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amazing_grace

amazing_grace

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amazing_grace
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  • Interesting idea to fix camping, only problem is that it would be way too OP in endgame XD

  • @Kira4Evr said:

    https://forum.deadbydaylight.com/en/discussion/comment/3114944#Comment_3114944

    I ranked them by themself since some perks can boost other perks to really high lvls

    Okay I was just wondering because you put undying in S tier, but undying by itself does nothing really XD

    You might get the occasional clutch aura read, but it's mostly a support hex.

  • Favorite: Artist

    I just like playing her because of her ability to chase a survivor and pressure a gen across the map. I love "setting" up a bird at a loop that's actually aimed at a gen I know is being working on and it causes the survivor to leave the loop and the other survivor to leave the gen. I also like going for bird snipes across the map, so satisfying getting them. Harder when the survivors are good (they actually change their pathing). She takes skill and map knowledge which I like, and she's pretty strong as well. I was playing a lot of trapper and pig before she came out.

    Least: Hag

    She just feels so sluggish and slow when moving and I feel like I'm never going to catch up to a survivor in a loop. I'm also not great with her height. I feel like I can't mindgame as well because I literally can't see the survivor around the loop. Not fond of having to set up traps either with her because they're so easy to disarm when the team is coordinated. I also don't bind her teleport to scroll wheel because I don't care too much when playing killer, so I can get really disoriented or just whiff when trying to teleport to traps that are set off.

  • Did you put them in tiers based on their sole value or their potential to combo with other perks/builds?

  • If I'm close, I'll try to save them before they get all three attempts or before they get the 2 skill checks in second stage. I want my points and they can't expect me to not yoink them off when they're ruining the game for me.

  • @HugTheHag said:

    I for one know I don't watch the killer enough during chases, but that's because when I do, I run into every wall and any object with collision that's in my path :')

    Monkey brain can't pay attention to two things at once !

    (Seriously, I'm working on it)

    You see, I have muscle memory around some loops, but now they added lockers... so I've been getting stuck at certain loops because i don't realize im running into a locker... XD

  • Hmmmm... how about no perks, no add-ons, and maybe Onryo or Freddy. Yeah, make sure you 2 hook everyone first and don't tunnel anyone or camp. Real toxic, it's the craze these days...

    But if you actually want something "toxic" I wouldn't necessarily call running a build toxic, but I get what you mean by saying you want a build that supports a toxic playstyle. Probably the most toxic I can think of is using nurse with range and knockout, coulrophobia, lethal, and whatever else and just slugging everyone and bleeding them out. Literally a waste of everyone's time, which in my personal opinion makes it toxic. You could maybe do the same thing with pinky finger clown and the add on that gives you 2 extra bottles.

    Though, we don't need more ######### in the game making it unfun for casual soloq players. So why don't you take my first suggestion for being toxic:)

  • I agree with you for Pinhead. Trapper definitely has a lot of expensive good add-ons, but some of the cheaper ones you can make work as well and are good.

    I would also maybe argue Oni. His uncommon and commons are not great and his purples and greens are pretty good, I can't tell though personally because I usually only slap on cheap add ons or none. Just from my observations from survivor side seeing other onis.

  • This isn't where you report bugs, also check if the bugs section already has a report for this first. Upvote it if there is already a post. The issue is already known.

  • @DredgeyEdgey said:

    I hope not the last hex we got was trickster and the last good one was hag now they are all gone

    Hex Pentimento?

    Also, they were in a phase of Scourge hooks for killers, now that they have a good number of scourge hook perks, they might go back to mixing in hexes for new killers.

  • @dspaceman20 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3112884#Comment_3112884

    I don't think it has to do with character. Boons sorta fit with haddies character and she didn't get a boon.

    I moreso meant the effect of the boon.

    For example, if they wanted to make a boon that let you recover your exhaustion while running, they might pair it with a character who either was athletic or had certain endurance/stamina/strong will.

    Or, if they wanted to make a boon that increased a gen repair time, pair it with a character that was smart or intelligent or creator.

    Doesn't have to be the case since the previous boon perks are only loosely related to the lore of the character, but it's definitely long hanging fruit for content if they need to fill in perk ideas for a character.

  • Probably, they need to keep pumping out content, so I would imagine they would make more boons. When character lore fits towards a certain boon perk, they'll definitely show up.

  • I hate when I start the grab, it gets cancelled, they get the unhook, and I barely get a hit and they both run away...

  • I got double teamed by Nemi's zombies in the corn. I was trying to bait him away from camping a hook in end game, but then i turned around and got a good ol' one two punch by zombie 1 and 2. I then died because I went down and my teammates just left instead of trying to save me (first hook too).

    I just had a game last night where an Oni had Floods of Rage and I hid in a corner of a bush in a tile on Dead Dawg thinking he would just check the gates (since I just finished a gen next to a gate). I got smacked and died.

  • I just had a Dredge game where someone had a boon set up in the corn near the exit gate, I was injured and my teammate got downed. I knew I had to run out of the exit gate or I would get pushed out, so I went to a nearby tile to continue healing myself. My other teammate left because he was injured and I continue to heal myself in the boon. Now I have a teammate on the hook and it's just me.

    It's their first hook, and as a Bill player, I'm not going to let them die on first hook. Elodie (on the hook) is close enough to the exit gate that a 15 second BT would definitely get her out. I knew I had to be careful because if I got hit, then there was a chance to give the killer a 3k. The killer comes to the tile I was healing at, but drops chase to snuff the boon. He sees me so he goes back to the hook to camp it.

    I sneak around back behind the harvester to get closer. I try baiting him to swing since I have Hope and that extra speed can throw off killers/aim dressing. He takes the bait and swings in the air, giving me enough time to unhook Elodie. With the extra unhooking speed from No One Left Behind and Desperate Measures, I'm able to unhook her and take the full speed boost hit from Dredge to the exit gate.

    We both escape. Three man out with only 1 survivor dead. I literally run that end game build for that reason. I have found that post-patch dbd has made it very difficult to do end game saves or that end game just feels like there isn't enough time to open gates. So I either have the killer chase me and with hope's speed boost, I'm able to run the killer to have everyone else escape, or use it to find teammates to heal and get the end game saves. Really love this build.

  • @Maelstrom808 said:

    I mean, how many doctors are you actually facing? I thought it was all nurses, blights, bubbas, and legions lol.

    Anyway, yeah I'd be down with making glyph skill checks unaffected by perks and powers.

    It's simply just the rules of DBD. You put a tome challenge on, and then you get the killers you don't want for that challenge.

    I can't believe this happened to someone else too. I put on the yellow glyph yesterday and my second game was against a Doc. I literally was able to do the merciless storm skillcheck that would switch directions and move, but couldn't get the stupid yellow glyph. It was always the last skill check that would switch directions right away and I would miss it.

  • @toxik_survivor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3112780#Comment_3112780

    I wonder. Do bloody party streams get more common? If so that would be sick but guessing dbd and there bloody party streamers they prob keep the locked up in a safe somewhere and never let them go out in bunches

    I've definitely noticed more map offerings in my lower bloodwebs, the BPS rate seems to be about the same. Maybe a little higher than before/showing up at lower webs than they usually would. There's definitely a lot of map offerings though... too bad I never use them.

  • @ByeByeQ said:

    https://forum.deadbydaylight.com/en/discussion/comment/3112459#Comment_3112459

    Calling for depipping to be done away with entirely is a quite an overreach to request. It would simply remove any and all challenge from gaining Grade. Some players enjoy a challenge. Sometimes it's frustrating. I know. I've lived that tish.

    A good compromise would be to lower the safety pip conditions of Iri from 9 Emblem points to 8, which is the same as Gold. It's a much more reasonable request.

    At least you proposed a compromise that would help the problem instead of just insisting that depipping shouldn't be a thing.

    I would even suggest lowering it more because even with that change, if you get tunnelled or camped off first hook, you still will lose a pip in Iri. Another alternative could be putting in conditions where you will safety if you are stuck in certain situations that were mostly out of your control.

    Examples could be, if someone DC, everyone (survivor and killer) is guaranteed at least a safety pip. I've had games as killer as well where 3 people DC and I lose a pip because I wasn't able to get enough emblems in everything else. Other examples could relate to killer hook proximity for a certain amount of time or how long you stayed on the hook in one go. They could also just rebalance what gives you emblems, an even better solution (fix the stupid emblem system).

  • Generally, you shouldn't be having games like this, but there are the few people out there who find joy out of wasting other people's times. Don't take it too personally, but do be aware that this community is known for not having the nicest of people sometimes. There's plenty of good people who play wholesome/fair, so I would stick around for that.

  • It happened once to me last night where there must have been de-sync when the killer hooked me. My whole game froze and then it eventually DC'ed me where it looked like the killer DC and all other survivors were still playing. Usually it just means that you DC and the match is still going. I got the 5 minute ban penalty and went to bed.

  • @ThiccBudhha said:

    https://forum.deadbydaylight.com/en/discussion/comment/3109292#Comment_3109292

    The Leatherface one is the best and I would bring it honor. And hibiscus, because that is what my autocorr3ct that literally cannot correct the word autocprrect was changing the word honor to.

    I mean, it would only make sense for Bubba to use his inspired icon. If the icon didn't show up, all the survivors would think it's bugged anyway. Have to honor/hibiscus something that is dedicated to you.

  • Welp, I hope they compensate because I did the same as well. It's not too much sweat off my back since Red glyphs are the easiest ones to complete, but it definitely is annoying that I have to complete it again and lose out on the bp I originally earned and didn't claim.

  • These icons are cute, I like them.

  • This game isn't for everyone, and if you aren't having fun with it, then you definitely shouldn't play it. This last patch definitely didn't help those who wanted to play more casual or players who don't heavily invest time into this game. Have fun playing Ash vs Evil Dead, I heard it's fun (I have no money to try it).

  • @Deathstroke said:

    https://forum.deadbydaylight.com/en/discussion/comment/3109044#Comment_3109044

    Well I think it debends if you play on pc or console too. Skill checks are easier to hit with mouse than on controller button so I think all skill check should be bit bigger on console. I think ds should be just automatic I broke 2 controllers because of it BHVR should buy me new controller!

    The default skill check button is space for PC, but I do agree that PC has an advantage over Console for the skillchecks. PC just runs better than Console so they have that, as well as being able to have higher framerates. I've seen some streamers who were on console and I have no idea how you guys hit the oppression or overcharge skill checks when the game is that sluggish looking.

    Not sure if making the skill check larger is the best solution, probably the easiest one, but might not even help much if they only increase it by like 10-15%. I do think that they should make the DS skill check much larger considering it's now not super great.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/3108915#Comment_3108915

    It is actually quite a bit more difficult than the DS skill check.

    It can appear at 4'oclock on the wheel and it moves faster than a normal skill check, iirc. DS can only appear from 8'oclock to 12'oclock

    Yeah, I've been trying to get better at hitting them more consistently, but even when they are later, I just psych myself out and miss it by being a tad too late.

    It's like whenever I run Fast Track, I can't manage to get a great skill check, but without the perk, I'm hitting every great skill check without trying.

    I've been actually hitting the skill check from tapping the gen more consistently now, which I find as an accomplishment. I definitely think that people make the skill check sound easier than it really is, the average player really needs to focus to make sure to hit it.

  • @ARTRA said:

    You can think that overcharge its the "anti tap" perk instead of a "dificult" skillcheck that indeed its mostly useless.

    You can still tap the gen and complete the skill check as you run away btw...

    A little hard to do, but definitely possible when you don't get stuck on a rock while concentrating on the skill check.

    @Pulsar said:

    The difficult skill check is pretty difficult.

    I still can't hit it consistently and 95% of people I play with (and against) can't either.

    I agree with you. It's not the hardest thing in the world, but it definitely is harder than the DS skill check and I feel like lag/framerates can also impact whether someone hits it or not. I probably have over a 60% success rate with the skill check, but that 40% of the time when I miss it, it really hurts.

  • The only thing I find really annoying is that BT technically got a slight nerf because of this new interaction. I was put in a situation where two teammates were in basement in end game, so I ran down saved the one and then the unhooked survivor saved the other, but because of the new interaction, the BT deactivated as they saved the other survivor.

    In the old version of BT before the patch, this interaction would have let the two unhooked survivor escape the basement for my hook trade. I understand that the basekit BT shouldn't allow this to happen, but I was running the perk as well (my end game survivor build). It just feels kind of bad that an old interaction that used to result in a favorable situation has now been destroyed as well. I would understand having the basekit BT deactivate upon unhooking someone else, but not when someone brings the perk.

    My only problem with conspicuous actions would be with the new MoM interaction and the interaction when someone gets the BT effect from the perk. Conspicuous actions are needed, it's just sad that they generalized this term to make it easier to attach to perks, but in the process changed old interactions.

  • @CakeDuty said:

    I don't think they solved the problem with Thana. It wasn't really that big of an issue on most killers. It was an issue on Legion and Plague (they even mentioned it in their dev post), but now the perk is only reliable on them, since they are the only ones that can reliably keep all survivors injured.

    So they nerfed the perk for other killers without solving why people wanted it changed in the first place. So I'm not fully sure what the devs thought process were on this change.

    I completely agree with you. I kind of am disappointed with this change because I'd rather they have it the opposite way.

    Have the perk be viable for more killers than just the 2 it was annoying on. Have it so that there is a higher action speed penalty for only 1-2 survivors injured than all 4 survivors.

    They just made the perk a worse version of what it was pre-patch and it's still annoying on killers like legion and plague. Plague isn't so bad anymore tbh, just legion it will be insufferable on still.

  • Haven't seen Haddonfield in a bit.

    The Badham maps are also more rare for me than usual. I used to get them relatively often, now not so much... unless I play killer lol.

  • Having fun chases or knowing the killer is having fun with the game. You can sort of tell when a killer is practicing their chase abilities as well, so it's nice being able to both practice.

    I appreciate this from both killer and survivor side. Sometimes when I'm just playing billy for an archive or daily, I just try to do M2 only on loops and practice curving. I'm very trash at it so I may bump into the pallet because my wrist twitches too much, but I can actually get some nice curves, so it's nice when survivors don't just pre drop and they also play the loop.

    If I see a billy doing m2 only, I will also practice looping with him. I had a game recently against an Onryo and it was a rough start of match for her. It was on dead dawg so two gens popped before she found someone. I pre-ran when I heard her teleport and the bushes must have covered my scratch marks. I went to do street gen and also hid when she teleported again and she just stopped in the middle of the street and I thought she was going to DC. I then ran into the street and told her to follow me and start a chase because I really didn't want the killer to DC because I felt bad, there was a flan too in the game. Then I had the Onryo as my pet the whole game and I led her to all the breakable walls in the map so she would get points too. (I pointed at all of them until she broke them). That also felt pretty good, I enjoy games where both sides are a little more lighthearted and fun. Not farming every match obviously, but if one side is having a really rough time, maybe showing some mercy and having the other side not take advantage of it.

  • 20K

    Saving up so I can auto buy whenever the next original chapter comes outs.

    If I get enough in reserve, I might buy some artist skins.

  • Definitely F, Bill is there

  • @JakeCannon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3099908#Comment_3099908

    Im actually really decent at chase with her ! Obviously I can't just follow someone around the map it's more of a short mind game type thing to where I am attempting to chase them into the traps I've already set. I'd say cause I get a little turned around when I don't know who's where I have found nurses to be great info on where someone (or multiple people) are at once. However I'll definitely check out Thana and mind breaker if I can ever find them lol

    That's awesome! Good to know you have success with her and enjoy playing her. She definitely has a small edge because of her height. As a survivor, I sometimes get out mind gamed at loops because I can't see the top of her head.

    Advice for finding Thana and mindbreaker. Thana is a nurse teachable, so if you can get her to P1, then it will be autounlocked on your hag. I would suggest trying to get Thana unlocked (if it isn't already) by prestiging nurse, a lot of points to dump I know, but if you try other killers, then it would be worth it since you have her perks on everyone now. To get thana level 3 and find mind breaker, prestiging hag and getting to the lower blood webs is a much easier way to find a bunch of perks guaranteed and cheaper because you don't have to buy as many things on the web.

    Also, when you are buying stuff from the web, make sure you are buy the perks, even if they aren't perks you want. Clearing them from the web is much better than them showing up over and over again.

    Hope this helps and that your games become more fun eventually! The game can definitely be rough for newer players, but I find it fun to play in moderation.

  • @JakeCannon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3099879#Comment_3099879

    Hag . Currently using Discordance , Sloppy Butcher, Pop, and Nurses calling. Haven't found it yet in bloodweb or shrine ☹️ also keep in mind I'm super new and so I only have the teachable hag perks, the basic ones like deerstalker, distressing, insidious etc that are useless to my playstyle . Low on BP and only have the first 7 killers unlocked

    Yeah that's understandable. For my first 700 hours of the game I only played survivor really and had just the original killers, so when I started to dabble in killer games, it was super painful not having great perks (this was before demos perks became common as well).

    The perks you're using are pretty good in general, but I would suggest maybe trying to run Discordance, Sloppy, Mind breaker, and jolt/Thana whenever you get those perks. Mind breaker and jolt go well together because survivors can't just sprint burst away from the gen and greed it in your face. Thana would just be good slowdown synergy with having sloppy if jolt doesn't work with your style.

    Pop isn't as good anymore because of the nerf it received, especially on killers who have relatively low mobility/time to kick gens. Definitely play the way that suits your style best, I'm just saying from my experience, hag can struggle in chase if you don't have a good set of traps placed. So pop can be iffy if you can't actually get a down before the first gen popping. (They pop 2 gens by your first hook and now there's no gens with decent progress to make the perk worth it.)

    Nurses calling is a good perk on a lot of killers, but I feel like hag can struggle with it because although its good information, if the survivors are healing in a safe spot, her little legs might not be able to actually get an easy down so it doesn't really benefit you. Does go well with sloppy though, it just depends if you are good enough in chase with her (I am not the best with her).

  • @JakeCannon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3099861#Comment_3099861

    So I've noticed through my playstyle that Jolt is always a little out of reach to work on the gens I need it to do I use Pop. Unfortunately I don't have mind breaker

    Mind breaker should show up in the blood web since it's a common perk.

    What is your build/killer you play?

  • @JakeCannon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3099845#Comment_3099845

    I'm stuck with my same build that I had before patch . Only started about a month & a half ago and only good perks I can use are the ones Hag comes with, bloodweb ones or The shrine perks which are hit and miss but forsure .

    Jolt and Mindbreaker are both pretty good perks as well so don't forget about those!! Not sure what you run, but just wanted to share if you haven't been using them.

  • From what I've heard, when you pick up the box, you have to dodge three chains and then you should be able to solve it. I know there was a bug at some point that chains would continue to harass everyone when someone picked up the box, but that's how the mechanic should work.

  • @Nun_So_Vile said:

    Why don't survivors get nearly as many fun bugs as killers? istg every killer bug ends up being one that gives them a decent advantage with that killer in trial. Almost never happens on survivor side. Last good one was Midwich.

    There was a bug a couple of months ago where you would get permanent wallhacks on the killer with the combo of Object of Obsession and Blood Pact when Blood Pact was active. That was disasterous when streamers made it popular.

  • Yes, it shows up at the bottom as a debuff similar to mindbreaker, coulrophobia, thanatophobia, etc.

  • That definitely sounds like cheating from the numbers you gave. The gens shouldn't get completed in that little of time, or they really had good toolboxes and add-ons.

  • @Deathstroke said:

    https://forum.deadbydaylight.com/en/discussion/comment/3097983#Comment_3097983

    I think survivor is pretty fine earning bp. But on killer to get over 35K bp you have to pretty much farm with survivors to do that.

    Not necessarily, I think it's moreso killer dependent. Some killers you can max out categories pretty easily because of their power. You just need to get the separate hook states on everyone mainly to get that category high.

    Personally I think the scoring events are okay for each side. The only was they could improve QoL is give more points to people who got camped or tunnelled out.

  • @HugTheHag said:

    https://forum.deadbydaylight.com/en/discussion/comment/3097983#Comment_3097983

    Oh, I'm definitely not anticipating getting an easy 40k bps, or even 30k bps a match.

    I started playing only a couple of months ago, so I'm still very green, and rarely get more than 13k if I die. Post-update, with all the tunneling and the fact that I'm almost always the weakest link and first to die, I'm lucky if I get 8k bloodpoints. I can't do totems for points anymore without dragging the team down either, so that's a loss as well.

    Grinding as a survivor is an utter pain for me right now, and even though I know I won't get better without playing, it's very unrewarding (and frankly a bit discouraging) at the moment.

    Yeah, that's understandable. I can totally get the sentiment. I feel really bad for people who get tunnelled out or camped because they literally get nothing for being on hook. Sometimes being the sacrifice can help the team, so they should definitely implement a system where you get points for the time that people finish gens when you're on hook.

    I'm sorry it feels discouraging at the moment to play. It definitely is a rough game for beginners and anyone who has not many hours. I do suggest sometimes spectating others that were really good in chase where you can learn what they do. I know I did that when I first started playing the game and it helped a little bit for me to understand what I should have done against that killer.

    I also hate that now you aren't able to cleanse totems anymore. Its practically impossible to cleanse totems and still be efficient. Too much of a time sink in most matches now.

  • @Rudjohns said:

    Jaws did not invent sharks

    Sharknado time?

  • @HugTheHag said:

    True. Augmenting the totals is nice but if it's impossible to get to it, it's ultimately pointless.

    Survivors especially can't get max points since the points are shared among all survivors that do certain actions (not every survivor can heal every survivor, chase the whole match, do all gens etc.)

    You would be surprised by how many points you can get in a regular match. I was actually tracking my scores the other night and a lot of my matches I was escaping with over 30k bloodpoints, and this was without me running Prove thyself.

    Once you are able to get a certain amount of skill at survivor, maxing out certain categories isn't too difficult to do on a regular basis.

    They also upped the amount of bp you get from escaping. Instead of 5k you get 7k now, so that's kind of a huge difference. Just my opinion though.

    You aren't supposed to be getting 40k points each match, you weren't getting 32k games before usually either. But now I'm usually getting at least an extra 2k bp that I would be missing out on before. That's the point of augmenting the categories, to get more points in the category you're forced to do.

  • @Splinterverse said:

    https://forum.deadbydaylight.com/en/discussion/comment/3097596#Comment_3097596

    Wrong. They last this long when a killer like Legion runs Thanataphobia.

    I mean, the problem with that logic is one of my teammates usually DC or gives up on hook right away... so those games are rather short😅

    Also, Legion and just thana is manageable, once we throw in some other slowdowns, then it can get pretty lengthy. Thana by itself isn't too bad... it's everything else that synergies with it.

  • Matches usually last around 10-15 minutes. The only matches that go over 20 minutes for me are when killers hold down a 3 gen and survivors know what they're doing so we end up escaping in the end.

  • @Gore_DeWitt said:

    https://forum.deadbydaylight.com/en/discussion/comment/3097530#Comment_3097530

    Better than someone running into my face because they don't actually know where I am? Or even get some grabs of people doing gens or cleansing totems.

    That's a free hook and a hook still keep survivors busy.

    I'm playing this build as Pinhead and it's even better. Not only they have to worry about their totems but also they can't find them, neither the cube. So usually the game snowballs as you get free chain hunts.

    Just letting you know that Third Seal doesn't work with any killer related power items (Pig Traps, Plague Fountains, Cenobite's cube) unless you were talking about his iri add on.

  • Survivor is definitely a little harder than before. There's less room to make errors and I have noticed the small buffs to killers involving chase.

    It definitely wasn't an update to make killer as op as possible, but it definitely made survivor a little more dependent on how good your team was. I've noticed that if my team isn't playing efficiently, it most likely will be a loss because every second matters (only when killer has multiple regression/slowdown perks).

    I can definitely play more relaxed as killer and I can notice the difference in the speed that gens pop. It isn't as fast and the bloodlust can definitely help at particular loops.

  • You aren't supposed to get prestige 100 on all characters. They set a limit at a certain number for you to achieve if you are dedicated to playing a character (show your dedication). It's not pertinent to the game and is just there for people to achieve once they unlock everything at level 9.

    It's moreso level 9 is the new completionist number because it is the last level where you unlock something from prestiging. Still tedious, but that's the point because you don't need to do it for normal gameplay. They made the unlocking through prestige easier if you're looking to only P3 people.

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