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  • @Hippie said:

    https://forum.deadbydaylight.com/en/discussion/comment/2507094#Comment_2507094

    Well, I was replying to OP, so no I wasn't exactly paying attention to your comment... sorry 😛

    But even then I would say it always depends on the situation. In all my games, I can't make a definite statement on it being unnecessary or necessary. I would honestly say however that I've found it to be more necessary than not.

    So you woukd say it's unesseary at times which is what I said

  • @Tekno_Badger said:

    https://forum.deadbydaylight.com/en/discussion/comment/2506311#Comment_2506311

    Okay, look, as someone who plays both sides and has been facecamped for looping a killer too well as well as been keyed out even when I played far better than the survivors, here's my take. Keys are absolutely busted, they allow 2 escapes when only about 50% of the survivors objective is done, and killers can't truly counter it. They take no skill to use, and you aren't going to run out of them when only 1/4 has to equip one.

    As for camping, it's freaking boring, but the game isn't balanced around 12-hooking, and the devs have said they have no intention of doing so either. Facecamping when you get salty is an issue. But if survivors start taking the free 3 out, killers will stop doing this as much. It's not exactly a solution, but it's not useless either. And strategic camping is absolutely counterable unless it's a facecamping Bubba, and there's enough perks to prevent tunneling and camping that I don't see *strategic* camping as an issue.

    So in short, survivors really don't need keys to win, but killers are going to start losing far more if they're forced to 12-hook, even if camping is extremely boring and annoying. Now if the devs wanted to actually solve these two things, here's what I'd do:

    • Make keys take 8s to open the hatch, and regress the progress when not fully opened to prevent 99ing. Allow grabbing from the opening process but not when jumping in. This one is pretty simple.
    • Camping is tricky, because the game is actually balanced around it. I wouldn't mind seeing a Camaraderie mechanic of sorts for when the killer remains close to the hook for too long, but you'd also have to deactivate it when survivors are nearby to prevent it from being abused. And then you'd also have to buff killers in an appropriate way so as to not disrupt balancing. As for what that buff could be, I don't know. Smaller maps? An Early Game Collapse to diminish the initial gen-rush issues in matches? Prevent 99ing of Exit Gates? Personally I think all 3 should be implemented regardless, but they'd be good counterbalance to a camping deterrent.

    Well I suppose you should define win as a killer, do you mean 4k only? Becusse as a survivor main I don't need to camp to get 4ks. I don't get them every match either but again not a killer main

  • @Hippie said:

    https://www.youtube.com/watch?v=qMwNsiS8shg

    Yeah, healing is unnecessary... sure...

    Not meaning to be overly snarky or anything but I think it comes down to game awareness more than the action itself. I was only a couple seconds away from being fully healed, and I know I can't communicate that effectively but it still sucked that she didn't touch me for at least one second to see I was near full health. And yeah, I could have played that better, but it still sucks when something like this happens. It's not the first time that if we had been a little more altruistic then the outcome would have been better.

    I personally prioritize healing over generators (in proper situations) because I would rather not have me or my teammates run around exposed while the Killer has clearer priorities, i.e. only three gens left to patrol. I'd rather be able to take a hit and bodyblock for my teammates than get the generator done a little faster and be one hit away from a faceplant.

    I literally just played a game yesterday where no one would heal me because they were too busy with generators (I was chased by the Huntress most of the match, didn't go down though), and I ended up being unable to take a hit for my teammate and they went down outside the exit gate and I got forced out. Instead of making a flat statement, telling people to not help out their teammates in an endgame scenario, maybe encourage analyzing the situation and making better calls based on game knowledge and situational awareness.

    You did see how I stated often unnecessary not always unnecessary

  • @jajay119 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2506748#Comment_2506748

    I noticed when I logged onto the game this evening it was in the notices for updates etc. That appeared. So they do tell us. I guess it's just easy to miss. I've never noticed a notice like that before.

    Oh I'm not saying they don't tell us just that having a place where you can check if maps are in or out. In case you don't play every day

  • @jajay119 said:

    I think if you're downed and youre the last survivor your should either be able to heal out of the dying phase once or still use items.

    Ive had multiple matches now where the killer will down multiple people and wonder off. Whether to find others or perhaps to find the hatch. But it's rather boring if you crawl away and manage to evade the killer to have nothing to do but wait to bleed out.

    To heal only to be told 'find help' when the game clearly knows all other survivors have been sacrificed is stupid. This should compensate by a series of skill checks that you have to complete to heal yourself. If you fail the skill check you will make the normal injured noise revealing yourself to the killer. If you pass you can get up and remain in the injured state until you find a medipack.

    If you have a medipack you should still be able to use it. This could happen in one of two ways. It makes the healing quicker and allows you to recover from the dying state or you consume the medipack instantly and recover from the dying state. Either way the medipack would be gone and you would still be in the injured state when you get up.

    Finally, in line with being able to use the medipack, you should be able to use a key to open the hatch and escape. You can escape when downed if the hatch is open. I don't see why you shouldn't have the same last ditch effort as if you were healthy/injured - especially as if you've been downed, escaped the killer and managed to find the hatch all whilst crawling on the ground you kinda deserve it more.

    Again this is just for those survivors who are the last ones and downed prior to the third survivor being sacrificed when there is no other way to recover which doesn't seem fair/balanced.

    You can just save your Unbreakable

  • @Apollos said:

    https://forum.deadbydaylight.com/en/discussion/comment/2506170#Comment_2506170

    They did it when RPD was down during the RPD chapter but haven't since. It seems like a pretty simple thing if they've done it before.

    It be nice if they would sticky downed maps on this forum somewhere but I guess I'm the only one who thinks so I started a thread asking for it but no takers

  • @GentlemanFridge said:

    https://forum.deadbydaylight.com/en/discussion/comment/2506710#Comment_2506710

    They can already do this. It’s called “dodging” by the community, and is often frowned upon.

    That's what I was referring to. I meant they had the option not that it needed to be implemented

  • @GentlemanFridge said:

    I mean, this is effectively “banning” a certain character from being chosen. This would disrupt the systems in place in so many ways.

    One scenario is that every survivor gets a ban vote decided pre-lobby, in 4-man squads, that effectively means no spirit, nurse, blight, and whoever comes after that.

    In another scenario, all survivors collectively get to ban 1 killer. That can only happen whilst the lobby has already been made, with the killer most likely already in waiting. If the vote decides the killer the killer-player has chosen (which they can’t change anymore once connected, because of their MMR with said killer determining the lobby they’re connected to in the first place), they’ll either be kicked, or forced into another option with which they could be substantially better or worse with, defeating the entire point of MMR. Not even mentioning how it is just a middle finger to the killer-player, denying them from playing who they want.

    This ain’t a MOBA. Besides, if we’re gonna do any banning at all, it’s the killer that should get to do it.

    Killer can opt out of any loby with survivors they don't want to Play against, or survivors who bring items they don't like

  • @wxnickxw said:

    https://forum.deadbydaylight.com/en/discussion/comment/2506613#Comment_2506613

    I will have to try that. I'm on counsol so hopefully that works

    I tried logging out and back in my reset didn't retrigger maybe doesn't work on xbix or maybe you have to log out immediately after reseting

  • He's warning people so the thread doesn't get deleted. It's not his fault it's against forum rules to discuss how sbmm is currently designed

  • @Kasamsky said:

    So what you're saying is genrush and make games 5 minutes long.

    Not healing is not genrushing. Genrushing woukd be ignoring everything and everyone else to focus on gens. Ie leaving teammates to die.


    Healing is often just unessesaary.

  • @Toxicboii said:

    https://forum.deadbydaylight.com/en/discussion/comment/2506692#Comment_2506692

    In interaction speed (including vaults-).

    And the boosts are negligible...

    Plenty of boosts are for only a few percentage points that doesn't make them negligible.


    Also how much does premonition speed you up by, to compare

  • @indieeden7 said:

    1) It has a cooldown

    2) The information It gives you is less valuable than the information given by Spine Chill, it doesn't matter if the killer is near me if they aren't coming over to me.

    Also spine chill makes you faster

  • @ShinobuSK said:

    Nah, I take spirit over nurse game anyday.

    I really enjoy the nurses chase becusse it's different than any other killer, charging the nurse is hilarious

  • @botrax said:

    https://forum.deadbydaylight.com/en/discussion/comment/2506611#Comment_2506611

    I just saw that i was sure it was fine because im not toxic against anybody

    Yah I don't think your toxic I'm just warning people because it's definitely not something you think would be a problem to discuss

  • @ThiccBudhha said:

    https://forum.deadbydaylight.com/en/discussion/comment/2506609#Comment_2506609

    You get 300 bonus experience for your first game as killer and survivor. So I assume he is just playing one game of survivor and dipping.

    But you can reset those daily missions too. Just log out after you use the daily reset if it is still a challenge you do not want to do. You can keep doing that until you get one you want to do.

    I will have to try that. I'm on counsol so hopefully that works

  • @latinfla4 said:

    30 minutes really? With killers I dont even touch...yeah and for the round to be over by a genbot squad at 5 minutes🤣🤣🤣🤣

    No thank you doing my survivor daily and playing something else that doesn't punish me for playing and supporting their game.

    Hopefully the next patch fixes the broken individual sbmm killer because this is ridiculous.

    Anyone experiencing this? Let your voices be heard I dont think bhvr wants to lose more 🤑

    Does survivor Dailey refer to the daily challenges that you can have up to 3 of? Cause I haven't seen a survivor one in a long time it's all play Twins Blight or some other killer 9 dont enjoy

  • @TwitchyMike said:

    I am just starting to wonder why there are 3 rarity's of perks. It's just baffling. Get rid of rarity for addons and perks and offerings. Just make everything set and standard.

    For the grind that's 3hy they are there

  • @DarkJokerOfAmuro said:

    https://forum.deadbydaylight.com/en/discussion/comment/2506325#Comment_2506325

    ......ok forgive me but... have you NOT seen the movies at all???

    That doesn't really matter. Dbd has to worry about itself getting bad press or canceled. Not an old movie

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2506331#Comment_2506331

    The killer can only chase 1 survivor. Which means the other survivors can do gens. But Repressed Alliance is what you are looking for. It blocks the gen for 30 seconds.

    Oh ######### I completely forgot about that one, thanks man

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2505887#Comment_2505887

    Undying Ruin can be completely ignored during the match though. Since they have 0 impact on survivors hugging gens.

    The same can't be said about certain survivor perks.

    You need to tell me what perk you use yo stay on gebs when the killer shows up

  • @Sluzzy said:

    In the last 10 matches, I’ve seen nothing but Ruin and usually Undying too. Not to mention a dramatic increase in tunneling and slugging. The killers all won and that’s very bad balance.

    For how difficult it is for survivors to increase their MMRs, the data should show an overabundance of killers using Ruin, Undying, and other slowdown perks that is artificially increasing MMRs of killers. Survivor MMR is not taking this into account, every match is still no chance of survival. This is why there are so many killers with high MMRs and hardly any survivors except for SWF that is able to somehow do the hard to do gens. These perks are not fun to verse every single game and I’m looking for a discussion from the devs on addressing this problem. It has to be acknowledged.

    Please define won in your post. 4k 3k 2k or 1k

  • @raze_ said:

    if its really beacuse of problems with the license i do understand it.

    but if its because people complained about it because maybe its too sexual or whatever then im really disapointed.

    Can you really blame them for that? if there's a risk that they could face some form of backlash or fund themselves getting canceled they have to protect themselves

  • @Tekno_Badger said:

    https://forum.deadbydaylight.com/en/discussion/comment/2504193#Comment_2504193

    I get what you mean. But the devs implement fixes at a glacial pace, and they ignore 99.9999% of ideas anyway, even if they're good ones. I can't remember the last fix that was actually beneficial to the balance and the fun aspect of the game. The community, especially the veteran community is just fed up with them at this point. I know I am. This game could be in a far better state if they listened to their community instead of acting like they know best when half of them don't even play the game. God knows they don't give a ######### what their QA teams say either, even when they do actually do their jobs, or we wouldn't have such buggy and unfinished chapters and patches. It's pathetic that Dead Dawg was back for 1 day before it got disabled again for the exact same issue they were supposed to have fixed the first time. And why disable The Game and RPD just to not fix their glaring balance issues??

    Yah it seems like there are 2 really bad things that need to be fixed, keys and camping. Unfortunately you have Streams of killer mains rushing to complain it's abusive whenever fixing camping is proposed and a slew of survivor mains doing the same thing for keys.


    I even proposed in a thread that we should get a large portion of killer mains and survivor mains to propose to fix the 2 at the same time in the hopes that by demonstrating on the forums that everyone could agree it may get seriously looked at by the devs. That idea died pretty quick, turns out killer mains wiukd rather keep keys than lose camping (I'd imagine survivor mains would have acted similarly just thay killers mains happened to respond first.)

  • Becusse its a team game so casual doesn't mean you don't want to play with teammates of roughly your skill level.


    I mean that's the intention behind sbmm not necessarily hiw they have implemented it becuase quite frankly the system in place is really not looking at the right things

  • @Milo said:

    Currently only Dead Dawg Salloon if im correct.

    I don't suppose there's a place I can check on these forums where disabled Maps are kept like a single sticky or something?

  • @Hex_Llama said:

    If survivors have the option to die on the ground, and it scores for the killer the same as if they killed themselves on hook (which they already do), I don't think this is a terrible idea from a fairness perspective -- it sucks for their teammates, but I don't think it sucks more than if they killed themselves on hook.

    The one issue I see is that this potentially becomes the new way of DCing on the ground to spite someone by denying them their stacks, only without the DC penalty.

    What about for the teammates of the survivor?

  • you shouldn't say that skill based matchmaking is a mistake just that it is poorly designed and not working well as you should be matched up against newer players like yourself .

  • @lordfart said:

    https://forum.deadbydaylight.com/en/discussion/comment/2504404#Comment_2504404

    But this entire thread is about making it so there is a pause on hook timer lol

    Yah and it still will the discussion is about how to make thay work hence the exception for chases.


    So I'll put it to you like this woth that exception do you see any problems woth it besides the fact that killers would stop camping if it was implemented?

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2504703#Comment_2504703

    Probably because it was easier to balance moris out, it was just a value change.

    I believe keys need to be completely replaced as a mechanic.

    They could just make keys take time to open hatch

  • @DemonDaddy said:

    Survivor experience is the same if not better. Solo teammates feel more capable and killers are a threat intent on eliminating me.

    Killer matches have only become more difficult even after multiple matches of complete defeat. Every game has zero room for a chill approach to play.

    You know if the system works properly than every game you play can be against chill players. You yourself just also have to play chill.

    What you can't do is be serious yourself and expect to play chill opponents

  • @Zarathos said:

    https://forum.deadbydaylight.com/en/discussion/comment/2504715#Comment_2504715

    Not when you can get the same quality of play from somewhere else. The progression obsession is a fallacy when applied to the entertainment industry. So many pieces of media is vying for your attention and a grind one takes to the extreme will reduce player retention especially when baseline game mechanic's like bt and ds is unavailable to newer players.

    You may want to take a brief glance at the free to play market where games are designed to have lower quality play but are successful becuase of it.

  • @LapisInfernalis said:

    https://forum.deadbydaylight.com/en/discussion/comment/2504423#Comment_2504423

    Where have you read that they forbade us talking about it? With link pls.

    They consider it a leak which is banned .

    Edit

    I'm not sure how to quote a message I got from a mod but 5his is the relevant portion:


    "Please avoid discussing leaks/suspected leaks or datamined information on our platforms, thank you."


    Another edit https://forum.deadbydaylight.com/en/discussion/87004/forum-rules#latest that's the rules portion just search the word leak it will take you right to it

  • @SabunoHakia said:

    https://forum.deadbydaylight.com/en/discussion/comment/2504717#Comment_2504717

    Unbreakable only works once, Soul Guard only works while "YOU" are directly affected by a hex, once the hex is gone so is the ability to get up. Only no mither does this infinitely with no requirements but let's be honest No mither equal insta hook. So unbreakable once, No mither in it's current state with no 100% iron will and one initial hit before the killer knows your using no mither you will just be a meat slab, soul guard yes but if no hex? I MYSELF find slugging fair but I run a build not centered around a hex for that very reason but my build requires me to hook as well so they aren't down for long.

    The soul guard also makes you invulnerable for a bit

  • @BastardKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/2504754#Comment_2504754

    It's not about not getting 4ks. In a lot of my survivor games, the killer can't even get 3 hooks against us with metabuilds.

    Sounds like sbmm isn't working as intended then if you guys are getting matched with low skill killers. Did you have that happen before sbmm?

  • @BastardKing said:

    They need to do ranked and unranked, so we can enjoy some casual #########. Sometimes I want to try weird combos.

    Yah but then que times get even worse. You can still try out fun combos if there no good you just have to be prepared nit to get the 4k There's nothing wrong with that

  • @BastardKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/2504720#Comment_2504720

    God, I hated that achievement, just because people were dicks and would go in lockers, which there is no counter to. I four manned so many people and just let them die on the floor for doing that #########. That being said, yes, they are supposed to be harder, but MMR doesn't take into account the perks you use. They have said that. So if you win by using the best perks, good items/add ons, etc, then it suddenly says "Use generic perk that isn't actually useful" then it becomes impossible. Getting Adept with a killer when you first start using them versus if you have high MMR, for example, is a completely different challenge, because Adept isn't made to be viable if you are playing people at the top level.

    Haha yah that match involved a lot of letting them drop and going after their teammate till I caught one off guard. Ended up letting the last one escape my grasp and he raced to look for the hatch. He didn't get it :)

  • @BastardKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/2504673#Comment_2504673

    Some of the "Do this in a single game"s are really hard when the other group is extremely good. You require near meta perks to go against people in the upper brackets.

    True but that's kind of the point if the really hard ones, you gotta work for it and some matches are I.possible. I remeber going for meyers 4 insta kills. It took me quite a few matches becusse some survivors figured it out and would stop you from doing it. The one I finally got it on went over 20 min bevusse the last 2 knew what I was trying to so but still tried to escape. Ended up being a really annoying match but can't really blame them

  • @itsPina said:

    I am so tired of being slugged on the ground for 4 minutes. Please give me the option to end my suffering without DCing.

    Bribg Unbreakable and or soulguard you will never get left alone again

  • @Zarathos said:

    Take out the tiered perks. Purchase a perk at its final tier for double the price. It must be a nightmare programing different tiers for every perk might as well do away with it. People aren't playing your game for the grind. Tier 1 devour hope vs tier 2 dh is crazy in terms of power.

    The people aren't happy to grind but there business model kind of requires it. Also as much as people don't think the grind is great skinner boxes are a thing becuase they work ti some degree or another on just about everyone

  • @BastardKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/2504681#Comment_2504681

    The glyph challenges are good examples, because you go out of your way to search for them, even it takes 3 games to do it. Also, other survivors cannot deny your progress. Neither can the killer with just a regular chase, unless they tunnel and camp from the start.

    Sabo challenges are good challenges because you can go out of your way to do it, and make a lot of progress because you CHOOSE to.

    Almost all of their "Complete in one challenge" challenges are good. Even if it takes multiple attempts, it is usually actually a challenge.

    Get X hooks in the basement is a good challenge, because you can go out of your way to try and get basement hooks. Get X regular hooks is not.

    Keep Calm is a great one; Succeed at 5 skill checks while within the killer's terror radius. You have to go out of your way to do something a little riskier.

    Hit survivors 50 times is a bad challenge, because that is just something you are doing anyway, it just takes a while to get that many.

    Open X chests is a bad challenge, because only 3 chests spawn by default. If you cannot communicate with your teammates, even if you bring a coin, they might start opening them. It is just you play several games till it happens.

    We're on the same page now. So what do you think about types of challenges that haven't appeared before, something like do nit heal the entire match and escapr, don't enter into a chase and escape., or perhaps challenges than negatively effect you when chosen like a speed debuff or something

  • Yah I know there's a work around but I kinda mean it more like teading in x amount when your a little short to buys something

  • @BastardKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/2504645#Comment_2504645

    I literally said it. Twice. Once in the original, once in the one above. How are you not getting it? I want the numbers reduced. I am saying "Do 12 gens" is a bad challenge because it isn't a challenge. It is something you do anyway, but it wants you to do it for a long time over a lot of games. You always get some progress. You don't actually have to DO anything except play. You just have to play for a long time. It is a participation trophy challenge.

    So is do 3 gens a good challenge then or do you have an example of something else that you would like to see?

  • @Uotsumi said:

    On SBMM, we are not given the time to play for the challenge.

    Reduce the difficulty of the challenge.

    Which challenge are you having so much trouble with? Appart from the broken ones I mean

  • @BastardKing said:

    When you PX a killer/survivor, it should auto unlock their teachables at that rank. P3 David, all your survivors have No Mither 3, Deadhard 3, and We're Gonna Live Forever 3.

    P1 Trapper, all killers have Brutal Strength 1, Unnerving Presence 1, Agitation 1.

    This would reduce the grind in a way that would still satisfy people who have played for a long time as well. It means each new killer/survivor that comes out automatically has all the perks they want.

    I would like the ability to exchange iri or gold shards for bloodpoints

  • @Fnatic47 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2504641#Comment_2504641

    Facts: i never camp, 1 chase = 4 gens done.

    I Said before and i say it again, talking to a survivor it the same thing if i was talking to a wall.

    If one if your chases lasts that long you need to break off and go after an easier survivor you happen to be matched against someone much better than you but the entire team shouldn't be. Sometimes they will but there's almost always a weak link or 2


    If the sbmm works as intended you'll find your level dropping and those good survivors raising and you won't play against them anymore


    Edit if chases aren't your think I'd also recommend giving a stealth killer a try or maybe one with a projectile

  • @BastardKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/2504632#Comment_2504632

    I did not say hard, I said tedious. As in, too long, boring, and uninteresting. All of them can be done, and progress can be made quite easily, but it is only made SLOWLY, and against high numbers. I want the numbers reduced. All of this is covered quite overly. You can't ignore all of them because some of them block significant portions of the tome.

    OK so again I ask what do you want? your not just saying do 3 gens is a great challenge becuase it can be done in one match and do 13 is awfull becuasw it takes 4 matches are you?

  • @ProveKa said:

    Some spoke of abuse.The biggest abusers in this game are the killers.

    Don't you have DS?

    tunnel.

    Does the saver not have BT?

    tunnel.

    Nothing

    Tunnel,camp.

    Killer nurse.

    DS,BT it doesn't matter because I'm a nurse.

    Is there a hook on the hill.

    let me set up camp

    That's nit abusing the system though. We want to address camping becuase it's designed poorly. The system incentives it so don't call it abusing the system becuase you dilute the words meaning.( even more than killer mains who claim its abusive to change the game so that camping is no longer a good strategy )

  • @BastardKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/2504531#Comment_2504531

    They aren't challenging though. They are things that happen naturally over gameplay, but only in limited amounts. I can go out of my way to do almost every killer challenge except 2-3, but only like, 1/3rd of the survivor challenges are like that. There is no challenge, no skill, just grind. And most of the time, they aren't even things you can go out of your way to do. Like I said, my current count is 7 games to do 10/12 gens. Because I get chased. I cannot influence that at all. So there is no challenge or gameplay on my part, just luck and grind.

    I mean if they aren't fun you can just ignore them entirely. I'm not sure what you want, in the begging of the post you complained they were to hard and at the end that they would happen without trying. I think it's a nice blend but if you don't then what exactly do you think they should be?

  • @Yatol said:

    https://forum.deadbydaylight.com/en/discussion/comment/2504437#Comment_2504437

    because without an exact calculation you will never know when you reduced your MMR to the point you will be matched with new players

    >And if you know how they calculate the scores and people find loopholes than that's good because the devs could then close the loopholes and make the system better overall

    quite the opposite actually it creates more problems, If people find loopholes the devs can't fix it they need to rework the whole system.

    Take for example if the system took into account silly things like time spent cleansing totems or how long a match played. Then players could purposefully delay matches or just constantly almist cleanse the same totem over and over. Well then the devs could adjust the system to nit take these things into account. Or take them into account in a different way. Using my example thay would be changing monitoring cleanse time to actually cleanses or just nit take it into account at all.


    Where as if it's hidden people messing around with totems or unessesarily long games would be very high rank when they don't have the actually skill to be there

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