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burt0r

burt0r

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  • @Yamaoka said:

    https://forum.deadbydaylight.com/en/discussion/comment/2615565#Comment_2615565

    Personally I wish they adressed both things in one big update like let's say when they introduced the EndGameCollapse (I can't remember if they even announced it so for me it came out of nowhere).

    Would be really nice if they did a stream and were like:

    "hello gamers so here's a new mechanic that will make it so you can't get facecamped (insert happy survivor noises here) and at the same time here's a new mechanic that slows down gen progression in a fun way for both sides (insert happy killer noises here)"

    I won't get my hopes up but at the same time i don't really care since never tunneled or camped in the last 3 years.

    So hopefully it will not impact me in any way or they might've screwed up big time then.

  • @VaJaybles said:

    https://forum.deadbydaylight.com/en/discussion/comment/2615188#Comment_2615188

    The devs have commented that it is not cheating and have groups in their official discord for swf/kyf. Even if they somehow banned 3rd party comms Xbox and PSN have their own and DBD can't touch that

    That is in my eyes the same case with the devs and their statement about camping/tunneling being valid strategies.

    The just preemptively gave up since the think/know that they can't change neither those nor swf comms to satisfaction of all parties so they don't even try.

    But they also might prove me wrong as i read in multiple threads by now that they hinted at something against camping.

  • @SilentShepherd said:

    I think an alternate solution is to just reveal SWF in the lobby, to show who is grouped. Then the Killer can decide to stay to leave lobby.

    I would stay if its a 2 man. Im NOT ever staying against a 4 man SWF.

    I check my lobbies (more out of boredom since always one of them doesn't ready up -.-) and from my experience during peak hours (after 8pm, eu, PC, crossplay on) 4men and pure solo lobbies are the absolut rarest, at least in my MMR and before that rank.

    The main part are 2/3men and the solos to fill.

  • @Vampwire said:

    SWF surprisingly isn't as awful as killers make it out to be. The only killer it completely butchers is Trapper and sometimes stealth killers. And that's assuming they're making call-outs and not just playing with friends. SWF is more of a scapegoat at this point. If you lose to a SWF then they probably were better than you (assuming its just a normal match and not one dedicated to making u lose). SWF does give an advantage but it's not such a huge advantage that you're just screwed from the start. I see a lot of SWF players who suck at dbd. Any half decent killer can and should be able to put up with a SWF. Especially if they're running the regression meta. The thing is that a majority of killers don't know how to handle a SWF so they get ez wins. A lot of killers just hope that survivors make mistakes instead of forcing them to make one. The only advantage that they have over solo-que is communication. So you have to improvise your strategies to trick them. They play "toxic" because its funny, not to personally insult you. If you take it as anything other than that you're just making it hard on yourself.

    Once you improve at the game I promise it gets way easier. Just stop taking it so seriously. It's a video game and you really can't control what happens in it. Those clicks and t-bags only affect you if you let them.

    I know i am about to commit whataboutism but:

    They play "toxic" because its funny, not to personally insult you. If you take it as anything other than that you're just making it hard on yourself.

    The same could be said about the average tunneling or camping.

    And:

    Just stop taking it so seriously. It's a video game and you really can't control what happens in it. Those clicks and t-bags only affect you if you let them.

    I do but those are still MEANT to be aggravating.

    Maybe with a tactical purpose but still nonetheless intented to cause the opposing player stress.

  • @scubasyd said:

    Surprised this hasn’t been closed

    my “discussion” was closed immediately

    Maybe this time they first want the mods to create a "naughty list" to see who is all taking bad about them and not only the op 😜

  • @OnlyFengs said:

    Didn't the Devs at one point say that Tunneling and Camping are Valid Strategies?

    I still take those as given up statements. They don't know how to handle or change it so they simply say that it is acceptable. Same with balancing between solo and max potential swf with coms.

  • Btw do more videos of the devs like this exist?

    I read something vague on here about some other instances where a dev made a statement and then got steamrolled on video but i never heard anything specific or seen a link.

  • @shyguyy said:

    Buddy, you can't talk about kill rates on the killer forums. EvErYoNe KnOwS tHeY dOnT mEaN aNyThInG!

    If so then pls buff nurse so her skill floor is lower so that even less dedicated player can achieve a 50% kill rate instead of dragging the most op killer character way below 50%.

  • @Yamaoka said:

    First of all stats mean nothing balance wise (i.e. Nurse is the weakest killer according to stats so there's that), secondly the kill rates dropped massively since MMR got added according to the latest stats.

    Average killrate for killers combined is just over 50% and that's still including all those matches where killers got looped / destroyed all game but managed get multiple kills via survivor altruism (especially endgame. Survivors still love to throw just because they want their 4 man escape).

    The devs recently mentioned they're working on something regarding camping so I assume the killrates will drop below 50% in the long run. Hopefully the devs will see it as an opportunity to introduce a new secondary objective for survivors.

    The game on a high level sucks for killers. All high level survivors loop perfectly, rarely fall for any mindgames, fly through the gens even while injured even if you play fair and know every killer power weakness. That's not fun no matter how you put it. Playing as the killer feels like being a plaything when all survivors know what they're doing.

    What i am really curious about is if and/or when they implement something against camping, how long and more importantly if they will do something on killer side to balance that.

    It took them nearly a year to give killer something in return for making moris basically animations only aka the hatch spawn changed. And that solution was also so basic (except for the unlock animation) that it was proposed in similar form already in the first week after the mori change.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2614581#Comment_2614581

    Technically Nurse IS the worst killer in the game for most people. But the best Nurses are among the best killers.

    Which means that those stats are a horrible indicator for balancing as otherwise the devs would need to seriously lower nurses skill floor, which would be ridiculous.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2614595#Comment_2614595

    I do it and still get the occasional challenging game against a high level survivor slumming in a SWF with low level friends.

    @EntitySpawn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2614602#Comment_2614602

    Its because the Escaping is the only factor. You can have the best looper but if he dies he loses. Times iv done insane chases to be left on my first hook to die, even if my team haven't been hooked etc.

    Another thing is with the current win metric, if all killer adapt this playstyle (i thought I was alone with that until recently but it seems to become the norm aka killer resign their kills for fun) then all of us will end where I am aka the bottom of the MMR (i get mostly obvious potatoes which is relaxing for doing challenges or dailies).

    And when that happens then the devs my be forced to do what they did with ranked based mm, namely widen the matchmaking parameters so high MMR survivor can get game again and MMR will once again lose all it meaning.

  • @Myla said:

    https://forum.deadbydaylight.com/en/discussion/comment/2613451#Comment_2613451

    I'm surprised they still keep the prices on Survivors the same as killers lol. They're pretty much glorified skins aside from their perks.

    Also a reason why the grind is inherently worse on killer characters than survivor.

    The former have all to be separately leveled for perks for diversity while the latter are only skins and you only really have to give your favourite the full perk loadout and level the rest only to 40.

    (Of course this is only true if you want all perks on all killer characters and/or are satisfied with only one full decked survivor, like me until last year. Then i decided to only give oni and nea all perks. Once that is done i would start equip all other killers gradually)

  • @Gwinty said:

    It is?

    Maybe I missed the memo while I was stacking my BBQ.

    The question is if it ever has been an option for people who played to win at all, which is something I highly doubt. Camping and tunneling was always the most efficient strategy out there especialy if you combind it with a 3-gen. Good old Bubba standing in the middle of good defendable 3-gen with a survivor proxy camped in the middle is a valid idea of how to "win" your games.

    The only difference is that they now told us that kills and escapes are all that matters to MMR and this encouraged more people who wanted to play "high MMR" to embrace camping, tunneling and other tactics like this. Because this is what "high MMR" is supposed to feel like: Two highly competitive sides bashing each others skulls in...

    However I do not think that the other playstyle is dead. I play like this, I do not camp, I do not tunnel and I rarely Slug when I expect a DS or a flashy save. For the most part I play to stack my BBQ and juggle hooks fairy in order to gain a good score at the end.

    This has cost me quit a lot of matches. However after a while it seems like my MMR decayed enough to match me against survivor who are fitting opponents for this playstyle. And this is for me a good thing: Now I get fair survivors more often than with the old system.

    The old system would constantly increase my rank because I made lots of points my priority. This had me facing survivors with a highly competitive mindset more often and resulted in less fun for me. Of course they were better and gens flew by. But I never dropped down enough to get a good amount of fair and fun matches.

    As such the new MMR system works for me: I get ~2 kills per match, sometimes I get no kills but 8 hooks, sometimes I get the same number with 2 kills and so on. Works for me.

    I play roughly the same, only that i actively avoid killing.

    But this might become a problem in the future. If all killer played like us then at some point the omajority of survivor will escape and therefore increase their MMR but killer at the same time los theirs. This leads to matchmaking imbalances, might bring the devs to widen the matchmaking parameters again and then for everyone playing against each other once again, just like with the rank matchmaking shortly before SBMMR was activated and everyone was crying about.

  • Perk tier removal post number 301837.

    Sadly the devs don't listen to those.

    This has been asked for for at least 2 years now and only more perks get added. It is seriously ridiculous now.

    In league of legends or rainbow six siege character get cheaper the older they are, DBD... Nothing. (And I mean perks, not killer/survivor character)

  • @[Deleted User] said:

    So... Anyone wanna SWF?

    Sure...

    But i only played killer until now so i might be a little bit of a burden (oh and also i am at work and online earliest in roughly 7 hours XD)

  • @steamed_hamzzz said:

    https://forum.deadbydaylight.com/en/discussion/comment/2613207#Comment_2613207

    No chance lol, somehow I don’t see survivors volunteering to stay back to give the killer one kill similar to how killers would give the last person hatch, instead you’ll be treated to a 4 man teabag and flashlight click followed by a message saying “EZ baby killer”

    Fun fact, i made a thread asking for anyone that experienced that and on the same day it happened to me but since then, never.

  • @SunsetSherbet said:

    https://forum.deadbydaylight.com/en/discussion/comment/2612978#Comment_2612978

    If the killer side is in such a horrible state you basically have to go in with the intent to lose and be a babysitter trying to give the survivors a good time then I think I'd rather just play a different game made by good developers?

    Welcome to my play style and also the reason why I only play this game once or twice a month aka when i am in the mood.

    Try to get 8 hooks and after that only babysit. This made my MMR go down to the bottom were even a hint of pressure will let the survivor lose their heads and trying to not kill them is sometimes even hard.

  • @awustzdn said:

    I do it by going for 8 hooks, 0 kills, and forcibly farming for BP. I get to be super chill and still get ~60k BP, survivors get to have plenty of BP and do tome challenges. If BHVR wanted players to engage with the sweatfest, then why did they make throwing the game so much more rewarding?

    Welcome to the club.

    Only downside is with the new MMR system we end up with survivor so potato that even bpfarming gets tedious once they become so afraid that they can't manage to do the last 2 gens. Even without much pressure.

  • I would guess that the old widening of match criteria is coming back when the distribution over MMR of players on both sides isn't right.

  • I just want them to let hatch spawn after 5 gens done, independent of number of survivors.

    It wouldn't really matter at that point and leave room for the 4 men escape through hatch achievement.

  • If people had the knowledge from today with the mechanics from 1.0.0 then this game would die in a week or two.

    Nurses only as survivor know how to loop the infinites, double pallets and son to utmost efficiency and unbeatable face camping without even the chance of any attempts. Just as two examples. And don't forget instant moria, BNP yada yada.

  • @InnCognito said:

    We should be able to lose grades. I am not the serious gamer by any means and Like to play this game with friends, casual and fun. make memes and stream here and there. I am never going to be a consistent player in DBD.

    You know that grades reset completely each month and are only an indicator for player dedication with a BP reward each month and have no impact anymore on matchmaking?

    No being snippy or anything but i would assume that some people simply didn't play when this change came and now are not fully informed.

  • @JPA said:

    Play Huntress, focus on hitting sick shots. Don't care about Kills.

    This right here:

    DON'T. CARE. ABOUT. KILLS.

    (Or really anything.

    As sad as it sounds once you stop caring for most things (i still HOPE for my 4 bbq stacks and enough time to get BP) then you will have fun.

    Of course this also makes a thick skin necessary to ignore the superiority complexes from some survivor along the way.

  • @Purgatorian said:

    https://forum.deadbydaylight.com/en/discussion/comment/2598291#Comment_2598291

    No they are not lol.

    At most I get a 1K during egc and not many hooks with gens popping all over, survivors knowing how to loop, mostly full meta perks and t bags at the gates.

    I'm not a very good killer and deserve to be at low mmr, I just wish I never got the sweaty games I must endure at low level.

    Them you aren't really at low MMR.

    I get regular potatoes where I have to pay attention not to kill anyone.

    (But i also only play the game maybe a few days every other month and am actively playing for at maximum 8H/0K games)

  • @ThiccBudhha said:

    At lower mmr where the chill survivors are.

    Come down here it's cozy and we have cookies.

    The only thing missing here are kills but the fun substitutes that.

  • @Veinslay said:

    Imagine having the time to be an 8,000 hour Nurse main and also make 2,100 posts pretending to be an entitled survivor main. This gimmick stopped being funny 2,000 posts ago. The problem is the devs probably read this guy's posts and go "wow, this is some incredibly useful insight into the survivor experience, we could do something with this!" and the game ends up in the state it's in now with ultra fast unlimited boon heals, 3 gens done at 1 hook, and maps the size of Texas with 30+ pallets

    Fun fact, sluzzy has been banned a few months ago for one month.

  • @PBsamichShoe said:

    The objectives should change based off how mamy survivors dc. Similar to a custom match with less than 5 players. I cant believe they havent implemented something like that and this game has been out for 5 years now. Kind of dumb.

    Well that was the case when it could happen that only 3 of 4 survivor or less loaded into the trial. Then the amount of gens was reduced equal to the number of missing survivor.

    But what you implie here would probably be either to complicated to code (elas it would need to be conditional depending on the amount of undone gens remaining) or be abusable, when Everytime a survivor DC's a gen gets done/removed.

  • @FranzDerPalme said:

    https://forum.deadbydaylight.com/en/discussion/289626/just-a-little-note-to-selfish-tryharding-people

    I think in general the game would be a lot more fun if most killers wouldn't try hard that bad. Even in a 4 man match if the killer camps, tunnels or slugs it is often just really annoying and I think that's one of the biggest reasons why people are toxic.

    Both sides are just as guilty.

    It has become a war, of which noone knows who started it but both sides keep the wheel of toxicity turning.

  • @Freddy96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2597002#Comment_2597002

    That's literally low settings from game settings and gamma +10 from nvidia filters which is achievable by everyone and even those streamers that enjoy to complain about filters while playing from their 3k £ monitors that give that for free while a poor peasant like me has no monitor settings since i'm playing from a 80£ tv.

    But yeah i guess i'm a tryhard

    Well sorry if I hurt your feeling but yeah in my book doing anything extra to gain an advantage is trying harder than necessary.

    A good example is months collaboration stream video from a donation stream were he found 5 pink keys in one trial. There you can see the differences between 4 streamers and their settings. I don't remember the names but 2 play with normal settings and one or two with obvious brightness filter and different resolutions. So i would call those also tryharding.

    I simply don't get the need to of an advantage at the cost of playing something visually appalling. The only time I did was one my old laptop battlefield 3 at 800x600 since the PC couldn't handle more (it was atrocious but i played with my best friend and had fun) and in rainbow six siege when I noticed that my last system also couldn't handle 60fps at max settings.

    But these are all subjective opinions and if you have fun with these visuals, go for it, i will take my leave to not further derail this thread.

  • Were did i flex?

    I prefer to not downgrade my visuals to a state 20 years prior and also don't play with the intent to kill any survivor for the last 2 years (way more enjoyable that way and even gets lower MMR now, win-win).

    Didn't say anything otherwise. Except your "I'm so tryhard that i let them all escape" was meant sarcastic and you really are using these graphics as an advantage.

    If yes, well i really don't try so there isn't any competition to have.

  • Ahh same as me.

    But aleast i don fiddle with the graphics so the game keeps a touch of atmosphere.

    That clip looks like a game from the 90s. Just the locker textures alone look like an asset out of Counterstrike 1.6 or half life 1.

  • @Freddy96 said:

    https://streamable.com/sncvj6

    😎 Should've played better

    'The hell are those graphics? 😨🤮

    How tryhard do you have to be to play it this ugly and bright?

  • @Kira4Evr said:

    In my opinion, yes. But not because he was any good (because he wasn't), but because he sucked to play against and there was literally nothing you could do against him but guess and pray that he misses his shots.

    And now he seemingly sucks to be played as.

    A great way to handle things. First make them unfun out of nowhere and then take probably ages to never to give something in return to make it fun again.

  • @TheArbiter said:

    And people tried to tell me this wasnt a buff to dead hard

    It isn't a buff pre se but a fix. The problem is that survivor still found a way to make the perk work in it's "broken" state by using it for distance and more or less successfully dodging hit by predicting them.

    But now they don't need to do the second and still have the first use aka the killer has only "running next to a survivor until they panic and waste it" left as a counter. Of course this is the same counter as up until now aka baiting but with the additional safety survivor can wait until they see the start of the hit animation (given the needed reflexes) and baiting becomes useless.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/2596485#Comment_2596485

    + now nobody complains about Survivors using DH for distance anymore. Which is still the stronger use of the Perk and is as possible as before.

    All I get from that is that Survivors are allowed to have non-functional Perks. And making a Perk, which was bugged for years, actually doing what it should do is a "buff" or "destroys Killer" or whatever.

    Well player on these forums "screamed" until the should puke blood but nothing will ever happen from that and now even the alternative/original use of the perk became safe.

    Before survivor could already use dh to dodge by predicting a hit AND use the fool proof distance method. Now they don't need to predict but can use it at the start of the hit animation and are most probably safe. So baiting dh will also become less effective and the perk overall more a guaranteed success plus the additional frustration for the opposition by seeing fake hits.

    So i fail to see why there shouldn't be some frustration being vented.

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/2593175#Comment_2593175

    Survivor uses DH early: THEY'RE USING IT FOR DISTANCE HOW DARE THEY

    Survivors use DH to avoid a hit but end up exhausted on the ground: well they were just too greedy with it

    Survivors are bad no matter what on this forum

    Not really survivor but dead hard itself as it is now nearly guaranteed 50% additional health states overall at the cost of nothing with less chance to screw up now.

    This change just widened the timing window for survivor to use dh to dodge a hit, from "i have to predict the hit and might get baited" to " i see the hit animation start and will still probably be guaranteed my dodge".

    The real sacrifice here is just additional killer frustration from getting fed wrong information just like with pallets. But hey, that's just a diminishing in killer players "fun" and who cares about that.

  • @SleepyWillo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2596651#Comment_2596651

    I'm West EU also but work shifts so sometime dont get to play until after 1am (I know its my own issue) but during regular times (not events) my queues are no where near as bad... IDK if rank has anything to do with it as I likely do have high MMR on a few of my killers

    Well yeah MMR might play a role in this as i managed to tank mine to the bottom by letting most survivor go during the few times I played in the last 2 years.

  • No idea which queues you are talking about.

    Eu west, after 8pm (aka peak player times), PC with X-Play on and I, as killer, can't even check my add-ons before I get a lobby.

    Of course it get's longer the earlier in the day it is.

    But nothing in the queues indicates any siding towards killer.

  • Same, kill the sandbagger and let the bagged go.

  • @Clevite said:

    https://forum.deadbydaylight.com/en/discussion/comment/2595042#Comment_2595042

    My q times as survivor are instant.

    HBU?

    My killer times actually take a bit.

    Very comprehensive, since queue times depend on time of day, region and X-Play on/off (alternatively platform if X-Play off).

    Btw in eu, X-Play on, at peak hours (8pm and later) killer is instant. Afternoon, 30sec-2 minutes. Morning, no idea i have work and something else to do on the weekend mornings.

    Survivor, overall no idea, don't play.

  • @TheDuhJ said:

    https://forum.deadbydaylight.com/en/discussion/comment/2595100#Comment_2595100

    No I didn't read all the comments, probably should link them anyway.

    This is what leads to triple and quadruple reposts of arguments.

    I personally feel like making a fool of myself if I post an argument that has been said, maybe countered and/or already further elaborated on a lot. So i even read through thread with 6 or 7 pages.

  • That was the continuation of these comments.

    @Tr1nity said:

    I see what your saying, and agree than nurse needs a nerf.

    @Munqaxus said:

    Yeah, I would say Blight needs a nerf too.

    Didn't you read all comments?

  • @Purgatorian said:

    https://forum.deadbydaylight.com/en/discussion/comment/2584600#Comment_2584600

    I had to dc in one match, didn't have a choice. The first person downed in the first minute killed themselves on hook, quickly followed by two dc's and the hatch spawning seemingly right under the tricksters feet as it was closed very quickly after the last survivor dc'd. It was Midwich so the exits are very close together.

    I very rarely dc, only if I get stuck on an infinite loading screen normally, but I felt forced into it during this game.

    Why though? 🤔 Go to the killer let them kill you and you get to keep whatever points you made and so on. The only difference here would be a minute or two but after DCing you are flagged for increasing leaver penalties.

    I already don't condone normal DCs but your case or DCing shortly before being deathhooked are just stupid in my mind.

    Edit: Ah nvm in didn't read "in the first minute". But still my point on getting on the "watchlist" isn't worth even your case.

  • Hey at least the forums will never see "exhausted on the ground" threads anymore and survivor get their consistency for their free health state.

  • @Dehitay said:

    https://forum.deadbydaylight.com/en/discussion/comment/2591520#Comment_2591520

    Actually what would be cool if there was a disconnecting version of mmr as well so they get prioritized to match making with each other the more they disconnected.

    That would generally be the best way to handle intentional disconnects.

    Put them all together in their own penalty queue but then again innocent people would get caught up in it since some form of DC (unplugging WLAN/Router and so on) can be differentiated from a general connection cut.

    But i am still clueless why server sided connection losses can't be determined but is probably only due to my missing knowledge on this specific IT topic.

  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2591588#Comment_2591588

    Yep, those are rules. We have anonymous group for bullied killer mains.

    You need to have at least 500 hours on killers, at least five games with less than 3 hooks and one game with SWF using full sabo builds, or 4x Head-on builds.

    Awww, then i have to delete my comment there since I have even a picture of a blight game on haddonfield against a Sabo squad where I got 2 hooks but i only have 273 hours playing since release in 2016. 😔

  • @GannTM said:

    Honestly it makes me happy to read the comments to see no one say Spirit 😊

    Anyways to answer the question, Trickster is incredibly obnoxious to go against. Counterplay is holding W and praying. No counterplay once you actually get to loop, just an overall terrible design. I would probably hate Twins more if it weren’t for the fact that only like 3 people main them lol.

    That's the reason I main oni. He seems to never really show up on these kind of threads. But often on the "like" equivalents.

  • Often enough. I play since release and still don't have 400 hours XD (not my main game and too many besides this).

    My strategy started 2 or 3 years ago -> stop caring.

    I switched to crash test dummy playstyle. I try for my 4 bbq stacks, everything beyond that is BP farming and entertainment for the survive. And don't try to go for kills. It took my 2 years of really sporadically playing this game but the last few sessions were truly relaxed.

    And yes MMR works for me as intended as I mostly play against potatoes but most of them survivor. Except when i try for an adept, have a daily/tome challenge with sacrifeces (just like now -.-) or they need ages to finish gens even with obviously no pressure from my side.

    Like yesterday, Oni on swamp. I carefully double hook everybody and they still have 3 gens to do. I even rushed a few times aimlessly around the map and it took me literally breaking of chases in hit distance or ignoring survivor on gens i walk straight up to until they finally stopped behaving like little critter animals and run away from gens all the time 😩

    Edit: I just try to give survivors a change of pace when hardcore tunneling and camping seem so prevalent overall.

  • @Yamaoka said:

    Kinda funny that it's still possible to run a killer for 5 gens in (almost) 2022 in a 4v1 game where each survivor has 2 health states and 3 hook states

    Well there is always behaviours "great" matchmaking and as a result a possible skill gap as an excuse.

    But yeah given similar experience levels it is insane that something like this is still doable.

  • Might i remind everybody that this hatch nerf is just a stopgap until the.debs manage their vision for earnable mori and keys?

    (Independent of believing if they get it done or not.)

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