 kick it off in 3, 2, 1. Hello, everyone. Welcome, everyone. God, God. We're David Jelliedes. You are the guest host. You will not speak until spoken to. This is Beta Males where we're going to be playing various beta games, hopefully free. Not all of them are going to be free as we'll see next episode. But this time we're talking about Blood Hunt, Vampire of the Masquerade. Blood Hunt, a third person battle royale. I am your host. The man goose joining me is going on this adventure for the most part is going to be the Viking Jedi. Not Jelliedes, but the Viking Jedi. How are you doing, dude? I'm doing wonderful. I can't wait to start this off. Of course, Jelliede has to be Jelliede and troll us on our first intro together. No, but I'm really excited. I'm really excited to, you know, not only just to get an opportunity to play some more games, but have a show that we can display those games to. It wouldn't feel right, I guess, not having Jelliede here as part of our first inaugural show. So welcome, Jelliedees. I don't know if you want to introduce yourself to anybody who doesn't already know you, but feel free to. Is it okay if I speak now, Mangus? Yes, you have been spoken to. So yes, you may now speak. I'm happy to be here, even though I'm not going to be with Mangus every week anymore. I'm going to cry every time, but it's fine. It should be super fun. I'm excited to talk about this game. We've been playing the crap out of it, right? So it should be super fun, should be a good first episode, and I'm excited to see where you guys go with it in the future. You will still be with me every week that we do for the Minions. Whatever, Mangus. If I'm not with you on every single show of every single thing you do, then it's unacceptable, okay? Then I'm not having full replacement incoming. All right. So masquerade, blood hunt, whatever you want to call it. So it's based on a tabletop game, Vampire of the Masquerade, but it's kind of loosely based because I don't think that's a really a battle royale. I don't know how you do a tabletop battle royale, but I usually don't like battle royales at all for whatever reason. I actually enjoy this one. This isn't the first time I've played the beta for this. This is a free beta. The game is being developed by Shark Mob. It's AAA. When they first came out, I don't think they were identifying as a AAA studio, but they are now. They are owned by Tencent, which I do not care for Tencent, but this game is pretty good. So just general thoughts, Viking Jedi, what do you think of Blood Hunt? So I love battle royales as a concept. Obviously, there was a huge push for lots of battle royales. And then, you know, we've gotten, I think at this point, just about every iteration of a battle royale. But I think with Blood Hunt, they took a lot of the things that were used to in other VRs and did some interesting twists on it. I think that there's a lot of mechanics that they have, you know, maybe borrowed, but then twisted in a good way. And I think that's a good approach to any kind of, you know, established concept, but you want it to be your own version of it. And I think that they are stepping in that direction well. But overall impressions so far since I've been playing it, I like the game a lot. There's frustrating parts, but that's of course going to, I think, happen with almost any game, especially with VRs. But yeah, so far, so good. What about you, Jelly? How do you feeling about your experience thus far? I mean, I've really enjoyed it so far. I mean, I've gotten 90 out of 100 levels in the battle pass already. So clearly I've been playing a little bit of it. But before the comments eat mangoes alive, it's also a longstanding video game franchise that has been RPG games. There's a bunch of them, four or five or six of the vampire, the masquerade RPGs, and they're even developing another one. But this one was supposed to be coming out in tandem with originally, but because that was delayed indefinitely, this came out first. But I've been really enjoying it. I think you touched on a lot of great points, Viking, that this VRs have been such a hot trend in recent years, that you see a lot of VRs coming out and not doing anything different than what we've already seen. You see a lot of them that are copying PUBG, a lot of them trying to copy Apex, a lot of them trying to copy even Warzone now that it's become a staple. And I think this does a good job of feeling unique, while still keeping core battle royale ideas in the forefront at the same time with the powers and the gunplay and melee is meeting something more than just kind of a meme 90% of the time. That's what I was going to say. That seems to be the biggest difference that I've noticed is that melee weapons are something you choose to wield. And there's a variety of them, with Fortnite or whatever, you pickaxe somebody, but that's like last resort. Blood Hunt, you can main your melee weapon. You can just only use the melee weapon. And as long as you get the jumble of people, you'll do just fine. Yeah, I agree. Melee is really, really strong. I mean, I know in a few of our games, that was the main damage of jelly, for example. He would have like two, three K damage just from melee and inspecting into it and looking at how your character interacts with melee. I mean, it's in some instances not going too deep into this, because I don't know if we're ready for it, but like, I mean, it feels almost overpowered in some aspects. It's so strong if play well. But yeah, melee is cool for sure. You guys want to talk about like the unique mechanics of Blood Hunt in comparison to other Battle Royales? Absolutely. So I think, well, it is class based, which isn't really a unique mechanic, but you have clans. Each class belongs to a specific clan. So you've got the Torridor, Nosferatu, Ventrue, and the Bruja. And you go, man. I would not have been able to do that. No, you nailed it. I wouldn't have been able to do that. My memory is not good enough for it. I probably wouldn't have been able to pronounce them. So the Ventrue is the only one that only has one class associated with it, which is the new class, which is the Enforcer, which is stupid overpowered. But yeah, and each clan has their own ability, but then each class has their own ability as well. So for example, the Nosferatu, both Nosferatu classes can go invisible and get a short speed boost, but the Prowler class can throw down like a mine that explodes with poison gas, or the Prowler one throws the that's the Saboteur. The Prowler throws bats that echolocate and detect enemy players. And yeah, it's just pretty cool overall. I agree. I mean, I'm going off those. I think, and I think each class also gets their own unique passive, so they don't share passives across. So, you know, so for a Prowler, I believe their passive is that they can detect the like blood trails of enemies that have been injured recently and stuff like that. So when it's not buggy, which we can go into, it sometimes does bug out. So we wear you Prowler players that it will not always show you. And it's got like a weird timing. Sometimes it seems like you can follow them forever. And then other times it seems like they will get a heal off or something and now you can no longer see where they went. But anyway, yeah, so having each class be unique in that regard, I haven't really seen you've seen instances of it before in some BRs where like your weapons can make you unique in that regard and all that stuff. But this is like, to me, feels way more like like an RPG turned into a battle royale, which is kind of cool. So you're not necessarily having the progression with your levels that give you abilities, you start with the abilities, but the each ability in each class feels unique to itself. Nobody, it doesn't none of them feel like they're stepping on the toes of one of the others. And what I really like about it is despite maybe feeling some are more overpowered than others, I think in the hands of people who know the ins and outs of each class, you can make them all viable. And they can all fit in each whether that's solos, duos, or in trios, I think that there's value in having all of them in play. Enforcer does feel really strong, though, just agreeing with you on that. But I don't know if they're overpowered, but they do feel really strong. Yeah. And I think the cool thing with this is the class or the clans make the characters feel connected, right? We're in other BRs that like even apex legends, for instance, you can have two characters that fit into the same like assaults type class, but they don't, other than being aggressive, that is the only thing they share, right? So I think having the clans, having lore behind it, where you're actually tying these characters together, if they belong to the same clan of vampires, and as such, they both have the same Q ability, I think is a cool little touch that makes it feel more, it makes the world feel lived in a little bit for that aspect of like camaraderie and being in a clan. But I think it's a really cool idea to have slight consistency. So you know, looking at that person, oh, they turned invisible. They're one of these two things. Let me very quickly determine which one they are otherwise. I think also in Vampire of the Masquerade lore, there's six clans total. So we could see an additional two clans be input into the game. But I think it'll be really cool to see what those add to the game. Similar to in the early tests that they did several months ago, the Ventrue class didn't exist. So when the game is released in its current state, we now have a new class to play. So I imagine we'll see that every season they come out with a new character in one of the classes or multiple classes or whatever. And the aesthetics too, like there's different aesthetics for each clan as well. Like Nosferatu, it's very much what you would think of as a vampire, very like necrotic, sort of undead looking, while the Bruja is very like tough and beefy, even the female Bruja and then the Toriador are like very good looking. Very looks iron-esque. They're the pretty vampires. The Ventrue just look very sort of rich and professional, sort of looking almost like businessmen or women or something like that. And I think it's cool from like a lore aesthetic. I hate it as a player. But in their store for cosmetics, they have class-specific outfits. You'll see things that fit that class as well or that clan, sorry, that clan that you're like, oh yeah, that more emphasizes the undead look. That more emphasizes the like military and like brute look of the Bruja. That more emphasizes the sexuality of the Toriador, right? Like that, I think is really cool. I hate it because if I want to play a Bruja, I want to be able to look super sexy like a Toriador outfit, but it sucks. But I think that again, the aesthetic of it is super, super cool. And I completely agree. I'm always a fan of because just in my wow and RPG days of seeing like something that's unique to your class, so having class-specific aesthetics, I prefer them to be earned. I think those tend to be cooler. Like if you can earn like a really neat outfit or skin or something like that that represents your class. I just always say those things are cool to be able to show off, right? But it adds prestige or something like that. And to your guys' points, I think one of the things, it's a little bit more actually to what Jelly was saying is having the classes share an ability also makes like the transition from one to the other really smooth. So if I know my Q ability is always consistent, I only have to now learn this new passive and this new other ability and what that looks like and feels like it still isn't a jarring experience. Whereas sometimes, if you end up like, for example, in Apex, if you switch from one character to another, that's a whole new kit of things that you have to figure out and learn. And so I think being able to jump from one to the other isn't as jarring. It does feel a fairly smooth transition between them. And I like that, especially from just mechanics, but aesthetically, it's nice too. I think too, all the class abilities really complement whatever playstyle that you want to use. For example, the one where you vanish, you can use that to reposition in a firefight if you're good at aiming and blow somebody away where you get them from an angle they don't expect. Or if you're like me, you use it to dash straight into their face where they don't see you and then start hacking away with a melee weapon. It doesn't matter. It's the same thing. The Bruja are kind of designed to be melee-centric, but you've got the push that blocks projectiles. You can throw that out and then gun somebody down quite easily. And then the engage, like the jump, you can jump in, knock somebody up, and then burn them down with a shotgun or something like that. So no matter how you play, the class abilities can help you. Absolutely. I think with the class abilities too, it does feel like you can use them for offense and defense, which I think is really valuable. There's a lot of games I feel like where it's just almost this is an offensive ability and I can only use it for an offensive ability, otherwise I'm wasting it. I don't really feel like there's too many instances where that's the case. There's plenty of times where I've seen Jelly use his mobility to jump up a roof way faster than almost anybody else can because he has two movement abilities that give him that opportunity to scale large buildings way faster than your average player. And the cooldowns are slightly different too. So unless I'm chasing him with the same abilities, my Q, for example, on Siren is going to only get me so far and that Q is now on a significant cooldown and that's my escape tool. So now I'm going in to engage on him and I don't have a disengage tool. He has the advantage, he's already higher up. So there's a lot of aspects to it that you have to think about. If I use this ability now, well, I have it for when I need to get out or when now we want to engage and so it makes for a lot of fun, comms get a little crazy too. Oh, I use my ability to go in. We all need to be going in and somebody else is queuing that way and like, okay, guys, I'm going this way now because I see a purple guy I want to eat. I like that it does feel offensive and defensive in play, which is cool. And I think even further than that, it suits individual play styles, it suits offense versus defense, but it also suits like in BRs across the board. You have your stereotypical like, I'm going to start super hot, go in, fight everybody from minute one and you have the rat strats where they're like, I'm going out starts. I'm finding the like scrap loot on the side of the map and I'm going to work my way slowly and picking off whoever decides to get in my way. Right. And I think even all of the classes benefit from either of those play styles as well. And I think that's a really cool thing to see that there's not, it's not like, okay, I'm going rat strats. So I'm going to pick two nos for Ratsu and amuse, right. And just play really safe and outside the zone. Whereas you may, you can easily pick those same classes, but drop dead center with everybody in the heat. No problem at all. Yep. Something that we didn't even touch on when we were talking about how unique this BR is. And we just touched on it twice now. To get buffs, you eat humans that are located around the town. It's such a cool idea. So like, it really lends itself to the vampire. Yeah, you have your vampire sense. And that's another thing we haven't touched on yet. You know, your screen goes black and white and it's like a big spread out thing. Any players caught in that will be highlighted red, which is really nice to have. And then all the humans around you will be highlighted. And if they're orange, they give you a melee buff. If they're purple, they, they lower the cooldown on your clan ability. If they're cyan, I'll say blue, even though generally get mad at me. They are blue. Okay. I call them green. He gets mad at me because I say, hello, I want, I need the greenish blue. He'll be like, it's blue. And I'm like, okay, bro, I need that one. I just, I mean, the point is like you, you locate these humans and then you eat them to get your buffs, which I think is really neat and a great way to tie the lure of the vampire masquerade world into this BR. Like it's, that is such a cool thing. And then the other thing with that is if you're a witness feeding, or if you accidentally kill a human, you get bloodhunted, you get revealed on the map, like not just pingle the mini map, completely revealed on the map as a red outline for a full minute. And you have to survive that, which is if you've ever played a BR, you know that if you're revealed to everybody on the map, it's a little rough. It's a little rough. It's 100% a wall hack. Like literally everything you're doing, it's not like a blurred outline. Literally, it's your entire movement where you're going, what you're doing. And yeah, and it's visible for like, anybody can see you at any time where you are and what you're doing. And a lot of people will come to find you. And it gets interesting. Go ahead, Jilly. I think he's had some nod. Yeah. Do you think that, so you start with three points that you can allocate, allocate into any of these four different types of humans and you allocate them by feeding on a human, you get one point and it lowers. And if you kill an enemy player or kill NPCs around the map called entity, you can earn more points or more slots for these feedings. And I think this is a really cool idea because this is where you can flex your kind of very personal playstyle. And I want to play really heavy on my clan ability. So I'm going to go get three purples, 50% cooldown reduction, and I'm going to spam the living hell out of that thing out of my vanish. Let's say if I'm playing a nose for Ozzio, right? Or I want to go balls to the wall with melee. So I get three of the choleric blood types. I get 50% additional melee damage and I balls to the wall inside, or a mix and match of these, right? If you want just a little bit of benefit for each one. I think that's a really cool way to let players kind of distinguish themselves from each other, even though they're playing the same class or they're playing the same types of characters. With that to the point, it's like, I think I love that you can adjust also based off of the game state. So there's been plenty of times where the idea is that I want these three. But you know, maybe in the early game, we got into this kind of trouble. And so now, you know, it's better if I go with this ability, but you know, first or go with this one, or maybe we spawn an area, there's not that many humans, you can now you have to choose. Do I just take the buff that's nearby? So it's not my ideal one, but it's something, it's better than nothing. I don't know when I maybe will get another chance to consume. And so those decisions on the fly, I think make each game feel unique as well. It's not like you're preloading in with these perks already decided you have maybe have a game plan, but that the game could change your game plan, you know, and I think that's a really, really cool aspect to it. And especially as you, you know, maybe are more aggressive or tactical about it, you can add more and become, you know, extremely buffed up with all your abilities on 50%, doing 50% more damage. And I think that's cool. And you have the ability to, you know, adjust what those looks like with your perks that you can change and load into the game with, you know, so whether that's loading in with two, you know, slots already filled with the color of your choice or or buff of your choice. And, and I think that's a really unique feature and adds a lot of variants. And again, playstyle variants of what you like to play. And, and I think that's always a cool thing. If you're giving more onus to the player, and they get to feel like they're getting to feel represented in the game that you main, that's that's always fun. And you mentioned those perks that every character or every class has nine different perks to choose from all of them starting with the same initial one being vandalir, which is you have extra ammo and extra magazine, extra ammo that you just carry on your person and extra magazine shots as well. And that's super useful, I think for everybody. No problem. And then the other eight are slightly different for each class, but they all pull from the same pool of perks. And so like, for instance, I've been playing a lot of the Bruja class and going a lot of melee, well, I can pick one that guarantees I start with the one of the best melee weapons in the game. And so that helps me that, OK, now I want to focus the the choleric humans to get that melee damage since I already have the melee weapon. I basically I get to remove half of the search for whatever the optimal build that I want to run. And so I think that's a cool idea as well that I can start the game, like you said, kind of deciding my path a little bit more. I completely agree. I mean, and I know for me, I've been playing more of the support classes. So it's like I have been taking getting armor. I just think it's valuable to have those. And then based on the way that we're encountering people, whether I want to have my Q or my E on a lower cooldown, I can choose. I can be like, you know what, we're doing a lot of like, you know, scrappy fights, I need to be able to get in and out of a lot more or I need to be able to get closer to my teammates faster so I can heal them or whatever. And so being able to get into maneuver your playstyle before you even get into lobby and then while you're in the lobby. And it's like it's just a lot of variances and you can choose what you want. And I just think that's always valuable. What was your experience with that? Well, just they offer a lot in character customization, not just aesthetically, but through things like that, where you get to pick and choose. One thing here's what I want to ask them. So it's mainly cosmetics that they sell in their store store. It's micro transactions that this is completely free to play. If this were not free to play, would you guys buy it and for how much you want to go first? Yeah, okay. I think I think I would knowing partly because I know the battle royales I've bought in the past. And so, for instance, I bought an impuggy when it was still in early access. I don't remember what I paid for it. I would guess between the $20 to $40 range. Yeah, okay. That's what I thought. But so with that, right? And PUBG was in a worse state of balance optimization the whole nine when I got into it. And then this is, this looks more fun than PUBG did, right? PUBG has like the gunplay aspects, which look really cool. But then there's a lot of just running around aimlessly waiting for something to happen. Whereas this, it feels like in Blood Hunt, there is always something to be doing, right? They're moving A to B as fast as possible using my abilities, getting away from the zone or looking for humans or looking for guns or fighting entity or fighting players. There's always something going on almost too much potentially. And so I think I definitely would have paid between $20 and $40 for this, no problem. And I probably still would have bought a battle pass on top of it for how much I've enjoyed it thus far, knowing that I did buy the battle pass anyway, probably would have even put the money up for that on top. I'm in a fairly similar boat. I definitely would buy probably bought the game. I maybe would have because there's just so many BRs, I probably would have watched like a video or two or watched it, you know, one of my favorite streamers play it or something like that to see if it fits what I would like to play. But you know, having now played it, I definitely would, yeah, in that $20 to $40 range, for sure. I don't think though, if I bought the game that I would be as interested in a battle pass, I feel like the battle pass is okay for what you're getting value wise. But part of the reason why I felt okay buying the battle pass was because I was getting value of just playing the game in general. And so therefore I didn't mind supporting it. And but I don't think necessarily all of the stuff that you get in the battle pass into itself is, you know, worth price of admission for the game. It's and plus the aesthetics. Now, if they had like an adjusted like, you know, so, you know, the battle pass gave access to certain things. But while playing the game, you also got more access to again, what I mentioned earlier, like earning class specific, you know, gear or something along those lines, then maybe I would be more okay with a battle pass or or store where I could buy other stuff that but I'm not a fan of, you know, buying from a box and then also having to buy a battle pass to get access to more stuff. I just feel like it's a little predatory and I'm not a fan of it, especially if it usually means that as far as aesthetics, just like, you know, they are putting the best aesthetics into a pay shop rather than something that you can earn or have access to just by owning the game. And so fact they went free to play, I think blends more into a battle pass. And so therefore I'm fine with it. But if I were to pay for it, I would be less inclined to be excited about their being a battle pass. What about you, Mingus? If this wasn't free to play, I would not have ever played it because I don't like BRs. Since it since it is free to play, it has gotten me into a BR that I enjoy. So I think that the game itself is probably worth about. Sorry, I'm getting pings on. Let me turn myself to do not disturb. There we go. I think I'm I think what what the hell was I trying to say? I think it's worth about $20. I think it's it's from a AAA studio. I don't think the graphic fidelity is there as far as what I would expect from a AAA game. I think it's good, but I don't know. It just seems to be missing something with animations and such. Maybe I'm not sure. I I don't know. I'm not quite sure why I like this battle royale, whereas I have it. I didn't like PUBG, did not like Fortnite. It's just not my thing. But I think it might be the verticality of this one. Definitely the vampire sense, because that's like my biggest problem in BRs. I just never see people before they see me. But with the vampire sense, I could very clearly see that red red person show up. So I know where they are and I can actually fight them. But no, no. Yeah, I think it's about it's I think it's about worth about $20. But no, no, I would not have ever played this if it was if it wasn't free to play. I guess now kind of in that same vein, I have a question for you guys. So from just a pure like aesthetics and you mentioned some of the the gameplay, so like the bugs and stuff like that, like and how they interact and so forth. What was your guys's impressions with that? And this is for both of you. So whichever one of you want to feel it, but like, you know, the overall aesthetic of the game and then the bugs and so forth as far as like, you know, whether it's sound or, you know, movement abilities not working the way you want them to. What are the things that you liked and or encountered that you didn't like? Well, I like that it's set in Prague and like I like that it's set in the city. Like I think that matches really well with what they're going for and the and the background Lord that they've already established. I really like the starting area being interactive. You can just play around in there and meet like the leaders of the various vampire clans and all that. It's just like I said, it just seems to be lacking a bit of fidelity that I would expect a little fidelity and polish as far as animations go for that I would expect from a triple A studio from somebody that's owned by Tencent like sliding around the map can be really like movement can be can surprise you sometimes like like you do the same thing three times in a row, but you get three different results every time. It's so true. It's leading off many roofs. And I encounter people that are hopping around all over the goddamn place and sliding and jumping and jumping off and wall jumping off of here. And I'm like, how the fuck are they doing that? Because like I try it and like it just doesn't work that way for me. That's the other thing to we have encountered a few people that were almost 100 percent certain we're hacking, which is which is unfortunate. But that that's just going to happen in all these games, especially a free game where there's really not much consequence. Yeah. But yeah, I really like the aesthetics of the aesthetic stuff that you can purchase in the store. I just I haven't earned that much currency, but the currency that I have used, I've been well spent. I like my glowing yellow eyes on my youth. They're so cool. Yeah, we're more jealous of those eyeballs. You're so cool. But yeah, it's a cool game. I'm pretty much with man goose. I think the overall aesthetic is there. Absolutely. The one, I guess, thing that pulls me out constantly and we've had several conversations about it is the hair does not fit the style as well as I feel like it should. It feels like I'm on low or I'm on low texture hair on every setting. And it's it's a very strange feeling. So I wish that was slightly better, but I agree with man goose. The fidelity things are missing. The one that I can speak to the most is the Vandal class, their E really effective ability when you land it. But the targeting on it is some of the worst I've ever felt in my entire life that you can hit the button and sometimes you'll go exactly where you're pointing. And other times you'll fly through the moon because that's just where it decided to take you. Yeah. And it blows my mind every single time. And so it's stuff like that that I wish was way more fleshed out than it is. And surprises me because a lot of that existed in their test in December. And so it surprised me that it still existed going into now. Whereas in the test in December I can go like, OK, yeah, they're still they're testing everything fine, whatever. But this expected a lot more completion on for where we're at. I'm going to echo basically what you guys said. I think the world in which they've built the game feels really cool. The lighting is neat. Despite that it being at night, you just don't feel like you're shrouded in complete darkness. The lighting is done well, in my opinion. It's not necessarily part of the aesthetic, but I think it is the sound quality. I think it's pretty good. There's plenty of times where I feel like I'm absolutely when I'm on a roof, I feel like I'm actually walking on certain types of roof textures. The sound will change. It'll feel aesthetically pleasing for your ears. And I do think I hear players pretty well. I know I wear headphones and so I can sometimes hear people coming up and I'm able to call it out. I like that. I think that's cool. You should I feel like be able to hear somebody who's literally clawing themselves up a wall and you can, you know, you can hear people using their abilities. So you can hear sometimes someone using their jump or their heel or something like that. And I think that adds to you know, the playability of the game. But I see the inconsistencies are sometimes pulls you out. I know for me, again, I play more of the support class, but I'll hit my cue and sometimes it'll do like a weird stutter animation before I can hit it again. It's not like I can hit cue and then cue again. In one instance, it's a little sometimes a little stutter. I've slid off so many roofs. It's ridiculous. You know, you will do that. You'll slide and sometimes you'll slide forever. And then one time you'll slide in a little like you'll hit some invisible bump on a roof that wasn't you can't see and then it'll jolt up and now you're standing up in front of everybody going, Oh, I'm here. And and then the other thing too for me is I'll try to like jump from one roof to another roof and I'll maybe miss, but I'll land on it. And then I can't climb up despite me slamming on the space bar. I start sliding all the way down. And so there's moments where like the bugs can pull you out and you're like, Dude, it felt so good. And now it doesn't. And those jarring changes sometimes are hard. And and I think that would to make us this point before pull me away from maybe paying for it. Like there are this wasn't a free to play game and I knew those bugs existed. I probably would feel like what the heck did I spend my 20 or $40 for? If this is how I feel. And yeah, so those things were a bit annoying for sure. So what do you guys think about like, so there's various rarities just like in every BR for every weapon. But in this one, it doesn't the damage doesn't increase or decrease depending on weapon rarity. It's mainly magazine capacity or reload time. I really like that because you don't feel as useless if you pick up like a green rarity item as opposed to a golden rarity item. You know what I mean? I think that's pretty cool. What do you guys think of that? Because I know a lot of people are kind of a lot of stuff. I've spoken to a few people that are a bit turned off by that. I mean, for me, I first of all, I didn't realize it at first. I wasn't paying attention in that same regard until actually I think one of you guys told me. I thought that it was increasing. So for me, I would like because that's almost how it is in every other game, you know, better color, better damage, you know, better weapon. And once I realized that that might, you know, upgrading from green to blue to purple, maybe it is better. It's not not better, guys. It is better. But it's not so like, I guess, aggressively better that you're really missing out if you don't have it. Somebody who rolls up on you with a gold weapon and you're still using the green, you still realistically have a chance of beating them in a gunfight. You know, again, you still need to land your shots probably better than they do because they have more ammo than you or whatever. But like, so from that perspective, I actually like it because it is exactly that. It still feels like I have a chance to win, even if, you know, I don't have all the best gear because in a BR, at least like, you know, using PUBG, for example, there were metas of what the strongest, you know, weapons were. And if you didn't find one because you just didn't land in the right spot and by the time you rotated to it, if you weren't in the end circle with those weapons, you lost more times than you won. And you couldn't outskill sometimes the best weapons in the game. And I feel like in this, you theoretically can. I think the Melee's is probably the biggest difference. The two purple Melee's by far are better than the blue Melee's that you can pick up for the green man. But as far as the gunplay, I think that at least from the color changes, I do think they need some balance around the weapons themselves, like what, you know, they do. But outside of that, the color changes is really neat. I think that's pretty cool. What about you, Julie? I think for sure that I think it's it offers more, like you said, opportunity for me to go in with lower tier weapons and still have a chance to come out with a win, right? And whether it be the final fight or any fight, right? And it's the biggest differences are not necessarily tier to tier. It's basically every two tiers. So green to purple has a pretty large difference between the two things. If you're using greens going against purples, it's going to be, you're going to be at a slight disadvantage. Whereas greens to blues, is it still slight? Yes, but it's very, very slight, right? You don't feel that difference nearly as much, right? There may be a four bullet ammo count difference between the two of you. And that's really the main difference. Whereas green to gold could be a 40 ammo count difference. And that is a huge difference for a fight because you'll have to reload two or three times before they ever have to once. So I think that's so and there's an aesthetic of player skill expression in that all the weapons for the most part feel really balanced that I can go into a fight against an SMG with an LMG and either one of us could come out with a win, right? It really comes down to who shot better, who played better, who managed their weapon more correctly. It really comes down to who comes out with the win. And I think that's really cool because I've gone into fights where I've made the choice actively to take a green or blue LMG over a purple dual crossbow, right? And because I fought better and shot better, my green beats the purple out, right? And or beats the gold person out. And because I took a weapon I'm comfortable with that I prefer and was just able to manage with the rarity I had and the weapon I had against another person. So I think that's super, super cool. The the melees are definitely a different story. And I'm glad that we brought those up because those to me, those are the one of the most imbalanced things in the game, no question. And they also lack the diversity that we have with ranged weapons for something that is so prevalent in the game, having four melee weapons total to blue and two being purple meets your diversity in how melee fights go down ends up in a slap fight nine times out of 10. Yeah. And I think part of that, excuse me, I think part of that comes down to the both purple melees have a right click special ability has that you can deflect bullets or reflect bullets. And the Scourge Blades has a dash that does damage. And both of those things will even if the damage didn't increase between tiers because I believe it does on melees, their their damage is different. Um, if even if the damage didn't change, the right clicks make those weapons infinitely better than either of the blue melees. Yeah, they can be fighters. I just froze it off because if you melee and the other big thing about melee is you heal for a percentage of the damage you deal, which is a whole balance conversation. Just as a mechanic means that you're doing more damage with your purples, you heal for a percentage of that damage and you have an extra ability. So you basically are getting two legs up against a single tier lower of melee. Right. If you're going to a melee fight and you have a blue against a purple, you will lose 10 times out of 10. Right. Assuming both of you are landing all of your hits, you will lose 10 times out of 10 just because that's how much stronger they are. And I think that's the disconnect between ranged and melee is ranged feels like a skill expression. Melee feels like who had the better one and it just comes down to that. Who got to who hit the other one first really. Yeah, which is why I start with a purple melee because if the fight comes down to that at at worst, I'm on evil playing playing field as somebody else. Well, what the melee to it's they're all different weapons. So it's not really really tiers that are separating them. That's true. But like the baseball bat does, I think 60 damage, and it just has like you swipe twice horizontally than once vertically. The axe does 70 damage. It's all three horizontal swipes. The Katana actually only does 75 damage per swing. So it's only like five damage more than the axe, but it's so much better because you can reflect bullets and people with it. And then the scorch blades actually deal the least amount of damage per hit, but you swing twice with every swing. So it's actually significantly more and all the melee weapons damage. Right. Yeah, you can dash through people and deal damage. So and then and they all do it's all 50% life steal. So it's insane. Somebody could be unloading on you shooting you directly in the face with a silence SMG and you could just chop right through like it's nothing because you're healing up. I've had that happen. I literally had a purple LMG and I'm full left click in the guy's face. And I still died to the blades. It's just so much. And we were talking about the perks earlier with the additional 50% damage that you can stack with a choleric. That's 150%. It's just, it's mind boggling to me that that is a thing. And a lot of times I've had it. I think, oh God, I want to say like a ridiculous number, but I'm going to try and not be dramatic. But I want to say like 60 to 70% of our fights have ended because of a melee versus being, you know, winning a gunfight or outplaying your opponent by, you know, using the, you know, advantages that you have through movement abilities or whatever. Like it just, nope, they got to hit me with a melee better than me. And that there was literally nothing I could do about it. I can't get away because they can right click and stick onto me use their abilities to stay on top. And you're just, I just died. It's probably to me the worst feeling in the game. I would not be upset if they just said, Hey, we realized this is a problem. We're just taking these out for now and we're going to come back to it. And you guys just enjoy shooting each other. Because to me, that's how bad it is. I don't know what they can do other than just like completely gut what their current weapons look like and how they feel to make it viable in what I would consider a typical BR or BR format. And that's, that's frustrating to deal with. And then again, that's not even going into which classes benefit from that even more. For example, Enforcer being super strong can dash through you. And now you are silenced, can't use your weapons against them, but they can still use theirs against you. You can't use your weapon abilities against them. So like it's just, yeah, if you have an Enforcer dashing on you, they're, they can close the distance by being immune. So you can't even shoot them while you try and keep them away and dash through you. So you can't use your melee abilities. It's just, Oh God, man, I hate that class. I hate it so much. It's like they get a stasis gym just as their, as their ability was. Yeah. Where's my stopwatch? And another mechanic that's actually unique to this that we haven't talked about that I just thought of is when you get downed, you're actually not out. It's not like other BRs where you're bleeding out over a course of time. And then when that timer runs out, you're out and but your team can rescue. This is, you have a timer in trios. It's 40 seconds. After 40 seconds, you get back up with 50 health and can run around again. And so with that in mind, it's not just a matter of watching to make sure you don't get that player you just down doesn't get revived by their team. Now it's, I have to execute that person because in 40 seconds, if they're still, if they're still crawling around, they get back up and I could be in trouble for that. And so adding that in, you've now got, downing a player doesn't really down them half the time until you've fully gunned them down to make sure they will never come back. Right. And so it's a weird kind of juxtaposition of like I downed a guy, but I still have to know where he is in the back of my head while I'm fighting these other two guys, but if they crawl away in a good spot or they use an ability to get away, sometimes you're just SOL and they just get away because they can get back up afterwards. And you can't perform the deoblerization on them while they're down them. Yeah. But if in trios, especially that is insanely hard to pull off if they're not, if their team isn't entirely down. So it's this weird, it feels like rock, paper, scissors. You always have to throw the same thing every single time. And you're hoping that the enemy player just throws the thing that you beat instead of actually having some skill involved. And with that, with Melee's healing, so many players, including myself, have turned to instead of just turning the fight on somebody else, deoblerizing or letting them get away, you switch to your Melee's, hit them a bunch of times, heal back your health as well as fully kill them and then turn your attention on to the next person, which there's a lot of problems with the downstate in that regard is that when you go to the downstate, you have 200 health again. That means that I have to land effectively three to four Melee's on a downed person to kill them and then turn my attention. That is an extra three to four seconds that I'm spending on this person that I've already technically beat in a fight before I can move on to the next person in the fight. And that is beyond frustrating. Having to go through and deoblerization takes eight seconds. I think it takes eight to ten seconds. So no matter what I'm wasting time instead of getting back into the fight while it's going on, it just feels awkward and feels odd. The TTK overall in the game too is, I think it's lower than most BRs. You guys probably play a lot more BRs than me, but it seems like it takes, unless you're laser beaming headshots into somebody, it takes a while to drop anybody in the game. And then of course, like you said, when they're down, I've pumped a full magazine of AK into somebody, but because they had their ass turned to me and I couldn't hit them in the head, like I ran out of ammo trying to kill a downed person. And you have to respect the fact that they're down because they'll come back. Yeah. Yeah. No, I agree. I think it's the most. To me, it's probably among the most frustrating parts and for all reasons expressed. I mean, in threes, I feel like it's the most egregious because there's just so much more opportunity for other teams to collapse. Like this map is small for one thing. Using the ability to see through all the grave, whatever your ex basically, but being able to see through walls and all that stuff and detect other players, you can see little circles of shots going off across the map. So you know when, when action is taking place and you can actively choose to go and clean up or third party and it's, it's very egregious. I mean, I think it's most egregious in threes. It still happens in all the other modes, but when you again are trying to keep track, you want to fight, you used a lot of ammo to kill them. You now have to remember. So one of our teammates is down. Okay. So I choose between getting him up so we have a third person in case we get third party. No, no, no, go find that guy. I'll get up and go, you know, he's over here or I think he was there and you're trying to run around and you're looking down at your feet, trying to find where they are or they dropped off the roof. And now you got to find them amongst civilians and it's like, it's just a headache. It's a pain in the ass. I'm, I like it when it works out for us because there's been plenty of times where one of us has gotten out and we managed to come back into the game and compete. From that perspective, I think it's cool. I really do. I think it gives people an opportunity to maybe you got ambushed, you got away, you can come back and still fight to, but it's, it's the, if it was like 50 health, instead of a full 200 or 100 health maybe or something like that, because not only again, what you mentioned with the healing with the swords or whatever, because now you're at full health and do, I don't know. It's just, it's just feels bad. It's just not a fun interaction. Dealbarizing puts you into a position in a BR, so I love BRs, but you were standing still. I get head shot all the time trying to de-op somebody because I'm standing still in a fucking BR. Sorry for my language, but it's just, it's frustrating. Like I don't, it's not, it's with armor being hard to come by, health being difficult to obtain unless you're mailing everything. It just, it doesn't lend itself well to feeling like I played this fight the way I'm supposed to. I did all the things, but now I'm being punished for it because I have to clean up. I have to do the chores now in order to make this fully done. And so the time to kill, like you mentioned, sorry, I know I'm monologuing a lot, but the time to kill initially is fine. I think the time that it takes to cut through the first 150 health and down an opponent, I'm not, I don't hate that part. I, you know, sometimes it's hard because it'll use abilities and all that. That to me is fine. That's unique to this game. It's super cool. It's the after the effect. Not only did I get to go to the first 150, now I have another health pool that I have to go through. Hope that another team doesn't show up while I'm doing that. Keep track of my 19 mates, where the opponents went. It's just too much. It's crazy. And you get on a good point of this. It's so great. We, we're fighting 3v3s. We down the entire enemy team, but we took damage and they're all still crawling on the ground. We have to go finish them off. Now we have the choice to make of, do I heal myself or do I go execute these players and put myself at further risk? Right. If I, if I choose, and if I choose to heal myself just using blood bags or whatever it may be, they may be getting up in the time that I finish off my heel. Now I'm back in the same fight I just was in or they run away or whatever it is. And there's no benefits at all. I just wasted resources. And so it's this weird, it's a weird feeling sometimes to be in those fights. And if just one of them gets up and runs away, they can res their entire team at a res point. I mean, they'll be lacking in resources and weapons and everything, but still their whole team will just be back up. I really think, and that's why players have turned to the melee to finish people off is I get to heal and I get to confirm that they're dead. Right. I get to do both of those things at the same time rather than choosing one or the other and potentially taking a risk of another team showing up while I'm 50 health and deciding to execute that player. I'm laughing because I'm remembering a moment where literally it's 2v1 and a guys is meleeing. He gets one of like, I think it was he got Convay down and is meleeing Convay to kill while I'm still shooting him and he heals through all my damage, turns to me, may lays me the death and then kills me afterwards. And there's nothing I could do. Like, I mean, other than disengage, leave Convay there and, you know, and not try to make the fight work. Like, and I think those things are the compounding interest that for me is it's like, those are the things that make me, even though I've played the game a lot, I really do like the game. But those are the things where it does make me go like, Oh, why am I playing now? Like, or, you know, okay, well, let's we start racking our brain. I know we all have done it already. We talked about it like, okay, so what could we have done better there? Sometimes it was just like, I don't know not have it happen in the first place. And we started questioning whether we take fights like, because you have to know, okay, wait, if I take this fight, we win the fight, can we execute everybody and get out in one piece? Or will we be in a position where we took the fight? Because sometimes fights end up moving across like six, seven buildings or whatever. Will I be and we started getting smarter about it? And maybe that's just the evolution of the game will be like, okay, do you know what, we can't finish this fight, we're wasting resources, let them go back up, let's heal, let's do that. And I think that that's something to be said, maybe that that's the way that you play the game. But the way the map is so small and the way the zones close, it really lends itself to being aggressive and taking fights. And if you leave too many people up in those final circles, it's just, oh boy, it's nuts. Well, that's the way I've started playing solos, which that's normally what I play as solos. And, you know, initially, I was trying to finish off everybody I could. Now, if I deal a significant amount of damage, but I've been there for a few seconds and they're not dead, I'm out. I'm gone because there's going to be five motherfuckers coming up behind me to kill me. So the resurrection thing like somebody will kill them. Yeah, the resurrection thing is even worse than solos because the resurrection times 10 seconds, not 40 seconds. Right. Yep. Oh, 10 seconds is nothing. If I choose to heal, they will get up. There is not even a question of maybe their timer is in the right place. It's a guarantee they're going to get up and either be gone or be right back on me one way or the other. And you've got other players coming in at the same time. And I really think if they want to keep the system the way it is now without fundamentally changing some things, they have to lower the health pool of downed players. 100%. Putting them back at 200 health just takes so, it already takes a little bit longer to deal with in fights. And I think that feels good. Like you said, Viking, I think that aspect, the time to kill feels good there. But when they immediately gain 200 health when I down them feels terrible because I have to put the same amount of ammo I just put into them to down them to then kill them again on the ground. And that just feels awful. And in solos too, you get the unless it's ranked, ranked it's one death and you're gone. But just regular solo blood hunt, you can eat NPCs that will give you an extra life. So you can die, come back, find one of those NPCs, eat them, go get killed, come back. It's just a constant, it keeps going. I played solo games where when I come back the resurrection, I do nothing but seek out another one of those people first. Then I get them and then, okay, now I can go back into the game. And you get all your gear back. I love that. I love that so much. Every once in a while, though, the person that killed you the first time will kill you the second time. I had that today. I killed the same person. Yeah, this morning, I killed the same person three times. Like I can tell it was 100%. Oh, I felt so bad though. I felt so bad. I'm gonna get him. I'm gonna get him goes down. I'm gonna get him this time. There was double pistols, headshots every time. Do I like the double pistols? Does feel good. I just want to say the best moment I had in the game and I think I caught I actually recorded it during the last one is somebody was down and I was healing up by chopping them with a katana. Somebody started shooting me from behind. I finished that guy out, turned around and just reflected all the other guy's bullets back into him and down him as well. It's like melee weapons are way too strong in this game. They really are. They really are. Yeah, if I could change two things, right, just off the cuff, I would cut melee healing probably down to the 15% at the highest. Sure, you get some. I get the idea is like they're vampires, right? You're drawing blood so you get health for that. Cool. I understand the aesthetic reasons behind that, but 50% is far too much to be earning from those melees. But then I would also cut health to probably 50 when you're down. And just lower those two things. I think that brings the quality of life of the game up immensely by itself because melees are still viable, but they're not the end all be all of final fights and downing players doesn't feel nearly as frustrating. There's a risk reward in downing players. I can deoblerize for the extra human slot, but that takes extra time and leaves me exposed or I can very quickly just get rid of them, move on to the next thing. And that's the risk reward in the current state. It's risk, risk. No matter what you're taking a risk with downing players and that just feels bad. I kind of agree with the two things that I would change. I probably would adjust the numbers a little bit. I maybe do like 25% maybe of healing something along those lines because I do think the idea was that you should be rewarded for the risk of getting that close. I think the problem with it currently is that there is no risk of getting that close. You're actually gaining an advantage and a massive one at that. And so that's I think a big one. If you were to adjust the downed health, which I don't disagree with, I would probably argue for lowering the time that it takes for someone to be able to get up because if you can theoretically get away and get out of line of sight or they start getting third party and you get a chance to get up and threes at least for someone who's not playing my class, it takes a long time to get up and if someone could with a stray bullet almost kill you, that might feel bad. It wouldn't take much to just turn, hit them three times and then get into the fight. So I do think you should have to use resources to finish the down. I just don't think you should have to use the current amount. It's too much. You guys have both played a lot more solos than I have. Now playing solos and playing threes, is there a or even the duos, is there a mode that you think is more got it right than the others of the three that are available? And that includes solos and solos ranked. Like, do you feel like one or multiples feel better than the others? Or how's your guys's take on that? I think solo unranked is perfect for new players because you do get that second chance and it's chaotic but you can find your niche and you can learn the game a little bit. I think duos was just right for me as far as just actual just regular old gameplay. I would completely agree. I think duos hits the sweet spot of res timers to down timers to amount of players to third parties to all of those things. I think it fits really well in duos, whereas it's slightly overbearing in trios and then slightly underwhelming in solos potentially, depending. And then solos is a great environment for, solos unranked is a great environment for new players to get their handle on the game without going in and then five seconds in dying and being like, oh great, 10 minute wait time now for my next five second death. Because that's the way, that's what feels the worst about BRs when you're getting into them is if you die instantly, now I have to spend five minutes queuing up for another game to die in five seconds. And just that feels bad, constant, constant, constant, constant. The load screen of death all the time. I do agree, I think with your guys' takes. I think duos felt the best of them. It's a bummer obviously because you want to play with as many friends as you can get on the game at once. So trios was what we probably played the most of them, at least in Jellien Convay. But I did when we played duos. Duos felt the most fair, I guess, across. You did have to use resources to kill the down players, but it didn't feel like I didn't have a chance if I took it with the fight well to be ready for a third party and kind of handle the chaos a little bit. The solos, the other aspect that we didn't touch on is that when you come back, you come back with decent gear too. Normally in, when you get downed and you get res backed by your teammates, you have just your starting pistol or if you're jelly, you have just your starting weapon, your sword. And that's okay, but if you end up with another, and you make a bottom of the way, if you end up in another fight right away, you're at a significant disadvantage whereas with the solos unranked, you come back with a blue AR and a blue melee. Yeah, blue AR and blue, which to me feels really good. Again, especially for new players, you're not sure of where to land. You're not sure of where to, you know, you have quest items you're supposed to be picking up and all that stuff. It does feel good that yeah, you're not immediately put back into a lobby of loading screens and all that stuff and feeling like you don't get to play the game. So I agree with you guys. Something I read about BRs a long time ago is somebody was talking about, I forget who said it, but they were talking about why they're successful is because the amount of time you put in is equal to how much satisfaction you get. So if you come in and get killed immediately, that's only like five minutes of your time that you spend. But you know, if you spend like 20 minutes, you're going to be at least like top eight, top seven, you're going to feel you know, pretty decent, you know. And then of course, if you spend a long time in there and you end up winning, then it feels absolutely amazing. And I think there's always all BRs at varying levels of this, right? But there's always, you're always doing something, whether it be traveling from location to location or in fights or looking for gear, right? Your 20 minutes is 20 minutes doing something most of the time. You're very rarely sitting, holding up, waiting for something to go down, right? You didn't play PUBG with me. Yeah, you didn't play PUBG with me. But that's especially in this one, right? Where there's, where cover isn't quite the same as it is in other BRs. And so yeah, I think that's a great way to put it is that you get in what you put in, or you get out what you put in. And I think that's a good, a great way to sum it up. I also agree with that sentiment. I actually, and I'm curious what your guys' thoughts, Mingus, you haven't played a lot of BRs, but I'm just going to lean on your general expertise with the FPS. How do you guys feel about the bloom mechanic versus, you know, having bullet accuracy based off of spray patterns? I think it works pretty good in the game. Like with the AK, I mean, it's somewhat real. Well, it's not realistic with the LMG, but it's somewhat realistic in that the longer you spray with that thing, the more erratic it's going to get. Like, it would be even more realistic if it would climb. But like with the AK, like you fire in burst, you're going to be a hell of a lot more accurate over a long distance than just hammering on it and just, you know, filing fire and full cyclic. But like the LMG starts out, bloom, and then gets more laser focused as you go. It does. It's a little weird from that perspective. I do like how they say that normally you wouldn't be able to just carry an LMG around, but since they're vampires, they can do it. I like how they added that in. Jump with an LMG and climb walls with an LMG. And not just any LMG. This is like a water cold World War One LMG that you're rocking. Being giant. Yeah, it is. It's massive. Or a minigun. Come on. I mean, let's be honest. I agree with Mangus. I think in this game it works fairly well. I also would say that I have learned guns better in this game than I have or faster in this game than I have in previous VRs, where basically within two to three runs with the same gun, I basically am like, okay, I understand how this functions intuitively. Instead of having to like sit there and be like, okay, I need to pull down to the right and then down to the left and then straight down afterwards. Yeah. Right. And really analyze it. This is way more intuitive that I can pick up a gun, get a rough feel for it and be like, oh, okay. And then figure out how to dial it in very, very quickly. I also, I mean, we're echoing a lot here. To me, it felt a little bit more like a Fortnite style of, you know, with the bloom. Initial Fortnite was, to me, garbage bloom, but they did start to hone it in and start to feel better. I noticed with some of these, it did feel a little bit like there was a little bit of you had to pull down to get accuracy, but I do also like with the sniper rifles, you aim at the head, you shoot the head, you don't have to like worry about, you know, angling it up at this and, you know, calculate for, you know, gravity and wind and all, no, you don't want to do any of those things. You shoot it at their face and then it should, in theory, hit them in the face. There are some weapons, I feel like sometimes just laser and that sometimes feels bad, like the tracking on when you're jumping and doing all that stuff and they can just follow you and just constantly keep the damage on you. But I didn't notice a massive difference as far as the bloom being a detriment. Like it did feel like, I mean, other than that, going from big to small, which is weird, I guess it seems the opposite. I did feel like what you mentioned, Jelly, that you could learn the weapons and they weren't punishingly hard to learn. Like you could figure them out, pick up almost, I feel like I can pick up almost any weapon and use it fairly consistently. Revolver's probably the one that's the most punishing to me, just because you really need to be hitting headshots with it, which is very hard to do. But if you are, if you're shrouded, you're loving revolver because it does a lot of damage, but yeah. The crossbows have their place too, but they're especially the double crossbows, the pistol crossbows, the part of the explosive bolt seem very underwhelming. Now they nerfed during the last play test the regular crossbow, the shoulder prior crossbow because that thing was nuts. Yeah, it was stupid. It's still better than I think people give it credit for, especially if you're playing prowler like I do, you throw the bats out and you detect somebody that's behind, that's like hiding behind something on top of a roof. You just start lobbing those, the gas in there and they got a run. Even on like for final fights, I've run in several times where I run crossbows, my secondary weapon, knowing I have purple melees as well. And so when the fight gets that close, switch the crossbow, plop one down right on top of us, pull out my melees, come at me, please, I dare you. Like what are you going to do? Fight in poison and take melee damage? No. And I do love that if you direct hit somebody with the crossbow, the gas just stays on them. Like they carry the gas with them. And it does a lot of damage too. Yeah. And you were rewarded for your accuracy with it, right? Because that was probably one of the harder ones to aim, especially over distance. You do actually have to like try and drop it. There is drop to it. Yeah. Yeah. I do think that's pretty cool. I wish, and this is an aesthetics thing, kind of going back to it with the poison, for example, I kind of wish it was a little bit more noticeable, which is friendly poison and which is not friendly because I know for a fact when jelly is throwing poison at his feet, I'm kind of nearby and I'm like, Oh crap, poison at my feet. And I'm running away from it, getting into a position maybe not most beneficial to me. It's really difficult to sell whose is whose. Whereas with the bats, for example, you can tell the bats are friendly bats and the other bats are enemy bats. So I think that the clarity on that would be nice. I don't know exactly how they would do that and still keep it looking like a poison cloud that you want to see. But that's just a small complaint, I think, of something I would like to see adjusted. Honestly, if they just recolored it to make enemy poison red and allied poison green, that'd be fine because the red gas is aesthetic with the zone, right? So great. You can say it's a similar way to that. And then you just know allied is green. So it's not a big deal. I think that would be a very simple change that would be just as effective in letting you know which is which. Do you know if the little self-grenade of gas immunity and yeah, well, so does that work on the poison class? I didn't think so. Okay. I thought I did. I would have hoped it did. It would make it more viable. I don't know. I don't think it does. It states it's red gas immunity. Oh, okay. Okay. Yeah. I don't know. The thing is called a red gas. I got a win against the guy that was using a crossbow and I came out of the red gas with the neutralizer and killed him, but I did kill it with a scourge blade. So maybe it was dealing damage to me. I just didn't feel too much healing right through it, of course, but I think if that doesn't work, I actually think that that would be something because if you made the poison gas, like a portable red gas, almost like the zone is using, I think that actually because there's perks that you can use that maybe would be more viable because right now we feel like they're almost not. I mean, if I'm going into the red gas, the fight is probably bad already. I could take another perk that does more to facilitate the whole game rather than the niche situations in which I would need to go into red gas to survive it. But if you have that and you see, okay, hey, they threw down on poison or there's the grenade that one of the Nosferatu have, yeah, this avatar, I can go through that and be immune or take maybe reduce damage to it because I went with this perk where I put on that resource in-game, the grenade, self-grenade, red gas immunity thing. I might add more variety. I wonder if that's something they can look into. But I think that's fairly niche. That's like a nerf to the Saboteur class and it's a nerf. And that's the problem is where you run into buffs that also nerf other people that don't nerf everyone. It's just a straight buff to one class or a straight nerf to one class. One thing I wanted to touch on too before I forget is the differences in animation whenever you're feeding because it really cracked me up because I guess you guys don't run with Nosferatu a lot. I always run Nosferatu and I was running threes with these guys and I fed on somebody and Viking was like, what the hell? Because like Nosferatu straight leaps on top of people, puts them in the guard pretty much and tears their neck out. It's pretty gruesome when the Nosferatu feeds. Whereas he's Torridor, Torridor basically makes out with them. It's true. And Bruce just kind of, or Bruha just kind of brute-forced their way in there and just like, yeah, just give me your neck. Thank you. I'm just, I'm not, no questions asked. And that does speak well to the aesthetic. I think that that's one of those things that they didn't need to do it, but it's cool that they did. So for me, I do, I play the more sexy vampires, if you will, the sparkly vampires. And it's fun. So she goes in and they wrap the arms around them, like they're seducing them well. And then after they get the blood, they go and push them off. I just love it every time it's like, get off me. I got what I needed from you. And it just, it feels aesthetically like I've connected it a little bit more each time we do those things. It matches what you would expect. And I think that lends itself well to the overall feel of the game. And they do a lot of those things. And I think that's cool and makes the game enjoyable. But yeah, I think it's about time to start closing it up on blood hunt. Did you guys have any final thoughts on the game before we close out here? I'll let you go, Viking. Um, I mean, so I would encourage anyone to play it. I mean, I know we talked a lot about things that we'd like to see change. And I think the things we want to see change is because we enjoy playing the game. Like that's the big one. And there's a lot more of the game that I enjoy that those things that make me enjoy it less aren't maybe going to stop me from playing it. But it would make me want to play the game more, or I feel more enjoyment from the game if they added it. I think we touched on a lot of the aspects that are the best. I think the skins look cool. I think the aesthetics of it, other than the hair, I'm hopeful that they can fix some of the things with the hair, some of the cosmetics, some of the bugs, like, you know, the red dots not ever going away on the menu. Some of those things are a little annoying. But overall, for a BR, it's one of the better, at least, okay, let me say this, it's not maybe the best BR, but I've had a lot of fun playing this BR. I played a lot, and I mean a lot of PUBG. I liked this game more than I liked PUBG. PUBG was hard and punishing and just brutal. But when you won, it was one of the most, you know, exhilarating feelings in the world. I don't get that same exhilaration from winning this game, but I'm still excited when I win. And I think that lends itself to being a fun, cool. I'm excited to see what they do with more ranked options. If they go that route, I would love to see what threes look like. I think they should make some adjustments to the map and maybe reduce the amount of people and threes or something like that, because threes to me feels the worst of them, but you always want to play with more people. And I think that should be the more fun mode, is the threes. But yeah, so that's, I guess, my final thought to play the game. Tell us what you guys think, how have you felt about it in the comments. I'd love to know. And yeah, what about you, Jelly? Yeah, I completely agree. I mean, it's free to play, which is a huge benefit for them. There are no pay to win aspects at all. It's all purely cosmetic in terms of any purchases you decide to make, which is a huge boost, especially in today's climate of free to play releases. I mean, I put 50 hours into the game in two weeks. So I played it a lot. I plan to play it more, especially as like updates and things come out, right? I definitely would be in still into playing. So I would recommend it for sure. Shmangus. Yeah, I don't like BRs, but I actually do like this game. So I think if you're out there and you don't like battle royales, but your own defense about trying this game out, I think it's a good one to try. I think it's a fun BR. If you just want to enjoy the experience, like I said, just the unranked solos are super easy for new players to get into and have a good time with. So yeah, all around. I think it's worth trying. I think it's worth trying. But that is going to wrap it up for this week. I suppose we should we should do plugs. Also, I do want to mention too that normally what we plan to do with these is we're going to upload the actual gameplay of us playing these games on the Viking Jedi channel. But this time when we recorded my voice wasn't there. So it just sounds like Jedi is talking to himself. The entire time normal. It's tend to be talking a lot. I will say you talk for the most part way more than I