24/7 Support Email:[email protected]

Buy FC 25 Coins on MMoexp.com At Once All Platform

Introducing 3-man blue portals to Normal matches

Introducing 3-man blue portals to Normal matches could address a pressing issue. Currently, the final circle in Normals tends to favor mega-geared teams, granting them free loot at the expense of the beaten and battered grey team who often face insurmountable odds. Geared teams predominantly play Normals due to its consistently active PvP, and the absence of 3-man blue portals leading up to the final circle makes this last showdown a guaranteed fight.

Related post: Stealth is a vital mechanic in Dark and Darker

By implementing 3-man blue portals in the lead-up to the final circle, it wouldn't necessarily result in a guaranteed confrontation in that phase. This change would offer grey teams the opportunity to engage in a raid, clear rooms, confront other teams, and even take on mini-bosses. If successful, they would reap the rewards and earn currency to risk in the next match. Currently, the situation forces successful grey teams to enter the final circle heavily disadvantaged, facing teams with significant +all gear and often with no other viable options.


If the final circle didn't favor +all gear teams as much, they might migrate to High Roller (HR) matches where a similar contested final circle system would still exist. Normals should not be designed to compel players to face HR-tier teams; it should be an option to strategically avoid them throughout the match while continuing to loot and clear rooms. The team should be rewarded for surviving the Dead by Daylight barbarian team throughout the entire match, rather than having victory handed to them on a platter.

Related post: An introduction to loot and drop rates in Dark and Darker

During my Saturday gameplay with my team, we never encountered a squad wipe. In every final circle, we adopted a camping strategy, and the winning team from each lobby essentially brought the match's best loot to us for free. These teams often had low health, little match time remaining, and relied on us to essentially go AFK to give them a chance to open THREE portals and leave. If they went rogue, we did the same, and we would final extract camp them.


On another note, during my gameplay today with Gathering Hall players, I didn't manage to triple extract even once. Every final circle became a chaotic melee. If you bring gear to help your grey teammates get back on their feet, you often end up dying and losing it in the final circle to the camping team. If you escape and abandon your team before the final circle, they face an even easier defeat and may leave your group due to feeling abandoned. Offering them early extracts puts you and other Gathering Hall players at a disadvantage, facing a final circle grinder with additional challenges.

Related post: How Merchants works in Dark and Darker

Considering these challenges, implementing 3-man blue portals in Normals or introducing a static exit for final circle extractions, accessible by a limited number of players, could help address the issue of easily farmable final circles and promote more balanced and engaging gameplay.


Where & Which site to buy cheap Dark and darker gold quickly? MMOexp.com is the best choice, make an order now.