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The Developer QnA, Killer Nerfs, Potential Double Standards and...Why I'm Worried.
So, overall the QnA was actually pretty good. Some things I agreed with, some I disagreed with but overall mostly positive. I'm especially interested in the SBMM changes and the Dead Hard rework.
There was one thing that was pretty concerning - but it takes a bit of reading between the lines so bear with me.
A while back, several killers received pretty harsh nerfs, despite being considered mid or low tier in higher MMR play. While it wasn't expressly spelled out, the dominant opinion was that these killers were really difficult for new players to deal with - despite struggling at higher MMRs. Wraith, for example, was never especially strong - and now has a really low kill rate overall (even taking his potential versus newer players into account).
Not great, but 'we don't balance around high MMR' and all that.
Fine.
However, some other killers have very low kill rates overall, but weren't buffed (Nurse, Trickster) - seemingly due to concerns that they'd be too strong at high MMRs. Some people pointed out that this looked very much like an odd double standard.
Enter the new QnA.
When asked about the nerf to Twins, a killer often considered one of the least fun to play and with the third lowest kill rate in the game:
"Why do you nerf some add-ons for unpopular or weak killers?"
"Players at different skill rates perform very differently using different killers. Twins are a great example of this- at low and mid MMR, they're terrible, while at high MMR they're absolute monsters. Some of the highest kill rates in the game come from Twins, so further buffing them doesn't make too much sense, since while it bolsters their performance at low to mid MMR, at high MMR it would make them even stronger, which then wouldn't make sense. Nerfing them may seem cruel, but the add-ons were influencing their ability more than they were comfortable with."
That really does seem to confirm it.
So...why is this an issue?
Think about it this way.
BHVR nerfed several killers - Wraith being the best example - who were considered strong against newbies but weak at higher MMRs, and is now weak overall.
BHVR didn't buff killers who were weak overall but strong at high MMRs, and are now *nerfing* killers who are weak overall but strong at high MMRs.
(Post nerf: Wraith is now very low kill rate wise, despite him still being strong against newbies - which means he's getting clowned on against anyone else, Twins are even weaker - but still nerfed).
This means that killers are getting nerfed from both ends.
That strikes me as a ...very odd way to balance your game - and it feels like you have to pick one. If you're going to balance around gross kill rates, which are overwhelmingly offset by new/low MMR play, then you need to follow through with that and actually buff Wraith, Slinger, Twins, Nurse (yes, Nurse), Trickster and co.
If you're going to balance around high MMR play, then you need to do that.
Trying to do both at the same time is going to end up with a lot of pretty meanspirited, bizarre feeling nerfs to killers that are already struggling in high MMR play and at the same time nerfing killers simply because a handful of really good players are too good with them.
What this is going to result in, is an ever-shrinking variety of killers the higher your MMR gets. This is already evident for people who play higher MMR survivor games - endless streams of Blights, Nurses and Huntresses (with the occasional basement Bubba), and if this balance philosophy carries forward - it's only going to get worse from there.
The only solution I can see is to bite the bullet and try to get weaker killers more viable at higher MMRs, even if this comes somewhat at the expense of lower MMR play - OR - trying to get killers with a low gross kill rate higher, even if it comes at the expense of high MMR play.
Or am I missing the point?
Comments
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I don't know why the Nurse isn't getting nerfed if this is their philosophy.
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Thats correct. On top of that, the pick rate also is influencing the overall kill rate. So the Twins kill rate, that have an abysmal low pick rate, gets dragged up by a few mains (he said it himself during the stream). Which also means, that the kill rate would drop drastically, the very moment the 2 Twins mains stop playing.
This also means, that the Cenobites kill rate might actually look completely different, since he has a fairly low pick rate but those few mains really drag him up.
Now add, that their own stats showed that SWF had a 15% higher escape rate over solos. With a plan to bring solos to SWF level. Which would then result in an overall kill rate of somewhere between 34% and 43% (taking the current stats for this example).
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Because everyone but WatchMojo knows that Nurse is Good™️
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I'm mainly confused by the fact that they don't seem to take into consideration that the Twins are partially doing so well at high levels of play because they are the least used Killer and rarely encountered so many high level survivors have little practice against them and many of their usual tricks just don't work.
Seriously though, when was the last time most of us actually encountered the Twins?
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It feels like this is an inevitability.
This is also true (ditto Cenobite): it's very difficult to make any accurate balancing decisions when your sample size is likely so small.
Really quite concerned about this, as it feels like it's going to disproportionally punish rarely played killers without accounting for why they are so rarely played.
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That would be taking into account actual game knowledge, not nearly as cool as Big Data (TM).
Yes, the fact is that they want to nerf killers and the rhetoric is incoherent precisely because it's whatever allows them justify whatever nerf they're doing at the time.
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They are obviously played so little, because people don´t feel good playing such a OP killer.
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Your user name makes me smile.
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Get nerfed for stomping noobs. Get nerfed if you do well against high MMR.
We're just waiting for "nerfed for overperforming in the middle but doing poorly at both high and low MMR" and there is literally nothing that won't get a nerf.
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It just seems like they really just want to cater towards survivors and alienate killers. Like I don't think that is their intention (at least I hope), but if killers keep seeing everything they have getting nerfed with no compensations anywhere, then like why would killers want to play?
Not to mention they want to give solo survivors more info to bridge the gap between solo and swf. Which is fine, but I have no hope killers will see any buffs to help them out.
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Well survivor queues have been increasing, while killer queues have been getting shorter and shorter during the day (instant at night).
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I'm not sure if I'd go that far - even though, yes, there is a definite financial interest in catering towards survivor players due to how easy it is to make cosmetics for them.
I just think that their balance philosophy is headed in a very bizarre and pretty awful direction.
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It definitely seems like double speak on their part. My suggestion is they just stop balancing around low MMR. We all sucked when we first started playing the game. You get better with time. We should treat low MMR like that, newer players who are learning. By nerfing killers who overperform at low mmr but underperform at high mmr, it makes higher mmr worse for killer players. And survivor players too b/c it limits the roster of viable killers. idk my personal mmr but when i play survivor i usually see huntress, blight, nurse, pyramid, pinhead, bubba. rare to see any other killer.
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They need excuses to nerf killers. After all, everything else, from adding simple AI to practice to simply removing perk tiers, is just 'too hard' to implement.
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It was pretty funny to watch so the excitement and interest leave Patrick's face as soon as he had to talk about killers. Body language speaks reams.
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Soon TM we will get killer bots and we will get rid of the killer role
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To me the biggest Middle finger to killers is the fact that they have now admitted to balancing killers for high level play but insist on balancing survivors for low-lowermiddle levesl of play. So at the high end survivors are stronger but killers are getting nerfed to be weaker at high ends of skill. so BHVR which is it? are you going to balance the game for High end or low end and please keep it the same across the board.
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Nurse couldn't be nerfed until they fixed her. Which they just did.
Presumably this means now that her code is working... she'll be nerfed into the ground. I'm guessing she won't be able to blink through walls anymore, which is why they changed her 3 blink addon.
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This is why balancing while relying solely on statistics can be very dangerous.
Here are 2 killers I hated (and against 1 still hate) to play against: Wraith and Bubba.
Why? Because They seemed too strong, especially when I was very new to survivor. As a killer main I did understand that they are not OP and their potential is actually very limited (especially Wraith). So how I see it: Unless the killrate is some crazy %, like 70%+, you have to not care about and focus on the higher Mid-high MMR. When I constantly loose against Wraith and Bubba, it's my job as a player to learn how to counter them and how to get better against them. Same against harder, more teamplayer testing killers like Twins, Plague, Cenobite or Hag.
Me learning how to play against them and getting much better results is what makes this game satisfying to play. And this is where listening to low MMR data may be very misleading. Now obviously, if you lose against Plague for 50th time in a row, then maybe BHVR should look at the aspect of "how do we make it easier for newer players to understand the power of the killer". And also let's be fair, to actually meet Plague 50 times you'd need a large number of hours in dbd.
This game is heavy with info. But if you want survivors to learn and actually enjoy. Remember, a person will meet Twins less than 3 times in 300 games (I'm pretty sure most of the 1% pick rates is on high MMR). YOu won't learn how to play against them even if you have a few hundred hours in the game, yet you can actually already be at mid-higher MMR.
Sorry for ranting. Just to summarize: blindly relying on stats to balance your game is EXTREMELY dangerous. Stats is a great tool, but you have to be cautious, how you use it. Imo, obviously.
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They are just looking stats. This is why Nurse's Irri add-on buffed and they fixed her all bugs. Because she had lowest kill rates for years. But now probably this changes will boost her.
But BHVR never understand this. So many times i am killing SWF teams because they are trying 4 escapes. So i am just baiting them. But in reality, if they would escape i had just one kill. On high mmr, this case is so common.
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The Twins nerf is bizarre, but so would a Nurse nerf. They're both balanced killers with high difficulty.
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Cenobite is especially weird in this regard.
Against good players, you may as well not have a power.
Against new players, you'll just roll them over because they'll constantly be letting hunts go off and giving you the box.
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thing is, we probably won't ever get killer bots.
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I agree.
But I've also been around long enough to have known this since....probably the Hillbilly nerf?
I've never been able to figure out a rhyme or reason to the hit list the Devs keep on certain things in the game. Like, Iri Head took 4 years to get nerfed despite Huntress having high Kill Rates AND high Pick Rates.
Twins have low Kill Rates and low Pick Rates? Instant nerf.
Legion is above all of those Killers. The more I hear from the Devs, the more I think they'll be nerfed. It started out as ironic, because Legion has only gotten nerfs since release, but now it's unironic. I'm legitimately 75% sure that they are gonna get hit with it, so to speak.
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Compare these two data. It's no wonder people are leaving from killers.
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Those Kill Rate stats are useless.
You can use the pick rates in a general sense tho
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Considering the game's player count though, I think even killers with a low pick rate probably still have a solid sample size, one that is at least decently accurate. Twins might be the only exception, because 1.15% is very low, but even then, it's probably not that low either.
On steam, the average player count is 40K at the moment. Let's say about 7K people of those are playing killer. In Huntress Case, 8% of killer players play her on average. That's 560 people. With Twins, it's only 80 people. However, the average player count depicts how many people are playing the game at a given moment, on average. So you can kind of multiply that number with how many matches are possible in one day. Then you've got an approximate idea of how many times a killer is played in one day.
And that's just one day, and not taking into account the concole players, as well as the epic game store players.
Unless I am screwing something up here.
Regarding your main post, I always thought they said that they don't only balance around high mmr. I know there are people that think a game needs to be balanced mainly around high mmr, because people can just try to get better to get to the point where the game is balanced. And that's not something the devs agree with as far as I know, and me too personally. Optimally, the devs want to try and balance the game around all mmr levels as good as possible.
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This game simply needs a massive overhaul, plain and simple. Dead by daylight is building on a foundation that no longer works the way it use to because there's so much content now. Behavior needs to suck it up and admit they need to do something and rather than ignore everyone, including high mmr players and only listening to the low mmr crowd and actually take the ideas we're giving them to fix the game.
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This, but also, Twins attract so few float players or new Twins looking to learn the killer (because their QoL is horrible and their skill ceiling is generally not considered worth the stress of playing them), so a few dedicated Twins masters can skew the data more than dedicated other-killer players can.
Also, they're really good at camping, which may drag up numbers semi-artificially (as they don't reflect how easy it is to win chases with the killer.)
I definitely think nerfing an underused and overall underperforming killer because the very top level has high kill rates is a bizarre design choice. And their philosophy of 'nerf heavily used addons, buff unused ones' often fails to address why some addons are used and why others aren't. It's often less of a numbers game and more of a 'this effect is not helpful or plausible to activate, and this other effect is helpful throughout the match, so I want that one.'
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Not gonna lie, I'm pretty anxious about the Legion changes.
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CoH
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i'll try to explain my thoughts on this as good as i can, my apologies if this ends up being a rather long read.
the issue at hand here is a much greater one than what you described. its not that the Devs were clueless or random (at least i dont believe that), it actually makes a terrifyingly lot of sense that they'd be doing what they are doing.
their goal is not to achieve a balanced game, they outright admitted that. what they are balancing for is "fun" - not necessarily a bad idea, but they are going at it the wrong way.
let me explain:
this game can be split up in two seperate games - i like to call them the "macro game" and the "micro game". one is the overall trial, its what happens around the entire map. this is what i call the "macro game", boiled down it refers to Survivors completing their main objective and progressing the match, and it is designed to be dominated by the Survivor side. The other one would be what happens in a very specific section of the map, centered around the Killer. this is what i call the "micro game", boiled down it refers to chases and 1v1 interactions between the two sides, and it is designed to be dominated by the Killer side.
the overall balance concept here is, that both sides are dominant in one aspect of the game and need to rush their objective quicker than the other side can with theirs and whoever does it better wins the overall game.
in order for this balance to be achieved however, there is one requirement: both sides need to be extremely strong in one aspect of the game, but weak in the other. Killers are superior to Survivors in terms of individual strength, but Survivors have the superior numbers and can therefore contest more objectives simultaneously than the Killer could defend.
in other words, a balanced game of Dead by Daylight would require both sides to focus on their strong suit in order to beat the other side, meaning Killers have very short chases and hook people a lot, while Survivors repair gens for a vast majority of their game.
now lets go back to the Devs original statement that they want to balance around "fun" - is it fun to be repairing generators for a majority of your match? no. generators are a boring task, people dont want to do them, especially not for a vast majority of their games.
This however leaves us with an issue - if this game were balanced, Survivors had nothing to enjoy. chases would be very killersided and short and gens just arent exciting in the slightest, people would, understandably so, quit. And given that Survivors make a majority of this games playerbase that would be extremely bad.
so when the Devs noticed this, they made their decision to stop trying to balance this game. instead they decided to go for an approach that tries to maximise player fun and therefore looked around what else there was that could be enjoyable - which are chases. chases are thrilling, fast paced and full of action, so they made the decision to balance the game around those instead.
this however results in a new problem - Killers suddenly feel underpowered. and understandably so, after all they, by design, can not compete in the "macro game", but now they are also significantly weaker in the "micro game", which they should be super strong in.
they no longer have anything to really compete with Survivors, because they get obliterated when trying to compete with gens, but are way too slow when trying to chase aswell, due to the Devs new balance philosophy that says both sides need to be on a relatively equal strength level in 1v1 interactions to maximise player "fun".
this is why they keep nerfing weak Killers, not because they might actually be too strong, but because they can chase well and are therefore labled "unfun".
this is the reason why the Twins got their chase related Add Ons nerfed, this is why Deathslinger got gutted, despite both being the opposite of a strong Killer.
if anything, i would call old Deathslinger a perfectly balanced Killer. He was the embodyment of the old balance philosophy, he was a Dead by Daylight Killer done right. more Killers should work the way old Deathslinger did, not the other way around.
and this leads us to yet another problem: Killers arent having fun. they feel powerless - and they are. the entire game is stacked against them.
all our current problems with the game (well, a lot of them) are actually not an individual problem, but a sympthom of another, much deeper issue.
and im going back to the start here: that issue is how generators are designed. the Survivors main objective is incredibly boring, people dont want their game to just be that. its a flaw in this games core design and it leads to a lot of other problems, most of which can not be fixed without this issue being addressed first.
In other words, i have given up on the thought that this game is ever going to be balanced in a way where Killers dont feel outright underpowered. There are definitely more issues this game has than just this, but none go as deep as the one i just described (the only one even just close to that would be that Perks are way too good - and even that one is linked to this in a way (especially for all the anti gen perks Killers received as a band aid fix to try and deal with gen speeds)).
maybe if they ever do a Dead by Daylight two where they fundamentally rework the game we got a chance.
TL;DR
the devs balance around "fun" and generators arent fun to do, therefore they balance around chases instead. this leaves Killers feeling underpowered, because they can not compete gens and cant down and hook survivors fast enough to compete with their completion speed either.
the core issue are generators and how they were designed, but its embedded too deep into DbD to ever be addressed and changed accordingly.
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there balance philsophy has always cater to super casual player-base. how is that bizarre.
"This is already evident for people who play higher MMR survivor games - endless streams of Blights, Nurses and Huntresses (with the occasional basement Bubba), and if this balance philosophy carries forward - it's only going to get worse from there."
by your logic, you want them to buff nurse & blight when those killers already do well in comparison to the rest of the cast by the fact that we play against them so much. How would this be improving variety?
"Or am I missing the point?"
I think the point your missing is that casual player-base keeps asking for negative killer changes like... "Alchemist ring is too strong on blight", "All-seeing blood is unfair on wraith", "Pinky finger clown instant down". Its almost like the game needs two different versions of killer, one that is weak and that casual players can play against in which it is balanced for low MMR and strong version of a killer for people that can actually handle stronger killers and embraces challenge in trying to defeat challenging killers.
I kinda wish that killer add-on were locked by MMR so that lesser skilled players would never face stronger versions of the killer and the higher MMR you go as survivor, the more powerful add-ons get unlocked so the killer player has actual chance against better players because he can use stronger add-ons vs stronger survivors to actually compete. this allows you to have multiple versions of a killer that is both strong and weak at the same time. I'm sure high MMR players could handle old all-seeing blood wraith which let say would be usable if you get to max wraith MMR if this add-on was iri add-on.
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Credit where credit is due, that's a great write-up of the game's core problem. I've pointed this out many times (but without understanding the more intricate game balance mechanics you just went into): Generators aren't fun.
This game's back-and-forth is busted. Watching the two sides discuss what they enjoy highlights the problem. Survivors talk about loving long chases, and the ones who don't play killer a lot are confused why so many killers don't like long chases. Because long chases lose the game. The killer feels that time crunch constantly.
I think gen slow-down perks are horrible. There should be some sort of tug-of-war base mechanic that makes slowing down the survivors' objective more interactive for both sides. People should be able to pick perks for fun, not to deal with the aspects of the game they find most frustrating.
Those're my feelings, though. Not necessarily fact.
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yeah, i honestly think their philosophy when it comes to creating Perks is flawed.
IMO a Perk should be a sidegrade, something that is not necessarily stronger than your basic loadout, but different.
a Perk should buff you in one specific way, but then also nerf you in another, so you specialise on one thing at the cost of being weaker in another - a great example for that would be Shadowborn and Lightborn in their original form.
in case you dont know, Shadowborn used to make the map you were playing on significantly brighter (so you get a buff in tracking due to it being easier to see Survivors) at the cost of it being significantly easier to flashlightblind you (so you got nerfed in your defense against altruism and save attempts) and Lightborn did the exact opposite. I even think using those two Perks together cancelled both out and just gave you the normal brightness and flashlight resistance.
i dont really like Perks that come with all upsides and no downsides, they just end up being a direct upgrade to your character and are therefore going to be used by anyone that can use them (The MetaTM is born) - and in DbDs case its even gone so far that you directly rely on having certain Perks, as the game has been balanced around them at this point (Survivors need exhaustion Perks and Killers need gen defense Perks).
but thats another one of those things that will most likely never change, unless the devs decide to redo the game from the ground up.
also, thanks for reading my other comment - glad to hear i didnt utterly waste my time typing all that out! most people see a wall of text like that and instantly skip it, so i was a bit anxious that it might just end up being a ton of time wasted for nothing. and i'm glad to see that i'm not alone with that stance on the game ^^
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They balance around high MMR when it comes to nerfing killers. IMO the only thing that can save this game at this point is a complete 180 of development philosophy which probably requires removing everyone in a major role on development at this point.
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Let's hope not -- that will be the end of the game. If the devs are, even in the back of their minds, thinking that implementing that bots would solve bigger issues regarding queue times and the number of people playing each role rather than addressing the actual issues in the game, then that's a scary thought.
They will NEVER be able to make an AI for this game that could replicate the play of an actual human on the other end of the game. No fancy cosmetics, no BP incentives -- nothing -- will get someone to play survivor if the equivalent of the tutorial Trapper is what they're going against in anything resembling a majority of their matches (this isn't discounting a practice mode -- that should definitely be a thing -- but AI, either as survivors or the killer, for the main experience of the game is a recipe for disaster).
There would be no challenge in it, no real satisfaction in winning that type of game, no real fun -- and for the more juvenile members of the community, no opportunity to troll or bully someone who isn't actually there. People would abandon the game in droves if that ever came to pass.
The developers SHOULD understand that all players, even those playing the minority or more unpopular role, need to be placated if the game is going to stay strong. Then again, I've lost count of the number of companies I've worked for in my life who had obvious paths they should have taken to be successful and ignored them to plunge headlong into ruin to think that BHVR would be any different.
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Dead by daylight loses players rapidly and therefore are very dependent on newer player joining in and start the grind. It’s important that they also have a good time so they want to invest more and become part of the family.
It’s frustrating for experienced players, but we need newcomers as well!
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I think a smart way to do buffs or nerfs would be aiming at the unnecessary strong or frustrating things a killer has.
If i had to nerf Wraith because he was too strong at lower rank, i would have probably reduced his mobility..not the uncloak part which made him playable at high mmr.
For Blight, i would probably reduce the power charges to 3 or 4 so he would stay the same but wouldn't be so damn strong. He has that power way too often.
For Trickster ane Twins i would simply do quality of life changes.
Make the Trickster throw knives automatically already...you would only have to hold m2, but the delay stays.The constant switching he has to do feels as bad as the old Doctor(for those who remember how frustrating he was to play).
Twins probably needs a full rework. Make the switch instant, Victor's jump attack instant like Demogorgon. But remove his ability to down people so slugging wont be abused
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You balance around all mmr levels by using the mmr to place people correctly and not opening it up to whoever is available because they value time over balance.
Thats the point of an mmr system! you balance for the top and mmr sorts the payers
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Balancing around completely subjective standards like that is one of the worst possible ways to go around balance. It doesn't matter if some people find it unfun/frustrating/unnecessary, others do. If they're still balanced in actual performance, there is zero issue. There will literally never ever be a result that every single person unanimously likes.
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That was a very objective comment, idk what you are talking about. Nobody likes to play Twins, stats show it clearly. And everyone knows Blight is too strong
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I mean, the first data clearly shows that there is an imbalance. In a game where there are at most 4 kills, and at least 0 kills, the average should be heading to 2 kills across the entire board. The average killrate in the first one is 70%-ish. Thats 2.8 kills on average. That might not seem like a huge disparity, but let me tell you that in other games, a 55% winrate is the bar to start nerfing, and a 45% winrate is a bar to start buffing. Having a killrate of 70% means there is a huge imbalance somewhere.
Right now, if we would take the data at face value, Nurse and Trickster fall within 1% of the average. According to the statistics, anything that is Oni and above would be due a nerf.
You tend to give or take 5% and balance around that. Since 2 kills is the average, 50% would be 2 kills. As long as the killer performs between 2.2 kills and 1.8 kills, their overall performance would be balanced.
If you purely use statistics to balance, half the roster is still performing too well. So they are not working with double standards here. You're simply taking data, taking 2 things out of context, and when they say that the data they show is not the data they use and you start using that data as if they use that for balancing, then YOU are the one with a double standard here. "some other killers have very low kill rates overall" Because this statement is simply false. 2 kills on average is not very low when there are only 4 kills possible Nurse and Trickster have an average killrate of 1.98. That's slightly low, but not low enough to buff.
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You are making mental gymnastic leaps for why people do not play Twins often. Furthermore, Blight is perfectly balanced other than the current existence of Alchemist Ring. So I don't know what you're going on about. Removing Victor's ability to down would make Twins literally worthless garbage.
This data is literally worthless. There are dozens of factors that go into these stats that these stats do not show. This is literally why devs always post them with disclaimers, and dislike posting them in the first place, because people take them to heart to argue things that the data does not have any evidence of actually supporting. Furthermore, even besides that, BHVR themselves has literally stated their ideal target is 2 kills with a few more hooks.
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Wraith is 4% below the highest kill rate. How is that very low?
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Because the stats are worthless given there's dozens of factors that contribute to them that would drastically change it if you actually looked into all of them?
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You can't say "the stats are meaningless" and also say "as you can see, the stats show Wraith has a very low kill rate."
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???? I never said anything about his kill rate being high or low. The kill rate stats image is useless. It's pointless to use it as reference or defense for any argument, because the data is worthless cause it doesn't account for the literally dozens of factors.
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It makes balance exciting, you never know what will happen next! Well, other than Pig getting nerfed every other patch. They should mix that up a little bit. Getting predictable.
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Ok but I was responding to a point made by the OP, as this is their thread.
Anyway.
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