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Zeidoktor

Zeidoktor

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Zeidoktor
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  • I can agree with the effectiveness of the blindness. I tend to run more aura perks than I do exhaustion so blindness tends to hit me harder for many of the reasons described.

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/3029017#Comment_3029017

    BHVR said this? Last I heard from Mandy, we didn’t have a date, but would be told at least a little in advance before it hit live.

    The PTB is at least a little in advance, since the patch it's testing typically comes out a few weeks after it opens.

  • @b4d_p3rks said:

    Why do people hate on campers, tunnelers? I have a few arguments to say that I hope to get feedback for.

    1. Why hate on campers? This play style is used by killers. What makes me a little angry is that no one takes into consideration of what the killer thinks and how THEY want to play. It is absolutely fair if the killer wants to hop on to DBD and play a few rounds after work or just to relax and they want to play. Everyone respectively purchased the game and they should be free to whatever playstyle they want. Have I not mentioned it is a game? If they want to choose a method of killing to LITERALLY DO THEIR MAIN OBJECTIVE: kill survivors, then they should always be free to camp or tunnel.
    2. Have you forgotten that even if people camp or tunnel that BHVR has clearly put consequences for this? Number one, you gain less points and are more likely to depip when camping or tunneling because your not effectively slowing down the game. Number two, even though it is not a bannable offense BHVR has stil nerfed powers, add-ons, and perks that promote camping and tunneling (except twins, theyre probably a lost cause) countless times.

    So take into consideration, just play the game. Its that simple. If I buy a game and the purpose is to kill or survive why can't I do WHATEVER it takes to kill everyone or to survive the match? I am not saying I camp or tunnel but I am speaking for those who have been harassed, have quit this game because of toxicity and saltiness, or have been threatened/scared into horrible things.

    Speaking purely for myself: I hate on campers and tunnelers, tunnelers moreso than campers, because they're a gigantic pain in the ass to deal with. Nothing frustrates me when I play Survivor more than getting off the hook and then immediately being re-downed with little-to-no recourse or opportunity to even try to prevent it short of bringing certain perks or hoping to hell that someone else brought the right perks, all of which potentially only delay the inevitable.

    You say that BHVR places consequences for tunneling and camping, but those consequences only matter as much as they matter to the person playing the Killer. If the Killer doesn't care about Emblems or Bloodpoints and just wants to be a toxic ass to the Survivors, BHVR's consequences don't mean jack. The pending changes to add post-hook Endurance and Haste basekit may mitigate this, as they're intended to disincentivize going after the person just unhooked in favor of the unhooker, but it won't stop it completely.

    You're not wrong that a player should be allowed to play a game they paid for and enjoy it however they want but, by that very same reasoning, as someone who also bought the game and am allowed to play and enjoy it however I want, I'm under no obligation to support such a playstyle myself and can freely say that Tunnelers are Bad, they should feel Bad, and anything that makes their lives more difficult is Good.

    The way I've come to look at it is that Dead by Daylight is, first and foremost, a game. Games are best when everyone involved is enjoying themselves. You're never going to please everyone, but you're more likely to do so if you're not going out of your way to be a gigantic pain in the ass.

    I don't mind dying as Survivor, or getting a zero-K as killer. You win some, you lose some. I only ask for a match I don't mind losing and I'll try to provide the same. A game where me and/or my teammates are tunneled out by a Killer is not that.

  • The thing I came to realize about the change to Dead Hard is it's, at least on paper, exactly the kind of change I'd advocated for. Basically you get the distance if, and only if, you actually block a hit with it.

    I've never minded the I-Frames aspect as I considered "take/evade a hit that would otherwise down you" was part of the perk's very premise (ex: the flavor text references how you know how to take a beating).

    The perk is no longer a "Press E to Outplay", as in this case it now actually is an outplay. You do it right, you take that hit, presumably go into Deep Wounds, and get your post-hit speed burst (which itself has been nerfed, I feel should be mentioned), do it wrong, you go down.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/3025077#Comment_3025077

    I believe I spent almost 2 million bloodpoints and didn't get BBQ tier 1 on a character once.

    And that's the grind I'll be happy to see reduced, even if not necessarily for Barbecue since it's no longer going to be a BP boost.

    Incidentally, that while thing have me incentive to try out Blight, since he became my most perked out Killer.

    For post update grinding I'm actually considering Cenobite since Deadlock and Plaything are solid and Gift of Pain is being buffed.

  • I'd suggest finding a meme build you like and play it to de-stress. Something that may not get you the win, but is still fun to do.

    For example I have my "Stupid Freddy Build" (Distressing, Infectious Fright, Dark Devotion, BBQ [for points]).

    Given these perks run completely counter to Freddy's ability to render survivors Oblivious, it's far from the most effective build, but it's always funny when I actually see Infectious work, Distressing helps with max bloodpoint gains, and Dark Devotion is a big "for fun" perk for me anyway.

    Other alternatives are Smolface (Ghost Face but you only chase survivors crouched), Drift King Billy (equip Hillbilly with turn addons and run laps around the map) and so on.

    My general philosophy for killer games is "be ready to sweat, hope to screw around"

  • "if bbq and wglf's problems were the bonus bp..."

    I don't think they were the problem, so much as the reason they had a meta-level pick rate, or, at least, Barbecue did going by the quoted post above this one, and reducing the pick rate of the most used perks and offering alternatives is the whole point of these of these updates.

    We're Gonna Live Forever likely got its point stacks removed because they were removed from Barbecue and Chili. Though it being a much weaker perk than Barbecue without those BP gains is also why it got its Soul Guard effect added in.

    They tried to leave the perks as something worthwhile even as they remove one of the main incentives for using it. Barbecue was solid enough on its own, WGLF got an effect added that makes it play largely the same but used in a different way.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/3024986#Comment_3024986

    Yes, that is better. You are spending less time on average hitting level 50 instead of an undetermined amount of levels hitting the add-ons in question. Also, they've added a bloodpoint boost into the base game to help with matchmaking.

    Plus for every prestige that's one less round of bloodweb gambling on every other character hoping the perk(s) you want show up.

    I recently spent over 900k Bloodpoints getting tier 3 Barbecue and Chili on one character. That kind of grind is what's being reduced.

  • I think the idea is that, with the base kit Endurance/Haste, Borrowed Time pick rate is expected to decrease because it's not as necessary to have anymore. It still has plenty of value and it's stacking with the base kit does make it a buff overall, but the hope is now it's not something you have to bring, but rather something that's nice to have if you do need it. A perk, if you will.

  • @Chadku said:

    Those 10% aren't 2 stacks of STBFL.

    STBFL the perk is reducing the cooldown on the lower cooldown now.

    I think they're saying it's equivalent to 2 stacks of Save the Best for Last (2 stacks = 10%) so the changes make it like having those two stacks from the get go. In the same way the kicking changes is equivalent to having tier 1 Brutal Strength (a 10% increase) at base kit.

    @fulltonon My own expectations were tweak the numbers so it gives the same max effect as before. Though seeing it here dropping the stack maximum to 6 does exactly that. Probably also knock down the lost stacks to 3/2/1 to compensate.

    Could even make STBL stronger since it's easier to max out and a bit harder to lose

  • In thinking about it, I came to realize this is exactly the change I have been advocating for: You get your distance if, and only if, you successfully avoid a hit.

    I've never been against keeping the I-Frames aspect of the perk since, to my understanding, that was its whole premise considering flavor text like "you know how to take a beating".

  • And missing the Coulrophobia skill checks.

  • @DaddyMyers_Mori said:

    Kindred basekit -> survivor aura? yes.

    Killer aura? hell no

    I was honestly thinking the other way around. See if the Killer is by the hook, but not know if your team was going for the save, forcing a decision. Though comms would render that moot.

  • @TheDarkTyrant said:

    https://forum.deadbydaylight.com/en/discussion/comment/3024089#Comment_3024089

    Yeah but I just don't understand why they would make it a lot worse. Once Wesker comes out, by the time I even hit P9 or 6 a new chapter will already be coming out. I just think the new grind is gonna be very annoying. You'll also be spending more BP than before since there isn't perks to help eat other perks and chunks up as much. People will be stuck buying iridescent and very rare add-ons over and over for a longer period of time for some that was decently fast before.

    @Kev19915 said:

    Yeah, that’s what I have been saying. When they first announced a grind reduction, this isn’t what I had in mind. Awesome perks will be easier to gain and you don’t lose your items. However getting to P9 with 60 something characters is too much. Yeah it’s nice goal to eventually meet but I feel this grind is a bit much personally. I mean I have multiple P3, and the rest at 50.


    Seeing as not having bloody cosmetics doesn't affect gameplay the same way not having perks does, I feel like after prestige 3 any grind becomes largely self-inflicted. At that point, no one but you is making you do anything. If you feel the reward is worth it, go for it. If not, don't worry about it and you may just get it incidentally while levelling for addons and such for normal gameplay.

  • @TheSubstitute said:

    For the solo queuers as a whole I think the changes help.

    Many times I see a 3 or 4K when doing solo queue it's because of NOED and altruistic survivors hook bombing instead of looking for the totem or a facecamper and survivors do rescues without BT instead of gens. With NOED, it's now incentives and much easier to take out the totem first and then do the rescue.

    With the basekit BT, for 5 seconds the survivor has an Endurance effect and, very importantly will be at 4.5 m/second so almost as fast as the Killer and this can go up to 15 seconds at that speed with the actual BT perk. Plus, if the Killer hits the just unhooked survivor this gives the post hit speed boost on top of that.

    Camping was not directly addressed but camping only works well if the Killer can rehook the camped survivor or is Bubba, infinite Myers, etc. If people hook trade then the gens will be done before the Killer gets a kill and it'll be a 4E.

    Speaking realistically I escape as solo queue between 50 to 60% of the time but many times that I don't it's because my teammates handed the win over. Either they were too busy pallet stunning and teabagging the killer and not doing gens (while ignoring that pallets are finite), I was left to one hook or die on second stage even though the Killer was far away from me, hook bombing a facecamped survivor instead of doing gens or someone DCing immediately on first down or suiciding on first hook. That's the fault of the survivors doing it; not the Killer.

    Gen repair time is going up by 10 seconds but gen regression perks got nerfed. I consider Ruin and Pop to have gotten shot down in flames by the nerf cannon and there are more ways to get a buff to repair speed now.

    Self care got hugely hit as well but Botany got an amazing buff and, paired together, are close to the same. CoH and Medkits weren't touched and, if anything, got even better if stacked with Botany.

    Off the record is really good now as well. Sure, it goes away if you do anything productive but if the Killer is trying to tunnel you chasing you for 30 seconds, finally catching up, and then watching you race away with a speed boost and Deep Wounds instead of a health level will probably discourage that in the future.

    My solo games are mainly the Killer gets 2 to 3 hooks or a 3 to 4K because the survivors hand game to the Killer with a much smaller mid result. Based on what I see in my games I'm obviously not at high MMR as solo, probably mid, but only very rarely do I see a Killer that's good enough at chasing, splitting pressure and dropping chase when needed to do well that way but those games, win or lose, are the most enjoyable since I get to play.

    Overall, I like the proposed changes. I may like them less or more after they come out depending on what practical over theory is like (and QoL for solos won't go up really high until we get the info changes on the HUD telling us what our team is doing) but I think the quality of games for solos as a whole is going to go up at least a little. I definitely don't think it'll be a disaster.

    Haven't read the post in full yet, but want to note the haste is 7%, which puts you at 4.28 m/s, not 4.5. Or, in other words, you're 107% vs 110 or 115.

  • I think part of it will depend on just how much of the prestige grind you care about. Getting the perks is a straight grind to P1, minimum, and up to P3 if you want all perks in purple. Not too different from now but with less perk grinding once you hit that final stage.

    The bloody cosmetics and charms are cool and all, but you're under no obligation to grind them and won't lose anything in gameplay by not having them the way you would not having the perks. At that point, the grind is largely self-inflicted.

    For myself, I've got everyone to set least P1 level so I'll have all perks in at least tier 1. I'll definitely grind out the perk prestiges for my Killers, but my main survivor already has everything in tier 3 so that's much less a priority.

    After that I imagine it'll be mostly incidental or going for my mains' bloody cosmetics.

  • @craker007 said:

    Best build for BP from what i've seen is

    Bubba w/ his addon that doesn't make his chainsaw instadown (can't remember the name but it gives 100% extra BP upon successful chainsaw hits)

    BBQ (obviously)

    Hex: Thrill of the hunt

    Distressing

    Any other perk you wish to increase win/kill rates (such as NOED or Hex: Ruin)

    May not be the most interesting build but boy does it really give a ton of BP

    Speed Limiter is the addon. Spookyloopz did a video on a similar build:

    https://youtu.be/sek_0hJyhjk

    The idea is load up on the point building perks so even a bad game leaves you worth plenty of bloodpoints to work with.

  • @Butirt said:

    A lot of people simply level a survivor/killer to 40 to get their teachables and then never touch them again. With the new system will we have to level all of those level 40 characters to P1 now to keep their teachables in the bloodweb, or will we still have the teachables unlocked?

    Seems clear enough to me.

    From the dev post, under Transitioning to The New System:

    It's also important that you don’t lose anything when the system is updated. You will keep any perks and bloody prestige cosmetics that you’ve already unlocked. 

  • @Leachy_Jr said:

    https://forum.deadbydaylight.com/en/discussion/comment/3020205#Comment_3020205

    Nah, dark theory is actually my favourite perk in the entire game and I use it quite a bit with exponential.

    Literally boons have a bad rep purely cos of circle, nothing else. If coh didnt exist boons would be fine.

    Agreed. Behavior tainted the whole idea of Boon Totems by making Circle of Healing one of the first ones.

  • @Chomperka said:

    https://forum.deadbydaylight.com/en/discussion/comment/3020123#Comment_3020123

    ok thanks, i was asking seriosly, never heard of him for some reason. Anyway argumentum ab auctoritate never was a good thing to do.

    Otz is knowledge enough that his opinion shouldn't be dismissed out of hand, but he's not the end all be all either

    That said he's for many of the killer perk changes, though wonders if Ruin isn't overkill (which i personally agree with, I think the numbers were cut too much in light of its new "lose it after one kill" downside)

  • For clarity's sake, does pharmacy only work with opening chests or can this version work with rummaging, too?

  • @Chomperka said:

    who is the otz? i play dbd since 2018 and never heard of him

    Just in case you're asking seriously, Otzdarva (or not Otzdarva on YouTube) is prominent Spanish DBD streamer best known for his Killer gameplay. Since he's one of the biggest name Killer players his opinion is usually highly regarded in general gameplay killer related matters, such as how Dead Hard will affect things now (hence this thread)

  • @Superyoshiegg said:

    No, only if you continued to level them past 50 to accumulate perks.

    If you stopped the moment they hit level 50, they're going to remain unprestiged.

    Prestige 1 at best.

    @Isaiah91 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3018318#Comment_3018318

    So me getting all these teachables was worthless lol

    Any perks you've unlocked on a character will be credit towards more prestige. Worst case every character you've got at 50 will be someone you can P1 and get all their perks on every character in yellow if they didn't already have it.

  • I suppose it depends on what you're grinding for.

    For myself, it'd be P3 minimum to have perks unlocked. Beyond I may go for body cosmetics for a few characters but the prestiging will be mostly incidental at that point.

    I don't see the grind beginning worse from my perspective. Prestiging means I can unlock perks in lower level bloodwebs without losing what I already have, the main reason I never prestiged before. Cycling through 1-50 bloodwebs seems better than cycling through endless lvl 50 bloodwebs

  • At this point I wonder if it's only a Hex perk because it's a Hag perk

  • The thought that occurred to me is that this can offer value to other perks that make you completely quiet, like Off the Record (even aside from its Borrowed Time buff), Bite the Bullet, Self-Preservation, and Parental Guidance.

    I wonder if that's a factor in the devs' thinking.

  • I could see it being given a number increase, add 0.2 seconds to its effect, to better match what it is currently.

  • We're Gonna Live Forever does get a small bump in it can provide an Soul Guard effect to whoever you pick up. May not save the perk but it's still a detail worth noting.

  • I feel like people commenting that "you can't reach X in 5 seconds" are forgetting the Haste you also get. They should, in most cases, be enough to get you to loop or at least out of a dead zone.

  • Huh. Totally forgot about that. Even as I used it I always thought it was just the hidden scratch marks and blood.

  • I don't see why Guardian should effect it one way or the other. It doesn't offer a speed boost currently so, while it may be subject to change, now it's just haste + Guardian's effects.

  • @Breadn said:

    For one, it works on any injure. So many more killers would benefit from it, like Legion or Blight. Two, it can be used far more frequently and works on hitting any survivor.

    Why would anyone use Dark Devotion instead of Hysteria?

    I've mostly had fun with it on Freddy and Doctor.

    Freddy a part of a meme build of loadimg him full of TR perks, doctor because your can do Static Blast from the Devotioned Survivor.

    I consider it more of a "for fun" perk than a "to win" perk.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3010351#Comment_3010351

    Swapped my picture to Pig just to protest your outrageousness

    One might even say... pigheadedness?

  • I agree that leaning more into Condemned seems the way to go to buff/differentiate Onryô. Make it easier to build up and tweak the results accordingly. Maybe make the instant mori something for death hook like Executioner

  • @Omputin said:

    I think what OP is asking is if teachable perks that are already unlocked will stay available too all his survs/killers even if he hasn’t prestiged any of them.

    Unless they're removing unlocking teachables, which I'm not sure we have anything on one way or the other, I don't see why they would.

  • @PeachyPig said:

    https://forum.deadbydaylight.com/en/discussion/comment/3003438#Comment_3003438

    Not to sound rude but I've understood that, Its pretty clear. The thing I'm asking is since I have no characters prestiged and dont plan to. The many characters I have level 40 since I just wanted the perks no prestige. Will I lose those on my one character I put them all on. Im not prestiging him so I dont need to know what happens when I prestige. What im wondering is what'll happen to the perks I already have on my steve from the charaters I haven't prestiged yet.

    You shouldn't lose anything. In fact quite the opposite given the "catch up" mechanic they'll also be implementing where perks you've unlocked on a level 50 character will act as credit towards prestige your didn't already have.

    If you have a character below level 50, then my understanding is nothing whatsoever will happen to them except they will gain access to any prestige unlocked perks they did not already have.

    To quote their news page at https://deadbydaylight.com/news/prestige-progression

    "FOR THOSE WHO HAVEN’T PRESTIGED

    It’s not entirely uncommon for a player to have withheld from engaging with the prestige system altogether. Some may have already collected every tier of every perk for every character without ever having levelled their prestige. Rest assured that this new progression system will ensure that these players are compensated for their time investments.

    “When we roll this out, we’re planning on doing a prestige catch-up mechanic that will look at the perk tier you have on your characters,” explains Matt. “If you’ve been collecting perks on your character and levelling them up, you’ll gain a number of prestige levels based on how many perks and perk tiers you've acquired.”

    As for the general perks that aren’t connected to a specific character – Unrelenting or Resilience for example – they will remain unlockable through Bloodweb progression."

  • I definitely think the best way to buff the Onryô is to lean more indo her Condemned power. Like you've done here, make it easier to get and adjust the benefits accordingly.

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3001780#Comment_3001780

    It's not that hard when perks like corrupt intervention and dead lock exist to stall the game. Honestly Tuft the Fur would be a problem if Myers was any stronger, but Myers is left in a weird state where he has to be weak since he has some real game changing addons.

    Getting it before a generator or two is complete yes. It's very possible in that scenario. It's the claim of getting it "after 2-3 mins", around the time Corrupt Intervention would even finish working, that I'm calling out.

    Part of the whole idea of using that level of slowdown with the Tuft is to buy you the time needed to hit Tier 3 before too many generators pop. OP is hyperboling that a Tuft Myers would get it that fast regardless.

  • @colley94 said:

    Unending exposed after 2-3 mins (as long as the killer isn't a new player). Great game design.

    Sincere question: How often does a Fragrant Tuft user actually Tier 3 that fast? The whole trade off is getting to Tier 3 takes 200% more stealing to hit.

    While there are ways to shorten that (like the faster stalking from the Obsession qddon), generally the only way a Shape in that situation tiers up that fast is of he catches all 4 survivors in the same place and none of them notice/get away.

    It can happen, Puppers has a video where it does, but I can't imagine it's that frequent. It's more likely for Mikey to hit that tier up mid or late game.

    @sizzlingmario4 said:

    It's fine for now because myers isn't that strong. If they ever buffed his basekit (which they should) then it would probably need to be changed.

    I'm inclined to agree. Plus the addon is an Ultra Rare, so it should be strong.

  • @colley94 said:

    I must be missing the joke here, devs can't be this unaware of how to make a game can they?

    For context, Fragrant Tuft of Hair is the Unlimited Tier 3 addon.

    For more context, is the issue for you the survivor side (unending Exposed) or Killer (how long it takes to get to that unlimited Tier 3)?

  • I honestly misunderstood at first what you meant by Team Blood-points.

    My thought was Survivor Bloodpoints being more team based than individual.

    Initial thought that came to by mind is all Survivors' total Bloodpoints are averaged after the trial ends. If you score above the average, nothing happens. If you scored below, you get the difference.

    So one survivor has a perfect game while one, for the sake of easy numbers, gets zero. The average would be ~16,000. Survivors who scored below that get 16k minus whatever they actually scored. Survivors who scored above 16k don't get anything extra (or maybe extra experience or something to reward above average play)

  • @StarLost said:

    1. The Dredge is mostly made out of hands. And looks like Cucumber the Conquerer.
    2. It's raining in Midwich.
    3. You can hear the ticking of the mechanism in the RPD 'emblem' lion.
    4. A certain car in the Autohaven maps will play the sound of someone pounding on the trunk from the inside.
    5. The RE 'safe room' music plays in RPD, near the typewriter on the second floor.

    The mural Jeff made for the Legion can be seen in the upper floors of the Ormond ski resort

    There is a vault on the gallows in Dead Dawg Saloon.

    One I learned yesterday: If a Tombstone Myers moris someone fresh off the hook it still counts as a Safe Unhook.

  • I've been using a heal build of Empathy, Empathic Connection, Autodidact, and Renewal. It's proven surprisingly solid.

  • Survivor: Renewal/Second Wind - Used as part of a healing build it isn't hard to get a heal before a hook unless you're found first.

    Killer: spies from the Shadows - An underrated tracking perk imo, though map RNG can affect how many crows are around.

  • At the very least I think there's a difference between using NOED as a crutch (which is where I think a lot on the complaints about the perk come from), using NOED because it's the strongest perk you have (as the case here and perfectly understandable), and using it as part of a deliberate build or playstyle (it's a staple in late-game and endgame builds for a reason, or you include it because endgame is generally a weak spot of yours)

  • Not true. Two perks that work with Victor right off the top of my head are Discordance (Victor sees the noise alert when Discordance procs) and Forced Penance (since Victor's pounces are a Special Attack). A lot of perks don't work, true, but many passive perks and perks that require damage but aren't Basic Attack specific can. He can trigger Eruption but not Jolt.

    Dissolution would work with Victor since its activate requirement is the Survivor become injured by any means. From there you'd switch to Charlotte, who has a terror radius.

  • Just gonna note that ranks/grades aren't visible in endgame screens.

  • It's definitely a mixed bag when it comes to perks like Make Your Choice or perks that grant Oblivious, as you don't always get value out of them simply by virtue of not knowing who's affected by them.

  • @AskingWolf said:

    This perk is very nice, but if you are against The Twins, you only see the sister, Charlotte, but do not the bother, Victor. I does not seem fair, because I almost sure, when the Killer is playing with Victor then also see the survivor, just like when they play with Charlotte. If I am wrong, ignore this, but it would be nice, if we could see Victor, at least then if the killer is not playing with Charlott but control Victor.

    Victor can't see auras other than generators, so it doesn't help the Twins much, either. Both sides are in the same boat if Object of Obsession kicks in while Victor is active.

  • @Tsulan said:

    9 - Why prestige after 3 at all?

    Way I'm seeing it is, whatever other rewards you may get, starting over at level 1 bloodwebs will make for easier grinding of any remaining perks or items you want.

    Put another way it's grinding through early level bloodwebs vs however many level 50 bloodwebs to find what you want.

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