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TragicSolitude

TragicSolitude

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TragicSolitude
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  • @EQWashu said:

    The issue regarding the bloodweb not having event items has been resolved; thank you for your patience!

    Is the Flickering Bulb supposed to be so rare that I can literally go through an entire Prestige (50 Bloodwebs) without getting it, or is that a bug? Because it's consistently the rarest event node for every character by a huge, huge margin.

  • Also experiencing this. I saved up over 2 mil BP for this, so I can't play the event until it's fixed.

  • I've had a bot open the exit gate on its own and run out, leaving me to rescue the person on the hook without any help.

    I've had bots crouch around the edges of the map doing nothing. I've had bots who refused to heal me. I've had bots stand around and do nothing, getting birds.

    Today, during the EGC, I had a bot that kept crouching around a little ways from a teammate on the hook. I went and made the save, got downed for it, and got to watch the bot continue to crouch a little ways off while I was on the hook. The person I unhooked came back, got downed before getting to me, and when the killer picked them up and took them to a hook, the bot continued to crouch around and do nothing. Finally, after we died, the bot went out through the open exit gate.

    I hate the bots. I want to know what they need that precious BP for that has them prioritize escaping over their teammates. Is there some Bloodpoint charity those points go into?

  • I'm having the same issue on PS4. I can play survivor on Switch. If I send a SWF request from the Switch to the PS4, the PS4 can accept it but then actually joining fails.

    The killer queue is way way too long right now, so DbD is essentially unplayable.

  • I'm having this issue on PlayStation (PS4). I can play killer but not survivor (technically I can play killer, but the queue is so long it's not actually worth it).

    I can play survivor on Nintendo Switch. I tried sending a friend request to the PS4 but that also failed on the PS4 side. There's no playing survivor.

  • Yeah, I've seen that happen in matches, where the bots do nothing and get crows. It's ridiculous.

  • Aliens wins by a margin because the marines are great. Between the action and the characters, I find the movie infinitely rewatchable.

    Then Alien. It's a horror classic. The xenomorph is barely on screen but it's felt as a constant threat. A supremely well done film.

    Then AVP 2. Then AVP. Then there are some xenomorph sequels and prequels which aren't really worth mentioning in my opinion. The Aliens comics from Dark Horse are way better.

  • I had this same thing happen to me while I was playing the Singularity on PS4. A Yui was shown as stuck on the gen, but she was running around me invisible while leaving scratch marks, slowing me down with collision, and activating chase.

  • I've had this happen at least five times in a row right now, plus it's happened previously. It's a huge problem, I'm not getting to play.

    Trying to play survivor on PS4.

    Edit: now 5 times in a row

  • Last time I played survivor the frame drops were causing me to lose distance in chases. Considering that happens multiple times in any chase, that crap was getting me killed a lot. Meanwhile, killer on Switch is practically unplayable; the survivors move faster than I can, I can't keep up with their movements, I can't track them, most of my attempted hits miss. It really sucks. I used to play DbD and take occasional breaks, but I'm in a nearly permanent state of not playing, now.

  • I unlock the Rift via playing. I bought the premium track for the first Rift and have used those same Auric cells to buy every premium Rift track since. I don't purchase the Premium track until after I've reached the point where I get all my Auric cells returned to me.

  • @Kaitsja said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3515371#Comment_3515371

    Yes, I'm aware which is why I pointed out that a PSA isn't going to stop bad players from playing badly and that the good players already know the benefits of 99ing the gates, and already know it's pointless to 99 in EGC.

    Tbh it's the first time I've heard of someone 99ing a gate during EGC.

    There aren't just good players and bad players, though. There are new players with little to no experience, the tutorial is very lacking, and when inexperienced players hear some bit of advice like "99% the gate" they don't understand what it means or when it does and doesn't apply. No one tells them they have to stay by the door and open it or else all they've done is created a death trap to counter a seldom seen perk.

    People learn over time. I've gotten better as I've played. No one starts out being an expert at a video game.

    EGC has been around for a while, but I've only recently started seeing teammates 99% an exit gate after the other has already been opened. I don't know how it started or what prompted it, but apparently there are a growing number of players who need the exit gate mechanics explained to them.

  • @Kaitsja said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3515217#Comment_3515217

    We really don't. Bad players will continue to play badly, while good players already know the benefits of 99ing the gate.

    There is no benefit to 99%ing an exit gate once EGC has started. It does not counter Blood Warden. I'm coming across a lot of survivors who don't seem to know how exit gates work.

  • My friend didn't understand the challenge, either (still doesn't). I told him to heal at least one person and run at every injured survivor he sees. The challenge popped one of those times he ran at an injured teammate.

    That's the thing that's weird, it wants you to run at two injured teammates, but it's picky in a way that's hidden from us, so you have to just keep running at survivors each time they get injured until the completion notification pops up.

  • ^ This.

    Also, I'm getting a lot of teammates who 99% a gate after the other gate has been opened. I mean, I can see them, I'm running towards them, the EGC is counting down, and they pull away at 99%.

    We badly need a PSA about how to handle exit gates.

  • @[Deleted User] said:

    It makes no sense. Look how long people have been complaining about Blight add-ons and they've done nothing. Nobody even mentions demo and he gets this treatment.. mind blown.

    It has been suggested that, since the developer who designed Blight left, BHVR has no idea how Blight works. The longer Blight goes without being touched, the more likely this seems.

    Nerfing an add-on I never see for a killer I see once in a blue moon is ridiculous. Not just nerfing, gutting. This is an absolute evisceration of the add-on. Poor Demo, he doesn't deserve this. If BHVR's going to touch the Stranger Things chapter, why couldn't it be to fix Nancy's face?

  • I've had a lot of default Leons sandbag, grief, and team up with the killer. Rebecca is more likely to just be useless.

    Worst Leon I remember threw pallets down on top of injured teammates while they were being chased, getting them killed, then when it was just me and him left the killer found him around the edge of the map crouching at my Visceral Canker doing nothing. Leon and the killer came to the gen I was working on and killed me and Leon was given the hatch.

    "Annoyed" isn't the right word for how I feel about default Leons.

  • Fixing MMR would help. Seeing that my teammates aren't participating in the match is an automatic nope-out from me. It's like the matchmaking is based around that broken school logic, where the teachers would pair up the D students with the A students, and the A students would be forced to carry the D students who don't bother to pull their weight. And in DbD it only takes one deadweight to pull down the entire team and give the killer a 3k, where the only one to escape is the deadweight because the killer never saw them all match crouching behind the rocks on the edges of the map.

    BHVR should also reconsider allowing Blindness to affect hooked survivors. I've noticed that survivors are much more likely to at least attempt a self-unhook if not outright suicide if the killer is running some Blindness perk/add-on that prevents the survivor from seeing that a teammate is coming to rescue them.

  • Apparently the event Tome also counts as normal BP. I didn't get a single BP from accepting a completed challenge, despite it only being available for a limited time so I can't wait to accept it unlike regular Tome challenges.

    Fun. I probably would've earned something between 75k and 100k BP today, which still wouldn't be half of what I should've been able to earn since I had a 200k BP gap. Guess I won't be playing until I have a new character to put BP into. You guys really should schedule events around Grade reset, that way people will play through the whole event instead of stopping part-way through.

  • The DC bots are good for abandoning teammates to open the exit gate and run out, and they're good for crouching around the edges of the map waiting for teammates to die so they can get the hatch. In the latter scenario, they are actually worse than nothing at all because they are holding up the match and getting their teammate killed. They can't hit skill checks, they hide every time they hear the killer's TR, they are the modeled after the worst survivor teammates you could have. Killers will often ignore bots, anyway, because they're annoying in a chase, useless on gens, and will play selfishly.

  • @Melinko said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3511658#Comment_3511658

    Wouldn't be too hard to figure out.

    1 bleed out happens. Someone crawled to a dead zone or valid reason.

    All 4 bleed out? That should get you a couple day break from the game. No reason for that behavior, ever.

    I've had sabo squads, and I've had four Boil Overs in a match. That's four bleed outs, unless I instead go AFK rather than deal with that. If survivors bring a loadout to avoid being hooked, it's ridiculous that they then get salty when they don't get hooked. But they do, they get mad that you're not a Bloodpoint piñata that lets them wiggle off over and over again. They'd absolutely report that if it were bannable and the BHVR staff would have to sift through those reports.

    It's four minutes on the ground, it's annoying but it's easy enough to put the controller down and get a snack or something. Meanwhile, as killer I can't actually go AFK anymore without risking a penalty, so I have to at least walk around in the match which may go on a lot longer than four minutes. It's dumb that I have to move the analog stick around with my foot while I eat chips and wait for them to do gens. I'd much rather be able to go fully AFK and trust the survivors will be gone within four minutes.

  • I leave the lobby for low pings and Megs.

    I will not play survivor anymore with a Meg as a teammate. Period. Not even joking. The couple times one has slipped through because I wasn't paying attention only reinforced the rule.

    But Prestige should be hidden in lobbies, definitely. It means nothing, but it absolutely affects players' perceptions. Any info you give a player will affect how they see something, and the less info they have the more importance is placed on any info given.

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3511600#Comment_3511600

    I feel like morale is also a factor. The amount of times it'll be 2 survivors left and my random teammate does NOTHING is infuriating. 1 gen left, I'm leading the killer on a long chase while keeping an eye on the HUD to see nothing at all. We both DEFINITELY could've escaped, but now it's gonna be a hatch game.

    Oh yeah, morale is definitely a factor when it gets down to two survivors left. But I'm frustrated beyond belief by how often this non-participation is going on from the beginning with all four survivors still in the match. The HUD shows them doing nothing, and then my friend or I will get downed to see the other two survivors are getting in and out of lockers or just hanging out on the second story of some building doing nothing. This was a serious problem before the event, but now it happens in at least half of our matches if not more.

    This happens with aggressive killers, farming killers, and AFK killers. The survivors are the problem. I see many survivors who escape with fewer than 8k points. That shouldn't be possible.

  • @danielmaster87 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3511600#Comment_3511600

    And you don't see how it's your dumb teammates making you lose, and not the killer being too strong?

    What? That's exactly what I was saying. How did you misread 'there's no way to balance for garbage survivors' to mean I agree with the OP that killers are too strong?

  • Slugging is a gameplay tactic. As a console player, my only non-perk counter to Boil Over is slugging. If BHVR banned killers for bleeding players out, the only way I could handle Boil Over is to stick my nose in a corner and refuse to interact. Because no, I'm not going to be forced to pick up a downed survivor just so I can be stuck in place while they wiggle off. You want a fast death, crawl to a hook (spoiler alert: they never do, not even when every remaining survivor is slugged).

    There's no way to ban for "unsportsmanlike" slugging without risking banning legitimate cases like Boil Over or a dead zone thanks to Breakdown, not to mention the number of survivors who force a bleed out by crawling into a corner to hide. It'd be a nightmare for staff to have to scrutinize each individual case.

  • The devs will never do this because it would absolutely destroy the queue. It could also make killer tome challenges a nightmare to complete because survivors get tired of seeing that particular killer, like last week I was seeing a lot of complaints about facing too many Clowns.

    Anyway, survivors are worse than killers. My survivor matches would be a million times better if I never had another Meg or Urban Evasion user as a teammate ever again. Let me ban those. (Also something the devs will never do. ☹)

  • A lot of my teammates make it really easy on the killer by not playing. They UE around the edges of the map, they get birds in lockers, and they absolutely avoid gens. Annoyingly even the bots are playing the same way. The AI loves to sandbag just like the jerks it's replacing.

    Unless you chain killers to the ground so they can't move, there's no way to balance for that garbage. Trying to play the current event with my friend is miserable. Our teammates are hiding while we take all the aggro. If the killer sees them, they sandbag us on our nearly finished gen, pop it to steal the bonus BP, and then go back into hiding. How can the killer not win in these matches?

  • @EliskaMM said:

    Cake works on everything while invitation works only if you FINISH the stupid gen.. so if you do 99% of the gen and get chase off, I finish it, you get 0 I get all the points.. Bc this event si stupid AF, so cake is actually way better.

    Teammates sandbagging me on a gen and then popping it are why I am keeping my BBQ Invitations as souvenirs.

    Every survivor (or at least every survivor who touched the gen) should get points when it pops. The unsportsmanlike behavior the current system encourages is ruining matches.

  • @Amaroq64 said:

    It seems like people on this forum are only here to bombard the developers with their ungratefulness until the devs get demoralized and quit.

    This game is amazing. The only things wrong with it are:

    1. Lazy builders putting a room of death with a ton of bs piled into it.
    2. The raiders drying up 1-2 hours after you activate your map.

    And you can at least do something about the former.

    The only thing I'd ask from the new DLC is, if you're gonna give us the new trap/guard/suit/weapon for free, at least charge me an increment of 5. My synthite is going to be an increment of 5 minus 1 forever now, lol, and I'm gonna be OCD about it every time I look at it.

    The only thing I'd ask from the new DLC is, if you're gonna give us the new trap/guard/suit/weapon for free, at least charge me an increment of 5.

    The items are actually completely free if you grab the free Dreadshore DLC. They're all automatically unlocked (not including the upgrades) without paying a single Cell. I did that on PlayStation and I know the free DLC pack is on Steam, as well.

  • @Hodderfodder said:

    I think the reason it pulls from the same pool is because the pool is All Names of Towns/Cities in RL right now. So there's...no new place names because all of earth's cities are in there. Or at least, I think it's all North American?

    The current pool is made up of USA (I think it's just USA and not all of North America) census-designated location names.

    The devs could have either planned ahead and separated the New England locations from the rest so that there's no overlap, or they could have chosen Dreadshore to be outside the United States.

  • @MadMoeZel said:

    i for one do not want my content locked behind mandatory maps. i'm quite happy that i was able to log in and unlock it all.

    the color palate of the blocks doesn't concern me i'm more concerned about our limited shapes and lack of rotation ability, free placement, our inability to point traps at certain angles, or put them on certain surfaces due to them not being a full square. we should have ramp shaped acid available that can be placed against a ramp of a regular block to let them form a single cube of half walkable space and half acid.

    suits have always been skins, once the skills are mastered you can wear any suit with any loadout, no suit has an inherent ability.

    personally i think they do have a game, i think you just care less about gameplay and more about lore and cosmetics. i care about neither so i enjoy the game quite a lot.

    locked behind mandatory maps

    I didn't mean it like that. I never said mandatory or "have to." The option isn't there at all, though.

    no suit has an inherent ability.

    I never suggested they should have an inherent ability.

    suits have always been skins

    Yes. I was pointing out that there are so few skins and the options aren't expanded by allowing players to mix-and-match the helmets and bodies. Builders have a ton of purely cosmetic options and Raiders don't. (And I'm not saying Raiders should have as much or even a quarter as much, it's just that Raiders have almost none.)

    i think you just care less about gameplay and more about lore and cosmetics.

    The devs are the ones who made lore important. They could have focused on making a dungeon builder plus FPS. They split their attention and added the Chimera and the Sanctuary. This is why I said they do things half-way, because they didn't give enough depth to the gameplay (build mode is severely lacking, you seem to agree with me on that) and the devs only use the lore as an explanation for the grind. The devs' resources would've been better spent on further developing building and raiding.

    I've written a lot of posts on the MYM forums, and they've mostly been about the gameplay. I'm not going to repeat everything I've said before. This post is mainly about the Dreadshore release, and Dreadshore is largely a cosmetic update.


    @Apotheon said:

    Is deadshore cosmetic first, yes.

    Are they any good, they are useable in both themes

    Does the dlc this time around only feature 3 sides represented twice on either of the cubes, yep. Would i rather have this toggleable for mirroring the normals on both sides rather than losing details maybe.

    Still worth it,

    Even if BHVR has a lack of content and metas in this game and this accursed currency system everyone rants about. (*in the unofficial discord)

    I enjoy MYM since it gives u a rather rythmic experience with great coheasive limits there is a Balance.

    Even if ur disapointed right now i think if we get out of Early Access the new commers will have something to enjoy and the veterans to teach.

    I played a lot of MYM and was really enjoying raiding, but raiding solo got kinda lonely while dying to de-sync in co-op became too frustrating to play through. I badly want the game to survive. I'm disappointed because I see a lot of squandered potential.


    @Hodderfodder said:

    The game has a barebones story as is, story is not why people play the game, so anchoring content to story is pretty bass ackwards there.

    Not anchored to; bolstered by. There's a difference. I never said content should actually be locked behind it.

    The devs are the ones who split their attention between too many different elements without refining any of them. Building is very limited, raiding is a basic DOOM-like FPS, the replay function is pretty much broken (and replay is the thing that makes MYM different from other level designers, so it needs to work), and the lore is barebones and only utilized to explain the grind.

    The replay function (which is broken) and the lore are the two things that differentiate MYM from other map builders/level designers. That's BHVR's doing. If they're not going to utilize the lore, they should've put their resources into making the gameplay amazing. MYM overreaches and doesn't excel at anything. And for as limited as building is, it's not even easy: it's awkward and clunky and it can be extremely frustrating just doing simple things like placing a single block where you want it to go. I can't even blame the player when I see a PlayStation Outpost with guards slapped on the default layout.


    I know it must sound like I don't like the game, but I do. I enjoy raiding. I want to enjoy building. I wouldn't bother sharing my opinion if I didn't like the game.

  • Yup, I didn't receive anything, either.

  • I think we're playing different games. I never see friendly killers.

  • Yeah, I subscribed years ago to the newsletter, and I submitted my email address again a couple weeks ago just to make sure I'd be on the mailing list to receive the charm. I haven't received any email from them.

    There are never responses to these things over the weekend, though.

  • @MDRSan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3461821#Comment_3461821

    That’s when I usually just go kill the rest of the team depending on if it looked like anyone was actually going for the person. If I was going out of my way to not kill anyone, making sure to remove myself from the area and sometimes going as far as trying to flush the other survivors toward the hook and those 3 jerks couldn’t be bothered to stroll over and click their mouse then they can all sit on a hook and think about what they’ve done.

    Oh yeah, I'll do that. Hell, yesterday I got annoyed enough I killed someone just for letting their teammate reach second state. A Claudette near the hook decided she'd rather self-heal than save Nea in a timely fashion, then unhooked her about a second after she entered second state. I wanted my eight hooks and it wasn't Nea's fault.

  • Yeah, I had more than one accidental death today. Sometimes I lose count, but it's especially likely to happen if someone hits second state on their first hook. Hook counters would be nice.

  • @Pavel_Ch said:

    ok, but the question was where is the anticamp system? we tested and can forget? will we continue to hang on hooks or bleed for 4 minutes? the question is quite simple in the title

    where is the anticamp system? we tested and can forget?

    Tested when? I don't remember the new anti-hook-camping feature being tested in the last PTB. I could've sworn they told us it was in the works and would be tested later this year. Tested. To answer your question, even the devs have no idea if/when it'll be implemented.

    bleed for 4 minutes

    The anti-hook-camping feature will have nothing to do with slugging, not sure what this has to do with your original question.

  • It's specific each day. A friend with a new account (so missing all cosmetics) missed one day and missed out on that piece.

  • This isn't a surprise, this is how anime licensing currently is. DOA5 also got skins and maps from AoT. Those were sold in packs with other cosmetics, and when the license was up the packs stopped being sold and the other non-AoT cosmetics became unpurchasable as well, so that one really sucked and I'm still salty about it.

    Anyway, for most anime series licenses work per season, so after a year the license is up and if the new season of the anime is being done by a different production company then that new company is who you have to negotiate with. Anime is messy, and it's not like licensing American properties.

  • You don't need a name. You report them in-game then create a support ticket to submit the video proof. Anonymous mode hasn't changed the report system except to remove the requirement of the offending player's name from the support ticket form.

  • Number of deaths is unimportant. It's whether or not I'm having fun that matters.

    However, I did quit numerous bases last night after the first death. Not because I didn't want to try again, but because the loading screen to reset the base was so goddamn long that I just said "Screw it" and closed the game. After a few times of that I turned MYM off completely. I have no desire to sit around spending more time on the loading screen between deaths than actually raiding the Outpost. I can live with it taking a while to load the base the first time, but after that? No, I'm not sitting on that screen for 5+ minutes again.

  • @JosephRobboMW said:

    When playing coop, the coop partner doesn't receive any rank increase. I understand the game is easier in coop but takes the fun out of it as one of you isn't progressing. I think halving the score between both players would be fair

    I understand the game is easier in coop but takes the fun out of it as one of you isn't progressing.

    It's a bug and they are looking into it (see the reply from the official MYM account on this tweet):

    https://twitter.com/Marauder_Live/status/1661419744522633217


  • They need console only and PC only crossplay options. There's no way to play with crossplay off on Switch and actually get matches, but playing against PC players is miserable. I haven't played the game in a good while at this point.

  • Yup, my bases aren't getting raids, either. None. I've deactivated all of them, now.

    Platform: PlayStation 4

  • @pigslittlepet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3438749#Comment_3438749

    Because personally I would like a different response to dcs. I would like an answer that actually affects me. I understand that they aren't going to change what happens just so I'm happy but I would like a feature called move on available to killer if someone dcs. I just want to be able to quit and start another match. Give the survivors a nice BP bonus too. I don't care about points or pips at that point. I just want to start the next match

    That makes sense. You didn't mention that in your original post.

    A lot of people have asked for this option when someone disconnects. Amusingly, it probably would've been easier to implement than bots.

    The one thing I'd say against that option is I've had a lot of survivors disconnect near the end of the match (probably an actual crash or disconnection problem) when we're winning and I'm about to complete some Tome Challenge, and if the killer then forfeited the match I'd be pretty pissed. It's an unnatural end to the match which could cause problems. If a player would prefer to continue playing after a dc, the bots make the dc less disruptive; if players prefer to give up after a dc, the bots make no difference whatsoever.

  • It's miserable to play against on console. Boil Over is always active, there's no counter to it except slugging. It's bad perk design and should be completely reworked.

  • @pigslittlepet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3438719#Comment_3438719

    Unless it's endgame or someone quits on death hook I stop playing and watch YouTube until they leave. As survivor I go cleanse totems and try to make points until our inevitable death.

    You end your original post with "it's just not something that I care for" as if this is going to negatively impact you, but unless I'm mistaken, you're saying this update isn't going to change the way you play at all. If this isn't going to effect you, then why is it worth being negative about?

  • @pigslittlepet said:

    I like the idea of bot filling in for survivor but if I'm playing killer and a bot loads in I'm just going to quit playing that match myself. There's no fun in playing against a ai. I want real people to play against not some ai either. As survivor I'm going to just quit trying too because I don't want to win just because some stupid piece of computer programing decided to sit on gens. If other people are happy about it I'm glad for you it's just not something that I care for.

    How do you currently handle matches where a survivor disconnects?

  • @MythicMikeneto said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3431524#Comment_3431524

    In the recent Ask Me Anything the Devs revealed that active outpost exposure is/was currenty prioritzed to a set number of raid,, and will soon be/is now a set number of kills. Once reached the outpost lowers in the queue to give exposure to other outposts. They also spcifically called out that 'player agency' if a factor as well in outpost exposure/getting raids.

    Asking for a outpost not to have a timer would mean they need to remove the gen mat gain from active outposts. I dont see them doing that anytime soon.

    It is unfortunate the game's core design does not appeal to you. I wish it appealed to everyone, but it just doesnt.

    In the recent Ask Me Anything the Devs revealed that active outpost exposure is/was currenty prioritzed to a set number of raid,, and will soon be/is now a set number of kills.

    Unless I'm misunderstanding you, you have the matchmaking system backwards.

    Outposts go up and they remain at the top of matchmaking until they have received a number of kills (we are looking to change this to number of raids instead). Then, they lower in the matchmaking priority (allowing access for new Outposts to get raided). As they enter the end of their lifespan they rise up in priority again.

    That's from the AMA seven days ago [direct link to answer]. (Emphasis added by me.)

  • Yeah, I have this issue. I was working on an Outpost, it was Normal, test ran it, Normal, added stuff, Normal, tested it, Normal, removed two Pistons I'd forgotten about from an old design, Dangerous.

    I had to remove a bunch of traps to get it back down to Normal and the base feels really crap for it (it fails the hold W test now).

    I hate this game's difficulty calculation system and how opaque it is. If it gave Builders information during the building process, at least we'd understand what's going on and know when it's malfunctioning. As is, we're totally fumbling in the dark and it's frustrating.

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