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Ark_the_Bonsai

Ark_the_Bonsai

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Ark_the_Bonsai
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  • I take advantage of it. Farming your friends? Free kill. Following me with a flashlight and spamming it? One less person on gens and when I eventually Franklins it out of your hand it's gonna break. Nice one Nea. Tbagging? Well, you'd get a bigger head start if you weren't being so silly

  • @BlueFang said:

    Playing as Trapper, use offering to get Lery's to practice for Hawkins, get some great basement RNG and traps, whittle the team down to two players left, down a bill right as he vaults a window

    Pick up the trap next to him = Bill DCs

    Reason: "Slugging for the 4k is grosssss, your not as good as you think you are"

    As I was picking him up to hook him. I swear sometimes I wonder if we played the same game lol

    Morons

    I've legit had survs d/c because I glance around me after downing them because they think I'm gonna slug them (even if in reality I'm just checking to make sure what I heard was ambient noise and not a flashlight inbound.)

    It's all just hardcore entitlement and it's led to me wanting to slug even when it's not beneficial to me just to make a point lol

  • Well, welcome to our little family. I don't really know much about Stranger Things but as Anarchy said it's not likely. DBD releases new killers and survivors in chapters and when it comes to Licensed content we never get another killer/surv from that license due to how licensing works. It would require a complete renegotiation of the contract.

    @anarchy753 said:

    Nope. The Stranger Things chapter is set, next chapter will be something completely different.

    It's a small piece of ST content in an existing game, not a ST game and it doesn't need the whole cast.


  • Everyone is entitled to their own playstyle this is true, but people who choose to hide should be aware that there are people like me who see them as bait/a free down.

    If I see a fellow survivor hiding, rather than doing a gen or a totem, when I run by being chased by the killer (I swear I'm cursed to be chased from the start of the match no matter what) I will almost always go out of my way to lead the killer to you because:

    • If the killer chooses to swap targets to you, I can go do a gen and make it 3 people doing one instead of 2 and
    • If you go down I can get a stack of WGLF, Deliverance, and some tasty altruism because I'm the closest person to you

    In a similar vein, if I am killer and I spot someone attempting to hide while I'm in the middle of a chase I will always swap targets to chase the hiding individual because

    • They will likely not expect me to drop the chase to swing around their tree, meaning I'll get a free hit
    • If they're hiding they're probably not confident in their ability to handle a chase, meaning I can down them rapidly


    Of course in both of these scenarios I'm referring to those who hide near a chase and are thus unhelpful to the team. If you're just good at hiding and the killer never finds you, good on you. If I run by and you're crouching a little ways from an active gen I'll feel bad and let the killer keep chasing me because I know you were trying to do your job.

    This isn't me trying to discourage people from playing in a more immersed and stealthy fashion, I've just been harassed for taking advantage of their playstyle for my own gain multiple times and felt it should be brought up that you're wearing a target on your back when you play stealthily. A killer is much less likely to chase someone in the open over someone trying to hide because the person in the open obviously has a plan.

    I hope I explained well.

  • @not_Queen said:

    @GrootDude I play nurse. I am actually a nurse main. And I do the same as you @immortalls96 , I don't play with add-ons.

    Lately I have been spending less time on live and more on test builds so my live rank is very low. As a result, I don't play nurse as much (on live) because it's just too hard for the players I am facing. That's why people assume I stopped playing her. But it's not the case. ^^

    I can't talk about the future changes yet but you can be sure that when they come, we'll explain our design goals behind them. 🙂

    I'd just like to say thank you for that last sentence. I've honestly supported most decisions that you guys have explained your reasoning behind, only being genuinely confused and upset when nothing is explained and the change feels randomly tossed in without reason.

    If at all possible I'd like to suggest using MOBA style patch notes where the devs leave some kind community note under each change that explains the thought process behind it. Thanks again for all the hard work!

  • I really like both of these. They'd help both sides. It really sucks trying to offer advice or give props to someone who already skedaddled

  • @gamer123 said:

    Lol ok, I hear you all saying the tracking is nothing and it's all about the bp. So you wouldn't be upset if they remove the tracking and it's just like wglf for survivors? No of course not. You'll cry your eyes out but want to down play the usefulness of the tracking here and now

    TBH I know I wouldn't care in the slightest if they removed the aura reading, I like most people don't need it. Personally I'd prefer if they gave WGLF something similar though instead. I always feel like I'm wasting a slot with WGLF because it only does points but I genuinely feel like I wasted a game if I play without it because of the missed BP gain.

  • @GrootDude said:

    I’d just like to say, bbq isn’t good. We use it for bp because stacks are easily obtained.

    This here. I'm at the point where I can usually make an educated guess without the perk and there's multiple different ways to just dodge the killer who uses it given they have to be really far away for it to activate and survs have plenty of forewarning before it actiavates.

    If I want to track people every time I pull off a down I'd run thrilling tremors. It honestly does a better job of it.

    The bloodpoint aspect makes it hard to put down and trade off though and I keep catching myself forcing it into builds that would otherwise be better just for that delicious bp. Same reason I have WGLF in literally every build I run for survivors and it doesn't even have another benefit (which is silly, it should get a small non bp benefit too)

  • @UlvenDagoth said:

    https://forum.deadbydaylight.com/en/discussion/comment/671632#Comment_671632

    Yea that would help... unless people said "Naww" and didn't use it. Proximity voice in game could work too. You never know if the Killer can hear... well other than TR. LUL

    You see though, if you don't use it it's on you. You chose to make your life harder. Besides if they did this they could easily add a lot of quality of life UI like a chase symbol on the hud for every surv, not just obsession, a totem counter, etc. Since the option to communicate the information would always be there it wouldn't really change anything meaning again that killers and perks could be balanced around that high level of knowledge instead of around solos with no idea what's going on

  • Honestly I think simply adding a Voice and Text chat into the main game that can be toggled on and off in the menus would work wonders. This would buff every single solo player up to SWF level and allow the devs to rebalance entirely around SWF rather than be forced to constantly juggle between "This is too easy for SWF but too hard for Solo if we make it stronger/This perk is useless to SWF but a godsend to Solo/The opposite of that last one"

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/85228/detetcives-hunch-should-get-dark-sense-treatment

    I could go for Detectives Hunch being buffed in a similar matter. As it is, it's a worse Small Game anyway.

    Exactly. It takes too long and while technically providing more information in one moment, provides much less over the course of the game. It's best use presently is being combined with a rainbow map on the last gen to help with the end game but honestly with the new left behind it won't even be needed.

  • @Horror_Gaming said:

    Maybe they will rework his perks with this update too:)

    Honestly the only one I think really needs a rework is Vigil. It's kinda useless with the exhaustion changes.

    Pharmacy is a better Self Care that also works wonders on an item farming build (you get one garunteed good medkit and then really fast, really quiet searches on every other box)

    Wake Up also helps speed up the end gate a lot and, combined with the new Left Behind, could make the perfect backup for being the last survivor alive (those doors are pretty hard to do when you're alone and the hatch has been closed) To be fair, this one could do with a few number tweaks though. Like an extra 2-3% for each tier and removal of the completely arbitrary aura reading range.

  • I'm guessing you misunderstood the PTB (Public Test Build) date for the patch release date. 2 days ago they started testing dedicated servers and yesterday they started testing the Stranger Things chapter plus a few perk changes. If this works out the same as every PTB prior we still have at least a week or two before the patch will go live.

  • @justarandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/669912#Comment_669912

    So, this guy has not the full rights of his own face? Lol

    It's more that he doesn't have the rights to the character Quentin. The people who own Nightmare on Elm Street do. They'd have to give the go on any cosmetic changes to the NIghtmare dlc, including changing Quentin's face. Having the actor be down with it will probably help their chances though.

  • @Liruliniel said:

    #RipWhoCares

    Everyone says this. Legion was borderline toxic and needed a rework, MOM should of never existed outside of PTB it needs another rework, and GF had balancing fixes not nerfs.

    Preach it man. ✌️

  • @ad19970 said:

    https://forum.deadbydaylight.com/en/discussion/comment/670100#Comment_670100

    Understandable.

    But it wasn't really a seperate nerf to Self Care, just that it had it's time increased because healing in general got nerfed. If Self Care waa faster than 50% however, then people would not have a reason to be healed by others, since it would be way more effective to just heal yourself. I guess maybe 60% healing speed for Self Care could work, since it does take up a perk slot, but it shouldn't be higher than that. The point of Self Care is to be able to heal yourself if there is no other survivor around that can heal you.

    If you think about it, Self Care could be already considered to let you waste less time on healing because you don't have to waste time running to another survivor so they can heal you.

    Sorry, I thought it got a separate nerf from that at the time but I was mixing them up. It got a decrease to its medkit bonus and locked at 50%. I thought it'd gone down from like 75 % but it looks like I mentally attached it's first nerf to the Self Care change (it was 80% at one point in time)

    I still don't think it's a good choice of a perk but thanks for bringing this to my attention. Didn't realize I had misremembered nerf order and likely wouldn't have looked it up if it wasn't for you.

  • @ad19970 said:

    https://forum.deadbydaylight.com/en/discussion/comment/670075#Comment_670075

    I'm surprised Self Care gets so much hate. You still don't waste any more time when healing yourself than when being healed by someone else. It's just that healing in general takes longer now.

    It does take longer than letting others heal you technically, but including the time it takes for someone else to get to you it is generally about the same. I, and most people, just see it as a waste of a perk slot though. So many better things could go there.

    I'm glad about the healing nerfs, not so glad about self care getting a separate nerf to the healing ones though. Brought it down from a "Meh, but common" choice to a "Why would I run this when I can just bring a medkit?"

  • Me and someone else were discussing this in a different post. It should honestly have a scaling d/c penalty that gets worse each time you d/c.

    Presently you can't reenter a game for 15 seconds for one d/c. Lets say each time you d/c over the course of a Rank period it scales it up by another 15 for reenter. So you d/c again and now you have to wait 30 seconds to make a lobby. d/c again and it's 45 seconds and so on, so forth. (WIB the numbers. I feel it should be more than 15 in general but I thought I'd use one we already have)

    The reason people d/c so much is because it lets them keep their low rank (ranking up isn't really a fun thing for people who like to make others miserable) and it doesn't stall them from entering another game all that much. This way you might see the usual number of d/cs at the beginning of a rank reset but you won't see them much for the next 4 weeks because of how much longer their que times will get.

  • Unless you're referring to how buggy his reveal, this post is gonna bother the heck out of me. Everyone keeps acting like spooky boi got nerfed into the ground because:

    • They made it so that he can get stunned out of his power (LIKE EVERY OTHER KILLER IN THE GAME)
    • Made his reveal area very slightly larger, (it's still about as big as your pinky finger tip on the middle of the screen, calm down its fine. Before you could be kissing him and not reveal him. This was basically a bug fix)
    • And remove his ability to stalk survivors who were already stalked to full (You're obviously not being stealthy with the stealth killer if you're extending their timer in a chase. This was also obviously a bug given that there were addons to extend the timer. Why bring an addon that makes it last longer when you can just make it last longer yourself?)

    Like honestly. Can someone please explain the hate for the Ghostface changes to me. They're nothing compared to how Pig got gutted or how Self Care became F tier (I miss when survs took 7 years self healing each game instead of doing gens) yet people act like it's the end of the world.


    Sorry for the small rant. Been sitting on this for a while and it spikes up every time I see someone complain about him like anything important to his playstyle changed for the worse.

  • Crap, I wasn't paying attention and put this in the bug reports section (zoned out and forgot there wasn't a general discussion Perks and Addons section when I selected it)

    Is there any chance a mod could move this to General Discussion? @Rizzo90 (sorry to @ you but you're the only mod whose name i've learned by heart)

  • @BlueFang said:

    Ah yes, Evil Dwight is a powerful weapon

    Unless the killer is a TF2 player and the other survivors make friends with him by crouching and nodding at him first

    Then your doomed

    I am prepared to be punished for my sins

  • @White_Owl said:

    If you don't do it with bald Dwight, you're doing it wrong.

    I shall have a dome of chrome to rival even the the Doctor's

  • @brokedownpalace said:

    Most of the time somebody tries to sandbag me the killer ends up going for them. Unless they're working together, which is bannable and rare.

    Eh, obviously there'd be gameplay risks but those risks entirely rest on the killer's moral compass. Personally I just think it'd be fun to see survivors attempt to murder each other more regularly given it's not bannable to sandbag (unless, as mentioned, you're working with the killer. But this doesn't really qualify as that so much as working for yourself. It'd only really apply as teaming if you either A: Let the killer kill you or B: the killer lets you go after all of that)

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/85171/left-behind-key

    Well, the survivor handicapped themselves to be able to have a strong endgame — I think it's fair in my opinion. However, I feel like a condition should be tied to this perk to encourage team play!

    Maybe it acts like premonition where it gives you an auditory sound cue when it's within a 64 meter range in a 45° cone. Has a 20/15/10 second cool-down. If the hatch is closed, you get a bonus to opening speed?

    This gives to the killer time to find the hatch because the survivor doesn't get an exact location, and they have a cool-down.

    Darn it @NMCKE you're too positive! This is a time for fratricide amongst survs! A struggle for dominance amongst they prey as they too try to become predators with the new, improved, and Ark approved Object of Assassin build!

  • You're thinking small time my dude. It's the start of a new era, a new age of oppression by obsession!!!!!!!

    MAY THE SURVIVORS TAKE WAR TO THEIR BROTHERS AND SISTERS AS THE END TIMES COMETH!

    1. Bond, it shall become our first weapon in world domination.
    2. Object of Obession, if bond is the trigger, than this is the bullet
    3. Sole Survivor, the more we slay our siblings the stronger our chances become
    4. Left Behind, alone useless... But!
    5. Key, OUR PLAN IS COMPLETE. WE HAVE ACHIEVED ENLIGHTENMENT
  • Same.

    And when I'm surv I get tunnel moried off the hook for bringing them.

    I'm feeling Jaws' theory here

    @JawsIsTheNextKiller said:

    My theory is that as soon as you play any double-bloodpoint offering, the Entity deliberately matches you up with the most toxic SWF it can find.


    Honestly most people seem to see it as a "They'll get plenty of points even if they only get a little now! And I'll get more! Screw you guys, I'm gonna be RIIIIIIIIIIIICH!!!!

  • @RoKrueger said:

    @KillermainBTWm8 @TAG Thanks. I do it with him and Pig but I need something all killers can do. Maybe nod their heads?

    I just moonwalk in front of people. It's done the job pretty well so far

  • When you think a minute is a short amount of time. The issue is that you can down and hook other people, ignoring the recently unhooked person for most of the duration of a gen (they get a third of a generator's worth of time where the killer can't hook them at all) and still get DSed because it lasts so damn long. I've seen good killers down and hook 3 different people between a survivor getting unhooked and then DSing them. Does that seem like an anti tunnel perk to you?

    Honestly I think it just needs to lose its time, or at least a chunk of it, the moment someone else is hooked (maybe with a caveat of pausing when slugged to make up for it, but honestly I don't think it even needs that).

  • That's just getting in character. The entity can't feed unless survivors have hope stripped from them. Can't have hope stripped from you if you weren't hopeful in the first place.

  • If we ever get a left handed killer they had better stand on the right side of the main menu, holding their weapon in their right hand for consistency.

    *still mad they don't just mirror the damn menu screen so that killers are actually holding their weapon in the correct hand*

  • I'm doubtful. Pennywise could literally be the Entity's older sibling from a lore perspective. They'd have to talk Stephen King into making IT weaker than some copycat dimension hopper.

  • I see him almost never. On the rare occasion I do it's because he caught me and is now staring me down while throwing bottles at me because he knows he's never gonna catch anybody again.

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/661084#Comment_661084

    I would like to see an exponentially increasing timer in both cases. 1 minute to requeue the first time. 2 minutes the second time. 5 the third. Then 10, 20, 30, 45, 60, etc. Not only does it punish bad sportsmanship, but it specifically punishes consistent bad sportsmanship.

    In that case there'd need to be a decay. Maybe every Rank Reset it goes back to zero. Consistent bad sportsmanship will give you less games the longer it goes on. (I'm mostly worried about keeping the timer forever on people who actually did crash or something and then they crash again a month later and after about a year of one crash a month their timer is ridiculously long. Obviously this is a hypothetical, if you crash this much you might need to fix your pc/console)

  • I'm not touching the first part so I don't get hunted down and murdered in my sleep.

    As for the second part, I'd love bonus points for vsing swf but instead based on rank of opponent. I'd really like for rank 10s who are forced to vs a rank 1 because that 1 is swfing with a rank 10 to get a bonus to make up the difference. Like maybe make it 10% more BP per rank above you.

    In turn the same could be added to survs so that when they inevitably get screwed by the matchmaking and tossed into a match against a rank 1 killer at rank 15 (showcased by this post: https://forum.deadbydaylight.com/en/discussion/comment/661074#Comment_661074) they can get some bonus points for that too.

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/661066#Comment_661066

    Lol, could be, but it's mostly about evening the playing field, so that killers don't have access to too much information in advance. Adapting builds is a bit annoying, but fine, but the more information they have the more likely they are to dodge.

    https://forum.deadbydaylight.com/en/discussion/comment/661069#Comment_661069

    Yeah, I understand that it could be a significant disadvantage for killers, which is why I'm leaning more towards the idea of punishing dodgers in a similar way to dc'ers.

    I'd really like a longer timer before you can reque when you dodge as killer. It's 15 seconds right now. Make it 15 seconds per survivor in your lobby when you dodge (maxing it out at a minute time out for dodging them and wasting their time)

    I'd also like a similar but longer thing attached to all D/Ces (a handful of minutes. About the time it takes to actually load up the game and open a lobby from scratch. this way crashes are unaffected, to barely effected but ragequitters have to cool off before even considering another match)

  • @NoShinyPony said:

    https://forum.deadbydaylight.com/en/discussion/comment/661065#Comment_661065

    It could be both. Unfortunately, I see the category "bully" way too often.

    I do too. It's at its worst when it's streamers and youtubers doing it and then telling their viewers it's fine because "Rank Doesn't Matter" when in reality it's "Matchmaking doesn't work, making it seem like rank doesn't matter"

  • Honestly just let him carry more traps baseline and start him carrying the max amount he can hold and he's set. All that extra stuff would be nice but holy crap the one trap baseline nonsense is just silly.

  • @NoShinyPony said:

    What is this thing with "rank 15" players who have tier 3 DH, DS, BT etc. unlocked?

    Note: The first part of the above post is from personal experience. I use to be red ranks on both sides but now I don't have the willpower to play my way past green. Not worth the time

  • @NoShinyPony said:

    What is this thing with "rank 15" players who have tier 3 DH, DS, BT etc. unlocked?

    Given they made it so you can't depip below rank 15 and a lot of people play only a handful of matches each reset (barely enough to get to like rank 9-10) they get reset back to 15 and can't go any lower. It's fairly common


    There's also people who purposefully derank "for better matchmaking" aka "to bully lower ranks" (which is honestly probably a big part of the reason the rank system spazzes out so much)

  • Personally I think names/ability to check profiles should be hidden until the match starts. Most people I've come across who admit to lobby dodging in either direction (usually streamers, lets be honest) have a list of names that they use to avoid people who have ever not played the exact way they want (Another reason I'm grateful for dedicated servers. MLGA and all the toxicity it brings will die).

    Seeing a survivors cosmetic choices and held item isn't really that big a deal though. At worst the killer will bring franklins if they see one to many toolboxes and lets be real here, Franklins is a waste of a slot unless A: The survs brought an ultra rare and are gonna obsess over having it or B: You're playing Hag/Trapper and trapping the items. And honestly usually those two things roll into each other.

    Edit: Rephrased something because I didn't like my word choice (MLGA related)

  • @womi said:

    https://forum.deadbydaylight.com/en/discussion/84195/survivors-that-offer-the-shattered-glasses-why

    people that use perk builds that require the map to be small and easy to hide in, use the offering.

    also what if the player likes the map? its exactly the same if you like one map and the other doesnt.

    Exactly. For example: I absolutely adore Game both sides. If I have an offering I'm using it even if literally every other person who plays this game hates it. The same goes for Lery's (which I'm also pretty fond of. Though it's a bit more situational for certain killers)

  • @Alice_pbg said:

    I rather it be "hold X and do skill checks that get more frequent the longer you are on the hook"

    And those skillcheck give increasing bps in the survival category the longer you survive

    I wouldn't mind this personally, it'd even be fine without the holding a button part. Just skillchecks.

    Though there'd need to be a memo for it. New players already die a ######### ton because they don't have any idea what the struggle prompt means the first time (they try to hold it, treat it like a quick time event, etc).

  • @FunC said:

    When I first introduced my friend to dbd he was referring it as a "space bar game", like if he wanted to play dbd he would ask me "Wanna go play some space bar?". Not a very good game promotion imo. I can't imagine who thought that mashing one button for a whole minute is a fun game mechanic. Why can't we hold it at least? Wake up, BHVR, literally nobody likes it, get rid of it already.

    "Spacebar Game" is now up there with "Survive by Sunrise" for names people have suggested and that I absolutely adore for this game.

  • @justarandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/659109#Comment_659109

    Okay I didn't know that, interesting. Well that changes a lot in terms of calling someone out for hacking. If that's true, u can't even call someone hacker who is using legacy but with prestige achievements unlocked after the deadline. Weird, I thought devs look into the achievements to ban people for hacking legacy or other stuff related to achievements.

    Okay, I checked it and I'm correct. My entire first set of achievements for a weird shoot em up I have are all dated and timed for the exact same minute despite that being impossible. I'd played in offline for the sake of not having questions asked by friends (Humble Bundle has led to some questionable purchases in my life)

  • @justarandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/659109#Comment_659109

    Okay I didn't know that, interesting. Well that changes a lot in terms of calling someone out for hacking. If that's true, u can't even call someone hacker who is using legacy but with prestige achievements unlocked after the deadline. Weird, I thought devs look into the achievements to ban people for hacking legacy or other stuff related to achievements.

    I know for a fact that it doesn't track hours when you're using offline mode, tested that personally. (I have a few games I've played for several hours that only have a few minutes on them according to steam). I haven't personally tested the achievements though. Just know a few of mine on stuff like Rain World are incorrectly dated and grouped up so I've been working under the assumption it works the same.

  • I don't know if you're on PC but I'm fairly sure that steam stores it if you play in offline mode then steam ques up your achievements for the next time you register as online.

    Note: Offline mode doesn't actually mean you're offline. Just that you've changed a setting to hide that you're playing from people on your friends list (I use it so I don't get messaged by people when I'm in a rough mood or something)

  • @snowflake102 said:

    I'm taking a break too until the dlc drops:D I'm taking a break because of this

    https://us.v-cdn.net/6030815/uploads/404/3NQFLN2L4I7T.jpg

    https://us.v-cdn.net/6030815/uploads/300/TVPI715VOAOA.jpg

    https://us.v-cdn.net/6030815/uploads/394/O704EKP9BU4R.jpg

    This is way I'm taking a break:D until the dlc drops. Mean while I'll be playing battlefront 2,stormworks and other games:D

    Wow, when people at like twats to someone whose a much lower rank then them to feel better lol.

    Personal suggestion from an older (game time wise) player. Block their account. It doesn't effect game matchmaking because of how DBD handles it meaning you'll still get it but you'll know why who they are when they're in your lobby next time. This means you can mori them and, if they add the same kinda toxicity that game, you leave them on the mori list. If they seem nicer next time, you can unblock them. Think of it as a naughty or nice list.

  • @TrueKn1ghtmar3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/658775#Comment_658775

    The reason It is spread out as such is because survivors have more than one objective to BALANCE out the fact there are four survivors and completing even a little of each of these creates games where both killers and survivors have the chance to gain the max amounts of points that was my only point.

    Well what if there were more points available for side objectives to further incentivize wasting time on them rather than the current incentive of getting less points than you'd get for surviving for more work?

    I just want more people playing survivor and less people playing killer. The biggest complaint I hear from survivors is their point gain so increasing it is, in my opinion, a good way to fix the que issues caused by too many killer players. (At the very least a good start on it).

    @Frosty

    Again, the problem I'm seeing is that there should be more incentive to play the Numbers role so that a majority play it in an asymmetrical game. Maybe points isn't the way to go but if it isn't it'd be nice if someone gave an idea for other incentives to play the role that needs to have more people.

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