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Shinkiro

Shinkiro

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  • for someone who really has problems with their internet connection

    Sorry but, literally a you problem, not a game problem. You should have a stable connection if you want to play online games, this is for you or your ISP to sort out.

    Having a lax (and DBD's one already is) DC penalty will just be abused by people to ruin the game without getting punished, and its simply not fair to everyone else that they have to suffer to cater to people with inadequate and spotty connections. There's many methods to circumvent such an open and unpunishing penalty system. If anything DBD's system needs to be harsher.

  • @Ryuhi said:

    I give up. You guys deserve the game you get.

    Yeah there's no point trying to have a conversation with bias people. Especially when it comes to the made up concept created purely to justify being mad at killers for doing their objective lol.

  • The same Survivor is hooked twice consecutively without a different Survivor being hooked in between.

    That just lets survivor take advantage of you not being wanting to hook them, there is nothing wrong with double hooking, you're literally doing your objective.

    Why are we penalising killers so they can't take an opportunist chase and hook if they happen to find that person again? These types of punishments DO NOT WORK. Because it goes directly against your objective. You can't punish killer efficiency without punishing survivor efficiency aswell that compromises their objectives. Of which they are more efficient at doing in the first place as its 4v1.

    Also 10 seconds of gen block is basically nothing, its still better to just get someone out. The incentives to play horribly inefficiently and spread hooks have to be good and strong or its not worth it.

  • @CompetitifDBD said:

    https://forums.bhvr.com/dead-by-daylight/discussion/464352/comms-and-ranked-system-for-balancing

    I would play ranked because having competent teammates is fun, not dudes who cleanse dull totems affected by thrill of the hunt, (just had a teammate doing that today, super frustrating and a massive waste of potential gen pressure) some who don't know how to play safe and counter garbage killer kits, and people who dc the second one little thing doesn't go their way

    Comms should be forced and encouraged on ranked, and optional in casual/quick match.

    I would play ranked because having competent teammates is fun

    Unfortunately ranked doesnt mean you'll get competent teammates. Looks at every ranked game ever.

    You'll only get that if you choose them or get lucky in matchmaking.

  • @I_CAME said:

    Ask yourself why you would ever bring one over a medkit or a toolbox. Still a dead item as long as it has low value in chase. No one will ever voluntarily bring these over better items.

    Yeah, until medkits and toolboxes are changed to just not be the automatic best picks every other item isnt worth it. These have a stranglehold on survivor items and need to be looked at if they ever hope to introduce more items or make people use other existing ones.

    If everything else has to be absurdly strong to justfy being used over them, it proves those two items are overtuned.

  • Yes i've done it alot in 2v8. Flashbang saves seem harder but that could just be me.

  • Surprised you got any Vittorio/Geralt's tbh, there is 3 of us!

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4054904#Comment_4054904

    To the point about the pallet break, survivors are supposed to get distance if the killer stops to break a pallet, that's how it works. This isn't a new weakness that Blight would gain, it'd be standardising him so pallets give survivors what they are supposed to get if the killer stops to perform the break action on them.

    Very few killers get to both kick a pallet and gain that distance back immediately. Power-based pallet breaks are a different matter, of course, but if the break action is performed there's supposed to be a standard level of value that gives.

    Im aware of how it works, but as i said it just gives more free braindead value for doing the most braindead thing, pre-drop, and thats something we need to not encourage anymore than it already is, which is why i suggested adding it to the pallet stun as an additional reward to incentivise survivors to play that way even more. I'd happily give a huge value reward for better plays like that than simply punishing a killer for simply kicking a pallet.

    He is already "standardised" compared to other killers regarding pallets, its his power that is unique in this situation, and i think thats fine, his counterplay is simply different. Are we going to suggest power cooldowns for Lich, Spirit, dracula, singularity, wesker etc etc when they break pallets next who can do the exact same thing? Blight isnt anything special in this regard.

  • Someone with actual logical thinking that agrees 4.4m/s is a garbage idea thank you!!! The people crying for his nerfs really have no clue… Anyway here's my feedback.

    Rush count and token recharge are alright i dont mind it overall.

    Add on pass and basekit blighted crows are great, being shoehorned into effectively only one addon choice sucks. Id definitely trade the rush token for the improved basekit.

    Im okay with the pallet stun change, seems fair and i'd rather encourage looping and stunning than boring pre-drop slop.

    I disagree with the pallet break change though, it feels garbage on ghoul and it'll feel garbage on blight too. It gives an incentive to pre-drop for even more free value than it gets now too which i dont like. If this had to exist, and i dont think it should, it should be tied to a stun instead atleast. That way it feels like they actually earned the distance given and encourages proper and more exciting gameplay more.

  • Yeah survivor has been way better to play and more chill and ive mostly been playing that since the anti-killer update attempts.

  • You're not wrong, its full of weirdly vague and loaded questions and its going to be full of malicious bias "feedback". You can pretty much throw out anything to do with any S or A tier killers tbh. Surveys like this are awful, theres too much nuance for the rigid answer choices available.

  • It's really not… I barely see it where it isn't warranted.

    We also dont need yet another thread about it.

  • Ah yes, nonsense survivor bias "balancing", aka make killer garbage and survivor effortless for easy wins.

  • I just unlocked it so this might be a bug for you

  • @brewingtea said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4052715#Comment_4052715

    Hey, remember when killers argued that if you give them less pressure to tunnel, they wouldn't do it so much?

    But your argument is that survivors genrush MORE when you give them less pressure.

    Which is it?

    Yawn … Another pointless us vs them argument… Im not even making an argument about anything lmao, im just pointing out facts, you just want to invent an excuse to argue your pointless arguments for no reason.

    Hey, remember when survivors stop doing gens so the killer can get more hooks and kills? Nope you don't because that doesn't happen. You all really need to stop crying over tunnelling.

    Less time spent doing other tasks means more time doing gens and longer chases means more time doing gens for others. That is a fact, unless you think (good) survivors just stare at walls in the meantime doing nothing? It's really not hard to understand unless you literally don't understand the game at all.

  • Because all the incremental changes they received have stacked up, less time healing being a big one with the recent healing buffs and anti heal debuffs, all the second chances, easy braindead chase extensions, hook extension etc etc. They simply have more and more time to spend on generators because the time committed by killers earns them less pressure than ever, so naturally they can accomplish their objective faster.

    The game is time management and survivors have more of it in the majority of cases.

  • @Classic_Rando said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4052549#Comment_4052549

    What do you mean “us survivors”? A lot of people play both sides and thus care when there are negative things affecting both survivor side and killer side. Why are you turning this into an “us vs them” thing.

    Why are you turning this into an “us vs them” thing.

    Because we know there's no real argument to actually be put forth most of the time so people have to resort to that to try and validate their opinions.

  • What you suggest will just make him zone you and only use his power on guaranteed hits because missing is super punishing. That just makes the chase boring for both sides. Something like this would require the removal of clocks so survivors can no longer influence his power.

  • @THE_Crazy_Hyena said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4052171#Comment_4052171

    Yes, you absolutely can. If you put pressure on multiple sources at the same time, one on hook, find someone on a gen, chase them off, as a teammate has to commit to the unhook, which means that only one survivor could be left on a gen.

    This "has to camp/tunnel at all cost" mentality is often a losing factor for the killer.

    And to be honest, I have lost more games as survivor where the killer is actively pressuring the survivors, instead of proxycamping/tunneling one survivor.

    This "has to camp/tunnel at all cost" mentality is often a losing factor for the killer.

    Try telling most survivors on here that lol. Against decent survivors absolutely, slugging too, which proves these strategies aren't an actual issue that needs to be "fixed" because its a player issue. Unfortunately the loud minority are bad survivors and they get listened too more.

    We can only hope after the previous god awful 'anti-killer' PTB BHVR actually start trying to apply nuance into their future balance changes rather than listen to the loudest voice in the room as valid "feedback" when it is often nothing but senseless whining.

    Though i do think survivor has gotten too much in the way of negating killer pressure recently.

  • It's not wrong, but feel free to keep thinking that. False statments on the other hand are. I don't think you even know what being objective even means when you already admitted bias lol

  • @UnicornMedal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4051480#Comment_4051480

    Of course I'm a Survivor main. I don't claim not to be. But calling me a liar in the face of objective truth and the things we all see with our own eyes just because it doesn't line up with your own perspective of what you think is happening is certainly a choice.

    Nothing you said was the "objective truth". Just yet more bias nonsense and its ridiculous you'd frame it as such just to support your obviously bias nonsense argument for "your side".

  • @ChrissyG88 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4051763#Comment_4051763

    Why would it mask problems? The only thing I can think of is skewing data, but anybody with a modicum of knowledge about data analysis can see this wouldn't be an issue. It would be pretty obvious that certain killer use rates would go up significantly when there are incentives. I don't really see a significant weakness. Maybe you could argue it wouldn't improve things much, but it wouldn't do much harm at all.

    You're fixating on one point and ignoring the rest. You know what the best incentive is? Making weaker killers better to play as. If you have to try and bribe people then there is a fundamental problem that has to be fixed, and this isn't doing that, its a bandaid solution at best. People will play what they want to unless that reward is substancial, BP arent that important for most, Rift fragments are whatever, you get more than enough playing the game anyway and they arent going to give out substantial shards as that means less money.

    The goal should be to make people want to play the killers naturally. Incentives to play killers i never want to play ever because they are either weak or feel awful (most of the roster) or i just dont like how they play are meaningless.

  • You're doing this backwards, theres a reason certain killers are played far more. If you want more killer variety then you buff the weaker killers to naturally increase their play rate rather than using incentives to artificially do so as that just masks problems. I highly doubt people are going to put themselves through characters they wouldnt be play otherwise for the sake of BP, especially if they are awful to play. I certainly wouldnt, i didnt bother with the old killer dailies.

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4051543#Comment_4051543

    The game being balanced on stacking gen proression and regression isnt great as its greatly advantages one side, the side with more people.

    But one side does it way more than the other. In my survivor matches, at least half the killers bring anti-gen. In my killer matches, I pretty never bring regression and one or two people wil have Resilience, Deja Vu, or Prove Thyself, maybe. Every once in a blue moon I get a Stakeout/Hyperfocus. I've never once seen a full team of gen rushers. It's all chase and second chance, and those are way better anyway.

    I used to use Streetwise with a Commodious before the rework and, according to the stat page, I have a 42.88% ER with it. I switched it for Lithe and have a 46.72% with that. A full four percent increase because I can zoom away from death. Gen perks are pretty mid compared to endless speed and Endurance.

    Survivor doesnt need to full on gen stack because they've been buffed in every other way that its an indirect buff on their gen progression because they now spend less time than ever doing other things, so they can spend more and more time on gens, making their actions have more and more value compared to killer. (Along with their perks being easy and strong value for little effort)

    Survivor has just been getting more and more efficient, getting more time on gens and has plenty of ways to ruin killer pressure, and it all adds up, so more killers need to keep gen regression perks on to keep up. So of course killer will stack it more, survivor has a better potential for doing their objective between the 4 of them.

    Of course survivors focussing on stacking progression exacerbates the problem further. And of course, all these buffs for the worse players hugely buffed all the good players.

  • @BlackRabies said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4051464#Comment_4051464

    Killers might have gotten base kit buffs to gen regression but at the cost of nearly all gen regression perks getting nerfed. Not really a net buff for killers but a shift in power so they're not so reliant on those perks.

    Gen regression kept getting nerfed and its still the most taken stuff, and we'd STILL have to take them even after these changes too. Because nothing was addressing the actual killer issues, that survivor has become so hugely efficient your actions have less and less impact in the "power role" (in a 1v4) which means you have less and less time to actually do your objective because survivors take away/prevent your pressure easier than ever and arent as punished for their mistakes.

    Substancial changes cant be done to either side until gen progression and regression are equalised, its the inconsistency thats a problem. Frankly im all for removing them from the game and balancing around a standardised fixed repair rate if anything has to change. The game being balanced on stacking gen progression and regression isnt great as its greatly advantages one side, the side with more people.

  • @Orvarihusklumpen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4050696#Comment_4050696

    He will get nerfed bro. Everyone on the forums and reddit are complaining about him lol

    Pretty much why i cant get excited for new killers tbh…

  • @ShanoaLegendaryPlz said:

    Couldve even done a 2 survivor chapter with a male and female. Opportunity missed.

    They really need to do this, one of both genders and a choice between options for both. Because we all know the male characters arent going to win otherwise. The result was obviously predictable to anyone else. We arent going to get any unless BHVR specifically want to make male orignal characters so why even bother putting them in the poll tbh.

  • @SoGo said:

    Please give us the old lady.

    It infuriates me that the blue haired girl is even an option.

    Well the male characters were never gonna win so it was inevitable, gooners decide for us unfortunately

  • @Rokku_Rorru said:

    I think it's okay to discuss the power and how it interacts, we should be encouraging this sort of discussion not discouraging.

    No one is complaining about valid discussion, its the whiners who are bad or get outplayed that come here immediately crying for nerfs rather than try and learn counterplay and giving nonsense opinions that people get sick of all the time.

  • Couldn't even wait a day huh? But yes, his power is very heavy towards mind gaming during chase.

  • Why would we ever waste a vastly more valuable perk slot on a very limited aura and a hilariously useless 8s expose?

  • @Pulsar said:

    You'd need to change basically every other regression perk.

    Base regression feels alright for what it is, and I think gen regression is in a decent spot right now.

    Im sorry but this is an awful take when gen progression has leaped into another multiverse by comparison, maybe if you're against baby survivors who don't know what a generator is. Gen regression perks are generally pretty awful and yet still very commonly taken and that should tell you everything really, that killers are generally short on the one thing they actually need, time. Which they dont have because gens are flying because gen progresion outstrips it.

    I would actually like to not feel like i need to bring regression to actually have a somewhat enjoyable game and therefore have more perk variety, however it happens. 90% of perks just might as well not exist for killer tbh.

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4048940#Comment_4048940

    The game asks why too much of survivors while giving them zero guidance. If there was a ping system and a chat wheel, and a proper tutorial, it might be different. But as it is you need both 1k+ hours and external help to fully understand every killer's abilities, perks, toxic perk synergies, how to optimize your own perks, which gens to do and when, when to unhook, when to heal, who to not heal against, etc.

    I had a soloq match yesterday with a Blight who was only slugging. He used Infectious Fright to bounce rapidly between targets. Half the problem is that this killer was using the ability to slug and a certain perk build to intentionally play like a douche, the other half is there was no way for me to tell my teammates what this killer was up to even though I figured it out fairly fast. And this was the result:

    https://us.v-cdn.net/6030815/uploads/GU3SNF5NL823/screenshot-20260126-001922.jpg

    A four minute bleedout. If I'd been in a 4man, it would have been different. We would have separated and called out our locations to avoid triggering Infectious, and we all would have quickly known what he was trying for. But countering cheese is extrememly hard for soloqers with what's in place so something has to change. Otherwise, soloqers mostly exist to satisfy killers with easy wins and that's a crappy way for the game to work.

    The game asks why too much of survivors while giving them zero guidance.

    I absolutely agree with this, but you don't remedy this by making the game start playing itself with easy answers to everything. Because as i said that leads to serious imbalance. A robust tutorial would be a great start, but a massive discrepancy between killers and survivors is there is ALOT more educational content out there for killers. Most survivor content is meme worthy stuff or showing off, not at all about helping survivor players learn and improve. Which i think definately plays a role in the average skill gap between roles.

    The goal should be to raise the average survivor's skill rather than keep lowering the floor until its underground, which is the direction we were/are heading and thats really the worst kind of thing you can do.

  • Death to the boosted maps, such a garbage idea. It makes no sense to do it unless all maps are equally balanced. All i does it negatively impact the game.

  • @ShanoaLegendaryPlz said:

    So far im not sure what can be done about it. Atleast by the players. Ive been on the recieving end of the turbo tunneling plenty of times. And some of those times ive managed to keep the killer busy for most or all of the generators before dieing, as when u know they are fixated on you alone it means you have free reign to use every pallet on the map.

    But then the arguement comes in where sure im decent at looping sometimes even pretty good, but what about if they go for the other teammate maybe they arent that great at looping, or give up when they know the killer doesnt want to play - just win. Then theres really no counter to it except everyone fighting over hatch.

    I play allot of killer too and can understand how sometimes you end up against a team that just cranking out gens and whenever you drop someone u cant pick them up, so your tactics have to change by taking the gloves off, but right at 5 gens just incase they are a strong team makes no sense to me. All you really get for winning more is harder matches, which to me makes 3 kills a win, 4th is bonus points, so i always avoid slugging for 4k.

    so your tactics have to change by taking the gloves off, but right at 5 gens just incase they are a strong team makes no sense to me

    This is actually the best time to do it. You can very easily dial it back when you're winning and arent under pressure. Once you're losing though you don't have that leeway and any mistakes or strong survivor plays are vastly more punishing when trying to claw back some advantage towards the end of the game. The generator counter is largely irrelevant because multiple gens are being (or should be) worked on and you should assume you're on less gens than it says because of individual gen progress.

    Frankly i dont understand going into a PvP game and expecting your opponents to not be trying their hardest from the get go from either side, doesn't make any sense to me.

  • @TheTom20 said:

    The issue with solo que is the team mates not the tools or the killers.

    Literally this. /endthread

    Nothing will help when people just cant play the game well at all. The real killers are the awful survivors. You can't balance around incompetency because that's just buffing the players who don't need it and now you have a serious imbalance issue. Handholding these players does nothing except make the core issue worse because they will never improve.

  • @XDgamer018 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4048910#Comment_4048910

    also idk if it just me but i feel so much more free in the perk department then as killer. Oh look an actual perk that benefits me without having to go through multiple loops to get the effect? no way.
    (reminder that killer still DO NOT have a base-game gen regression perk meanwhile survivors have deja-vu….)

    Yeah, killer perk variety is pretty garbage, are heavily activation dependant, usually rely on the killer winning a chase in the first place and actually advancing their objective, heavily dependant on which killer you are playing, and the good stuff kills itself and becomes unusable.

    Unlike survivor perks where many are usable, especially in combinations even if more niche, are usually passively strong with little to no input, downsides or thought required and give massive value as well or just outright save them from their mistakes they should get punished for or are abused for advantages. (e.g sprint burst, lithe, vigil, second chance perks etc basically their common meta perks you see every game.)

    The difference between the roles perk variety isnt even funny. And people wonder why they see the same killer perks over and over.

  • @TheTom20 said:

    Lot of my friends who played for years have dropped killer altogether an only play survivor now. Even some of my fav content creators have dropped killer an only play killer if people request it now by paying money so most of the time they just on survivor.

    Yup same pretty much, its easy and chill compared to killer and i care far less about the outcome because its not just me influencing the game. I dont even find it all that fun tbh so i barely play now as i got into the game to play killer.

    Even TrueTalent is a survivor main now, which really says everything about the state of the game for killers lol

  • Agreed honestly, you can see from the many many many posts crying over every little thing alot of the constant complainers come here to make demands with very little critical or logical thinking of how it affects the game and have a poor understanding of how the game really plays based on skill issues.

    There's not alot of legitimate feedback, just alot of complaining, false narratives and gaslighting to get unneeded buffs or nerfs. Its why open forums are awful for feedback.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4047264#Comment_4047264

    You are making some strong points but the thing is voice chat is already possible. Swf is already unbalanced. The game balance doesnt exist as long as solo and swf are in the same queue. It’s like a coinflip in the queue.

    Agree with you, SWF is the standout problem because its not accounted for in game and the problem is not the survivor role itself, which is very strong in a good players hands. It is mostly always a player problem, not a role problem in general.

    Seperate queue wont ever work, because why would i ever knowingly queue into a SWF? Incentives wont get most people to play miserable unfair games. But people will never accept SWF needs to be nerfed as its a "punishment for playing with friends".

    So we're all in a deadlock because of entitlement and bad players will never take responsibility and continue to make everything suck for everyone else in the meantime.

  • @Royval said:

    the only way solo q is solvable is vc idc what anyone says all this wasted resources on anti tunneling, slugging things that were completely made up and blown out of proportion didn’t need to happen ADD VOICE CHAT AS A LIMITED TIME MODE TEST IT. Instead of saying it’ll never be in the game and never giving a reason as to why.

    VC solves none of the actual real problems, and thats the majority of survivors just being bad at the game, refuse to accept it and blame everyone else or the killer instead of improving. Same even goes for some killer players.

    3-4 good solo survivors feels like a SWF purely because they know how to play well regardless, survivor game sense is not hard, people just expect to be handheld. The hardest thing is learning to loop well which only comes with effort and practice.

    All VC does is add yet another element the game has to balance around which gives survivors a SIGNIFICANT advantage, except people will still cry and get killers nerfed every chance they can get. I dont think you all realise how much you would have to utterly gut everything on the survivor side to even begin to fairly introduce VC, probably even gut maps too. Killers will have to be way stronger in comparison to what they are now compared to survivors.

    It also ruins viable killer designs. Every architype of killer that isnt fast mobility with a mix of either lethality or anti-loop is functionally worthless to design for. Stealth worthless, traps even more pointless with the ability to easily share info in real time. Pre-running stronger than ever so mobility has to become a necessity or maps shrink. etc etc etc….

    And of course after all this compensation, bad players will still be bad, and it will still suck anyway. Because that is the core issue above all else.

  • It's a broken item (as in flawed not OP) and its pointless working on it until the fog opacity is unified on ALL MAPS so it behaves the same, actually functions properly and can be properly balanced.

    But lets be honest, barely anyone will run anything but medkit and toolbox while they are so broken unless other items are equally overpowered. Those two items will forever have a stranglehold on survivor items until they are actually rebalanced and nerfed so other items can exist along side them meaningfully, and thats just a fact.

  • I mean.. until the density of the fog effect is unified on all maps, in all lighting, its effectively a broken item that never should have even been introduced in the first place. It never should have made it past the first Q&A pass with that issue let alone gone live with it.

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/462727/survivors-get-items-but-killers-can-039-t-pick-addons

    Items are like a killer powers. Addons are addons. Killers cant choose, survivors cant either…How is that not fair?

    Killer power addons and survivor item addons are literally in no way the same and should not be treated the same. Item addons dont foribly change how you play, killer addons do, especially ones that are trash and even gimp you. Randomising killer addons as they are now is just a trash, poorly thought out idea without the ability to remove some from the pool yourself.

  • It "doesnt work" because you're not being facecamped. Not allowing killers to patrol nearby gens etc would be moronic.

  • @azaxydbd said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4035289#Comment_4035289

    are u trolling? it didnt meant this specific scene, it means overall the bs hits u get in this game which legit exist.

    Then why undermine their argument by showing something that isnt relevent to it? Show a genuine "BS hit" if there's plenty of them and not a hit as they throw and waste a pallet for no reason because the killer was already in their hitbox hitting them lol

  • Are we going to disable survivor perks and items when they do gens then?

  • @CompetitifDBD said:

    https://forums.bhvr.com/dead-by-daylight/discussion/461538/how-to-decrease-power-of-swf-without-it-affecting-solo-que

    My only problem with this is restricting players to 1 perk across the whole team. People have a preference for their preferred exhaustion for example, what If I want Lithe and it's taken by the members of a SWF? I understand your motive of wanting certain strategies gone, (like Head On bully squads on certain maps or full flashlight and flashbang SWFs who constantly Die under pallets with Background Player) but what about the people who are running those perks just because they like to and find it suitable to their personal playstyle? That's where things like these need individual changes, like maybe a certain form of save can only occur once every 30 seconds or so (for example, one pallet save for a while, or one flashlight save for awhile)

    I would just have the limits apply to the SWF only and let the solo players use things normally. But in my version i would have them active once its a party of 2 not 3, SWF is a SWF afterall and you still have the unfair external comms. No duplicates of any kind in the SWF of any size.

  • You could just not heal in the killers face? Stop asking for handholding for your most basic mistakes

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