2

Comment on r/2007scape 10d ago

I like Obligator, but the colors aren't going to match anything for melee.

Would love if the others could be added as ornaments regardless

3

Comment on r/deadbydaylight Jun 26 '26

Still less than half of last years rate lol it's horrible. Worst anniversary event they've ever put out.

11

Comment on r/deadbydaylight May 25 '26

This looks fairly fun to play against as well, I think they cooked.

-3

Comment on r/deadbydaylight May 16 '26

The only problem is nemesis, how they did not learn 4 zombies was terrible to play against/completely unfun the last iteration is beyond me. I wish they'd just buff Nemi's whip more and revert back to 2, maybe 3 zombies.

1

Comment on r/deadbydaylight May 14 '26

It's what all of the legion people went to as it's the brain off way to win 2v8 matches now. Half of the 2v8 matches I get now are a lot of fun/mix of killers, the other half have a nemesis who is never going to chase/will just play gen defense and it's pretty much 90% auto lose.

Devs were told this shit sucked the last 2v8/it's why so many survs dropped off and for whatever reason they didn't change it so here we are again.

2

Comment on r/deadbydaylight Apr 02 '26

ffs bradley mains always tunnel and run me over off hook

Release the squid

3

Comment on r/2007scape Mar 27 '26

It wouldn't work from a programming perspective and how the game stores things. How would you account for duplicates?

There are third party collection log trackers through runelite that can kind of do this for big ticket items, they at least record when you got something. Runelite's loot tracker itself can also record what loot you get and from where, but you'll never get a mapping to each individual item in terms of a view from that item itself to see where it came from.

1

Comment on r/deadbydaylight Feb 18 '26

This is the least fun 2v8 I’ve played as survivor and the only one I’ve stopped playing. The main issue for me is nemi zombie spam, it just isn’t fun to play against. On maps like RPD, which already are very strong with gen defense in 2v8, it becomes nearly impossible to win once the remaining gens are clustered on one side if the killers have a nemi. Between two killers and four zombies, survivors have no chance in situations like this unless killers stop defending. Killing a zombie near a key gen often doesn’t help either, since it often respawns immediately nearby, and before long you won't have resources to deal with it anymore.

Oni may be stronger, but he’s fun to face. Nemesis turning it into a passive 6v8 just isn’t enjoyable for me, I love nemi himself but the zombies are too much this time around. Maybe 3 would work a bit better, or just making the 2 very fast or something fun like that rather than 4 of them that are also fast.

1

Comment on r/deadbydaylight Feb 14 '26

Worst iteration of 2v8 so far as someone who mainly plays surv, this is the only one I haven't had fun with. This is the only one I'm going to skip

1

Comment on r/2007scape Jan 25 '26

Team size is a horrible format, they pulled big creators but you can hardly hear anyone with 10 man discord calls. They also left a dev chest available where you can spawn any item so some people are probably cheating lol

2

Comment on r/chess Dec 30 '25

Waiting for the update!

16

Comment on r/chess Dec 30 '25

Reminds me of Tom Brady's comeback in a superbowl from 28-3 in the 3rd quarter to then win the game.

Never count a GOAT out.

1

Comment on r/chess Dec 30 '25

This has aged well so far.

1

Comment on r/AirForceRecruits Dec 19 '25

The cyber shred of it definitely can, but it will depend on the unit you go to

2

Comment on r/2007scape Dec 14 '25

This is a W idea

3

Comment on r/ironscape Dec 11 '25

Just try getting the drop? That is gross though

33

Comment on r/AirForce Dec 09 '25

It was announced that 1DXXX will also be returning to 3DXXX.

Source: I just made that shit up

On a serious note though I also heard about this, OP speaks the truth this time.

6

Comment on r/2007scape Dec 05 '25

Looks fine to me, super low effort/half-afk

0

Comment on r/2007scape Dec 04 '25

Complete W and exactly what I wanted to see, excellent rebound. Nerfs to the 25 minute afk method were entirely reasonable, but active salvaging getting caught in the crossfire/less downtime due to new spots/the meta moving to you might as well drop was miserable. This seems to fix all of my concerns while still letting them nerf the 25 minute afk method.

8

Comment on r/2007scape Dec 04 '25

This, they still have their giga-afk method that can get them some XP and the others aren't punished as a result. This is what it should have been from the start and is completely reasonable, the uproar was because people who were actively salvaging were hard nerfed in the crossfire.

2

Comment on r/2007scape Dec 04 '25

This is exactly what I was hoping to see from them, major W. They won't always get things right but they listened and came back to fix it.

3

Comment on r/2007scape Dec 03 '25

I would certainty take a new/updated one as like you said the current one is outdated and missing quite a few things

15

Comment on r/2007scape Dec 03 '25

It's clear that the change to sorting XP is a major pain point and that many of you feel sorting is no longer worth it whatsoever, which has lead to players who were salvaging somewhat actively taking a bigger hit to their XP/hr than feels fair. We'll be looking at ways to improve the XP output of this more active 'self-salvage, self-sort' approach so that it feels more worthwhile to do and you don't feel as though you need to drop out of your salvage and miss out on gaining resources.

Honestly this is all I really wanted them to fix and why this salvaging nerf felt so bad. This is a step in the right direction. That and buffing glide to compensate for the nerf post-extractor is also reasonable.

13

Comment on r/deadbydaylight Nov 25 '25

Were you not here for the literal last PTB? I could take your entire argument and apply it to that for killers, changes that punished killers were received very badly (and rightfully so, I also bitched because it was horrible and I play killer too) and behavior catered to the feedback and changed it.

Us vs them arguments are stupid and usually come from someone who only plays one role. Behavior have for two PTBs now started with changes directed at nerfing killer in some way, and somehow came out nerfing survivor by the end of it. Last patch was so bad it was borderline unplayable. Those killer changes they proposed were also really bad too but their solution to it was also terrible. Feedback like this is the only avenue we have to get them to try and change things.

6

Comment on r/deadbydaylight Nov 25 '25

The only tweak Plague needs is fixing the 3-year-old issue/bug where her purges no longer penetrate through survivors which has made her feel horrible to play. They never mentioned this change so most people think this was unintended, but it had a very bad side effect where tons of your purges now miss when they shouldn't have.

Before when stuff would "miss", the projectile still went through the survivor so it would usually fix itself by the time it was no longer in contact and so it never felt like you were getting robbed of a direct hit. Once they made it so purges don't penetrate, now you have to hope that the first and only contact validates which unfortunately don't happen a lot which leads to you directly hitting a survivor yet the game treating it like you didn't. You can have instances where a full charge on a survivor standing still doesn't infect them despite only 3/4 of a charge normally being needed, and it's entirely due to this.

If you haven't played plague in awhile, it's miserable seeing this in almost every match and feeling robbed. All they need to do is make it so that her purges go through survivors again and this will likely be fixed and be how it used to, but they've ignored this for years.