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bjorksnas

bjorksnas

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  • @CountOfTheFog said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3640238#Comment_3640238

    Is it true that when you repair with a toolbox that you are guaranteed skill checks during repair until the charges are depleted?

    Since patch 4.7.0, the chance of getting a skill check per second using a toolbox was increased from 2x to 5x (16% increased to 40%)

    Its not a guarantee you will even get a skill check but odds are pretty good that you will get a skillcheck even with a brown toolbox with 16 charges you have a 1/165 chance to not get a skillcheck and just for fun numbers 1/2126 with a yellow toolbox and 1/45585 with a commodious, its not 24/7 but odds are very much in your favor to get multiple skillchecks

  • @mikewelk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3640403#Comment_3640403

    DS nerf wasn't justified, let alone completely. It being disabled during endgame was 100% justified but the stun going from five seconds to three was silly. Three seconds (not even that since you need to wait for the drop animation) only gives you one Nurse blink worth of distance and yes I've seen it actually happen with my own eyes. DS is completely avoidable if you just don't tunnel. I suppose there was an issue when people with it would body block, but that's an easy slug these days. Killer has become a really solid role and, by slugging, you'll have one survivor guaranteed off a gen and one having to get off a gen to heal them up off the ground. Taking hits whilst someones tunneling has proven to be rather ineffective in solo queue which makes up most of the playerbase.

    I mean technically it was justified 5s ds was made to counter enduring

  • @Alionis said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3640290#Comment_3640290

    No need to take the wiki's numbers with a grain of salt, they're all datamined.

    take them with a little bit of salt

    image.png


  • @sizzlingmario4 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3640296#Comment_3640296

    It’s not really comparable to Oni, his power is on a time limit and also he can barely move during his miss cooldown so his cooldown being short is fine.

    byeah

  • Use head on and make lockers into a free stun

    Use windows of opportunity to better find resources to use against him

    Use perks like quick and quiet to throw him off by not making noise

    Onis miss cooldown is shorter than billys since its just a missed hit cooldown ~1.5s (faster than billy)

  • @chocolnr said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3640238#Comment_3640238

    thanks, where did you learn about those numbers? its helpful, i knew that Otzdarva or Truetalent said once that you loose 10% if you miss skill check on a gen but i didnt know about those other numbers.

    I know it because I was there when they changed it ~4 years ago and read the patch notes

    wiki has some good numbers but its not perfect so take their info with a grain of salt

  • I mean two different games of two different genres idk why they have to compete when they are in no way similar besides the fact they are video games

  • A great skillcheck on a generator gives you 1% progress or 0.9s bonus on a gen, you have an 8% chance every second to get a skill check aka every 12.5s, if you got and succeeded this skill check every time on average you can save 5.4s on a gen with no items, when they add up you get a lot of bonus progress even without any items across a match

    Now missing a skillcheck instantly removes 10% of a gens max progress or 9s worth of repairs + stopping repairs for a second or two

    For ok - good players just trying to not miss skill checks is usually enough to get by but if you want to be just a little bit more efficient hitting great skill checks can speed up matches especially with toolboxes which give you increased repair speed and a 40% chance to get a skill check every second easily giving you tons of extra progress on top of its speed boost

    If you can hit great skill checks go for it, but if you aren't confident in your abilities to hit them or even regular skill checks its not a bad addon but its mostly a skill dependent addon aka if you are good its bad and if you are better its a debuff

    TLDR great skillchecks are good if you can hit them, only use it if you can't

  • They are still making changes with upcoming patches we already got 2 more nerfs on the way

  • @Skillfulstone said:

    Basekit Billy is perfect.

    However (with the right add-ons) his missed cooldown is almost non-existant, especially in Overdrive, which is similar to what got him gutted the first time.

    Scott Jund recently made a video on it, it's a good watch.

    The first time he was demolished, it was mostly because of insta-saw add-ons, basekit Billy was fine.

    cooldown is still weaker than it used to be even with the addons because cooldown addons used to be everything and the kitchen sink and not just cooldown, most commonly 2.1s cooldown (mix + tunning guide) but it also came with 30% charge speed, even double cooldown (1.92s) still had extra charge speed on it (2.23s)

    but the addons are getting changes to not stack with overdrive so 2s cooldown out of overdrive and 2.25s cooldown in overdrive

  • The combo also works 3 times ONLY when hooking new survivors, it is literally the play nice for value combo

  • @adam1233467 said:

    You guys talk like it was the most easy killer to outplay like what?

    Sorry but I don’t think 180 hits are predictable like you guys said so much, you know he can fake the 180 and his hits hitbox are the size of a truck and it’s impossible to dodge

    this addon still gives you 2 tokens which is the insane parte and gives speed, just stack this with blighted crow and boom its better than double speed

    they should at least give him the penalty for turning like it was before and that’s it

    his hitbox is only the size of a truck for the first ~0.05s of his attack, after that its actually pretty thin in a straight line, you can slide against a survivor and not hit them after the initial part of the attack its that small

  • I love changes to good characters instead of buffs to bad characters and buffs to survivor basekit to balance each other out and close the solo queue swf gap a little bit, lets go

  • @Rogue11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3638277#Comment_3638277

    Guess we should remove the penalty from spirits amulet add on, and also give it a speed increase and extra reappearance duration. You know, since just adding 40% power duration "doesn't really do much". Come onnnnn

    Yes sure it deserves some love especially since its been heavily nerfed with all the other spirit duration addons because of the "oversight" and is basically a dead addon like all of the duration addons on spirit because they used to increase recharge to match base recharge time of the power to actually be an upgrade now they are all sidegrades or downgrades which doesn't match the rest of her addons which are all upgrades so they are pointless

    Heres how the addon currently works

    5 second duration increased to 8.5s duration, not bad

    7.04m/s speed to 6.12m/s, absolutely garbage

    maximum power cooldown increased from 15s to 25.5s, and its worthless, not only is it not a side grade its basically a straight downgrade especially since you have to spend longer phasing due to the decreased movement speed, the max distance you can move is increased so yeah you can patrol the map slightly faster in... 25.5s intervals, great but that doesn't matter because the important thing is how good it is in chase


    Lets say you are 5m from a survivor and start phasing, you spend 1.5s charging they end up 11m away and you have a speed difference of 3m/s without addons so you catch them in 3.75s without it simple enough, with this addon it you spend an agonizing 5.5s to catch them, in a straight line, from 5m away, your reward the same and now you have a 16.5s cooldown, great addon do tell why it should have no changes and shouldn't be buffed, even at its best you have throw on another addon to cancel out one of its penalties and either have an ok at best movement speed of 7.7m/s with even more downsides and a 25.5s max cooldown or have a slow power with still a long cooldown at 18s maximum cooldown


    Its not 2019 anymore this addon sucks

  • @ASurvkillivorer said:

    Just to be clear it wasn't any dumby tech thing.

    I pallet stunned him too late. He was already on my side of the pallet. He hit me just before he took the stun. The instant he hit me I jumped over the now downed pallet to get away from him and he hit me a 2nd time during the vault. The stun and both hits all happened inside the same 2 seconds.

    Yep thats enduring, the hit cooldown is cancelled by the stun animation, 2.7s hit cooldown but a 2s stun, enduring halves the stun so 1s, most of the time spent stunned the survivor is also in the dropping animation of the pallet probably ~0.6s so before you can vault safely to the other side they hit or grab you


    Hit cooldown isn't continued after a stun, the stun overrides it, otherwise you have the insane stacking of time that it would take if you got a hit at a pallet stunned then broke it, 2.7s + 2s + 2.3s, imagine getting a hit at a god pallet and getting stunned the survivor has 7s to get away + their speed boost

  • @adam1233467 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3638277#Comment_3638277

    You forgot that they removed the 55% turn rate penalty and the addon still have the 20% hit turn buff

    he can basically do an 180 hit with this and I don't think it's ok

    You can already do a 180, turn 90 degrees while rushing then attack and turn 90 degrees more, I didn't forget it since its just a pointless number without the turn rate limiting, now you can do a 200 degree turn yippee other than no one is going to use it for that

  • 5% speed is the only good effect 2 extra tokens doesn't really do much other than give him more space to make an error and have an even longer cooldown without any token regen, its still a mid addon but the speed makes it slightly usable

  • I think spine chill should get

    36m if the killer is looking at you while you are in their terror radius, / if the killer is looking at you while you are injured

    It doesn't work if you are oblivious or they are undetectable

    and 6% vault speed back but it doesn't stack

    give it a bit of nuance doesn't work against stealth killers, gives it vault speed back but not 15% with resilience because that was always silly, and makes it a bit weaker while healthy most of the time

    id use it again but wouldn't really hate on it if I saw it

  • Blight, you still interact with props like windows and pallets just at a faster pace, artist isn't much of a looping killer its more of a hold W and if you reach something at a good time you "can" use it

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3636309#Comment_3636309

    Well, I feel the opposite. The more Fog we have, the better it is.

    But we can agree to disagree on this one.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3636559#Comment_3636559

    This.

    You can also see it on Coldwind Farm. While the pre-reworked version of that realm had matching Fog, the new one is just some random wisps of smoke. It looks really bad.

    Maybe have a random modifier on fog either 0, 0.5, or 1, 1 would look like something in that screenshot, 0.5 would look a little lighter and 0 would be no fog, art assets get to stand out 1/3rd of the time, atmospheric horror gets to stand out 1/3rd of the time, and a mix of both 1/3rd of the time (assuming that the fog actually matches with the environment) it would be interesting variety. Of course if someone brings offerings either increase it or decrease it accordingly. But wall of smog on eerie is meh but layer of it close to the ground so you could still play the game yeah that kind of fog I think is ok

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3636160#Comment_3636160

    The color doesn't match the realm for some reason, that should be adjusted. But the level of Fog is nice.

    If the entire game looked like that level of fog 24/7 I would never play it because that looks and probably plays like garbage

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3636097#Comment_3636097

    but it kinda contradicts with art and gameplay direction

    But if it did, then Eyrie wouldn't have a good level of Fog with the Murky Reagent, considering that map is not a part of the Old DBD.

    I don't think the Fog should suffer the tragic fate the maps suffered. We should have more of it, not less.

    I mean it does have a good level of fog with murky reagents it just looks like car exhaust though

    Idk how patched it is but this is 1 murky reagent

    image.png


  • @Huge_Bush said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3635917#Comment_3635917

    I don’t think daylight is a problem. I actually enjoy Coldwind Farm and Ormonds aesthetics, especially with my old eyes. I just think that there needs to be thick fog and deeper shadows.

    I wasn’t around during the games early years, but I heard the fog was much better and spookier. I wish for them to bring it back and make the offerings relevant but I don’t think the current games engine could handle it without melting peoples consoles and PCs.

    Well fog back in the day was to limit render distance and deal with hardware limitations and eventually they decided to make it look good at fit in with the games, in dbd it isn't destructive so it doesn't limit render distance (although there is a fog of war past a certain distance) but I don't think it really fits what dbd is going for anymore and just lowers performance

  • @GeneralV said:

    Yes, I think we need more Fog now than ever before.

    The Fog isn't just a feature that affects gameplay. It is an aspect of the lore, it is extremely important for the horror atmosphere (which has suffered greatly in recent years), even the developers themselves sign their posts with "See you in The Fog!". It is a central aspect of Dead by Daylight and it needs to be here.

    And honestly, I don't think the current lack of Fog is a consequence of the direction the game has gone, after all Eyrie of Crows has an excellent level of Fog if you use an Murky Reagent and when that map was added to the game many others had already been ruined. The current lack of Fog is just a problem to be solved.

    I think they should increase the level of Fog every map has at base, readjust the levels of Fog on Freddy's Dream World (which used to be excellent) and decrease the Murky Reagent's rarity from Very Rare back to Rare, as it was prior to patch 1.8.2

    I mean lore wise yeah, but it kinda contradicts with art and gameplay direction, so maybe just fog on the outside of the map and exit gates so they are realms in the fog plucked from their rightful place or crafted by the entity rather than a foggy mess

  • @MrDrMedicman said:

    Stealth went out the window with daylight maps, now everything is super bright all the time

    Yep now you gotta be behind something

  • yep that exact hyperbole if you can't do idk its some kind of issue related to something

  • @xEa said:

    I might be a bit late for that but i just realise that the upcoming Grim Embrace change will make it close to impossible to loose as killer UNLESS i am missing something. Please correct me if you find my logic issue. Because there has to be something i am missing.

    Let me highlight the no brain insta win build on killer at the moment:

    https://us.v-cdn.net/6030815/uploads/JMZ7W8G7NVML/grafik.png

    https://us.v-cdn.net/6030815/uploads/XEAI6SKAMT23/grafik.png

    https://us.v-cdn.net/6030815/uploads/6G100OC5BFXW/grafik.png

    I know you are aware of this build, but keep in mind that there is an upcoming PERFECT 4th perk for that build:

    Grim Embrace:

    https://media.discordapp.net/attachments/481970158517092353/1200488305997918419/grafik.webp?ex=65c65cdc&is=65b3e7dc&hm=ca28c9fcfc6174405c3092562b01421421d7d9804cb044cf21ed98507d3989b1&=&format=webp

    I firmly ask you all (and correct me if i miss something please)

    What are survivors supposed to do against this?

    Kind regards

    Killer gets value when they hook so just don't dying

  • @SOULWARRIOR71K said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3635225#Comment_3635225

    Right and how often does that coordination happen without being in a swf? Think about how often when you solo queue does the team 3 out or better? It’s rare. People tried to defend overbrine/Eruption as well and we saw how that turned out.

    how often does a killer without any of that proxy camping a survivor wins the game for them anyway just give like a week

  • @SOULWARRIOR71K said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3635220#Comment_3635220

    Who says you have to spread pressure. You can just as easily use the block time to proxy camp with no fear of gens getting done. And painres/pop on top and it becomes even easier to make it a 3v1 and then impossible to complete gens.

    If they are using it like that that they are telling the survivor team that you camping someone with 120s of time to death, they have plenty of time to both get some gens done after that 30s and use any kinds of perks and effects like reassurance and then save near the end or have 270s worth of gens done on top of any they had before that for a 2 perk combo. We already have a perk that would function like that but better and its called deadlock no combo required.

  • I mean it only works when you hook a new survivor so really if anything it rewards spreading pressure and not tunneling. Its hard to want killers to not tunnel and spread pressure but also not like it if they get tools that would let them.

  • They overnerfed iri tag to the point where theres no reason to use it 20s cooldown if forced to break something or even funnier if you slide off something is a joke

    a 10s cooldown for anything but a successful hit would have been a perfect change but they took the easy path and attached it all to the one cooldown so its never going to see use except for testing the new addon when the update drops realizing that 20s cooldown which can be incurred by janky collision is terrible and promptly canned

  • I mean its hard to make sadako an interesting killer without it being polarizing one way or another, either they circumvent the normal gameplay loop completely and get fast kills from slugging and tunneling until they can kill a survivor without ever hooking them using the alternative method of killing survivors granted to them to make up for any loss in pressure by never hooking.

    Or

    Make them play the game in which case they have basically no power

    The top is boring for obvious reasons and the bottom is boring for obvious regions, you can't really balance out an instakill and no power I mean just look at tombstone piece and tombstone


    If they gave her some instakill and some power still useless

    if they gave her more instakill and no power still boring

    if they gave her some instakill and more power still boring


    It not possible to design something around an instakill as the main focus of a character and make it fun for both sides while being good and if it is then it can't account for all the dbd factors that will affect it with perks on both sides, items, and meaningful addons


    Maybe another 2 years of work will finally crack the code and balance something thats perfect but its never gonna be perfect its always going to be flawed in one way or another

  • @MikaelaWantsYourBoon said:

    It has been months since this perk nerfed. But it's still one of the most popular perks. Ofcourse it's not number 1 anymore but still so much use.

    So my question is that: How often you are seeing Dead Hard in your games? And how you are feeling about it?

    I think compared to a different perk at its prime mettle of man, it seems like a more fair (but somewhat more prone to cheats) version of it

    with dh at most 2x per game you can take a chance to take an endurance hit instead of a regular one

    with old mettle of man after 3 hits you got 1 extra health state

    the dichotomy of risk vs reward (instead of just reward) allows dh to both be a stronger perk when used optimally but have room for risk of getting no value making it take some skill to use

    Id say its a strong balanced perk

  • @sulaiman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3631941#Comment_3631941

    But why is it better to just hide in a corner and stay away from gens and the killer instead? It doesnt progress the game at all.

    Its not better but often new players over use it in that way and their lack of progress in matches brings the team down with them which is why people call it a killer perk. A big learning curve of the perk is knowing when to use it. Since It can be used in a smart way but based on its current effect bringing a medkit or an alternative healing perk is just better more often than not both time wise and less learning curve wise / room to become dependent

  • Mikey is just a silly little guy he can have some mori addons as a treat

  • it used to not be a killer perk due to speed but because of the playstyle it created, 50% heal speed meant you still got the same time efficiency as if healing someone else or being healed (32s) but people used to overly heal with it, you don't need to be healthy 24/7 and it generally starts to eat into gen time that can make or break matches especially if its just a bad teammate who gets hit over and over only to heal each time

    now imagine that but ~48s heals, throw mangled into the mid and you got a party

    it was basically a noob trap and still kinda is

  • 4s stun because 5s was meant for enduring

    no other changes and I will die on this hill

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3631710#Comment_3631710

    i do not think the shot was ever instant. The ADS time is same time as current xeno tail of 0.2. When his ADS was 0.2, you could still react to the shot because of the travel distance of the gun. It is just that survivors reacting to his gun took survivor skill and a bit of prediction. slinger needs easy access stealth and quick ADS time to have an identity. His current iteration has little reason to exist as a killer.

    at mean at best yeah it was 0.1~0.2s but there is a difference between "predict" latency and be able to react to it if paying attention easy access to stealth was its own problem but id be fine if he had a 24m terror radius that couldn't be adjusted by monitor only undetectable

  • @Brimp said:

    I see people say the slinger nerf was justified because of insta scope. But in reality the situation is still very much there. Now its just hold M2 as the survivor looks back and zones themselves or you get the shot for a slighlty quicker down time.

    Right but it used to be tap m2 over and over and lose no speed while zoning them

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3631568#Comment_3631568

    xeno has tail attack has 0.2 wind-up. I miss 0.2 wind-up slinger. Stealth ranged and lower wind-up is what made deathslinger a fun killer to play. if there was an add-on to reduce deathslinger base m/s to 105% but decrease wind-up to 0.2, I would use the add-on. I would care more about killer being fun to play then the killer being good at winning matches.

    I just want the character to be balanced, but yes it was fun when the windup was non existent and you could go for funny shots, also no slinger was never a 0.2s windup it was just no wind up you could instantly shoot, but id like to see them try 0.3s for a while to see if that makes him more fun to play

  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3631529#Comment_3631529

    Old Slinger's problem was people abused his TR. He was only ranged killer with no lullaby. And his TR was 24m if i am not wrong. And people made it even smaller with M&A.

    All of nerfs outside of that was just over-nerf.

    His TR was 24m an oversight when his range is 18m and monitor reduced it to 16m, but still being able to shoot immediately was also rightfully changed, you can't react to it and you could abuse the threat of zoning with no speed lost instead because there was no time between starting and stopping ads near instant to start and end.

    https://youtu.be/ML4kp4Tv1Ww?si=vTkVvLrxPUCoGoGx&t=183

    just the first few seconds of this video is enough, look at that complete lack of delay of winding up the weapon and shooting, imagine in 0.2s you go from being fine to instantly being attached to a 40m/s projectile you couldn't react to or even try to dodge with no windup

    I think the windup up is 100% justified but he should just be buffed a bit in other ways more than just remove the delay (I think the delay could be reduced from 0.4s to 0.3s but no lower and not removed at most)

  • @ScØØby said:

    @bjorksnas I have posted another thread where I proposed the idea of re-working the Redeemer's hit box to something similar to the Nemesis' tentacle where you have little movement to drag the hit. I have had players run through the spear after I missed, I feel like they should get speared instead and I should have limited movement similar to the Nemesis' tentacle mechanic. What do you think though?

    I think spearing them might be a bit much considering you suposidly missed but I don't think they should get away scott free, maybe they get pulled ~4m in your direction for running through the reeling chain to offset distance lost or bring someone in for a hit even with a miss

  • @ScØØby said:

    @bjorksnas I remember the old days of Slinger. If we could bring him back though like he was but increase the penalty of tapping m2 significantly do you think that could work?

    Currently it takes 0.4s to ads and 0.6s to stop ads, I think for arguments sake 0.3s is probably the hard limit so people have an ok window to react to it and make it 0.7s to stop ads to keep it consistent like it currently is, idk about tapping to instantly have ads but id like to see them play with it a bit like this

  • We used to have no ads time but it just ended up being the most effective way to use power was to tap m2 all the time to zone instead of go for cool shots with less time to dodge and it was just lame, I think they could reduce all the numbers on missing a bit to give him more wiggle room to play creatively, like reduce reload to 2.4s and miss penalty to 1s instead of 2.55s and 1.5s to give them more room to play in an interesting way

  • You could not 1v1 a roided out monster like blight, sure in theory he is just an old man but those drugs pumping through his system let him slam his face into walls at fast speeds without so much as feeling a thing over and over and if we go by the ptb for funsies if he has the right motivation (blight tag) literally unending amounts. Your hits won't do anything. The question then becomes how hard can he hit back and id say cane or not attacks with those speeds behind it doesn't look too good man can get some power from those legs.

  • Well especially now with hatch offerings they should never come back to the game, key + offering can already be right now a decently easy escape now imagine if 2-3 people got out that way instead

  • @KayTwoAyy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3629967#Comment_3629967

    Not necessarily targeted at you... but where gameplay and player experience is concerned, what is the difference between face camping and proxy camping? 16m?

    Functionally, they are the same.

    Are we really to believe that a Killer pretending to engage in chase is BETTER than one that telegraphs their intentions?

    It gives survivors a bit more room and can let them use a exhaustion perk to slip past and reach the hook before the killer can hit them but in the end this system wasn't meant to remove or nerf any form of camping other than direct face camping for 60s-120s which is impossible to do in the new system unless you choose to let happen or its endgame

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3629941#Comment_3629941

    That is true, but I'd like to keep my answer restricted to reversions.

    Come one, I'm curious now: what is your answer?

    the "end of game" mori system with no basekit unbreakable aka any combinations of 4 dead / slugged / hooked survivors game ended with a mori

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3629935#Comment_3629935

    Hold on, this whole operation was your idea.

    What a difficult decision. It would have to be something in the same power level, but it cannot be restricted to a single killer because pallets obviously aren't restricted to a single survivor.

    Perhaps Old Ruin? There is the matter of Totem RNG, but if killers wanted more time to do things it was the best tool they had. But the question remains: would the additional time granted by Hex: Ruin with a good totem spot be enough to compensate for the few hits you won't land due to the Pallet Vacuum? Or perhaps a perk reversion is equal only to another perk reversion?

    This is one is quite the challenge, my friend. Pallet Vacuum isn't something I believe should be brought back to the game.

    But you've raised an interesting debate here.

    Remember based on the prompt there isn't a limitation to what it could be to counterbalance, its not limited to reversions or something that almost made it into the game this could be its own thing or a reworked thing that didn't make it

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