Wolf74
Wolf74
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- Wolf74
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Healing in general is to easy in DBD, boosting healing any further would be broken af.
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Why you need an excuse for running SC?
It's the strongest perk available, why would you not use it?
I am a killer main, but when I play survivor for sure I run SC as well, but I do not pretend that the perk is balanced. I know it is very powerful and in need of balancing. -
@DomTheSkunk said:
sigh of course a comment like this comes from a killer main. ^^
At least I am not hiding my main preference.
To many survivor mains beat the dead horse with the "I'm a killer main" meme. -
Oh wait… I got something for you.^^

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The first 3 answers pretty much summed it up pretty well. Of course the 4th is a gain a known survivor main.^^
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-Wraith, Trapper, Billy are all pretty lame.
-Pig and Clown are "new" but kind of a lackluster.
-Nurse, Shape, Doc give me the chills, nice horror themed up close and personal.
-Huntress, Cannibal are brutal in a good way, gorey slasher kills.
-My absolute favorite is Hags mori… I wish they would have used that one for a werewolf themed killer.^^
-Spirit and Freddy are kinda in between, they are ok with nice cinematics but not great. -
@powerbats said:
Yet in the other thread you just complained about the new map being more stealthy because it's so dark and there's less pallets and windows etc. Besides which killer run Whispers and or Spies which defeats said stealth.
When SFTS and Whispers defeat your stealth, that's a YOU problem.
SFTS is a terrible perk to begin with, because it has several counter and is borderline useless even IF it works.
And Whispers is only a timesaver for the killer, not to waste time searching empty areas.
Those perks are between bad and mediocre. -
@Legacy_Zealot said:
I know I have said this before but it could be a good idea to lose 1 tier of bloodlust when you break a pallet, I know this will only help you if you get into tier two but it will help a little bit.Failing that they could allow you to break it without losing bloodlust assuming you are able to get an LOS on them within 2 or 3 seconds of breaking it?
The problem is old, it takes to long to gain bloodlust and you lose it to fast.
And it got worse with the speednerf, since the benefit is now very small to begin with.
With the lower speed the time to gain stacks should be lowered which would result in a good buff to Beast of Prey. -
Are you aware that "darkest moonlight" isn't working anymore?
It's just a wasted offering…. but hey, your the pro. thumbup -
@only1biggs said:
@Wolf74 said:
@only1biggs said:
@Wolf74 said:
@only1biggs said:
The nerf was a good thing, as no killer should be rewarded for bad plays with a speed boost.And how about the survivor abusing broken loop spots?
They get rewarded for exploiting bad map RNG?True, but what's more common? A survivor knowing these spots and being able to use them in such a manner, or a bad killer not knowing how to chase correctly?
I'll tell you. It's the bad killer.
You intentionally twist things upside down I guess, huh?
Please don't insult my intelligence here… survivor abuse these all well known spots all the time from mid to high ranks.Twist things? Not at all.
All the time huh? Are you sure about that? Sounds to me like you need your intelligence to be insulted if you actually believe that.
I'm done arguing with you… no point in it. I am pretty sure, you know better, but you would never admit it to keep pushing your agenda.
But I will keep speaking up if you spit more nonsense.
Just feel free to ignore my postings, because I don't talk to you, but to those reading your crap and I try to prevent them from believing your fairy tales.hushthe easter bunny isn't realhush
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@Vietfox said:
BL was added to counter looping and stuff. Since they reduced the number of pallets and redesigned the maps to reduce the loops BL wasn't necessary anymore. Besides, they basically nerfed BL3, and almost everyone said already that they rarely needed BL3 to get the down.When did they "reduce the number of pallets"?
Seriously, that is a blatant lie.
They adjusted the "pallet distribution pattern".
Overall they removed like ONE pallet from the most pallet overcrowded maps and therefore added like 4 on any other map.
There was no real reduction in pallets. -
@LRGamer said:
please Buff Autodidact
Make it increase the Chance for Skillchecks
and while you do so Fix DeliveranceJust no. Further improving any healing abilities at this point would throw off the balance even more.
Healing is already way to easy. -
This idea is so true. Just because someone is able to fight rank 1s with killer A, doesn't make him able to do the same with killer B.
It's the Devs logic that "not all killer should be valid to play at high ranks". But with a shared rank, they force every high rank player to only play those "viable killer". -
@thesuicidefox said:
@Wolf74 said:
Guess what? A "kill" is when a survivor … DIES! mindbowing
Kills = wins
Killer should get judged by their ability to kill and survivor by their ability to survive.
The whole emblem system is just a big smokescreen.
Your pip logic is flawed from the get go, because ranking up is beneficial to survivor, because they get more experiencedand better teammates that will screw up less and make the game easier.
For the killer ranking up makes things worse, since killer are reliant on the survivors mistakes.No a kill is a sacrifice or a mori. By emblem, victory cube, and bloodpoint standards. The game has never rewarded the killer in any way for someone bleeding out. You can make up whatever rules you want, THAT IS A FACT.
Killers are judged by the Entity at the end of the game based on their overall performance. That's what the pip system is for and why they took away victory cube.
Keep lying to yourself. You don't have a leg to stand on.
lol
Someone being dead and not survive is of course not a "kill", he just decided on his own to stop breathing.^^ -
@DexyIV said:
only1biggs said:@DexyIV said:
only1biggs said:
The nerf was a good thing, as no killer should be rewarded for bad plays with a speed boost.
There are a lot of really long loops. I don’t see how wasting 45 seconds of your time to get a speed boost to close the distance of a loop is considered overly rewarding, especially since it can be lost just by cutting line of sight for a few seconds. I don’t understand how you can complain about bloodlust when it’s needed in a lot of situations
Those 45 seconds can be spent on other people in more vulnerable spots. Bloodlust isn't needed 90% of the time.
Then how is it unbalanced if they don’t even need it most of the time to kill you? It’s there in the event where it is needed, which is on those really long loops like the Coldwind Farm tree. I don’t think people should be able to loop that forever personally.
I like those arguments.^^
"Bloodlust nerf is fine" versus "Bloodlust isn't even needed"
Than why the heck does it get a nerf if it isn't that powerful in the first place? XD -
@sixty4half said:
Wolf74 said:@sixty4half said:
Hes one of a handful of killers that I can get any success out of once i hit red tanks. Should probably "fix" other killers first
Is this bait?
Freddy is considered the worst killer of em all by basically the whole community.
If you say that he is viable at red ranks, you should write a guide and make a YouTube tutorial.
Because so far, I have a hard time believing you just saying it.
I play on PS4 so maybe it's different than your platform. I find his run and vault speed highly useful in closing out chases fast. And since he can't be seen he can usually get the jump on them. Sure he can't stop them from doing actions unless they're in the dream state, making him extremely weak in a lot of situations.
I will admit, he has to be using at least 1 purple addon with a green to be good. His red addons are really powerful. I wont waste red or purple addons on him until I hit rank 7.
I posted a freddy only build in the post I made last night in the Killer Build thread. Check there for one of my Nightmare strats.
I don't get your point, because his run and vault speed is the same as any other vanilla killer.
He doesn't have any advantage in that points over any other killer. -
My best was yesterday.
One gen left to do and 3 remaining survivor circling gen A which is at ~40% and I just checked gen B and C, which had been untouched so far.
I stayed near gen A and chased of the survivor in different directions just hitting them once and going back to gen A to keep it regressing.
After the match I got complains about "camping gens". Woooooot??^^ -
@only1biggs said:
@Wolf74 said:
@only1biggs said:
The nerf was a good thing, as no killer should be rewarded for bad plays with a speed boost.And how about the survivor abusing broken loop spots?
They get rewarded for exploiting bad map RNG?True, but what's more common? A survivor knowing these spots and being able to use them in such a manner, or a bad killer not knowing how to chase correctly?
I'll tell you. It's the bad killer.
You intentionally twist things upside down I guess, huh?
Please don't insult my intelligence here… survivor abuse these all well known spots all the time from mid to high ranks. -
Oh the map has no exploitable "infinite spot" (aka long loop), so we make it terrible for killer to "make up for it".
Are you even serious?? -
@Razorkiller said:
Also to mention that Killers will keep on doing this because the game doesn't have any restrictions about this and this is pretty abusing as it is right now and even before.So in a nutshell, you want killer to play stupid?
They should go for the target that needs 2 hits to get downed and give a free safe unhook score plus a free heal up to the other target, that the killer could have downed in 1 hit?
Why should a killer do that?
Just to please the survivor? Survivor have it already to easy and you want even more? -
@sixty4half said:
Hes one of a handful of killers that I can get any success out of once i hit red tanks. Should probably "fix" other killers firstIs this bait?
Freddy is considered the worst killer of em all by basically the whole community.
If you say that he is viable at red ranks, you should write a guide and make a YouTube tutorial.
Because so far, I have a hard time believing you just saying it. -
Devour Hope: Actually ALL hex should only light up AFTER they triggered an effect for the first time.
MYC: Needs a QoL change first, make it light up when you are far enough away to trigger it.And to buff it, increase the exposed timer. (But I also like the idea to expose all survivor that are near the hook when it triggers)
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@thesuicidefox said:
@Wolf74 said:
So according to your logic the survivor basically "need" a 4 escape every match to rank up?No you are putting words into my mouth. I said they need to save the guy off the hook to rank up (and safely too). If the guy gets caught again, then saved again, then caught again, then dies, that's not a big deal for me outside of the fact that having that dude alive increases my chances of survival also. But I don't need him to escape to rank up.
You clearly don't play much survivor if you think everything they do is meant to taught the killer. If anyone's logic is biased here, it's yours.
EDIT: I'd also like to point out, again, that letting someone bleed out does not get you points as killer. You lose those points, and then potentially lose MORE points because the 4th guy will hatch anyway. So when you slug someone until they bleed out, that's not a kill. Not even by victory cube standards is that a kill. Killer cannot claim it as a kill, so even if you get the last guy you still only got a 3k. You can make up whatever nonsense you want to justify it, but killer gets no emblem points, no victory cube (when it was a thing), and no BP for the death, and therefore it is not a kill. If you slug all 4 survivors and let them bleed out, you don't win as killer. In contrast, escaping in any context as survivor is always going to net you points, and usually those points are significant enough to make it a pip, and thus a win. For survivors it's a case of playing to win and maximize point gain, and for killers it's a case of playing to lose in order to spite the other team. Guess which is the toxic piece of garbage?
Guess what? A "kill" is when a survivor … DIES! mindbowing
Kills = wins
Killer should get judged by their ability to kill and survivor by their ability to survive.
The whole emblem system is just a big smokescreen.
Your pip logic is flawed from the get go, because ranking up is beneficial to survivor, because they get more experiencedand better teammates that will screw up less and make the game easier.
For the killer ranking up makes things worse, since killer are reliant on the survivors mistakes. -
- Let Freddy pick up downed victims even when they get healed.
- Remove awake survivor from hit detection. No more awake survivor shielding sleeping ones.
- Give Freddy the ability to GRAB people during dreamtransition.
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@SnakeSound222 said:
Where’s that picture of Dwight wearing Trapper’s mask and the caption says “I’m a Killer main”? It would fit perfectly here.
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@OrionQc24 said:
Thing is...it doesn't aways work...sometimes you can see and feel he just want one kill...
You would lover to meet my Wraith.^^
I got a real saltmine build for tunneling and camping.
I joke about it as "the Devs perfectly balanced killer build".
Just tunnel and camp the first victim and use Noed to get the 2nd and camp that guy again. XD
Don't forget to say "gg" after the match and just let them freak out in chat.^^ -
@Williamz said:
@Wolf74 said:
@Williamz said:
Self care is good where it stands. There are perks that can impact as well.So tell me again, how is that perk "good where it stands"?
Unlimited self sufficient heals in an asymetrical horror survival game?
2 people healing themself with SC take the same amount of time than them healing each other up, but eliminating the need to find each other or the need that BOTH escape the killer.
They can just spread out and the killer can only follow one, while the other gets a free heal.
It encourages tunneling, which survivor hate, and make perks like Thanatophobia pretty much useless.
I also encourages bodyblocking and tanking hits to an extent where it is annoying to the killer player (toxic).My guess when I read statements like this is: your a survivor main, huh?
If you think Thanatophobia is useless in the current meta and players working together doing hit protection (Hint: it's actually a score event in the game) is toxic then I don't think I'd be able to explain to you how self care is important to the health of cooperative play of survivors.
Come on dude, give it try.
Don't hide behind the scoreevent thing. I think you know what I mean with being toxic. It is not intended gameplay; if 3 survivor do the conga to to tank a hit (and after that spread out like crazy chicken and everyone is Self Caring in a different corner).
And talking about scoreevents for that, scoreevents should be tied to taking a risk. The higher the risk to pull an action of, the higher the reward, but with SC, there s no risk in it. So why get a reward for it?
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@only1biggs said:
The nerf was a good thing, as no killer should be rewarded for bad plays with a speed boost.And how about the survivor abusing broken loop spots?
They get rewarded for exploiting bad map RNG? -
@TheMadDoctor said:
3:...Bloodlust. I understand that they nerfed it cause so many people complained but there's one issue...They nerfed it too much. They happen faster (or so I think) but the speed boost is so damn minimul that bloodlust is actually useless for helping solving loops. I feel if they want it to be useful, they should buff them up a little again...and maybe not have breaking a pallet get rid of all your bloodlust but maybe just one stack. The speed boost isn't great anymore, so why keep the pallet breaking penalty in? I thought the speed boost in the last patch was fine, but I willl agree it was a little bit extreme at stage 3 but that doesn't mean you should of split each boost in half! Now it's useless.
You think wrong, because it still takes the same time to get the bloodlust stacks, the speedboost just got slower.
The Devs talked about reducing the time it takes to get stacks to balance the lost speed, but they didn't bring it live that way. -
@ForsakenM said:
- As I said before, camping is not 'part of the game': it is an abuse of gameplay features, but …
This is everything that counts in your wall of text, because THIS shows your wrong thinking.
You do not want to accept it as part of the game, but it is. Period.
Debate over. No abuse, just entitled survivor player that can't understand that someone might got eliminated early in an asymetrical game. -
@thesuicidefox said:
@Wolf74 said:
@thesuicidefox said:
@Wolf74 said:
@thesuicidefox said:
Killers that slugged the third guy until they bleed out to try and 4k are just greedy A-holes. If you want to slug for a 4k, that's fine, but pick the dude up and hook them if it's clear the guy isn't going to save them. Otherwise you are just wasting time and losing points. Take the damn hook, let hatch spawn, and play it out. Stop being entitled to a 4k.What about 3 people rush to the rescue of the last guy beside the open door?
Survivor do that all the time... isn't that the very same thing in your logic?You slug someone until they bleed out and waste everyone's time when you should just take the hook for the points, at least, then go looking for the last guy or accept that they will get hatch. Unnecessary if it's clear no one will save the person.
By contrast, when you run up to save someone near the door, you aren't wasting time and drawing out the game unnecessarily. You are also performing a tactic that has a high chance of success if everyone plays it right. Slugging someone to get the last guy doesn't have NEARLY the same chance of success. Your only hopes of success are that 1) the guy goes for a save, or 2) you find the guy while the other is slugged.
How you even think they are the same baffles me.
It really baffles me how you can miss the point and NOT see it is the same thing. :P
It is nothing about "stretching the match". It is about the entitlement to get either a 4k or a 4 escape.
It IS the same.No it's not because survivors aren't necessarily saving someone because they want everyone to escape. They are saving them because they ARE FORCE TO for Benevolence points. If you hook someone at the end of the game, survivors can't just leave because they take a hit to Benevolence. They MUST save this person off the hook, at least, to not lose their points. If they don't there is a good chance they won't get a pip unless they already saved 2 people.
If you slug a guy to 4k and they bleed out, then you are just wasting time and losing yourself points. You are cutting off your own nose to spite your face. And there is no reason to do this either for Emblems. If you are killer in a game where someone must hatch, then you have gold Devout, at least silver Malicious and Chaser, and if it a case of 2 gens done for hatch, then you have at least silver Gatekeeper. That right there is a pip, and I'm low balling the emblems. Chances are good you will get all golds at the very least. You 100% won the game if someone is forced to hatch.
For killer, you WANT the 4k but don't NEED it because you already pipped. For survivor, you NEED to save otherwise you lose rank points. There is clearly a difference.
LOL
This is the worst piece of … I read in a long time.^^
Survivor are "forced to"... sorry, this is really beyond my capability of responding seriously.Telling me it's about the ranking system is really hilarious.
So according to your logic the survivor basically "need" a 4 escape every match to rank up?
Because if they are so desperately reliant on that last save, any "balanced" match with 2 kills and 2 escapes would be a derank??^^Please stay real, it's not about pipping, it's about rubbing it into the killers face that he could not get them at all.
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@Maximus7 said:
Map design. Fractured Cowshed was edited well now that the barn isn't an insta-loss infinite. But maps like Haddonfield, and Lery's are still littered with safe spots. There need to be less safe spots on all of these maps (and in Lery's case, less RNG).
Sneaking in exhaustion recovery upon being hooked. Would be fine if Sprint Burst wasn't a perk. This should be reverted in my opinion, or at least include it in the patch notes instead of just dropping it unannounced.
Speaking of hooks, invulnerability to the unhooked survivor. In the PTB, attacks that would hit the unhooked survivor immediately after they got unhooked would hit the savior instead. This was perfect. Now the unhooked survivor just tanks the hit, which is ridiculous. The PTB version of this needs to be brought back.
These are the important points for me.
7. Should also include the mentioning of the nerf to bloodlust, because "reworking the infinites aka long loops" have been the justification for that nerf and actually there are still tons of long loops and/or safezones, but they gutted bloodlust anyway.- and 9. Are just downright stupid. Sorry, but getting a rusty iron hook driven through your shoulder will RELIEVE someone from being fatigued? #########? And this only makes 9. worse, since the survivor can insta SB or DH away to escape completely undeserved by a bad timed unhook, disrespecting the killers presence.
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@Williamz said:
Self care is good where it stands. There are perks that can impact as well.So tell me again, how is that perk "good where it stands"?
Unlimited self sufficient heals in an asymetrical horror survival game?
2 people healing themself with SC take the same amount of time than them healing each other up, but eliminating the need to find each other or the need that BOTH escape the killer.
They can just spread out and the killer can only follow one, while the other gets a free heal.
It encourages tunneling, which survivor hate, and make perks like Thanatophobia pretty much useless.
I also encourages bodyblocking and tanking hits to an extent where it is annoying to the killer player (toxic).My guess when I read statements like this is: your a survivor main, huh?
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@CaptainXym said:
Wolf74 said:Prestiging should stay optional and not become another thing you have to grind for.
But isn't it already something you need to grind for? It's both really. You have to grind for it, but it is optional to do. Giving incentive to prestige would just make it more useful for players who have thousands of hours in the game.
I should be one of the guys to argue for MORE benefits from prestiging, because I already have prestiged all my killer to various level (most already P3 actually).
Still I believe the benefit should be not that big. It should always stay optional and not be another necessity to grind for. -
Oh actually "mean".... like really MEAN?
Like an evil, psycho, serial Killer? Who would be playing like THAT?
Any human being doing that would have forfeit all his right to be treated fairly.
[/s] -
@yeet said:
killer perks should be straight up stronger than survivor perks, it's 4 perks vs 16Your right… but... actually they aren't

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TL;DR Just the 1000th incarnation of crappy "camping solution".
Camping is intended gameplay (baiting other victims is a horror troupe) and has a build in drawback (lose of map control and gen pressure).
Again some entitled survivor play just want to FORCE other human player to play an asymetrical game the way he wants them to (mostly stupid and giving extra chances upon extra chances).
So just no.
Don't fix what ain't broken. -
@Jack11803 said:
@Wolf74 said:
No need to change that, because it already got balanced.
When the perk came out WGLF outclassed BBQ by a mile.
And guess what? Devs balanced it.
BBQ is kinda "better" because it solves SURVIVOR ISSUES. So the killer pick a perk, that helps solving the others side issues.
WGLF on the other hand does not help the killer in any way, so why should it be on the same level as BBQ?survivorlogic
I just want more ways to get tokens. Perk offers 100% bloddpoints, I want to actually get the 100%
Anyway, that does not answer my question, why should a survivor perk that benefits ONLY the survivor be equal to a killer perk that ALSO benefits the survivor?
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No need to change that, because it already got balanced.
When the perk came out WGLF outclassed BBQ by a mile.
And guess what? Devs balanced it.
BBQ is kinda "better" because it solves SURVIVOR ISSUES. So the killer pick a perk, that helps solving the others side issues.
WGLF on the other hand does not help the killer in any way, so why should it be on the same level as BBQ?survivorlogic
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Prestiging should stay optional and not become another thing you have to grind for.
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You only get less points per minute if you have to wait for your SWF buddies to die. :P
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@thesuicidefox said:
@Wolf74 said:
@thesuicidefox said:
Killers that slugged the third guy until they bleed out to try and 4k are just greedy A-holes. If you want to slug for a 4k, that's fine, but pick the dude up and hook them if it's clear the guy isn't going to save them. Otherwise you are just wasting time and losing points. Take the damn hook, let hatch spawn, and play it out. Stop being entitled to a 4k.What about 3 people rush to the rescue of the last guy beside the open door?
Survivor do that all the time... isn't that the very same thing in your logic?You slug someone until they bleed out and waste everyone's time when you should just take the hook for the points, at least, then go looking for the last guy or accept that they will get hatch. Unnecessary if it's clear no one will save the person.
By contrast, when you run up to save someone near the door, you aren't wasting time and drawing out the game unnecessarily. You are also performing a tactic that has a high chance of success if everyone plays it right. Slugging someone to get the last guy doesn't have NEARLY the same chance of success. Your only hopes of success are that 1) the guy goes for a save, or 2) you find the guy while the other is slugged.
How you even think they are the same baffles me.
It really baffles me how you can miss the point and NOT see it is the same thing. :P
It is nothing about "stretching the match". It is about the entitlement to get either a 4k or a 4 escape.
It IS the same. -
@MrChills said:
the devs said in a stream they want to hide the killer perks in the future until the match is over. They need to do it now.They (I think it was Dave) said that they thought it already is this way in the live version. hrhrhr
(Pretty good job so far.)
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Survivor have a free escape mechanic called hatch and now killer have a similar mechanic, but have to pay with a perkslot for it.
Guess what? Survivor still think the first is fine and the second is unfair.
survivorlogic -
Rancor isn't even that strong to begin with.
The effect from the perk is rather minimal until ALL gens are done and even than the obsession knows whats going on. -
Totally true.
They talked about a trade off on stream, making BL slower, but faster to gain stacks, since you lose stacks already to fast anyway.
But a plain nerf was outright wrong.
The maps have not been changed that much to justify it. -
No one here seem to talk about the core NM concept. It was made to give instant access to all perks that have an effect when you are injured.
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I know, that you do not know me.
And I know it IS overconfidence.
People WANT to take a challenge perk, because they are spoiled by their easy wins.
And this boosts other to ask for more buffs to it. -
Try a look at the mirror.
There is a reason I "do the same thing over and over", because some stubborn player that do not care about balance or just do not understand balance will come up with similar crappy ideas of changes and there is a NEED for people arguing against it.
Otherwise those people would just enjoy their echochamber of bad ideas. -
David King (with Beard plz)
Trapper all the way, he is THE killer (but he is to weak ingame anyway)