SweetTerror
SweetTerror
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- Username
- SweetTerror
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It wouldn't be so bad if he didn't break his own chains. That alone keeps me from playing him because you can't help but do that every single time.
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The amount of grinding that new players have to do now is completely absurd. I can't believe that BHVR still has not done anything about it.
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Personally I think there should be a cool down once it's been extinguished, because it's a tad ridiculous that there's no downside to it being relit over and over.
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Ironically ever since SBMM, DBD has given my life back to me. I play less than 10 killer matches a week now because the experience has been that sweaty and miserable.
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How do you choose when there's so many things to choose from? SBMM, the incessant grind, SWF, bugs, bad map layouts, killer nerfs, etc. But I suppose if I had to pick one, it would definitely be SBMM.
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SWF definitely adds to the fun factor, but the downside is that there isn't a single killer perk that can match survivors being fed so much information. It also doesn't help that SBMM has seen to it that killer mains are sweating their ass off, and have thus quit. Which sucks because casual killer players are paying the price.
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All grades do now is represent how often you play. While it's not an accurate representation of skill, it does go to show if someone has been playing a lot, so if you're a casual player and you notice that your killer is red rank, there's a good chance that they might just wipe the floor with you.
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@throwaway79465468797 said:
I don't agree. I am OK with 2k and even 3k as long as I enjoyed the match and everyone else did the same. I don't like the idea of every survivor leaving every single match, which is basically the case for me now. Without having changed anything about my approach as a killer, survivors are more able to rush gens and distract for 60-70% of the game with DH, DS and BT... so much so that nearly all the gens can be done before I find the one survivor who's on death hook.
The absolute worst feeling is 0k or 1k... especially when it keeps happening that way
This has been exactly my experience. I play less than 10 killer matches a week because I'm tired of sweating my ass off. I have a low SBMM rating to begin with, but it doesn't make any difference. I don't mind losing, but the caliber of survivors I'm facing see to it that I barely get more than one hook.
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Personally I don't understand why they're so stingy with the blood points. Only 30,000? I know it's free and I don't mean to sound ungrateful, it's just that a single killer match can net you double that.
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2666089#Comment_2666089
There was guy that tried like 30 games and no effect.
Problem is that a lot of killers (from what I know) stopped playing, so survivors are now matched with killers that are not supposed to be there and get destroyed.
Yeah I've noticed just the opposite when I play survivor. I do play far more survivor than I do killer, and I've certainly noticed a big difference in the amount of skill. The amount of killers that are either just starting out or that play the game casually has increased exponentially. Higher skilled survivors still stick around because they're playing with their friends, but higher skilled Killers have all but abandoned this game, and casual lower skilled players like myself are paying the price.
It's hard to "git gud" when you're lucky to get more than one hook in an entire match.
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@tippy2k2 said:
I feel like I go through this every few months and after last night's game, I'm wondering if I'll finally be smart enough to actually quit quit. Just pure frustration going up against the SWF Hit Squads who go out of their way to take advantage of broken mechanics to not only win but to make it as miserable as humanly possible for the killer.
So like usual, I've uninstalled but I'll probably see you all again in a week when my stupid tiny brain only thinks about the 1 in 10 awesome games instead of the usual DBD experience of either curb stomping survivors or getting curb stomped...
It's not only you so don't feel bad. When this game fires on all cylinders it is a blast to play! It's why we keep coming back. But then reality hits us over the head with just how broken this game can be, and when you couple that with just how sweaty playing Killer has now become, it's just not fun.
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With Killers getting nerfed left and right, how she was in the PTB I'm sure will change if not on release, then at some point down the line. And while everyone hasn't had a bad experience, a lot of people have had very rough issues playing killer, myself included. I played a match with Pyramid Head the other day that only resulted in just one hook because that's how good and coordinated the SWF that I was going against.
These days I barely play more than five killer matches a week and I'm still having the sweatiest of matches, so I think I'm done playing killer regularly for quite some time.
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@Nathan13 said:
best thing you can do is take a break or play survivor.
Indeed. I'm taking a long ass break!
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@JexxTron said:
Sir SweetTerror. I finally get what you are saying. Same thing happens to me. I am in the PST zone and when I play at 7:AM, I get easy wins but by 9:AM the flashlights and loopers are taking me for a ride. I also cannot complete the Pyramid Head challenge. Bravo to you for playing the Pyramid Head.
Yeah during the morning to mid-afternoon hours I have been facing the sweatiest of survivor teams, and it's just not fun at all. I'm fine with losing a match, but when a well coordinated SWF is able to prevent me from getting anything done, then that means I ended the match with the most paltry of blood points, and experiencing that during a blood hunt is so incredibly depressing.
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@Dwight_Fairfield said:
Scott claims another victim 😄
Indeed he did! LOL What's funny is that when you hop over to Twitter, so many people are depressed after watching his video that it really highlights just how much people were hoping this was real.
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@MrPeanutbutter said:
The saddest part is that a lot of these changes would be great for the game and could have been implemented long ago. I don’t agree with all of them, but there are a good amount of them that have been suggested on the forums many times and would get near unanimous support from the player community, yet BHVR for whatever reason has refused to make the improvements. Sad…
Yeah I fell for the ploy hook line and sinker! 😄 But I completely agree that this would fix so many issues with the game. I'm so used to watching his videos detailing patch fixes that I literally thought it was legit.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2662572#Comment_2662572
https://youtu.be/TGzGC8-zh8o?t=1113
Watch the ending (it's timestamped)
Damn...what a disappointment. Thanks for head's up all.
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If it's fake, then Scott Jund just did a 20 minute video for nothing.
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Personally I would go with Myers. Trickster can be difficult, especially if you're playing on a controller.
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Considering all the nerfs that Killers have been given lately, the changes to keys is a welcome sight to see. The fact that you can only use a key if you are the last survivor left in a match is a welcome change. No longer are you seeing two to three survivors escaping through a hatch.
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WGLF definitely needs a buff. Personally I think saving someone from the dying stage should give you a stack. Generally when you're doing that you're doing it within the Killer's terror radius, so there's no reason why that shouldn't count.
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Playing Killer has indeed been miserable. Between SBMM, the plethora of nerfs being applied to Killers, and the tried and true SWF with tool boxes, BNP, prove thyself, and the myriad of second chance perks, I feel more like an AI bot in that I'm just there for the survivors' amusement.
If you are indeed having fun then more power to you, but you have to understand that you are in the minority. There are far less people playing Killer than ever before. I'm getting instant Killer matches at times during the day when it would typically take me easily 5-10 minutes (or more) to find a match, and that's not a good thing.
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@pseudechis said:
https://forum.deadbydaylight.com/en/discussion/comment/2660117#Comment_2660117
This is why our gaming group doesn't really use comms other than to have a laugh while gaming. We all kind of agree that the game is much more tense when you don't know all the info and often that makes survivor much more fun.
And more power to you for doing that! I don't hate on people using comms, it's just that the game wasn't designed around voice chat, which is why you have to rely on a third party for it.
I don't deny that SWF is what helps drive the fun factor for this game, but continuing to see nerfs on Killers when such a powerful thing exists for survivors is just frustrating and defeating.
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@pseudechis said:
https://forum.deadbydaylight.com/en/discussion/comment/2660005#Comment_2660005
Yeah but it can be hard to have real fun in an online setting sometimes.
I want a survival horror experience as survivor where I flee for my life from a scary killer and death is almost guaranteed making real survival horror, usually I get sorry killer gets looped all game and I sit on gens, run everywhere because I don't have to hide, and then walk out the open door when ready. If I do die then everyone pisses and moans about how the team failed ugh. I'm not that good of a survivor I shouldn't survive as often as I do.
When I play killer I want to recreate Friday the 13th/Halloween chase a bunch of fearful survivors around a map, scare the hell out of them. What I often get is BM guy clickity click while he runs 6 times around the same rock, then DC's or suicides on hook if you do catch him followed by post game sore loser/bad winner meltdown.
The game when played online caters to those who want to win a PVP competition not recreate and immersive horror experience. That's why I wish there was a solo play mode custom game with bots.
I don't hate DBD, I hate the DBD player base because I hate online PVP, its the bastion of sore loser'ism.
And therein lies the downfall of DBD. Killer is supposed to be the power role, the one thing that survivors should be afraid of, but a well coordinated team on comms will completely destroy any killer. There isn't a single perk that can equally counter survivors being fed so much information at all times, and if a team knows how to use that properly, then Killers don't have a chance in hell.
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/2659882#Comment_2659882
Well arent you just a ray of sunshine?
But that doesn't make him wrong. This new player literally had his very first match with Pinhead, and because he didn't play by the survivor rule book, he got crapped on. Not only does it highlight the toxicity that runs rampant in the DBD community, but it also shows just how utterly broken the SBMM is.
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I play killer not only for the increased blood points, but it is a lot more fun than survivor. To me survivor is boring. Hold a button to do a generator, hold a button to cleanse a totem, hold a button to heal yourself, etc. It's boring.
However, like many people I've experienced a miserable time with SBMM when it comes to my killer games. I'm lucky if I secure more than one kill in every match I play, which is considered a loss regardless of how many hooks you get, or blood points you earn. A lot of this has to do with the fact that there simply aren't enough high-ranking Killers playing anymore, so all the high ranking survivors in my area are being matched against casual lower MMR Killers like myself. I kid you not, the last 10 games that I've played have all resulted in 0-1 kills, and that's across three different killers that I'm fairly decent with. I manage a decent amount of hooks, but I can't secure more than one kill. It's frustrating to say the least.
The lack of people playing killer does result in faster queue times for me (especially at times when it shouldn't), but the payoff just isn't worth it imo.
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@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/2657589#Comment_2657589
Same, but its currently value used to be enough for me.
Though I am out of touch with the game.
Yeah I definitely see where others are coming from here. So many killers have come into the game since brutal was implemented, and they break pallets faster than the perk allows: Demo, Bubba, Nemesis, etc, that at this point I see no reason why there couldn't be a change to Brutal Strength.
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@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/2657555#Comment_2657555
Last time I played Brutal was fine as it was, but I could be wrong...
I run Brutal on almost all my builds because I hate respecting pallets. But admittedly the sheer amount of pallets on most maps has gotten ridiculous. Perfect example: Gideon Meat Plant. The rework has so many God pallets now that it's absurd, and if some killers can break pallets faster than Brutal allows, then I see no reason why Brutal couldn't see a buff of some kind.
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He's frustrating to use imo. He's the only killer that can sandbag his own power. Anytime he walks through his chains they instantly break like it's the environment, and that is incredibly frustrating to happen mid chase.
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@Ghoste said:
SBMM has been fine for me. Honestly don't notice much difference from before. I'm not experiencing constant sweaty games like others claim, even though I'm a good player.
Personally, I think everyone should stop obsessing over MMR and just play the game. It's way more laid-back and fun that way. You won't win every time, and that's okay. :)
Trying to adopt a care free attitude though can only take you so far. I'm as casual as casual gets, and using a build on my killers that I like to have fun with can only take me so far when I'm constantly losing game after game because I'm not investing in massive regression builds.
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The worst thing about the rework is that there's nothing unique to the dream world anymore. The dream world is where Freddy gets his power, so imagine how absurd it is that the only ability he has is a snare or a pallet. It's pretty pathetic.
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@Clowning said:
I don't think we even need to get into detail here, in order to have grounds for loathing everything about the current system, as it is not even close to a Skill Based Matchmaking, combine that with the extremely shady approach Behaviour has chosen and I myself am surprised people are willing to tolerate it.
Also, time to post my favourite quote by Patrick, the Lead Game Designer, that is best enjoyed when read in an extremely condescending tone: "There's sort of, a question I get asked a lot, I see from the community, I've even had people on the team talk to me about. They talk about the Survivor perspective of: I was playing a game of Survivor and I looped the Killer for seven consecutive hours and I unhooked, y'know, eighteen other Survivors and I healed for ninety-three health states, I fixed ten generators, it was such an amazing game, I truly am a god amongst men when I play Dead by Daylight. But then, right at the end, I got thrown on a hook and I died and I don't like that counts as a loss. And the idea here is, wouldn't it be nice if you could do all of that and sometimes you get out alive? Right? Wouldn't that be nice? That's the idea, that's all that MMR is trying to do. It goes, I know you've died, it's ignoring how you got there, because there's too much nuance to be able to make a real, effective system."
Yup. Lead designer Patrick summed it up best when he said that SBMM revolves around nothing more than kills and escapes. There's no skill involved here. It's why you keep seeing such wild discrepancies between survivors and killers. Regardless someone's guaranteed to have a miserable time.
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@Remedicist said:
https://forum.deadbydaylight.com/en/discussion/comment/2653620#Comment_2653620
The lunge is the same as other killers. There is a video analysis on YouTube proving it so. His dream snares and pallets aren't all that powerful, but they can catch survivors off guard. That does not take away from the fact that those powers are boring and uninspired. Og Freddy power with some tweaks would be preferred personally.
Exactly. They didn't need to go back to the drawing board with him, but instead just tweak some things here and there. The fact that survivors can see Freddy when they're awake, and that the only ability he has at his disposal in the dream world is either a snare or a pallet is really depressing.
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NWO is passive like corrupt intervention and deadlocked is. Hexes get cleansed far to fast and easily these days that passive perks like these is what's slowly becoming the new meta.
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@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/2653329#Comment_2653329
Pulling people into the Dream World is MUCH more fun than placing useless pools of blood, though.
Besides, you didn't even need a chase power with him in order to be effective. He required a different playstyle, which many players were not willing to learn.
Pulling people into the dream world is what made me buy DBD in the first place. It was such an intriguing gaming mechanic that was true to his character. But ever since his rework there's nothing unique to the dream world anymore. He's hardly any different to the other killers in the game now.
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@Marigoria said:
My survivor Q times are instant during the day in the EU with crossplay off.
I experience the same in the US, but that's only because there are far fewer people playing survivor during the day. In the evening it's a different story altogether. There aren't enough Killers so wait times are ridiculously long, and it's only going to get worse given how poor the Killer experience now is.
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@Canas said:
Look at this bs and tell me this is fine:
https://us.v-cdn.net/6030815/uploads/H1SLT3S2XX9W/unplayable.png
I only was able to get 2 hooks throughout the whole match on the Cornfields map, that's how broken the current state of the game is. When I finally downed someone during lategame I put them into the basement and what do they do? They insult me for doing the only possible thing at that point. Even going as far to tell me to go play Fortnite after abusing their broken perks and boon totems.
The game is literally unplayable for killers like Nemesis, it takes a miracle to even reach tier 3 on him without farming zombies nonstop. Power role? More like victim role.
It's rough playing Nemesis, there's no two ways about it. Survivors get a free health state with the tentacle, AND a speed boost, which is ridiculous. Not to mention he has brain dead AI zombies that get hung up on everything, and what's worse is the tentacle is not designed to go through objects like fences or cars. So long as survivors duck they will never get hit. This is why it's worth playing Pyramid Head instead.
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@NoOneKnowsNova said:
Depends on the killer you play I'd say, and more importantly what you define fun.
If your definition of fun is simply winning then yeh, you need to run them. Some killers like Nurse can get away with not using them but you can use it for insurance anyways.
If winning doesnt fall into your definition of fun, then use loads of info and chase perks. On killers like Hillbilly and Huntress that's all I do. I win some I lose some but I find it much more fun.
At the end of the day we all play for fun, so go ahead and do you dude.
Fair, but I usually like to run chase builds because the chase is what I find most fun. Without gen defense I feel like they're shooting fish in a barrel.
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@Marigoria said:
Spirit after getting her revenge on her father.
That's the first thing that I thought of!
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Personally I think BHVR is a little too sensitive when it comes to their fog whispers being critical of their product. Otz is one of if not their biggest streamers of DBD, and they don't dare touch him negatively, but what's funny is that him and Dowsey are good friends, and watching Dowsey be on the outside is rather sad.
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Yeah I have to admit that like others I was instantly drawn to Pinhead, but upon seeing just how easily breakable his chains are, it made me stop playing with him. I understand the environment breaking chains easily, but the fact that Pinhead himself can instantly break his own chains is ridiculous. Most times you find yourself walking through your own chains, and the fact that you literally sandbag your own power, makes him far more frustrating than difficult.
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@chargernick85 said:
https://forum.deadbydaylight.com/en/discussion/comment/2650594#Comment_2650594
I have thought about that I have not done that because there are still some good apples out there. Does it block your friends as well?
Nope, not at all.
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I'm glad I play on console, because I can just deactivate being messaged altogether. Like you however, I don't like running slow down or regression perks. I like the chase, so I like investing in that. Pallets are the strongest weapon that survivors have, and anything that can help with that is what I prefer. It's not uncommon for me to run a build that has STBFL, Enduring, Brutal Strength, and an info perk of some kind, either BBQ or Tinkerer.
The way I look at it is if survivors are playing in a SWF, then there's nothing that I can bring to the table that's going to balance being fed that much information, especially if I'm playing a stealthy Killer. And if they're bringing tool boxes with brand new parts, then again no kind of slow down is going to prevent gens from popping, so I may as well get value from mowing them down as fast as possible!
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@Sluzzy said:
Why should a survivor action disable their own perk?
Killer actions do not disable their perks.
It's a pure anti tunneling perk, nothing more. If you are to do anything that helps to advance the survivor's objective in any way, it's supposed to deactivate. The fact that cleansing and not blessing only works doesn't make a lick of sense.
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@[Deleted User] said:
Blessing a totem does not deactivate DS.
I personally hope they change that but there's chance it may not change, because blessing a totem is similar to activating other perks like inner strength.
Yeah that's crazy. If you are going to interact with a totem, or generator, or heal another survivor in any way, it's supposed to deactivate ds. The fact that it didn't it is just a another thing to add to the pile of reasons why so many people are done playing killer.
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SBMM has made playing as killer a complete sweat fest. Since it all it does measure kills and escapes, you're guaranteed to be playing against people you have no business playing against. It's not fun, and the number one reason why there are far fewer Killers these days than ever before.
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As many people have already and will suggest, you need to remove the stalk capacity for survivors. Once the survivor is completely red, reduce the amount of stalking by half instead of removing it altogether. I've had games where the only remaining survivor/s had no stalking left to be had which turned Myers into just a normal m1 killer. It was a ridiculous.
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Getting achievements like this is one of the reasons why Myers desperately needs a rework. I remember playing a match with him the other day, and a fully healed survivor had opened the exit gate and was trying to run out. EW III was only a tap away from being used, but because there was no more stalk left to be had in the survivor, it allowed them to escape without any concern. There's a reason why most killers aren't designed this way.
Simply put, any killer who has a power that can't put a survivor into the dying state or simply can't be used at all, needs a rework.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2647672#Comment_2647672
I really feel like this playstyle just doesn't work reliably against good teams. First problem being that you want to reach T2 as fast as possible, which conflicts with getting STBFL stacks, and second problem being that the amount of time someone can waste by giving them an infection speed boost on a vault is nasty. Works against endgame altruism though.
Yeah sadly he suffers from the same play style that Myers does. He needs to get out of tier 1 as fast as possible. The downside is that it's far easier to do that with Myers since all he has to do is simply look at survivors, whereas Nemesis has to actually connect with the tentacle which can take considerably longer sometimes depending on the skill of the survivors.
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@RainehDaze said:
https://forum.deadbydaylight.com/en/discussion/comment/2647644#Comment_2647644
You mean the cap for earning per match or the cap for BP stored?
Because the first one would help killers a bit (survivors less so unless some categories would then be super inflated); the latter only helps people who're already mostly done grinding.
Honestly? Both! With the massive grind that players have to contend with, especially new players, at this stage there's just no point in having a cap anymore. And if you're not going to remove the cap, then raise it, and raise it considerably!