comment/511054#Comment_511054
And I think that’s what has me worried the most. After the travesty that is Ghostface and how they specifically mentioned alarm clocks and how vsing him right now was a struggle, I have absolutely no hope he will be anywhere near the Thanos memes. I love Freddy, but I have been down this road before with Symmetra and I refuse to get invested and heartbroken again.
But Symmetra is amazing now. Memey, but great.
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I'd hazard a guess that it's related to the fact that it would mean you'd only need to achieve one of an OP add-on in order to be able to use it every game, and that wouldn't exactly be balanced if it were, for example, iridescent heads.