gibblywibblywoo
gibblywibblywoo
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The nerf to tunneling and camping is when you get good and do gens.
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@Mister_xD said:
i dont really give much about these numbers tbh.
here some more interesting steam achievement chart numbers:
- only 49.7% of players ever got 8k BP in one of the four point cathegories.
- only 48.6% of players ever ranked up
- only 42.5% of players ever got a teachable perk to level 3
- only 33.9% of players ever got a character past level 25
- only 30.9% of players ever got a total amount of 1.000.000 BP (meaning overall BP, not hitting the BP cap)
basically, less than a third of people who bought this game, according to steam, ever really played it.
This is par for the course. A lot of people just buy games on sale and never play them or only play them once for 5 minutes. I've always assumed thats why you get tutorial achievements. To easier track who actually played it.
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The main problem I had with that combo isn't the ability to get back up, it was the ability to repair in the killers face and either get a stun or get a free revive with no consequences.
Disabling DS on gens means that cocky gen plays whilst injured will no longer have a free "I win" button. If you tunnel off the hook and slug them and they revive theres nothing wrong with that.
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@Pdot said:
Why can nobody have an actual debate without people bringing up one thing that is wrong with the other side and making it a whole Us VS Them debate not whats better for the overall health of the game.
A significant portion of this games players ONLY play one side. So their opinions and views on the right choices for killer/perk balance is extremely skewed. There's also a lot of not-good players here which is usually given away by specific complaints.
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@gendoss said:
https://forum.deadbydaylight.com/en/discussion/comment/1919201#Comment_1919201
Yeah it's definitely different from RE2 but I don't think it's bad. It's fun as hell
I enjoyed certain sections of it but the cut content combined with how poorly handled Nemesis was definitely let me down. Also almost zero additional unlockable content which sucked. Also that bizarre shooting gallery hospital section where you defend the room.
Best DLC/Worst solo game I've ever played I guess is how I would call it.
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@GannTM said:
And people wonder why kill rates are high...
This is a good point.
Whilst I do detest current Freddy and hope to see them actually make him take an ounce of skill to play well with, I wonder if his and a few other killers kill rate is so astronomically high because nowadays most people see the stacked slowdown add ons and perks and just suicide on hook.
I'm guilty of it myself, if I turn on the game to have fun and get that 4 times in a row I'm just going ot play another game or something. Its not even malicious to try and inflate them for a nerf or something (thats conspiracy territory and I can't believe some people think thats actually possible small scale) its just that why stick around if you're not having fun?
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@Casanova09 said:
Like it's a free win now why complain?
Winning isn't everything. What's fun about a match that is a nigh-guaranteed win with no challenge because one player DCVed or killed themselves? Theres no stats page, no win rate. No ones going to care that you won that match but you for 5 whole seconds. You actually have to play like you're mentally deficient to even stand the slightest chance of losing a 3 man.
I just quit the match and search for another if a player hook suicides before the first 1 or 2 gens. Killer or survivor.
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@Jholla31 said:
Most people dont play killer once they start matching up with below-average (as opposed to newbie/trash) survivors. The game is obviously survivor sided. So when people just want to have fun, why bother playing the more stressful role?
I stopped playing just because I got bored really. I'm in no way a "killer god". I don't play Nurse or Huntress and I find the top tiers like Slinger and Spirit boring and unfair.
I don't know if any other longtime killer (3+ years or so) will agree with me, but killer is too easy now. Yes, the fabled sweat squads still turn this game into a joke if you aren't playing Nurse or Spirit. But I haven't played against one of those in maybe 6 months or more. Killers just too easy now and combined with the bad matchmaking giving me rank 10s against my 3000+ hour Doctor or Billy isn't enjoyable and not worth the lobby wait times. I know a few other killer players who also quit for the same reason. either they found the new killers boring or found the game had become too easy.
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I finished that remake and immediately tried to forget all about it. Blows my mind that the same company made the RE2 remake.
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Object? No. Only trolls use that perk.
Ds? It will only 'kill' the game for bad players. Heck they might pick other perks and get better at chases now.
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I always just assumed it was because theres most likely a 2-3x increase or more in players at that time.
Think about it, kids out of school/college, adults out of University/Work. Add in that a lof of those players are most likely playing with friends and you have a staggering imbalance in players.
I actually only play killer during the day now, nights are so chock full of survivors that the queues are instant but most of the players are new or low level. Maknig games incredibly easy and not fun. During the day at least I tend to get good players but the queues are a bit longer.
I can't even find matches as survivor at night... when solo.
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Legit the only reason to be upset about this change is if you used DS agressively to troll or to co ordinate in a group and break the balance of a match, knowing you were invincible.
If you took this perk for anti tunnel benefits it still functions in the exact same way.
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@The_Arr_Red said:
So I used Repressed Alliance to try and counter Pop Goes the Weasel and buy some time in general. And my experience with it, besides not being able to charge the Perk with two Survivors on a gen because gens are too fast, that Killer with Pop will just stand in front of the gen until they can kick the gen with it. It is pretty sad to watch at and makes it not really worth to play in my opinion even though it is a fun an interesting Perk.
Maybe there is like another type of play you can make with Red Herring to distract the Killer with a gen he can't kick? But that probably would require SwF or just luck.
I like it. Its been the difference between me getting hooked and the killer snowballing or getting a gen completed a couple times recently. It also temporarily stops ruin and signals your teammates about the gen.
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Considering the sheer multitude of things that disable it I'd prefer it if it didn't go down whilst being chased. I think we all agree that tunneling is boring for both sides and should be discouraged, they went above and beyond in making it no longer a free anti-momentum perk but I'm surprised they didn't go for no timer in chases.
That said if this version makes it in I'm cool with it. I haven't used the perk myself in a few years and I only really remember it exists when I get punished for playing too well and getting too many hooks too fast.
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@DoritoHead said:
wait what'd they change
It's actually anti-tunnel now and not anti-momentum/free pressure for survivors. Disables on any action.
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Actually anti-tunnel now.
POGGERS
Only people who complain about this are gonna be troll SWFs lol.
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DS change is great. Its the change we've been lobbying for for years now. I'm happy with it. Hopefully it makes it in in this form or a similar.
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Wether or not the game is killer sided is almost entirely based on the survivors skill vs killer skill + killer picked.
A god tier killer will still lose to a good survivor team if he picks a low tier killer. But crush them if he plays a top tier.
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Killer? At least 3 kills or a non-exit gate escape.
Survivor? Really just an exit gate escape but if I end up dying to save at least 2 teammates I'd consider that a runner up prize. Hatch escape I see as a draw.
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Can't speak for others but when I play solo we're only teammates until the exit gates are powered. There's too many ways a teammate can screw you over for endgame plays in solo queue.
That said if a survivor who has been a great teammate or saved me at some point I'll try to repay the favor.
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I can say with certainty that games with keys almost always end in them dying for me. To be fair there's confirmation bias at work here.
How many games can you remember recently where a key user escaped? I can gaurantee there's 10x more matches in that time frame where they died and didn't, or escaped without using it.
That said I'm going to continue not using them as they are cheap.
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@AnnoyedAtTheGame said:
It's bad matchmaking forcing killers to camp the hook. If the killer isn't having fun getting run all over the maps every game then what do you expect them to do?
I had a game earlier where I hooked my first survivor and 3 gens popped. Do you really think I'm going to go away from my only kill? No chance, I'm going to face camp you until dead. I face camped and tunnel my only kill. Well, I think I killed 1 more in the end game.
I'm a red ranked killer, yeah. So why do I get to go up against 4 man SWF lobby when I use my legion? I've a level 15 legion with basic perks. Same goes for Billy at 15, Huntress at 19, Doctor at 24, Pig at 15, Clown at 26, Spirit at 15, Legion at 15, Oni at 15, Slinger at 15, PH at 19. When I use these killers, do you think it's fair for me to go in with red ranked survivors?
It isn't about face camping, it's about how many matches that player has had before that game. Maybe that player had 5 matches against really good players and got 0 killa. Maybe in your lobby your team lopped him for ages.
The game isn't really balanced at all and is putting us killers in with really good teams.
This isn't even remotely true in my experience. Killers camp when they know the team they're up against will feed them kills. I almost never see a killer camp when they're getting mulched, if they do when the 3rd gen since hte hook pops they panic and leave.
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If hexes were able to be used additionally alongside 4 perks they'd most likely be significantly nerfed. Even the ones that already suck like Huntress' Lullaby.
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Why would you say something so controversial yet so brave?
Jokeas aside I wouldn't say she takes 0 skill. She just takes comparitively low skill compared to Nurse/Huntress or Billy. Freddy has thi issue too. Too little effort for too high reward.
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Honestly this sounds less of a legitimate complaint and more of a "I want to play this game MY WAY, and other people should accomodate it". You're not entitled for players to play the way you want. If you're playing to win then why is it a bad thing that the other side does the same thing?
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This doesn't take into account that camping can sometimes be necessary or the smart play due to survivors running out to the hook in the open and clearly not doing gens.
Also body blocking as survivor can also be a smart play, its on the killer to either smack you and get through or go around, the fact that they're ignoring you completely to tunnel vision someone makes this smart survivor gameplay and a good use of teamwork. I can't count the amount of times I've saved a teammate at the exit gates by blocking a M1 tunneler between myself and a tree, and they could have got them or even me if they actually tried but they were dead set on tunneling one player to death.
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It depends entirely on playstyle. A lot of Trappers like to chase and trap pallets randomly then complain he's weak.
Smart trappers will spend their early game locking down a third or so of the map for the endgame. Thats where the problem lies. Trapper has to throw away his early game for endgame set up, but if the survivors have maps/perks or are just smart, they can remove his power entirely.
It's a problem with his base design, really. And I don't know how you'd fix it without changing him completely.
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@DontNerf said:
https://forum.deadbydaylight.com/en/discussion/comment/1907548#Comment_1907548
Its forced when thats their only defining trait, if any of the white characters where defined by their race then id argue that they are forced as well, luckily every character in the feeld they are unique and not just cookie cutter politcal statements. Which is sadly what some people want.
Yes but why are you making this claim that they would be? There isn't a single character "defined by their race" in DBD currently, and I don't think I've ever played a game where thats the case outside of aliens in Mass Effect. It's complaining for the sake of complaining.
Is one of the designers saying "hey, why don't we make the next guy/gal come from India" forced in your opinion? Even if it doesn't define their story or character? It's the same excuse people use when a gay character is added to a game they like.
Remember how upset people got about Hammerlock being confirmed gay in Borderlands 2 DLC? He was already an existing, defined character so it didn't take anything away from him or change his existing personality. And his sexuality was never hinted at before, straight or otherwise. Yet people threw a FIT and called it "forced diversity".
It's on the same level as "we can't let trans people in bathrooms, they're pervs" even though there are no recorded cases of actual trans people doing this. It's a tactic used to rile up idiots and get angry over nothing.
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It just got a little too samey for me.
I was excited to learn more about Trapper with the first Rift but his story ended up giving more questions than answers. It became pretty clear to me that this lore exists because of Rift passes, not because they wanted to give us a deeper look into the characters. Too many of the stories are just completely inconsequential and don't really add anything new to the character.
Oh look cowardly Dwight acted cowardly. Big woop.
If they really cared about that it would have just been released on its own.
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@DontNerf said:
https://forum.deadbydaylight.com/en/discussion/comment/1907493#Comment_1907493
Its Forced when the only reason for then being in the game is because of their race. I have no problem with adding them I just want characters that arent defined by they appearance/sex.
Yes but how do you determine that? You aren't on the design team, by your logic every non-white character in the game at this point could potentially be "forced". There's significantly more non-white people in this world than white. Is it forced that over half our roster is white people?
The only place outside of your post I've ever seen someone complain about "forced diversity" is when I used to browse /v/ on 4chan when I was a teenager.
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Indias a big place. Makes sense.
@DontNerf said:
https://forum.deadbydaylight.com/en/discussion/comment/1907119#Comment_1907119
The clue in the name "forced diversity" its forced onto people for no other reason than "because they indian" i want my character's to have depth not just to be cookie cutter like Apex character's.
"Forced diversity" is a false arguament. It always has been. If the designers want to make an indian charcater down the line to diversify the roster. That isn't forced. If we had an all black cast and suddenly a white character was added, would that be "forced diversity" in your opinion?
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dude what the hell. Why would you necrobump this. Notqueens post got my hopes up. God it sucks knowing the hope I felt back then was a massive DS buff.
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At this point I just want new game wide gameplay mechanics, not killer specific ones like Fountains/Pig boxes. I feel like it'll never happen though. I'm getting pretty bored of this game even with new content.
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You got teabagged so you tunneled and camped the person. Pretty pathetic play. Ever considered that playstyle might be why?
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@Yords said:
https://forum.deadbydaylight.com/en/discussion/comment/1904514#Comment_1904514
Ik, but the twins literally are only good if you tunnel and camp which are two huge no no's when it comes to this game to a lot of people because it is not fun. And then BHVR designs a killer specialized in the two... Their biggest problem is fundamental design. Scott Jund made an excellent video on this and I recommend you go watch that.
Oh I've seen it I've been following Scott for a good while. He makes good content.
The problem with the twins camping is so crazy to me. They knew it was a problem because Victor can't be placed near a hook.... but you can just walk 10 feet away, spawn him, run to the hook and return to Charlotte. HOW did that oversight make it through design? Do they actually play their game? It blow. my. mind.
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Bubba is like... middle of the road design wise, he always has been. He's got a very basic power design with a slightly higher skill ceiling than... say Micheal or something.
How people can say he's worse than Legion or Twins is mind blowing.
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@skylerbound said:
Maybe it’s cause I was playing Blight but Wow... I felt like I was the one being attacked by the corn the whole match.
You should see Myers on Rotten Fields. Rage incarnate.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1904444#Comment_1904444
Looks like OP means dream snares, and mangled/haemorrhage instead of lacerated/bleeding.
Oh jesus dear god no. The slow is strong enough already, that and the fact that they are easily spammable and aren't limited. At most that should be an add on and if so it shouldn't stack with Sloppy.
I thought maybe he meant Trails of Torment and that I could potentially agree with but Freddy is already strong enough for how little effort he takes to play, he doesn't need buffs.
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It takes a specific perk/add on build to make LF "uncounterable" but at the end of the day hes still a 115% killer with no additional mobility and decent anti loop. Do gens.
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passing through what?
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@AChaoticKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/1904362#Comment_1904362
you can only blame yourself for running into the killer, that actually changes nothing nothing to how she currently works when you run into her and as said you can get hit right next to her and because of the wake up time and speed boost you get you can take victor off and still reach a pallet.
And what about when thats combined with TR changing perks or multiple slowdown perks with good add ons? We've already seen what happens when you make a killer with shortcuts to an easy win with Pyramid Head and now the Twins and their consequence free hook camping. If these abusable design flaws exist bad players will exploit them making for a boring game for all involved.
Good killers won't play these killers due to them being shallow and having no learning curve and because of this the only matches will have this level of gameplay, and people will quit when they see the killer, then the killer will either get nerfed or thrown on the back burner and forgotten like Legion.
Twins is the worst killer gameplay design wise since Legion, maybe even ever. This change would make them significantly worse.
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I've always thought this was a major problem with this games design. If 1 player just quits or lets themselves die on first hook, or even is just AFK for the first 2 or so minutes the match can become completely unwinnable for the other players through no fault of their own. And most of the time the killer won't even have control over this.
I HATE when a player kills themselves on hook early as killer as it makes the game an easy win. You either have to play dumb and give the survivors some leeway, farm or just straight up quit and find another match.
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@AChaoticKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/1904041#Comment_1904041
did you ignore the fact that you can always take off victor before charlotte reaches you by just running the other way and starting the process of taking victor off immediately?
Thats entirely dependant on how far away she is which is something that the survivor won't know unless victor is loosed in a chase. Identical to how another survivor could get hit by Feral Frenzy and Legion decided you were the one who was going to die because of it.
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@AChaoticKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/1903852#Comment_1903852
victor does nearly nothing useful to help you down the survivor when latched on other than make them injured and unable to do interactions.
to capitalize on a survivor with victor you need to get to the survivor as charlotte after they got distance while you controlled victor as well as the time it took you to wake up along with the speed boost they got from getting hit. Even when you hit them with victor as they are next to you they still gain enough distance to safely take him off and get to a loop.
You can always take victor off before charlotte gets to you i don't see this being a problem unless you allow it and i also don't see why this killer shouldn't do that when it is legit impossible for her by getting 12 hooks against decent survivors you need to play in a scummy way.
edit: Of course other ideas that make the twins better and doesn't do this are welcomed but as they are this would be fine simply because you can always take victor off before the killer reaches you.
This would lead to a launch Legion situation where escaping the chase without going down is all but impossible. It doesn't matter if it takes time, if its an eventual or not, a chase that is simply impossible to win is not healthy from a design perspective.
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Okay then, remove the ability to see them with Killer Instinct and also remove slowdown while attempting to remove Victor.
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Its a great perk for stealth escapes. The nerf did hurt it but tbh it was kinda like Pigs old TR. There was no reason why it had a bonus that no other exhaustion perk had. Much like how pig had a 28m radius but was 115%.
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"killer is too hard"
"it was easier when killer was significantly harder"
Dude... what? Pallet counts halved, maps shrunk, killers buffed, stronger slowdown perks, new anti chase perk, survivors nerfed substantially. you're telling me it was easier with double pallet jungle gyms or multiple exhaustion procs per chase?
What are you on?
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@Hyd said:
https://forum.deadbydaylight.com/en/discussion/comment/1897423#Comment_1897423
So...you base his viability on teachable perks? You can throw Ruin/Undying and Pop on pretty much any killer and 4k 9/10 games against non-SWF. So, nerf all killers then. Or, actually, remove teachable perks.
I won't deny he's strong but he's not debilitating to play against. His teleport doesn't need changing imo, the cd is fine and any competent survivor on a gen can see it coming and get enough distance to a loop or escape completely before he gets there. Some people here talk about his teleport as if it's the same as Hag's, c'mon...
The auto sleep mechanic without any effort does need to be changed, I agree there. I shouldn't be able to afk the game and still make the survivors work for their win lol, I get that. Placing traps should, at minimum, slow him while he does it. Having no slowdown allows him to end loops a little too quickly, placing traps all while still catching up to the survivor. I don't mind that they persist forever though - I find most Survivors I play against only really trigger them in loops, so they don't last long anyway. Places where they should be strong to persist forever like hooks or gens, they're triggered far less often there in my experience.
I'm fine either way.
Either passive sleeping and snares changed or mobility changed. Despite being the "larger" changes, snares and sleeping would have less impact on his viability as his main strength is the synergy between perks and the teleport. Snares alone are only marginally better than Clowns bottles, its the fact that that combined with the teleport/perk synergy + slowdown that makes him a problem.
The main problem with Freddy right now is that he massively rewards minimal effort. His skill ceiling is extremely low for just how much utility he has.
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@slim0b said:
Billy at base-kit used to be an example of perfect balance but the sh*t devs did to him was straight up overkill.
Everyone right now is saying the same thing, the overheat mechanic is unnecessary. Just let go of your ego admit adding it was just a terrible mistake and remove it for the love of god, having to worry about a stupid cooldown and aiming your chainsaw right both at once just makes billy from fun to stressful.
Addons, replace this horrid "perk themed" failure with something thats actually useful, 25% enduring while using a chainsaw and getting stunned.
https://us.v-cdn.net/6030815/uploads/KA9DXTPBS879/image.png
This piece of garbage turn it into a slightly increases charge time addon with no drawbacks.
https://us.v-cdn.net/6030815/uploads/BLYVWRKTDSCU/image.png
And to the bunch of hardcore surv main dimwits that spammed "billy had no limit" while well knowing that he was balanced just to see another killer weakened, try playing current billy in red ranks for a good 10 matches in a row and tell me how you feel.
its a shame that this rework, unlike Nurse which added a new wall for new players and didn't hurt the good ones, only really hurt the good billys. The ones who put the time in to learn the curve and his actual hard as hell anti loop.
I don't see more than 1 curve billy every other month if that now, they were genuinly scary to play against. Now if I see billy its a noed hook camping purple rank.
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@Elik said:
So in my opinion exhaustion add ons can be a very fun addition to the gameplay if the exhaustion would only last 10 to 20 seconds. It would be a nice little challenge if u have to sometimes risk it and walk at the loops to get the exhaustion gone to maybe get your dead hard back. What do you guys think?
I would only be in favor of this is exhaustion reducing in chases returned. It would be way too strong and outright remove exhaustion perks form the meta, shrinking it futher.