Xetoil
Xetoil
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- Xetoil
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Stop playing for a bit. This advice comes from playing fighters, the more you lose, the more you will lose (I think there actually some science on this too).
Come back to the game in a few hours/the next day and approach it with a fresh mind. You'll find your brain has processed your past mistakes and you will play better for it.
If you mean you've been losing games consistently for weeks or months then in that case you might want to go and find some guides study killer a bit, but I'm pretty sure thats not what you're asking.
Some others in this thread have suggested swapping sides and playing survivor for a bit. That's fine if you feel its more chilled playing survivor, but if your goal is to survive in chases etc. you will find your losing streak from playing killer has probably affected your mood and will cause you to play bad as survivor too, so if you do find thats the case then it's best to take a short break as mentioned above.
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I didn't think the rework was a nerf, in fact with every patch I feel Legion has gotten better.
The thing with legion, as it seems to me at least, is that the way to play him is counter intuitive. He seems on the surface to be a kind of rushdown high-octane killing machine, when in reality his strength is in the nuance and not the presentation.
For example, using feral frenzy you can determine the position of every survivor, play around certain safe pallets, either make survivors waste time healing or encourage them not to heal, and if the situation allows it you can body block, fake out survivors to catch them out of position etc. None of this really feels like "feral frenzy", but its what you can do using his power.
Is he a really strong killer? I don't think so, but he isn't weak by any means either. People's main complaint with him seems to be that at the core he is just an m1 killer, but unlike all other m1 killers, you only have to m1 once rather than twice if you play your cards right.
I don't know why this comparison isn't made more to be honest, but the killer he is most similar to is the plague, they both seemed to be built around the same design philosophy of negating the initial health state of all survivors, and the plague really just seems to be a more refined design of that philosophy, which makes sense as she came out right after.
Personally I love the legion, they're one of my favourite killers to play. I love m1 killers in general, and when I play legion I feel a bit stronger than some of the others, if only for the fact that I only have to do a "traditional DBD mindgame" once instead of twice per chase.
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Put Julie in her party crasher outfit and that body is to die for.
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@Elvenmonk said:
https://forum.deadbydaylight.com/en/discussion/comment/1046450#Comment_1046450
Thanks!
I had a class in college dedicated to postmortems. The weirdest class I ever had.
I had no idea game project postmortems were a thing, thanks for this bit of info! I'm going to spend some time reading up on some interesting ones :)
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Nice post man, I enjoyed reading it. You gave a very good overview and insight into how an MMR could be applied, and the challenges inherent therein. I also appreciate you highlighting the problem that dedicated servers potentially had on the community, something I was not aware of.
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You're welcome mate, happy to help.
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I'm not a GDPR laywer but I have run into it a few times due to various jobs I've been involved with.
GDPR is not so much to do with being recorded etc, it's to do with maintaining a database containing data on a person without their consent, past the point where that data has fulfilled its collection purpose. For example you might want to scan the passport of someone staying at your hotel for the duration of their stay, but once they have gone, you cannot justify holding onto that image indefinitely. This is the kind of data to do with first name/last name/address etc. Images also count, but I don't believe it extends to in-game user names, although an argument can be made about Steam ID's when compared to something such as license plates or credit card numbers.
Also to the best of my knowledge, most of the stuff that you consent to when you use online software won't stand up in court, past justification to ban you from playing if you broke the rules and were then stupid enough to take the developers to court over being banned.
To address your point about the unfairness of monetizing streaming, streaming is a lot more than just recording and presenting gameplay footage. Is it fair that other players involved are not compensated? Maybe not, but their input in proportion to the host is menial at best, considering regular players do not carry over from game to game, and that money generated from a stream is done so via contracts between the streamer and consumers, and not gifted by a participation body. I don't want to get into this too much because if we start talking ethics I will literally write you a wikipedia article, but the game could definitely benefit from more privacy options at present.
I'm sorry you had such a terrible experience with some horrible people online, but in a case like this, there seems very little you can do unless it somehow blows out of proportion and you are being harrassed or doxed, and lets hope it never goes that far.
I guess a good first step on this issue as it pertains to DBD specifically is for people to start requesting more privacy features.
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Hey @Fibijean
If its alright with you, could you tag me when the stats go live, I'm very interested in seeing them :)
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I don't want to go into this topic at depth in this comment because it really is a topic you can go into great detail about, but the one thing I see that separates brown/green killers from purple is not how good they are at chasing, its where there priorities are at.
Priorities which help me win games are:
- Choosing which gens I can leave and which have to be protected at all costs
- Choosing which pallets to force the survivor to drop & kick them asap, and which ones to attempt to get a hit at
- Choosing when to drop a chase and go to gens, and when to follow through and get a hit
Playing killer at midranks IMO is barely even about chasing, (most survivors at midranks are not going to know every tile so thoroughly that you need to play it in the most precise way) it's about resource management (pallets) and area control (gen priority), and also learning the habits of the individual survivors so you can either catch them out of position (negating a long chase), or beat them at mindgameable pallets.
On the flip side, a good survivor will lead you on chases in areas which have a lot of pallets, preserve pallets around important gens for use in the late-game, and study how the killer plays/where he is likely to be in order to maximize their time on gens.
Applying pressure can potentially be summed up as
- Determine Which gens the survivors are prioritizing (B)
- Determine Which gens the killer should be prioritizing (A)
- Destroy all pallets around A/stop the completion of A, whilst delaying the progress of B
Just want to point out that this is a huge simplification, but its a starting point.
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@EmotionalDaisy said:
Same. I love Resident Evil and any video game licensed content would be welcome but I'd exceptionally love RE content.
But I've heard Capcom is pricey with their stuff. I don't personally know if that's true or not but that's just what I've heard.
I personally want Capcoms much lesser known title Haunting Ground to get a killer and survivor in. Maybe it'd be cheaper?
Debilitas from haunting ground would be amazing. His mori could be a bear hug. Fiona would be an awesome survivor addition too
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Nah grant distraction points for being facecamped
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I would say its simply because learning to practice the nurse means throwing a bunch of games, being deranked for it and feeling mediocre for the entirety of the learning curve.
If there was a way for players to practice in a sandbox mode with no survivors I bet we would see a lot more competent nurses is matchmaking. As it stands, learning nurse from nothing can be incredibly stressful
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From my perspective, its to do with the time of day you play. Generally I have a way easier time finding lobbies as killer in the evening (7pm onwards GMT), and a way easier time finding lobbies as survivor in the afternoon. Today was an exception however, I found killer lobbies very fast at around 5pm, haven't played survivor today yet though.
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Can add my own experience here: during my last couple of games, I was blinded extremely quickly (around a second) by survivors with yellow flashlights, coming at me much later than the usual flashlight save timeframe, sadly I didn't manage to record these games, but thought it would help to share my experience seeing as other people are claiming the same thing.
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I bought this game just to play killer lol.
Texas Chainsaw Massacre is one of my favourite horror movies ever, and I got well "in character" playing Leatherface. Same for Michael Myers.
Then I ranked up a bit and the game got like difficult.
Still enjoy killer in the competitive sense though, but nothing can match the innocence of your first few games where everyone is a potato and all you wanna do is scream & shout and let it all out.
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I spent last night playing Doctor, I don't have answers to numbers #1 and #3 but here are the rest
#2 Yes Dark Devotion does give your static blast to the survivors and it is hilarious
#4 I think he's definitely gone up a few tiers. He still needs to 3 gen and have a heavy area control mindset just like other m1 killers as he lacks any kind of map traversal, but he definitely has tools to slow the game down, end chases quickly and locate survivors fast which can help you fulfill that area control playstyle.
#5 Madness tier 3. I don't see madness tier 3 as a thing which is "worth it" so to speak, but rather it is a step in the gameplay cycle of madness. This might be a bit hard to explain but here it goes:
It takes 55 madness to make survivors go up from tier 1 -> 2, and 105 madness from tier 2 -> 3 (not including the 55 madness from before). The default static blast gives 50 madness, so with a brown addon that's enough for an instant tier 2. Survivors only reveal their location when they go up a tier, so if they get static blasted and don't go up a tier then you don't get the scream notification.
What this means is that once they snap out of it, you return to being able to locate them extremely easily with your static blast, then they're tier 2 again (also, any survivors also in your static blast who are already in tier 2 will now be like 1 or 2 shocks away from tier 3). How I liked to play last night was to use static blast to find them, hit them once, shock them a bit at a safe pallet, then leave. By the time they have snapped out of it but have not healed yet I zap them with static blast again and continue the chase and get my second hit. Doing this I could keep multiple survivors mad and injured at once. It's most likely not the meta tactic or anything but its what I was using.
I hope that answers your questions mate, I might try and test out the king/queen combo later today
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I love the effort BHVR are putting into expanding the lore, but the monotonous drone of the voice acting really makes their finished product feel quite lackluster. Listening to it, I don't feel like I'm inside the head of a character, but in the studio with the guy as he reads the lines off a script.
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Clown is really good at 1v1, but doesn't have any tools to play the 1v4
At higher ranks the game is more about doing the 1v4 well, and if you play in certain ways (such as Tru3 when he plays Ghostface or Wraith), then you can circumvent the 1v1 almost entirely.
From my own perspective, I bought clown very recently and honestly expected to be smashed just like you did, but I 4k'd the first few games and felt awesome about myself. Later however it became apparent to me that if I wanted to win consistently I had to use 3-gen strats, and if the match required me to travel long distances regularly I would almost certainly lose against survivors who had a good awareness of what I was doing.
Clown is honestly enormously fun to play, it's just his lack of an ability to either give survivors a secondary objective (Legion, Plague, Pig), or traverse the map quickly (Demogorgon, Oni, Billy) really takes away his potential to juggle the 1v4.
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My Wishlist:
- Map sizes to be standardized
In competitive sports, the size of the pitch can have a drastic affect on how the game plays out, its no different from DBD.
- Matchmaking/ranking to be fixed (they're interrelated to the point of inseparability)
As a survivor, it feels extremely unrewarding to escape because the killer you're up against is inexperienced, and as killer it feels hopeless to be put against teams so out of your league that the match is not even useful as practice.
- A kind of developer made, community informed "competitive mode" for DBD where only certain perks/addons/items/offerings/maps are allowed and rank can actually be used as an indication of skill rather than an amalgamation of RNG informed by skill
I won't elaborate on this too much, but if a casual mode existed for DBD which had optional proximity voice chat (between survivors and killer such as in Friday 13th), and maintained the bloodweb system, then things like keys, moris, DS etc could all stay in the game, whilst mitigating a lot of the horrid balance issues that DBD has by excluding them from play until they can be deemed fit for a competitive/ranked situation.
Having a casual mode will also allow DBD's community to flourish in a more positive way, survivors or killers who are at different skill levels will be able to communicate & possibly teach each other how to play (or muted if they're toxic af), and a lot of the more memey side of DBD can be experienced, such as humorous killer/survivor interactions etc. A lot of the mechanical negative feedback you get post-game will also be mitigated, as you could goof around without the game telling you how much you suck by depiping you.
Team Fortress 2 has a community managed competitive scene with bans on weapons etc which are deemed to be overpowered for competitive play, I don't see why DBD can't at least make a surface level ingame distinction between competitive and casual play, and allow engaged members of the community to take on the legwork of balancing it. Fog whispers and the like will definitely come together to discuss balance were this the case.
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From survivor side, I'm rank 8 and I seem to only rank against killers from rank 12-17. I'm not the kind of sadistic prick to go out of my way to bully a killer and teabag etc, but when you win against someone who is so much less experienced than you it doesn't feel rewarding at all.
I'd rather die because I was outplayed by a competent killer, or escape because I outplayed someone of a similar ability to myself. It feels extremely unsatisfying to escape because your opponent was just not as experienced as you
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I always find it really surprising that players who engage in this sort of behaviour believe that they've done something meaningful by the end of it.
Like sure, you left -rep on my profile, but what is "rep", how is it quantified, and who actually cares enough about it to deny me something I can't get elsewhere based on it? Even if it had ramifications that mattered, I can just delete the comment so what have you done?
And yet people will still do it.
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Hello mate,
Just finished filling out your survey, pretty interested in the results when they're back.
I progressed up until the trapper mask cosmetic then bought the rift as I really love that mask.
I bought 3 tiers at the end because they rounded me off nicely at the bear trap charm.
I loved the archives and the challenges as it gave me a non-sweaty reason to play DBD on my own, and I'm looking forward to completing the next set.
The rift is definitely a grind to get to the higher tiers, (I calculated with a few friends it takes 90 hours of play time if you do the challenges very efficiently, which is roughly one hour a day if you are willing to commit that). A friend and I both had a similar experience where we committed way too much time to DBD, purely out of excitement, and it ended up feeling like a chore and soured the game a little bit by the end, but that's just a lesson learnt.
Next rift I plan on not being so committed, which should be easy as trapper is my favourite killer and he is out of the way now. The only cosmetic which is a "must have" for me is the new hag one because it looks beautiful and I love the hag, so I'll purchase the rift again if I make it that far for free. I aim to not commit to finish it this time because it really got it the way of my life though.
Cheers.
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I think the biggest impact of her changes was that it made her more difficult to learn, because the punishment for making a mistake puts you in a situation where you can not afford to make too many mistakes.
I would really appreciate a sandbox mode where we could walk around as either killer/survivor without any other players/an "idle" player so that we could get acquainted with the maps/tiles and also get practice with each killer's unique mechanics.
As it stands, "Trial by fire" might work with the majority of the killers, but it definitely disincentivises players from picking up some of the more skill-heavy killers.
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When people try to make you feel bad with the intention of getting you to change your behaviour, it's usually called an abusive relationship. When the people in question are strangers on a video game, it's still abusive. When someone is treating you abusively the best advice is to get out of the situation ASAP because it's only going to harm you
The civil thing to do is have a conversation, if the other players had asked you why you made the decisions that you did, and then put forward some alternate decisions that they thought would have been effective, then fair enough. But instead they just showered you in insults and abuse.
So really its your team/the killer who are at fault for being awful people.
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I have a couple of things to comment on this:
- Sounds like you had a pretty solid game, congrats mate
- Moving near a hooked person will cause Whispers to light up, I realise you saw some blood but thought it might be helpful to clarify how whispers works
- Whether or not you proxy camped is less relevant than the fact that the survivor you played against doesn't have your best interests in mind. If you feel like your behaviour reflected the best play you could have made at the time, that's good enough. Regardless of how you try and justify it to that particular survivor, they clearly have no interest in hearing your side of the story, and it looks to me like they are trying to hurt your feelings; this is definitely the kind of person who it is best to avoid.
- For what it's worth, to me it feels like you made the best play that you could, which is made pretty self-evident when you consider you won the match in a very short timeframe.
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/924720#Comment_924720
Thank you for providing those definitions. Just wanted to say that, and also that I think that was a very intelligent and well thought-out comment, and I appreciate your input on the discussion.
Thank you mate, that means a lot to me.
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I'd like to lay down a few definitions because I feel like it would be helpful here:
Game Design is the art of constructing rules which govern play, it's not a videogame exclusive term.
Game Theory is a school of economics which is concerned with decision making in scenarios where decisions made by other people have direct influence over the decision a person might make. This is pretty much the basis of mindgaming in both fighting games and DBD
There's also a third element which is Game Feel. This is basically how does it feel to play a game, and includes things like movement etc, but also more subtle things like how does it feel when certain mechanics come in to play. An example would be gauging the player reaction to discovering the killer is using NOED with an ebony mori, compared to discovering the killer is using Devour Hope. In theory both can potentially be experienced very similarly, but the Game Feel associated with them is very different.
Now to join the discussion. Yes most peoples input is worthless when it comes to balance, but provides valuable feedback when it comes to Game Feel. However, it is often the case on games with high complexity and a high skill cap that dedicated players are able to pinpoint and observe problems in a game which developers aren't able to find themselves, simply due to being better and more experienced players. Look at Super Smash Bros. Melee if you want extreme examples of this.
Moving on, you can imagine that the main hurdle to balancing Dead by Daylight is to properly balance high end play, whilst also maintaining Game Feel all around. This is very difficult when you consider that, to all appearances, it does not seem like DBD was conceived with high-end play in mind and, now that the game has gone in that direction, a lot of existing structures need to be remade around that concept alongside the games important marketing and content release schedule.
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I wouldn't listen to what other people are saying in this thread about about nodding your head or hitting them on the hook, playing a "one-upmanship" style game and feeding into your anger is exactly what they want you to do.
I just want to clarify what is "toxic behaviour" before I go on, because as I see it, it falls into two distinct categories:
The first is in-trial things such as teabagging, flashlight clicking etc. The second is abusive post-game chat. These are both distinctly different behaviours and should be addressed differently.
For in trial "Toxicity", you have to bare in mind that whilst it may feel condescending to have your opponent teabagging you etc, this attention-seeking behaviour is a valid tactic which can win games by frustrating you and making you focus on just that survivor, buying the rest of the team valuable time to fix gens, especially if that player is good at looping. Your only real option is to outplay not that particular player, but the entire team. Often you can use the "toxic" player to your advantage by pretending to chase/pretend to ignore them in order to catch other players off-guard. I say "toxic" with inverted commas in this instance because it is sometimes the case that these in-trial behaviours are devoid of malicious intent, and are purely the preferred playstyle of the individual.
For post-game chat toxicity, which is worse by the fact that it is simply pure harassment without any tactical merit, I would advise against getting involved in the conversation at all - toxic people are not there to listen to your defense or engage with you in any meaningful way unless to aggravate you and do you harm. It is best to simply leave the post-game and move on.
If it helps any, I find it is important to remember what kind of lives toxic individuals usually have which causes them to act this way, they are most often not very happy people. When considering this, denying them of any post-game interaction is more than enough revenge.
To tie it all up, the best advice I can give you is to widen your perspective and learn to stay calm throughout matches and the ensuing post-game. It isn't easy, and requires a great deal of patience and experience, but the bottom line is that the only way to win against these kinds of people is to have the resilience to not let them affect you.
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I would imagine there are generally enough Russian people playing this game that there's a fair chance that out of any one game, at least one of the other four players may also speak Russian. You see the same behaviour from French and Spanish players.
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As others have pointed out in this thread, I think the main issue is not the difficulty of the challenges (it would be counter to BHVRs financial intentions for everyone to finish the archives in the timespace provided as it would give them their Auric Cells back, ideally a significant percentage of players should not get all of their Cells back for it to be a viable business decision). But that level III of the current tome puts survivors in direct competition with one another.
This is because the unhook 25 survivors challenge acts as a gateway to other challenges, and encourages people to "get it out of the way" as soon as possible, leading to survivors making decisions in-game unrelated to their main objective. As one member pointed out, the best solution to this from a player perspective is to take a short break from the game, however from the perspective of a business, creating systems which encourage people not to use your product for stretches of time doesn't strike me as the most salient use of your resources.
I have written about this in more detail here:
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I think the issue is less that they're too hard, but that the way the tome is structured puts survivors at direct competition with each other (in the form of having to get 25 safe unhooks before being able to attempt other challenges). Meaning that for a short period after the level release you're going to see a disparity between survivors priorities in-game, potentially making it harder to escape until a significant portion of the playerbase has completed that challenge.
It would be antithetical to BHVRs financial needs for everyone to complete each level in the timeframe provided as they would earn their Auric Cells back, which is not an ideal situation to be the norm. However I don't think the current tome as demonstrated by level III is an effective way of ensuring the distribution that they're after.
I wrote about this in depth here:
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@yermom said:
Interesting, I've felt the opposite of your sentiments, seeing the tomes as all positives - I'm usually the guy complaining :P Mechanically, the tomes seem to affect balance indirectly by distracting players from their regular objectives, slowing the game down and generating some interesting interactions. The purpose of all of this is substantiated by the lore of the archives. I mean, I'm not sure the intent is to muddy up the progress of survivors in game, but completing challenges does seem to serve as interaction with the guy in the archives, as well as the backstories being focused on.
Like, for the activities required by survivor challenges, is it possible that they're focused on the 'healer' archetype, because Claudette's backstory is the current survivor focus? I see it as such, and I actually like it that way because it immerses me in the lore and backstory. It's a bit cheesy, but I find myself trying to see things from Claudette's perspective, rather than my own. In my mind that's really good story telling. As a killer main, it's made me look at the role of survivor in a slightly different way; no longer are they tbaggers hanging out at the exit gates.
But, the tome is definitely altering people's behavior and how they play. Personally, I I see this as a good and healthy thing as I've already had new experiences that I suspect were a result of someone trying to complete a tome challenge. This allows the game to break away from mundane routines, and encourages people to venture out of their comfort zone.
However, if people are unhappy with the tome, there is the alternative of viewing these challenges as objectives and nothing more. But, I would discourage BHVR from altering tomes for that position's sake, because the changes therein would require removing content, rather than adding it.
Overall, I'm pretty happy with the tomes, and challenges, and think BHVR is on the rigth track.
Hey, thanks taking the time to read my post and for replying. (nice name btw)
We're actually in agreement with all of this. I stated above (in the first section before Part 1) how the tomes have inspired me to adopt different playstyles and enriched my experience of the game. And indeed this does lead to more interesting interactions between players as a whole as well.
The focus in my post is to point out that Level III of the current tome was restrictive in its execution, requiring that survivor players meet an arbitrary but time-consuming goal and restricting other challenges until that goal is completed. Because this challenge acts as a gateway to the other challenges, players interested in the archives or rift, which seems to be most players due to how new these systems are, are encouraged to clear this as soon as possible. This would not be a problem if the challenge in question did not, when attempted by multiple survivors at once, jeopardize the completion of the main objective by putting survivors in direct competition with each other.
I do want to stress that I think that the archives are an excellent addition to the game, however this game is complex, and a small change in one area can have massive ramifications in another. I feel like the encouragement that the third level of the current tome specifically, gives to players in the form of its first survivor challenge does not create a healthy game environment in the short term. Obviously after a couple of days when people are past their unhooking obsession the game will go back to being relatively normal, but it is a situation that could easily have been avoided, and came at the expense of having a more exciting & engaging kickstart to the third level, which, it seems to me at least, is something which will carry the joint benefit of leading to more rift pass sales if executed consistently.
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Styptic Agent allows you to tank a hit from the killer at no cost, and Anti-Haemorrhagic Syringe allows you to bypass the entire time it takes to heal, giving you time to do something else, they are far from useless.
