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Leachy_Jr

Leachy_Jr

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Leachy_Jr
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  • Aaaaand its not her.

    Clearly Wesker, Dracula,, and demo are higher priorities than skull merchant rn.

  • @Royval said:

    They should just deactivate her until she gets changed next year with a full rework. Tired of the crying and I played ALOT of Skull Merchant before her changes.

    or they could just balance her well.

  • @GeneralV ITS COMING (hopefully)

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3824099#Comment_3824099

    Tragedies, my dear friend, all of them.

    Though, I'll say I am still having fun with the Knight. Out of the killers you've mentioned he seems to have received more acceptable changes . But I'm no expert, I only started playing Knight because Freddy was excluded from the first Lights Out event.

    I'm one of the few Knight players who didn't like his update

    Knight was about adapting the guard you have to your situation, not choosing the best guard for the situation. He's still fun but like he's not fun enough for me to be playing, esp since call to arms is borderline essential now, replacing old map.

    I'm glad other people can find him fun tho, I know a lot of other knight players/mains love the changes.

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3824056#Comment_3824056

    Many SM mains are essentially gonna go a year without a killer if something doesn't get reverted

    At the very, very least, my friend, it is one year. Freddy mains have been waiting for over three. Or five, for those like me, who played Freddy before the first rework.

    It doesn't make the situation better, I know. But it isn't the worst we've ever seen, at least not yet.

    And I'll say, I think they should revert most if not all of her recent nerfs. It is clear at this point that petty DCs will happen either way, so might as well leave her playable until the rework.

    Everyone I main turns to dust. First it was Freddy getting reworked, then it was Slinger, then it was Knight, now it's Merchant.

  • @GeneralV said:

    Hello, friend! Good to see you again.

    As far as we know, Skull Merchant is set for changes after the first half of 2025. So after the anniversary, at best. At worst, we can expect another Freddy or Twins situation.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3823776#Comment_3823776

    The thing that worries me with this is that this sets a precedent: if you want something gone from the game, give up/dc enough times and eventually it's gonna get destroyed, no need to look for a healthy solution, just refuse to play and it'll go away eventually.

    Unfortunately, this doesn't sets a precedent, it merely reinforces something that was already here. Because the same thing happened to Freddy when he first released.

    The only difference is that SM took months. Freddy took a week.

    Nope, you didn't read that wrong.

    Nerfed in one week.

    Haiii :3

    Yeah I don't mind much if she's terrible its just right now she's extremely clunky and unfun to play. These changes do nothing to make her "more fun to verse" but literally only serve to lessen her playrate which is already in the bottom 10 I think.

    I'm advocating for her unfun changes (radar ms penalty, fast vault immunity, etc) to be reverted and maybe a few buffs so she isn't the worst killer in the game.

    Many SM mains are essentially gonna go a year without a killer if something doesn't get reverted, which is incredibly selfish of the developer(s) behind these changes to completely neglect us.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/430422/whens-the-skull-merchant-getting-buffed-then

    apparently sometime next year, The earliest said state is June as they remarkable that it will not be in first half of the year. In the mean time, enjoy other killers.

    Gonna be funny when BHVR ends up realising that people give up because its skull merchant and nothing to do with her power. Meaning theyre gonna have to constantly waste resources reworking her for a 4th and 5th time.

  • @GrimReaperJr1232 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3823620#Comment_3823620

    No, it was established by a dev statement on reddit outright stating her nerfs are in place as a temp measure until she gets a proper rework.

    Is there a link to that reddit post I can get, thanks.

    She should not be left in a state this terrible, thats what I'm complaining about. She's unfun to play and easily the worst killer in the game. She could be fun if whoever is balancing her was actually good at their job and understood what makes a killer fun or unfun.

  • @Skillfulstone said:

    It's already been established that this "nerf" is just a way to "clip her wings" without actually killswitching her until her 2025 rework.

    By effectively removing SM from the game, the complaints also go away (for example, who complains about Freddy now?) which will make the feedback section lighter instantly XD

    When she gets her next rework, which will likely include substantial buffs, we'll see where she truly stands and if 3rd time's the charm.

    That has been established nowhere, only by the community.

    They could just, ya know, balance her well.

  • @OrangeBear said:

    I'm really disappointed bhvr gutted her, would have thought they would want to repeat a freddy.

    Exact same thing happened to freddy which is the funny part, thats why he used to have 8 snares. His killrate was too high so they nerfed it to 5 lmao.

  • @ReverseVelocity said:

    That scanline nerf…….. I don't know what they thought they were cooking with that one.

    The rest are whatever. Revert that one change and she'll be fine.

    No.

    Whats the point of hindered when bloodlust gives you +0.2m/s anyway.

    Literally zero point of using her power.

  • @MrDardon said:

    Good, now delete her as well.

    Shes already deleted LMAO.

  • @Royval said:

    legit will probably never see a skull online again it’s 0 point of playing her she’s gonna be the worst killer in the game

    Legit the biggest killer nerf in this games history.

    Billys overheat doesn't even come close.

  • Ur right, its not top 5, it's top 4, right under DS, deli, and BGP.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3794815#Comment_3794815

    Considering neither of these perks are top picks, nor are they pushing killrates down below balanced points, I think you'll have a hard time making these perks out to be 'too powerful'.

    And -everything- encourages killers to play in unfun ways, because these same people will pull a fine comb through every change to see which way they can exploit it to their advantage. The solution isn't to just keep nerfing survivors, the solution is to make killers not want to camp/tunnel. Even if you did nerf these perks down, squarely out of viability, you'd still be out there tunnelling your heart out.

    If camping/tunnelling were legitimate concerns for forum killers, we'd see them try to come up with a solution outside of simply 'keep nerfing survivors', instead of vigorously defending it and hailing it as 'a valid playstyle', except when it can be used to complain about survivor perks.

    Resurgence is a top 5 surv perk and We'll make it is meta.

    Yes, that is exactly what I am advocating for, hence why I want perks that encourage tunnelling nerfed (Deli, resurgence, etc).

    There is no solution to tunnelling without reworking the core mechanics of the game, which will never happen. So it'd be great if they didn't push the tunnelling meta even harder by letting perks like resurgence, WMI, deli, deadlock, forced hesitation, etc exist while nerfing perks that encourage split pressure like pain res and grim embrace.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3794810#Comment_3794810

    Sometimes survivor perks should be allowed to do a thing. Just because killers keep breaking the game doesn't mean survivors should be punished for it by constantly dumpstering their perks.

    What if the said "thing" the perk does is too powerful and/or encourages people to play the game in unfun ways?

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3794792#Comment_3794792

    I mean, sure, if you're not there and they're running We'll Make It, that's a quick heal. Eight seconds is nothing to sneeze at.

    But in this scenario, you're already chasing someone else. That's gonna take longer than eight seconds, and it's probably also going to take longer than sixteen seconds, so… what exactly is the difference? The survivor's going to be healed and back on generators either way, and while an extra eight seconds isn't nothing, it's also not exactly game swinging.

    If you're leaving them to reset, they're gonna reset. To a degree, it kinda doesn't matter how long it takes, and it certainly isn't punishing you if it's a little faster. The only way you're punished is if you're returning to the hook and trying to chase the unhooked survivor, since then you're dealing with an extra health state. If you're across the map then you're barely affected.

    That's exactly the issue. The speed of which they reset is simply not balanced, akin to something like old circle of healing. I don't want to leave that hook since I know they'll be healed in 2.4s instead of 28+s if I were to separate the unhooker and hit the unhooked into DW.

    So either: Stay around hook, hit unhooked into DW to counter OTR and Res, chase unhooker to separate the Well make it. Guaranteed 28s heal assuming no other reset perks.

    OR

    Chase someone else further away. 2.4s heal.

    Old COH did the exact same thing. Why spread pressure when everyone could heal in 20ish seconds? Why not tunnel when my health states mean nothing? Perks that directly punish the killer for leaving the hook need either a complete rework or a significant nerf.

    Maybe if they had an activation requirement? Eg, resurgence would require 1 protection hit, WMI could require the killer to be within 24m of the hook while you're unhooking.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3794408#Comment_3794408

    Wait, hang on- how are you being punished for not camping here? Surely the only way you'd be negatively affected by WMI and Resurgence is if you're sticking around the hook to try and tunnel someone, since in that case they're healed too quickly to do it.

    If you're off chasing someone else, surely you'd expect that the saved survivor is gonna be healed the next time you chase them?

    No, you are punished since if you're away from the hook, ur giving the unhooked a free 3s heal.

    Proxying = no value from resurgence or WMI (unless they use it on someone else) if you return to hook in time or force hook trades.

    Being far away = 3s heal.

  • @Firellius said:

    Who on earth would call for a nerf to DS, Reassurance, Balanced Landing, Boon: Exponential, Prove Thyself and Troubleshooter, among others, and then go on to call Potential Energy and Weaving Spiders 'balanced'?

    …

    Oh.

    It's you again.

    Haiiiiiiiiiiiii :3

  • @WolfyWood said:

    This list reeks of 'I overindulge in content creators' because there's no way the average player would ever have issue with things like resurgence.

    Layering it with 'well good players....!' adds even more unoriginality.

    Yes instahealing myself and punishing the killer for not tunnelling and camping is very good perk design yes yes.

    Why do ppl defend we'll make it and resurgence to death when they're like 2 of the most unhealthy perks in the game by punishing the killer for NOT camping?

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3794315#Comment_3794315

    explain why background player is top of list and sprint burst is little lower?

    SB has to be pocketed, and the killer can force it to be used. BGP activates at the perfect time for it to have zero counterplay if someone is under pallet.

  • @Wowie said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3794312#Comment_3794312

    There's like, a 99% chance that if you run deliverance you'll get found first and it'll be deactivated for the rest of the trial. It's pretty fair even if you do get it to go off.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3794315#Comment_3794315

    There are a few cases where people can abuse this, but it's really not as bad as you claim. It still relies on a lot of luck or just straight up throwing your first hookstate at the killer.

    If anything, I'd argue Strength in Shadows is worse for the game on the basis of encouraging rat gameplay.

    And Weaving Spiders, which you put in balanced? That's just straight up throwing the game most of the time.

    And if you play properly by stealthing early, forcing hook trades, or running 2 delis you're guaranteed for it to proc.

    Sure if you run out in the open at the start of the game it's useless, but we talking about good players here.

  • @jesterkind said:

    What makes Wicked in need of a significant nerf/rework in your eyes? It seems like a pretty good and balanced perk to me.

    Basement unhook. "I went down near basement so now I get a free unhook and remove all of the killers pressure yippee!!!!".

    Remove its free unhook and buff the aura reading to 30s and boom its much healthier.

  • @TheArbiter said:

    What's wrong with deliverance?

    Encourages tunnelling, removes important early game pressure from killers that need it, and is just too strong in general.

  • @Devil_hit11 said:

    new knight doesn't feel stronger because for every buff he received, he received an equally bad nerf.

    → Switching guards[Buff]

    →Increased cooldown of guards from 3 second to 30 second, 25 second and 20 seconds.

    → Increased duration of guard chases based off distance for max of 2 and banner duration.

    → Added 3x depletion mechanic when near a guard within 8 meters.

    → Increased radius of guard patrols by 2 meters.

    → Added a 10 meter restriction to placing patrol guard paths.

    than we have this global change:

    -Added a distraction mechanic for AI.

    ==

    The way to fix knight is to make negatives they give him less severe and in some cases….. fix exploits and bugs. Don't make them features.

    "→Increased cooldown of guards from 3 second to 30 second, 25 second and 20 seconds for Carnifex, Assassin, Jailer."

    → Reduced Carnifex cooldown to 5 seconds.

    → When a guard successfully enters chase, reduces the cooldown of the guard by 60%.

    Now knight is rewarded for landing guard chases but is equally punished when he misses guard chases.

    ==========

    → 3x depletion rate decreased to 2.5x meters when within 8 meters of a guard.

    Now the jailer has 12.8 second chase and 16.8 which is similar to old guard duration's removing some dependency of Dried horse meat.

    =======

    → Reduced 10 meter restriction to placing patrol guard paths from 10 meter to 8 meters.

    ======

    → Removed distraction mechanic that caused the guards to have irregular pathing when dropping a pallet or touching the side of a window.

    New knight just feels same as old knight with a bunch of negatives that are too severe for the killer to be stronger. the cooldown is probably worst out of these negatives but other ones are not that much better. it is typical BVHR pondering towards survivor main players to attempt to neuter the killer power.

    Wouldn't straight up removing the 3x penalty and nerfing the hunt duration bonus to 1.25x be easier? Makes assassin and carnifex easier to balance in chase, since assassins chase time will forever be too short if the penalty stays above 1.5x, which at that point it may as well not exist.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3787955#Comment_3787955

    It's funny, this is almost exactly what happened in 6.1.0.

    Break speed was buffed by 10%, and brutal strength was never changed. Not that I personally feel it needed it, but it's a weird take to choose a scenario that literally happened.

    Thats because maps were then adjusted to have wider distribution of unsafe pallets (edgemap azarovs for example), making it harder to zone.

    Looking at an unupdated map like swamp, zoning is absurdly easy on them maps. I would say brutal and the pallet distribution are an issue when it comes to them.

  • Quick my hook timer is depleting quick quick point at it!!!!!!!

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3787955#Comment_3787955

    If the intent of these changes is to nerf camping, why would they then buff camping to compensate?

    Because that wasnt the area of camping they wanted to nerf. They adjusted the AC system on its PTB to fine tune its balance. Now that 70s hook stages exist, the AC is stronger than they intended.

    If they wanted killers to "chew through pallets faster" by reducing pallet break time by 20%, but forgot about brutal strength so you could guarantee easy zoning with that perk, would that be fine? This is the same situation.

  • @ChuckingWong said:

    The amount of times I even see a survivor bring reassurance, much less get value out of it, lets just say the perk showing up in a lobby at this point.


    …I wanna say I see Twins more often that I see a single survivor even run reassurance. I think I have seen twins probably twice in several weeks.

    I think I see people bring fn throw pebble more than reassurance lol.

    Im not saying its not a good perk, but its only a good perk in the right hands. And those hands are extremely limited in this game.

    EDIT: yh usage rate dont indicate strength. BHVR should still balance around good players tho.

  • @Destaice said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3787953#Comment_3787953

    So you just wanna spend the entire game sitting 16m away from the hook until somebody comes to unhook for your free hit and think the entire game should be altered to cater to how you play?

    16m away from the hook doesnt sound like im "face" camping?

    Also point to where I said that, quickly I need to see where I said it !!!!!!

  • @ChuckingWong said:

    No stop camping the hook.


    And reassurance nerf are you kidding me?

    Reassurance has always needed a nerf since it's release. It should only work during the first 30s of a hook stage so survivors cant greed gens and ass-insurance the survivor when the killer camps to punish the greed.

    Damn Ig survivors should never have to think about anything they do tho and its them nasty meanie killers who camp that are the bad ones.

  • @Firellius said:

    BHVR: *Releases change to weaken camping

    Forum killer: "Wait, why aren't you nerfing anti-camp to compensate?"

    If the basekit break speed was buffed by 20%, and then brutal strength was left unchanged, would that be okay? Personally I think changing something and indirectly buffing 5 other things is a bad idea.

  • @Chocolate_Cosmos said:

    Anti-FACEcamping.

    It doesnt bother killers proxi camping much, you can keep your distance yet still have eyes on the hooked person.

    @Hex_Ignored said:

    Unless you are basically rubbing your face against the survivor, the anti face camp doesn't do anything, so even with longer hook stages this changes nothing.

    If its purely for anti face camp why is the range 16m and not smaller? 8m is enough distance to guarantee an unhook, whats the extra 8m doing on there?

    Me thinks the range should be reduced to 8-10m.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3785644#Comment_3785644

    His cooldown system works fine as is. If they wanted improve it, they reduce his cooldowns to 30 seconds and lower the effectiveness of yellow cooldown add-on and green cooldown add-on. Vecna is fair as is.

    No he is not, he is incredibly weak and insignificant unless you're using iri book every match. If they dont plan to drastically buff his individual powers then his cooldowns should be cut in half, if not more.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3785531#Comment_3785531

    FOTD and Mage hand are Vecna main abilities. they should be 15 second cooldown at most. Fly and Dispelling sphere are extra abilities. If we take reference doctor's static blast, it is 30-45 seconds. so maybe fly and dispelling sphere are 30 seconds. Vecna best add-on are -4 second cooldown ring and -5 second cooldown on all his abilities. So most Vecna already have 30 second cooldown because of add-on choices.

    Knight's guard cooldown is bad design. the implicit cooldown for him was that if he misses guard, he has m1 the guard which takes 5-6 seconds and given his cooldown was 3 seconds, this would average to around 10 seconds. The 10 second post-rework is somewhere between 20 and 30 seconds. all they had to do is just revert cooldown to what it used to be.

    Mage hand is strong enough to justify the longer cooldown. FOTD I agree could honestly be anywhere between 20 and 10s if they decide to keep it crouchable. Fly helps his anti W key and mobility. Sphere is just kinda there to counter interlopers haste and a bit of tracking.

    So what about:

    • FOTD: 15s
    • Fly: 25s
    • Sphere: 30s
    • Hand: 35s?
  • Fly and FOTD are being reduced by 8s and 18s respectively, and those are the most used spells. Mage hand is used the least and dispelling sphere is just a 2s nerf. How is that a hard nerf.

  • @Coordi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3778122#Comment_3778122

    That's SO MANY ultrasonic speakers! Currently, they would still appear in the bloodweb and your number would not increase.

    Thank you. I suppose 20,000 is a very unrealistic goal for anyone so I don't think that will become an issue anytime soon.

  • @ReverseVelocity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3778122#Comment_3778122

    You'd be arrested for playing too much Skull Merchant.

    (Are you actually still levelling her after hitting p100? I barely spend bloodpoints on Legion since I got mine)

    Damn.

    Ye am still levelling her. I have everyone P9 besides Jonah knight and SM who are 100. Since I have nowhere else to put Bp I just dump it into SM cus its funny.

    Considering I was on around 700 ebony moris when I initially p100ed her, and now Im on 3.2k, she could be around P450 if the cap wasnt 100 :(

  • @Coordi said:

    Good news: we are doubling the amount to help accommodate our most dedicated mains.

    What happens if I were to get 20,000 ultrasonic speakers?

  • @Chocolate_Cosmos said:

    I mean does it metter if you buy these items but you can't have any more of them so you waste BP or you waste BP on something that isn't there?

    Pretty much same outcome.

    Also the gap is getting increased to 20K. (Also who the hell is gona need 10K+ of any add-on stored in inventory but whatever…)

    Me, I need 10,000 ultrasonic speakers.

  • Can we get a sneak peak at the SM changes pweaase :3

  • @adam1233467 said:

    It’s a feature, it was bugged on ptb when his guards has individual cooldowns, it was written on the ptb patch notes

    Where? The bug was patching the ability to send out a guard while another one is hunting.

    EDIT: Oh you've got to be shitting me.

    image.png
  • Knight is a dumpsterfire.

    3x depletion rate should go completely or be reduced to 2x or 1.5x.

    12m carn assassin 18m Jailor should be base.

    Extra chase time should return to carnifex to give him a reason to be used in hunt.

    Call to arms is borderline essential.

    Delete global cooldown.

    Singu changes are cool tho :3

  • Praying when it does come there's some knight fixes.

  • @Dwight_Fairfield said:

    Skull Merchant. I feel like the reasons for that are pretty obvious.

    I dont know the reasons. Why?

  • @lettuchia said:

    There's a lot of questionable feedback on the knight rework lately but one in particular that just screams skill issue is the complaint that map of the realm is still necessary because it was made only half base kit instead of full. I haven't seen a ton of people saying this but still multiple, and it's literally just flat out wrong. This is particularly the case given an undocumented change from the rework which is very significant: the time it takes for guards' vision to fully expand being halved from 1 second to 0.5 seconds.

    With old knight you had a 1.5 second guard spawning time, 1 second vision expansion duration and 8 meter maximum vision range. So while survivors could run 10 meters in 2.5 seconds, guards by default could only detect a max of 8 meters away from them by the end of that time, meaning that even placing a guard right on top of survivors would often not work without map of the realm. Whereas with old map of the realm 8 meters would become 12 meters, allowing guards' detection range to catch up to survivors quick enough.

    Given the new decreased vision expansion time, survivors now only have 2 seconds to run away and make a total of 8 meters of distance, while guard vision expands to 10 meters in that time. This is the exact same 2 meter margin of error that old map of the realm allowed so, yeah, you simply do not need to bring it anymore.

    Agree and disagree.

    You need to take into account the movement of the guard during the expansion, 3.4m/s. During the 0.5s expansion if the guard is pathed to move away from the survivor (which 95% of the time it will be) the expansion technically goes to 8.3m, since the guard "loses" 1.7m of distance by walking away from the surv during the 0.5s.

    Map is no longer needed yes, but that in turn promotes weird playstyles where you only use Jailor for chase, Carn for breaking, and completely ignore assassin. If Jailor didn't get that increased chase time we would all be running it still to use Carn. That extra 2m makes knight so much more enjoyable by allowing you more flexibiliy with what guards you send out.

    It really should be base kit for all guards, and put the extended chase time back on Carn so every match isn't just Jailor 24/7. Maybe increase Jailors speed to somewhere between Carn and Assassin (around 105%) to see him used more.

  • @supersonic853 said:

    I literally played 10 games of him last night. Hated every single one. He didn't feel like he could do anything with the shared cooldown. They removed the one bug that made him half decent and he got barely anything in return.

    Run Call to arms and Jailor cooldown, then only use jailor. Reduces the CD to about 12. Jailor is the best in every situation anyway since using carn to break pallets puts you on cooldown, and assassin is useless ever since they added that 3x penalty for being near a guard.

    Just make sure you dont misplace a guard, otherwise ur power will be on an abysmal 36s cooldown if he doesnt detect anyone.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3760944#Comment_3760944

    they shouldn't be individual. they should ALL BE 3 seconds LIKE IT WAS BEFORE. the change is suppose give me ability cycle guards. this cooldown on guards is unwarranted and is shadow nerf.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3761004#Comment_3761004

    it like BVHR can't buff killers. Just give me ability to cycle guards. don't nerf my cooldown to 300%-400% in process.

    Erm ackshually this is a buff because he can cycle through guards now 🤓

    And map got made half base kit yet its still his best add on if you want to ever consider using assassin or carn for chase.

  • @sizzlingmario4 said:

    That cooldown change is so bad. The way it worked on the PTB was the way it should work. Having 1 global cooldown for all guards just encourages using the same guard over and over (since the cooldown for using the same guard is shorter than PTB) but makes him feel way more clunky at the same time (since the cooldown for using a guard at all is longer than it was before).

    Literally.

    Played a game of Knight and I used only Jailor. No one else. Ran CtA + reduced jailor cooldown. Very good design thank you BHVR.

    I p100ed knight, I didn't p100 Jailor. I kinda wanna use other parts of his power.

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