notdragonite
notdragonite
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- notdragonite
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if you consider toxic survivors having flashlights annoying being the sole factor as to why flashlights shouldn’t be in the game… you need a serious reality check. toxic clicky survivors following you all game for a flashlight save is a detriment to them, and beneficial to you. those who follow you with flashlights aren’t doing gens, so that’s (considering it was 1 survivor chasing you) 2 survivors not doing gens which is insane pressure on them. plus toxicity is subjective. if survivors being quote unquote “toxic” to you is bothering you, stop playing the game. it’s that simple. you can’t just be like “umm well actually i’ve had bully survivors spam flashlight clicks and blind me all game, so flashlights should be perma-banned”. that’s on you for letting it get to you, not on the rest of the community. people who use flashlights for genuine reasons shouldn’t be punished because a few people are upset that a survivor used a flashlight on them.
and last point of argument i’ll make is, you can’t just have blinding killers behind a paywall. leon and jill are the only other ways of getting blinds (not including event firecrackers, which are limited time btw) so for starters challenges that require blinds are now behind paywalls? that wouldn’t make any sense nor would be fair, and secondly people shouldn’t have to pay to blind in general.
moral of the story, perma-banning flashlights is a terrible suggestion and shouldn’t come into fruition, thank you.
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angry killer
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it is how it used to work, and to be honest it wouldn’t be soooo bad if it worked like that. i don’t think it would be a terrible addition, because the killer (with the right timing) can still grab you anyways. so i don’t know how i feel about it, but who knows
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now these wouldn’t be a bad idea all things considered. specifically the teamwork perks having a lingering timer. their cool-downs are absolutely atrocious, and so retaining them for a few seconds would actually be quite a smart addition.
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if this was an april fools joke, well done. you just played so many people.
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@Bloodartist said:
Make it so that when demanifested she can go through pallets..
yeah after looking at that it does seem a little bit silly. i just kind of thought it would be a nice idea to help her chase ability but it does seem a bit oppressive.
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@BubbleBuster said:
https://forum.deadbydaylight.com/en/discussion/comment/3130942#Comment_3130942
thats what add-ons are for imo.
imagine a person using 2 good add-ons with 5 traps or using 1 good add-on with 1 add-on that gives 1 more trap.
it could even be a yellow or brown add-on so it is basicaly basekit if you play her regularly. I just dont want to give her 5 beartraps and let her use 2 good add-ons. that seems too oppressive
that’s why i was thinking about an addon shakeup.
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fair points here. i just don’t know where i’m at with clown. i don’t have a clue on what i could change about him.
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@Crowman said:
There is already a base of 6 pools of devotions on a trial. Plague just also has some addons to increase or decrease that number.
And honestly your changes don't really seem to accomplish any kind of goal. You want to remove the Plague's ability to fully infect someone via Vile Purge, but then Vile Purge largely just becomes puke on objects to either stall or force infections or apply after you've down a survivor. It takes away from her theme and don't see it as necessary change. It feels more like changing her for the sake of changing rather than trying to accomplish anything.
How often is Plague with Corrupt Purge actually hitting multiple survivors in your games? The only situation where that really happens is at unhooks and survivors have a base endurance for 5 seconds upon being unhook so that's not really an issue anymore. Not to mention you want to nerf her corrupt purge charge time by 2 whole seconds. That's an insane amount of time.
It doesn't feel like you really play Plague and just want to make her easy to play against.
if you don’t like what i say, that’s fine. you are entitled to an opinion go on. but don’t come here and patronise me and act like you know how i play the game or who i play the game as and in general act like you know me. my opinion is my opinion, i don’t need you coming here and basically telling me my opinion is trash, no one’s opinion is trash when it comes to killer fixes in dbd because it’s just a game and in the end of the day, i’m entitled to that an opinion. so don’t patronise me and don’t tell me my opinion is essentially bad.
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@Crowman said:
There is already a base of 6 pools of devotions on a trial. Plague just also has some addons to increase or decrease that number.
And honestly your changes don't really seem to accomplish any kind of goal. You want to remove the Plague's ability to fully infect someone via Vile Purge, but then Vile Purge largely just becomes puke on objects to either stall or force infections or apply after you've down a survivor. It takes away from her theme and don't see it as necessary change. It feels more like changing her for the sake of changing rather than trying to accomplish anything.
How often is Plague with Corrupt Purge actually hitting multiple survivors in your games? The only situation where that really happens is at unhooks and survivors have a base endurance for 5 seconds upon being unhook so that's not really an issue anymore. Not to mention you want to nerf her corrupt purge charge time by 2 whole seconds. That's an insane amount of time.
It doesn't feel like you really play Plague and just want to make her easy to play against.
i respect your opinion. but i do actually play plague, quite a lot actually. but even playing plague is generally boring because she just wins. she just does aswell. it’s a mindless killer. you don’t necessarily have to have a brain to play plague. you just do. so i would appreciate if you didn’t patronise me for a start thank you.
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@BubbleBuster said:
imo this is another soloQ issue.
Plague is fine to play against but if teammates cant communicate, people will cleanse when they shouldnt and not call out where she is while having corrupt purge.
IMO she would be a fine killer if the devs would finally implement some sort of communication system (not voice chat) for soloQ
as much as it is a solo queue issue, swf can still struggle against plague.
there isn’t much counter play to plague and these changes were generally made to introduce some sort of counter play and make it a little bit easier against plague.
because again she just feels boring and dull to play against. it’s just not fun going against her.
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@BubbleBuster said:
What Pig needs:
- her stealth needs buffs
- her removed endgame should come back imo
- her dash needs buffs
- her add-ons need a rework
What Pig doesnt need:
- more reverse beartraps (unless through add-ons)
- more slowdown through beartraps
- injuring survivors passively through heavy RNG
i m fine with punishing survivors by reducing their timers if they do certain actions but that might be too oppressive.
a good rework would be weakening her ability to kill with RBTs but increasing her chase or stealth power with buffs as she feels meh to play ever since her endgame is gone.
fair points but again, her traps are so rng dependant that i think atleast 5 base kit is fine and good enough for slow down. i like your ideas but i’m still sticking with an extra reverse bear trap.
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@Deathstroke said:
https://forum.deadbydaylight.com/en/discussion/340968/what-if-dead-by-daylight
Well I just want 2 killer vs 8 survivors gamemode and that's not joke. It does not have to be balanced would be fun to play with friend and test how different killer powers work with each other.
yeah like a blight x nurse moment.
wouldn’t that be something.
and that isn’t meant to sound erotic. it’s only what you make it. but i can assure you it only meant a duo, nothing more.
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there is a line between flat out toxicity and just a little bit of in game banter.
you know the survivor does a little bit of tbagging, take it as nothing more than a simple joke. nothing to get angry over.
you slap them on hook, there’s your fair share of banter.
but toxicity comes in when the survivor clicks you, or spams you with messages or is horrible in end game chat etc etc.
so in game banter is fine, it’s funny and it generally shouldn’t get to you to often. (if it gets to you majorly and you are horrible to the opposing side in end game then i’m sorry but you have anger issues and need to speak to someone, because in end of the day… it’s just a game and it shouldn’t be your life. plus i can guarantee that there is a million other things to worry about and get angry over, and not just a clicks clicks come chase me killer cause i think i’m good claudette you know)
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@oxygen said:
While I understand why people might do it and even feel like it's justified, personally I refuse to do it.
My main issue is that the very concept of toxicity is something with such an extremely varied definition that might very well change from player to player. It's not just the "obvious" stuff like tbagging or hook hits that make people feel like "retaliatory toxicity" is justified, all the completely wild things people consider "toxic" or "abuse" might lead to that kinda behavior. As a result it's really not as simple as "You tbag/hook hit me, I do the opposite to you".
okay albert einstein.
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@Nun_So_Vile said:
What if dead by daylight got a Netflix adaption. Who would be the protagonist?
jeff
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@LittleBigSunset said:
I'm only ever 'toxic' when the opposing side are to me first. And that only really applies to me when playing killer. If they're gonna go out of their way to try and make my experience unfun, I'm going to stop caring as much about how much fun they're having. But you have to take it on a game by game basis. No going into the next match and being an ######### from the get go just because the last lot of survivors felt like being cocks and rubbing in a loss or taking advantage of knowing you're worse than they are.
Really though you should never take anything beyond the game itself. Someone wants to click at you and teabag then by all means tunnel them out. But don't sling ######### at each other in the post game chat or private messages. It's only a game at the end of the day and simply not worth the effort or thought. Nothing good comes from it. You move on and go into the next game and before you know it it's all forgotten about.
To answer your question, I don't think it's 'toxic' to 'hit back' as hard as your opponent is in-game. You want to play dirty I'll play dirty back. But if you start getting personal and messaging people and saying ######### beyond the game then that is toxic. Not just in DBD but toxic behaviour in general. Unfortunately some people have bad games and then use that as an excuse to play dirty against the next people they go up against even if they've done nothing to deserve it. That's why the community has the reputation it has. If you lose bad and to a team/player that wants to rub it in then it can be fairly frustrating. But taking it out on the next people you verse isn't the solution.
whenever i have a bad game, i generally don’t take it onto the next game or post chat. i will still hold that grudge and that angry feeling, and generally show signs of try hardiness in the next game but never actually be toxic or salty to people that in no means deserve it. i always try better in the next games because that’s what you do, you know just try your best and don’t get angry at other innocents.
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@HNTR_Green said:
I am mostly ok with this (as a Plague main for killer) except the idea of repeated puke not speeding up infection rate. Right now the daily challenge for Plague requires us to hit 4 survivors with our M1 when they are fully infected. If you make it so only interacting with infected objects speeds it up or it takes a full minute to finish, you are making this challenge near impossible to complete in one match. Most of the other stuff I'm ok with, but not something that directly hinders completion of a daily challenge. If you think plague players were toxic before, this will encourage them to tunnel infected people off hook for that thing alone.
yeah tbh looking back at it, it is a stupid idea and i think it is a bit obnoxious.
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@HNTR_Green said:
Regarding the punishment for killers within range of a hooked survivor, I would say some changes would need to be made. First off, never disable a killer's ability, especially for the next change I would make, which is to disable said penalties if an unhooked survivor is also within that range. I can't count how many times I've hooked a survivor only to immediately have to track down the other survivor who followed me and tried to hinder my hooking. I don't deserve to be penalized because another survivor decides to loop me in range of a hooked survivor. If you disable the killer's power but make it so that penalties don't apply when an unhooked survivor is within the range as well, you are giving the killer a free notification as to the presence of the other survivor. If you keep them without a power, then you gave that survivor an unfair advantage against the killer.
but then you look at it at the flip side, face camping bubba/billy. it really ain’t fair thag one survivor is punished and is basically not able to be saved for the rest of the game because the killer is so heavily powerful when it comes to camping. now that’s an unfair advantage. and other killers like trickster, he can literally laser someone who’s going for a save which is completely unfair and in by no means should be apart of gameplay. this game shouldn’t be survivor or killer sided, and camping is a very very very annoying and stupid aspect of this game. i respect your opinion, but i still standby my “disable power within hook range”
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3130467#Comment_3130467
Survivor main, that's a new one. 🤣
You don't think it's enough to make each survivor waste up to 60s not doing anything to progress the objectives?
Pig already had the best slowdown mechanic in the game.
i wasn’t trying to insult anyone, don’t need to put your defences up. sorry if it seemed insulting to you. but i just think 5 is great for basekit. that’s all i’m saying.
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yep, i’m here all day. heard it all.
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@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/comment/3130496#Comment_3130496
I always applaud those people who try to break the mold and make everyone crack a smile :) /non-s
i would 1000000% agree
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@HugTheHag said:
I get that the post is a joke, but something I think is genuinely cool is survivors actually fighting back in Wesker's mori. It doesn't affect gameplay in the slightest, it's ultimately pointless as the survivor gets killed anyway, but it's cool lore-wise that they have a fighting spirit.
i think it’s funny!
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3130536#Comment_3130536
You tried. I'll give you an A for that.
well an A for effort, i’ll take it
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@The_Krapper said:
It's a game who cares what they think, I'd play in whatever way makes you happy as long as you don't insult someone in the chat or make death threats for someone giving you a taste of your own medicine it's fine, it amazes me how many people get up in their feelings over this game and cant laugh it off and have a good convo with the person without making excuses or talking trash win or lose, im here to have fun ill never be toxic and always respectable in chat but in game anything goes thats gonna give me a few good laughs.
i’ve received death threats funnily enough, because i looped this nemesis “too well”.
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@sizzlingmario4 said:
https://forum.deadbydaylight.com/en/discussion/comment/3130515#Comment_3130515
It’s both.
If you’re within 36m of the killer, icon turns on. If not, it turns off.
If you’re in the terror radius, then on top of that it shows you the red gauge signifying the TR’s intensity.
If within 36m AND in direct line of sight of the killer, then the 6% action speed bonuses apply.
now you see why i consider it a somewhat nerf to the perk? i don’t even see why they removed the vault speed… if i’m honest. but what do i know, i’m just a stupid dumb survivor main 🤷♂️
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🤣🤣yeah you are probably right! hahah
but in all seriousness though people just toxic
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3130496#Comment_3130496
It's the internet. You can post the most boring and benign comment and people will come out of the woodwork to be all over your arse.
the sad sad truth of people in society. no one actually understands satire and people are stone cold serious these days. just trying to bring some light in an already dry and toxic community. guess that isn’t the way of going about it is it?
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@TeabaggingGhostface said:
As a pig main, I'd like straps, workshop grease and medical file basekit, along with a boop the snoot score event, additionally the roar starts when the dash is ongoing and a meme addon to return it to how it is rn
And video tape gets buffed to give you 4 extra hats
i think 4 extra bear traps are a little bit too far, i know i suggested an extra 2 as basekit (quickly decided that basekit of 5 is better) but 8 is wayyyy to much. but yeah some addons as base kit actually won’t be so bad.
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@sizzlingmario4 said:
https://forum.deadbydaylight.com/en/discussion/comment/3130456#Comment_3130456
Stealth killers don’t counter it. The icon lights up when you’re within 36m even if there’s no terror radius. There’s no counter to that.
wait what? was it not to do with killer terror radius?
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@Nun_So_Vile said:
https://forum.deadbydaylight.com/en/discussion/comment/3130489#Comment_3130489
Reverse Bear Trap. A.K.A. The Party Hat
ahhh, i am just stupid hahah. not using my brain.
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@FilthyLegionMain said:
https://forum.deadbydaylight.com/en/discussion/comment/3130496#Comment_3130496
Wasn't attacking. Just asking a genuine question and you gave an answer. Also if this is what you consider attacking then be prepared for the storm that is the dbd forums, my friend.
… you really must be fun at parties. that was genuinely meant to not be real, i was saying stop attacking as A JOKE, but i’m guessing you don’t know what that is.
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@VideoGameMage said:
https://forum.deadbydaylight.com/en/discussion/comment/3130257#Comment_3130257
I wouldn't mind this idea as an iri add on just to see how it would effect pig. But I fear what would happen is a bunch of face camping pigs would emerge. Maybe if the addon took away the ability to become undetectable when crouched so they couldn't camp the hook consequence free if someone was running kindred. It'd probably still be a hassle anyway so maybe they shouldn't give pig's ambush the ability to instadown.
i actually really like that idea, make it an iri addon with the compensation of not losing terror radius, i think that’s great. would honestly make for a great iri.
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no, but tbh it sounded funnier in my head. but everyone stop attacking me.
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@TheArbiter said:
Just didn't do any of those things you listed
that’s the whole point… it’s meant to be a joke… think you missed the joke
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@Nun_So_Vile said:
Her traps are alright to me. I'm gonna echo some other members' sentiments and say the focus should be on her Ambush & Crouching mechanic. A few suggestions i'd say are reduce the crouching speed time, increase her crouched movement speed, either make her growl quieter or put it after the ambush bar is filled and during the lunge itself, and reduce the wind-up time on ambush very minimally. I like the idea too of adding another condition that activates RBT other then gens being finished.
what’s rbt?
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@dugman said:
Ironically I just posted a thread asking if Pig was somehow benefiting from the rework because she saw a very large kill rate boost on the aggregate site I follow (her rate jumped almost 20% since the patch while the average went up 6-7%.) So despite appearances I’m not even sure Pig actually needs a buff at the moment.
if you are making that point, can’t you make the argument that well every killer has boosted kill rates? so then you are implying that no killer needs a buff, which actually would be extremely false considering there is killers like trapper, freddy and clown in the roster?
so even if her kill rates are higher, that doesn’t necessarily insinuate that a buff wouldn’t be the right thing to go about.
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@Seraphor said:
Her traps are fine, they're decent slowdown without being inherently lethal, either survivors need to make mistakes or you need to pressure them anyway to get a head pop.
What she could do with, and I lump her in with Ghostface and Tier 1 Myers with this, is normal movement speed when Crouching. These stealth killers suffer the most from map presence as in order to use their passive power effectively, then need to slow down before they reach a survivor, essentially meaning you stay crouched far longer than you should if you want to traverse the map at a reasonable speed.
The act of crouching already reduces your FoV, that should be trade-off enough.
Secondly, she should have the delay between charging her ambush and the ambush itself reduced, and have the roar happen later, maybe only half a second, but it would give the survivor less warning to react.
some of these changes were mentioned in my suggested changes? (read above)
but i think 5 traps basekit is reasonable.
i don’t see why 5 would be a major “omg pig is op why did they give her an extra trap”
i am a survivor main and even i think giving her an extra trap wouldn’t hurt. saying that they shouldn’t do that is such a survivor main thing to say.
not trying to offend anyone here, i’m just staying the facts. give her one extra trap basekit would be absolutely fine.
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@sizzlingmario4 said:
Spine Chill went from having extremely awkward counterplay before to having 0 counterplay now. It wasn’t nerfed.
i think it was a nerf personally, wether people think it was or not. i just prefer the old spine chill, just an opinion. also yeah there is counterplay, play a stealth killer :)
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@FacecampingTunneler said:
It can be annoying just getting tunnelled after all the gens but it literally made some kills impossible since the survivor had guaranteed escape in endgame with decisive strike.
that’s why i’m saying, either or.
either the 3s stun, or the disabled at endgame. it would be fine if they just had disabled it at endgame, instead of doing both.
which was slightly over the top in the grand scheme of things.
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/3130353#Comment_3130353
Giving her more traps will not fix her core issue. She has not problem with slowdown, 4 traps are already doing this very good.
Her core problem is that, she can not get fast downs. So if we are talking about buff her, we need to focus on that.
the slow down is pretty mediocre, you are mainly focusing on the survivors time spent doing boxes.
and why this is a problem is its sooooo rng based, most of the time survivors i face against get it off on the 2nd box, or within 20 seconds of having it activated. so this actually is a problem. so actually more slowdown would counteract this rng based power. so i think 5 base is perfect.
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@YOURFRIEND said:
Spine chill was literally buffed. 1s dead hard is excessive as it effectively disabled lunges vs. it, .5 actually works just fine.
lunges last longer than 1s and spine chill literally was nerfed. read the patch notes.
the only good thing about spine chill is the terror radius thing. nothing else. you can’t even use spine chill for what it was originally meant to do. seems like a nerf to me.
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@WeenieDog said:
https://forum.deadbydaylight.com/en/discussion/comment/3130257#Comment_3130257
I think it would when considering all the other stuff going on in her kit.
But I remember fungoose's suggestion that an ambush could set a rbt, that could be a neat time save. When you downed someone with an ambush it did that, while also not being super out there to destroy balance.
yeah seems plausible. could also make it so ambush us like feral frenzy, it inflicts deep wound upon injuring a survivor from healthy whilst still being able to down a injured survivor. just thoughts. she definitely needs something.
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/3130252#Comment_3130252
That's why i said buff her stealth or anti-loop. So she will still has something for all trial.
4 traps are already giving her good slowdown. I don't think she needs more. But her stealth is so garbage, i'd like to see some buffs for stealth.
kind of why i said that crouching is quicker to finish the animation. maybe also addons could bring that up. like a wraith addon, for 5s after crouching, your terror radius and heartbeat will remain suppressed? just a thought. she definitely does need an addon pass.
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@FridayNightPizza said:
Would it be too OP if the ambush could instadown?
very much so. not the right way to buff pig, many people say it should but that’s just flat out wrong. good pigs almost never miss ambush and it would make for very boring chases and gameplay imo. pre dropping pallets, leaving loops. just won’t be fun.
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@MikaelaWantsYourBoon said:
You lost me where you said 6 base traps. No, thanks. 4 traps are good enough for her basekit.
BHVR should buff her anti-loop or stealth. That's all she needs. RNG kinda removed from her kit, so i don't think this needs to be changed.
that’s a fair point, but generally once her traps are gone she has nothing. her ambush needs to be buffed along with her traps because her ambush alone still wouldn’t be good enough. you can’t leave the traps as they are.
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i was thinking that plague should really be on the road map, and just like spirit from before, needs a nerf.
she is probably one of the least played killers in the game and i don’t know why because she’s super strong.
but that’s the problem, she’s far too strong in my opinion. she feels boring to play against and generally games against her are almost unwinnable.
suggested changes would be:
• nerf the duration of corrupt purge to 45 seconds
• make it so that there is a base of 6 pools of devotion in the trial, and spread them out more so that the plague can’t go from one pool and straight to another
• spewing on a survivor whilst already infected no longer furthers their infection, albeit though if they work on an infected gen, heal an infected survivor, or generally interact with anything infected this process is sped up
• make it so it takes 80 seconds for a survivor to become fully infected
• give her an addon pass to bring her addons up to date
• add a new unique terror radius and chase track
• make it so corrupt purge can no longer injure 2 people in the one spew, and i’m aware there is a challenge that relates to this and i would change it to “injure 3 (or 4) different survivors in the one duration of a corrupt purge, do this 2 times in a single trial” basically meaning hit 3 different survivors wiring the 45 seconds of your corrupt purge
• corrupt purge can now be cancelled by ALL stuns (was only pallets), this includes ds, head on, pallet saves/stuns, flashlight saves, and any other stun in the game
• vile purge now last 80s on an infected gen, pallet, vault, locker and totem
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@notdragonite said:
hear me out on this one.
i love plague, she is a great killer and hands down one the strongest in the game right now. but that’s the problem, she is a little too strong.
whenever i face against a plague, the game is unwinnable and in general really really boring. the constant cleansing, and then if you don’t cleanse you die, if you do cleanse you die. so and so.
the unfun part about her is the fact that her chases make for some really boring plays and in general aren’t really fun at all. if you are infected, it’s a 1 hit down and it’s generally really annoying. say if you aren’t infected and she has corrupt purge, you’re just dead no matter what you do.
so in the mid chapter that will come roughly around halloween time, i have some changes for plague that could make her slightly better to play against and yes these changes may gut her, but just know these are solely my opinion and i do not want people to get upset and attack me for it. thank you i’m advance.
MISCELLANEOUS changes:
• added a unique terror radius and chase track for the plague
• make it so that there is a base of 6 pools of devotion in the trial, 1 will still already be corrupted
• the pools of devotion will be very spread out and will generally be placed nearer to the corners of the map
• survivors that cleanse at a pool of devotion will now take 6 seconds to finish the action if not fully infected, the will be doubled to 12 seconds if they are fully infected
• the plague will receive an add on pass to generally make her addons more up to date and make a fine line between an iri addon to a brown add on
VILE PURGE changes:
• survivors will no longer progress their infection even more if the plague further pukes on them if they are already infected
• survivors will now become fully infected in one minute, this is sped up if they interact with things that are already infected
• survivors that are fully infected will become broken and will now become exhausted for 30 seconds after becoming fully infected (still won’t go down if the survivor is running)
• vile purge will remain active on an infected window, pallet, gen or totem for 90 seconds
CORRUPT PURGE changes:
• corrupt purge now remains active for 45 seconds (can be altered with addons)
• 2 survivors can no longer be damaged by the one corrupt purge
• male it so the windup time for corrupt purge is 3.5 seconds for a fully wound up corrupt purge
• make it so the plague moves at a base of 4.2 m/s whilst charging corrupt purge
• a small period of time will be introduced so that the plague cannot no longer do a tiny windup of corrupt purge and instantly use it. this will be a 0.7s period
again these changes are solely my opinion and i know these generally will make an already unused killer possibly even more unused, but in general when i face a plague i immediately just think “ugh another plague, time for a boring match”. you will probably be thinking, why should these changes be in place for one person? why should the devs change for you? again this is just my opinion, and just some changes i think should come into play. even if they all don’t come, in general some should be used.
also if there is any changes you would make just comment
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again these are solely my opinion and shouldn’t be taken and criticised too much. thank you.