Xernoton
Xernoton
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- Xernoton
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You are allowed to play and enjoy her. Just as everyone else is allowed to hate her.
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The only thing I would like changed is some of these loops. With the right killer the survivor is screwed in about 75% of these and others can't do anything about them. Also the amount of pallets could be reduced a bit, if some of these loops weren't quite as unsafe. Have you seen what Doctor can do on Hawkins? I assure you it's not pretty.
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@MikaelaWantsYourBoon said:
For old / veteran players no. Grind is fine.
For new players? Yes. Grind is still insane.
I think solution will be: Add some older original chapters to game for free. There is countless chapters already.
And make tier 1 perks from base game characters already unlocked on all characters. So this will help to new players try base game perks.
Agreed. But I would like to add, that even the old system was manageable for veteran players, if they spent all their BP efficiently. So that isn't a very high bar. By now the BP grind is acceptable in my opinion. It takes forever but that also means that players will always have something to work toward.
The grind for shards is pretty insane. I mean, new players buy the game for 20$ on Steam and then have less than have roughly 10% of the content. The least they can do is to reduce the shard prices for some older characters like Clown and Doctor. But this is not the worst about the grind. The worst is unlocking perks. For years, we've been saying, that the shrine of secrets is outdated (there are simply too many perks for it to work properly) and yet here we are. Still with the same system.
I will not spend any shards on perks that I already have (not even to swap them for BP). And with less than a 2% chance to get the perk I want, it's entirely possible I'll play for years and never get it from the shrine. Both sides have quite a number of bad perks that nobody will ever use, so the options of good perks are rather limited. Which decreases the chances to get a perk you'd actually want from the shrine.
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It's back for the foreseeable future. But no matter how much we'd like it to be permanent, BHVR cannot guarantee that. This is always up to the license holders. There are no plans to remove it again but it is possible that 5 years from now, the license will be gone.
However, I have a feeling, that BHVR negotiated a contract that will guarantee the license stays in the game for a while. So even if you don't plan to buy the dlc today, you won't have to worry. It will still be here tomorrow.
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@DragonMasterDarren said:
This game is Horror Super Smash Bros and I ######### love it
Now all that's missing is Nic Cage vs. Ash Williams. That's a fight I'd pay a lot of money to see.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3578388#Comment_3578388
Back in the day, whenever I thought "Hey, I want to play Billy", it was Hawkins 9/10 times. Random. Without any Offering or increased Odds.
Yikes. I didn't play Hillbilly back then, so I was mostly spared. But I distinctly remember a match as Bubba where I was busy breaking pallets all game on that map. Nowadays I could probably do better but back then it was pretty painful.
Also, if you have any pointers on how to use Billy's chainsaw on that map, I'd be grateful. I have found only 2 loops so far, that are fine to play around. It's the first time I feel unsure what to do. :-(
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Hawkins is definitely a good map for killers. That hasn't changed (not that anything changed on that map). However, some killers definitely benefit more from that than others. Doctor for example can be quite the menace. Hillbilly on the other hand is not all that amazing on it.
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Nah. You're all wrong. It's not back. Don't get my hopes up!
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Caitlyn 3Genner.
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I see quite a few different killers. Many Weskers but also some Trappers, Wraiths (who I don't like playing against), Deathslingers and the occasional Blight. I would like to see even more killer diversity but honestly it's no wonder that some killers' pickrates are abysmal.
Nobody plays Twins, so I would be fine with facing them for a change but they're not the most fun killer to play against. There power is literally slugging. They get punished for not doing it and they can't prevent it thanks to that massive 8 seconds cooldown. It has been a while since I last saw a Hag but I would take one. Caitlyn 3Genner is still awful. Her chases are pretty boring and the chess play style still works. Knight leaves no room for actual looping and forces you to Shift + W. Not all that fun but I'll take him over SM. Sadako can feel pretty bad to play against. She just insta kills you and won't commit for long chases. Artist is not the most fun killer to play against but it's something different from what you usually get in a chase, so it can be fun for that reason alone. I really have no issues with Pinhead. As long as it's not with Original Pain / Engineer's Feng. That is pretty nasty.
I don't get why anyone would compare to play against Freddy nowadays. He is so incredibly weak, that you can do whatever the hell you want and it will counter him in some way. Plague is always a more sweaty experience. Survivors need to finish the game fast because they can't heal and the Plague will have to find a way to force survivors to cleanse. I have nothing against going against a Plague every once in a while but if her pick rate were to skyrocket I'd probably take a little break from playing survivor.
It has been so long since I last saw someone else play Hillbilly. I would really like to play against another. Unfortunately they are a rare breed.
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This is exactly why I don't consider Distortion a well designed perk. The killer has a harder time finding one survivor in particular. But if they don't show themself, then the killer will just spread their hooks on the other 3. It's a double-edged blade, if used mindlessly.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3577515#Comment_3577515
You just nailed it out for everyone. Nothing left to talk about lol.
Happy to be of service.
Actually, I forgot something. How is it that Freddy and Dredge start the trial without their powers? I guess it might be kind of strong to immediately get into a chase but Xeno, Billy and Blight can do it. Why not allow 2 killers that aren't all that incredibly strong to do the same?
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@Ranch_Jello said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3577547#Comment_3577547
People actually played freddy u mean...
I mean, you're not wrong. Nothing quite like a killer that is both trash and overpowered at the same time. But Forever Freddy is kind of a sore spot for me.
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Forever Freddy?
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Adrenaline waking survivors up against Freddy. It wouldn't make him much stronger but why do we need something extra just to destroy Freddy? He has literally no power in end game. And he is already the weakest killer in the game.
Billy's overheat. It's completely pointless. You won't ever overheat as long as you don't play Driftking Billy and all the overheat addons aren't just bad but completely useless. There is no possible way you will get value out of these.
Myers. He is the only killer in this game that even today can completely lose his power. So not only do you lose a good chunk of time to stalk, you also have to micro manage it and run around in the hopes of finding whomever you didn't stalk dry. Worse, you sometimes kill a survivor that still has a lot of stalk left. Basically, you get punished for a survivor playing bad.
Singularity is punished for using its power to get AWAY from the hook. Why? Pretty much every other killer is allowed to use their power in that way. Why not Singularity?
Nemesis zombies can still be blinded by flashlights. They removed special interactions with flashlights on all other killers (even Nurse!) but somehow it's fine for Nemesis. No. Just no.
Knight needs about 3 shacks worth of space in front of him, so he can set down a guard. It feels awful. It's not a balance issue but it makes Knight feel awful. Something else that I hate about him is that you cannot control the orb sideways. Only forward. It feels clunky.
Twins. Victor can randomly die after hitting someone and he can get on top of things and die there as a punishment for, what exactly? Getting a down? Actually, that might beneficial. At least you don't have to suffer the massive 8 seconds cooldown. Why is that still a thing?
Legion can pick up a survivor in frenzy and immediately lose the entire thing. Why not make it like Oni's power where you can preserve a bit of what you have left, so that you can use it again faster?
A survivor can escape the trial with an active reversed bear trap by hatch. When it comes to this, isn't it kind of your own fault, that you still have the trap on? Why do we punish a killer that isn't even that powerful in this situation? Especially now that she can't crouch in front of a box and kill you by pure luck anymore.
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The only indicator that MMR is doing a good job is, if your matches are somewhat balanced. You really can't judge it by just one side. Sometimes the game will do a funny and put together someone that lives this game and someone that plays with their feet. It's hard to tell, if that lobby is high MMR or not in such a situation. It also appears as though one side is much more skill than they actually are when they dominate. Average players look like absolute pros when they play against total beginners.
I'm fairly certain I am somewhere in the middle of the MMR distribution as killer and quite a bit lower as survivor. I probably crossed the threshold of high MMR once (I assume that because I played against someone, who I assume is in high MMR) but mostly I limit myself to playing nice and using weak perks, which causes me to lose quite a few matches that I could win, if I really wanted to. After 2.4k hours, the only thing the matters for me is to have fun. I'd rather lose a game and have hard but interactful chases than to stomp and be bored to death.
In my honest opinion, whether or not someone is in high MMR makes absolutely no difference. If you use all the tools at your disposal, you'll come pretty far but that doesn't necessarily mean that you play better than anyone else. You just really want to win. It also depends on your region. For example, North American servers have a reputation of being comparatively chill. While Asian servers have a reputation as particularly sweaty. So you could very well be in high MMR on one server and only average on another.
Skill checks are pretty easy and in place to stop the survivors from falling asleep. Increasing their difficulty would only affect he lowest end of players. And they struggle enough as is. So I think this is not a good idea. I would rather they add some strategic side objectives. For example, survivors could be able to open or close some doors on some maps, which the killer could break. This could be used to create loops or make areas safer. However, it is unrealistic with the amount of maps we have and the work this would take for each of them.
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Pop was nerfed heavily and the result was exactly what most we had warned them about. More camping, more tunneling and other means for regression. Because Pop is and always has been a healthy perk. It rewards the killer for playing in a "normal" way and incentivises them to leave the hook. You can never give too many incentives to play nice.
Thana was meta for about 2 weeks. After 6.1.0. Before it was pretty terrible. Just as it is now. There is only 1 killer on which I would consider Thanatophobia worth a perk slot and that's Plague. Even against Legion you will manage to someone healed throughout most of the match.
BBQ is in a similar spot to Pop. It rewards the killer for doing their objective and leaving the hook. I know, it must be rough sometimes not to get this little bit of quality time on the hook with Bubba right next to you, but others want to feel his love too.
Thana and BBQ aren't even meta perks. Thana is not that strong and for BBQ, there are other, better alternatives (which by definition does not make it the "most effective tool available"). Survivors and killers have a lot of decent perks. But anything that doesn't compare to the very bestestest perks is considered bad. Survivors have about 30 pretty decent perks. Yet we only ever see like 4-8 of them. This is basically the same argument as saying that there are only 2 good killers (Nurse and Blight) and every other killer is bad because they are weaker in comparison.
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It's pointless to have depips in the game at this point. It's just a pain. Both sides have this issue and on both sides there are very obvious solutions (SWF and specific killers) but really, it's an arbitrary hurdle to make it harder for players to earn their 1M BP.
With a bit of bad luck, both sides get punished for their opponents' play styles. A killer can dominate and depip for survivors killing themselves and survivors can depip because killers camp or go afk. I would very much enjoy not having to switch from Billy to Blight just so I can make it to iri 1 and I would also like not to lose pips because the killer focuses me from the beginning of the match until I die. It's kind of hard to do gens while you are chased by the killer and healing other survivors isn't any easier.
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How about: "no"? Overpowered perks should be dealt with no matter which side they are on. And MfT, fellow inhabitants of the fog, is overpowered.
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Believe it or not, but this has little to do with the hitbox of her hatchets. It looks weird but with latency and the survivor hitbox not fitting the character model perfectly it makes sense, that she got a hit there. Unfortunately there is not a whole lot BHVR can do to 'fix' this.
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It is a very strong perk. It bridges the skill gap between players, who know maps and players who don't. WoO also shows you exactly how to run (because you know the exact location of all resources around you).
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The very strongest thing in the game is overpowered? I won't argue against that.
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Short answer: "git gud". No offense.
Long answer: Every killer (except Freddy) has some kind of unique mechanic or strategy, that you can become better with. If you learn to play a killer to their full potential, then you are definitely a force to be reckoned with. It doesn't matter, if it's mechanical skill, or strategic gameplay, at some point, the survivors will have real trouble to play against you. Because while they may have an idea how to counter a specific killer, you have the advantage of knowing all the ins and outs and every small detail about them. I play Hillbilly and many survivors are surprised, when they pre drop a pallet only to go down a few seconds later anyway.
You will always find some way to improve, if you look hard enough. Even the likes of Otzdarva have not mastered the game. With experience and practice you can bring out the best in each killer, which makes you more than capable of dominating most survivors. Because most survivors aren't all that good either.
That is as long as you don't play Freddy. If you do, then no amount of skill and game sense will change the fact, that you're screwed.
Other than that, try to keep up a positive attitude. It's not worth it giving miserable people the power to make you miserable too. I know it sucks but it's just a game and no amount of "gg ez clap, trash killer" can change that. Your life won't end, your family won't be face camped by Bubba and you will not go to hell for losing. As long as you can stay positive, you will keep enjoying the game. And if you don't, then take a break. We've all been there. We've all experienced this. Sometimes it just feels like the game is no fun to play. If that is the case, take a break for a week and come back to see how you feel. Maybe it gets better, maybe it doesn't. But at least you don't make yourself miserable.
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@Hunkulese said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3576442#Comment_3576442
How can you learn any amount of French and not know the é sound? It's how you conjugate most of the verbs in the past.
My French lessons were a bit, ehhh, well... Low quality.
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Still going strong. Although, it seems your matches are gradually getting harder. Does it feel that way too, or am I reading too much into these numbers?
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@GentlemanFridge said:
hi i'm a language nerd, but you can get even more accurate by saying "Ey-lo-dee", or / elɔdi / if you understand IPA.
It's the accent on the e: é. It's not really used in the English language, but French has so so many
Interesting, I thought you pronounced it as a long E but my French is a bit rusty. And it was never that good to begin with.
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It definitely needed a nerf and I think it's a step in the right direction but not exactly what this perk should be.
I would like for MfT to become an anti tunnel perk. Increase the Haste effect to 5% and activate it for 60 seconds after the survivor got unhooked or until they do a conspicuous action. That would make it a pretty strong anti tunnel perk. We could even talk about increasing the movement speed a little more. I think that would be fair and a lot healthier than the perk is now.
Regardless of how you look at it, a perk that affects the weaker killers to a super high degree and also increases the strength of Shift + W (permanently), that can still be paired with another exhaustion perk and does little to nothing against the strongest killers, cannot be healthy. Especially if it is a perk that gaslights players into thinking everyone has it with no way to tell, if they actually do. This is exactly why subtle cheaters are a problem. You can have a feeling but you'll never know until they make a blatant mistake or you rewatch a recording.
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Would it help, if we painted a butterfly on her nose?
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@HugTechLover said:
Agreed, they need changes. Some of his addons need buffing.
If we are talking about the meme addon, then I would be fine with it not nerfing him quite so hard but apart from that, which of Blight's addons need buffs? Half of them are problematic because they make him way too strong. The addons themselves wouldn't all be quite so overpowered, if Blight's base kit wasn't this strong. But a killer that is on the very edge of being broken can't have addons this powerful on top.
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@Venusa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575877#Comment_3575877
The issue is better now. The game is back to putting me in lobbies I belong to and if I ever get high ping it isn't as absurd as 400ms~ but more like 100ms~ but it still seems to happen here and there and I can see others have ping issues too in match details.
It lasted a long time though and when I asked about it they told me it was my internet but nothing about my internet quality changed since then so that answers the problem was DBD-sided.🤠
Well, in that case I wish you the best of luck to be spared by another Dead By Bugs moment.
See you in the fog!
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@CountOfTheFog said:
What if I use prove and deja vu with a another survivor who has deva ju also?
That would make you about as fast as 2 survivors on 1 gen with no speed penalty.
So you both repair about 1c/s and should finish the gen in roughly 45 seconds. The repair speed might be slightly slower than that but a few skill checks here and there would still cause you to repair it in slightly less than 45 seconds.
@Ariel_Starshine said:
Then doesn't this make PTS useless?
The idea is to repair a single gen as fast as possible with PTS. The more gens are done, the less gens remain to be repaired and the more likely survivors will have to team up on a gen. It can also help to shred through a gen that would otherwise be easy to defend.
The reason this works out is because a fully repaired gen cannot be damaged. This means, that completing a gen greatly reduces any threat of that area. For example you can break a potential 3gen early on or repair gens in dangerous areas like the gallows on Dead Dawg Saloon faster, so that you won't spend as much time there and have a lesser risk to be found by the killer in such a bad spot.
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I have been given hatch here and there, though it's hard to say how many times it happens in my survivor matches.
I tend to give hatch as a sign of respect or after a rough match for the survivors. When someone goes above and beyond for their team or is incredibly good in chase, I respect that and give that person hatch. It's a sign of good sportsmanship just as a simple "gg wp" and it can go a long way. We don't need to hate wach others guts over a video game.
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@Hex_Ignored said:
They enabled the degenerate 3 gen kick meta. They had to be nerfed hard. Any buff would just bring that meta back and that's one of the last things this game needs.
We had CoB for quite a bit before the gen kick meta. So that wasn't the reason it got so popular.
OC is just a worthless perk in its current form. Hitting the skillcheck isn't hard and the regression is pathetic. Just rework it at this point. It doesn't even have any synergy with Doctor anymore. And it's his own perk!
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That is weird. It sounds like the game connects you to the wrong server. I can't say I've experienced this before. I usually have a very good connection. But it's weird that lobbyshopping actually helps with this.
Have you tried to contact the devs yet? Maybe they can help you with this. At least they should be able to find out what's wrong.
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@FilthyLegionRevival said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575556#Comment_3575556
Filthy- Oh wait, nevermind. Thought you needed me or sumn
😘
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575457#Comment_3575457
I feel like comparing him to SM isn't quite right. Ppl DC against skull merchant to dodge a super long game. I feel like it would be more akin to when ppl would DC against a nurse after hearing that scream claiming she has no counterplay.
The reasons are different, the outcome the same. I compared him to SM in that regard because she was the first killer I could think of that survivors dc pretty regularly against.
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@HugTechLover said:
They have not given a timeline as to blight’s addon update. It was not to be expected this update anyway.
While you're not wrong, we also can't pretend like he dodged only one dev update.
At this point I'm almost certain someone high up at BHVR is held hostage by one of you filthy Blight mains. 😈
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It was nice to have you around. 👋
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2 people working on one gen are faster than 1 person working on that gen. However, 2 people working on 2 different gens make faster progress than 2 people working on 1 gen.
The idea is that survivors should not be able to group on gens and finish them 1 by 1 so fast that the killer has no chance to contest them. If there was no repair penalty 4 survivors would shred to a 90 seconds gen in 22.5 seconds. That is so fast that killers with low mobility can not even hope to defend that gen. Since this would be easily repeatable, it would also be highly abusable. Especially with toolboxes and other repair speed modifiers.
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I think it's fine to not see it. This only brings out elitism in the community, which we don't need on top of the good ol' "us vs. them" discussions. Worse, people would disregard anyone's feedback as long they don't prove they are at least at a certain MMR. Thanks but no thanks. I've no interest in sweating or playing with perks I dislike just so I don't get mocked by a fraction of players that play in SWFs or play the strongest killers to give themselves every possible advantage to win games, that they can't win by individual skill.
Contrary to what some popular streamers say, I don't think that many of us are actually in high MMR (I certainly hope that I'm not, because that would be concerning, considering that many players I go against aren't all that great) and I'd argue that even some of those streamers might not be quite so high up themselves. Peanits confirmed a while ago that most of us players are somewhere in the middle of the MMR distribution, which is more believable to me than what someone with a vague understanding of the whole system and no official data to back it up says.
Otz said something among the lines of: "BHVR want all of us to feel like we're the best players in the world.", which is honestly a pretty decent goal, because it helps many players to cope with bad matches and others to feel good about themselves, when the invisible number considers them only an average player. This is a good decision in my book. No use to make players feel bad because their number is not in the top 5% or they can't enjoy the matches they have with that high number because they simply aren't good enough to play on that level and having fun rather than playing like their life depends on it.
It doesn't matter, if someone is in high MMR or not. The matchmaking should do it's job and we should all have enjoyable matches no matter how good or bad we play. Personally, I've given up on sweating like my life depends on it just to increase an invisible number, that ultimately means nothing. I play a lot more chill and I still enjoy and win a good chunk of my games, which is exactly what MMR should do.
If that doesn't work out, then we'd have a problem with the matchmaking itself, which in turn would invalidate all MMR ratings.
However, I like the idea of players being able to showcase personal data on leaderboards. Not with MMR but in the way we already have it over at: https://deadbystats.eu// where we can see some things like gens finished, survivors healed, number of escapes, number of survivors sacrificed and some killer specific numbers like hatchets hit, or chainsaw downs on Billy and Bubba. This could even work as an addition to the new player cards or a completely seperate menu.
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I want stickers on my chainsaw. Or maybe even give it a new coat of paint. That old thing gets boring after about 800 (could be closer to 900 by now) hours of playing Billy. Pleasy BHVR, give him a milk bottle sticker to match his milk bottle weapon.
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@TheArbiter said:
With the reworked addons they showed you can run a combination that makes so that he only has to hit THREE blades to have main event. Obviously we won't know till the PTB, but man that sounds crazy
Some of his addons do sound rather concerning. I also have a bad feeling that Trickster will be the new Skull Merchant. Survivors will hate this killer so much they immediately give up before anything even happens. Obviously, I hope that won't happen but seeing as Trickster is already quite nasty to play against and he might become as strong a camper as Bubba with this change, I am worried.
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@NerfDHalready said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575323#Comment_3575323
oh reassurance range buff would be so nice. preferably enough range to use it from above basement.
****basement should be removed****
I agree with the first part.
But basement is here to stay and that's good. If survivors go down around certain areas, then it should be more risky. It's the one redeeming quality of shack and one of the few effective tools against bully squads.
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Teletubbies. I still get nightmares from them.
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@FFirebrandd said:
They're probably stalling it because reworking Twins is going to end up being much more involved, akin to Doctor or Freddy reworks.
Contrast that to the upcoming Trickster changes, which are all essentially number changes. Big number changes, but still just number changes. Depending on how well their data files are set up, that could theoretically have taken 1 dev only 1 hour once they'd decided what they were going to do.
Skull Merchant would like a word with you. As would Sadako. Both got extensive reworks. Skull Merchant got 2! They had the time to rework her twice (understandably a high priority) but they couldn't do anything for Twins in that time? Seems unlikely. It's more likely the rework was cancelled.
After 1 1/2 years, actually we're getting close to 1 3/4 years, they should have something ready. I mean, that's enough time for them to design 2 whole killers from scratch. A few changes to Twins can't take that long. Even some small changes would already improve that whole situation drastically. But they didn't do anything.
How about we allow people to switch immediately back to Charlotte after getting a down with Victor for starters? This cooldown is ridiculous and doesn't serve any purpose other than making them a nightmare to play. Who doesn't love playing killer, DBD's time management simulater and having to wait 8 seconds before you are even allowed to make your way across the map to collect your slug?
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@HerInfernalMajesty said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575185#Comment_3575185
I feel like I’ve seen this before… Does he have an actual bunny skin? Or maybe I’ve just seen it in memes… It sounds vaguely familiar.
I once saw a meme of someone giving him the bunny ears (can't find it anymore 😔). I also mentioned it a couple times before, so maybe that's what you meant.
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@Tsulan said:
Best part is, everyone claims MfT is dead/useless. While it now is effectively stronger than before.
You couldn´t mix it with exhaustion perks. Now you can.
That makes it a good anti tunnel perk then, if combined with OTR and DH. That's a lot better than 3% as a reward for the killer doing their objective. I can live with that. I'd even be fine, if they reworked it a bit more and made it 7% haste for 60 seconds after an unhook and have it deactivate when performing a conspicuous action.
On the topic: I'm not sure how much stronger / weaker Trickster will become but I have a feeling it's gonna make him even nastier. Especially with Main Event being easier to trigger. I'm happy that they revisited Red Forest again (hopefully, this time it will get nicer to play on) and the change to GoJ has been a long time coming. Against my better judgement, I'll stay optimistic on the map reworks.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575086#Comment_3575086
What's a bunny Bubba?
Bubba. But with Bunny Feng's pink hoodie. Why should she be the only one with such stylish outfits? It would look so much cuter on Bubba anyway.
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It feels like they missed the mark. Having to hit 8 times instead of 6 is a big deal. They made him nastier but how much stronger he'll get is hard to say. They could have removed the recoil, maybe have a look at some of his addons and be done with it. Instead, they had to make a lot of changes and compensate to bring him into an even more disgusting spot.
Also, I know I must sound like a broken record but Twins rework?! 1 1/2 years have passed and they were supposed to be the next killer after Legion and Ghostface to get a rework. But now we've had Knight (they changed him so much I'll consider it a rework from his original state), Skull Merchant - twice, Sadako and now quite a few changes to Trickster. Is the Twins rework still coming, or was it cancelled? I'm a bit confused.
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Ok, that's all well and good but can I have Shirtless Myers and Bunny Bubba for my player card?