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TheClownIsKing

TheClownIsKing

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  • @Gay Myers (Luzi) said:

    The dev team is not ignoring the community - there are many things that they want to add that to the game and it can't be just done with one finger snippit. It takes time and thinking about it.

    They do care and they definitely don't want the game to die. Some devs are active on the forums, explaining balance changes and they do read what users say. Things users say are taken into consideration, but sometimes changes you want to see won't be added to the game and sometimes some changes simply just can't be done quick as a lighting and they take some time to implement.

    Also to the comments about the cosmetic store: The art department is not related to the balance team. They're two different teams and both are working on the game, just in different ways.

    Just want to throw some support at you and the other mods and devs.

    You’re all doing a great job, and I sympathise with the bombardment of entitlement you all receive from so many expecting you all to be at their beck and call.

  • @DanielPaint said:

    This game has many problems...Many people with 1000 of hours giving good ideas to fix them... But no. The team is ignoring every idea and making more and more discussions that bring even more problems.

    Why do you want this game to die Dbd Team?

    1. They don’t have 100,000+ people JUST to monitor twitter, facebook, forums, email, and god knows where else players are “cry cry cry, whine whine whine”
    2. What people they DO have available are NOT expected to be “on call” 24/7. They’re community/social media managers, NOT paramedics!
    3. If they get to your request, they’ll get to your request.
  • @Dead_by_Gadfly said:

    https://forum.deadbydaylight.com/en/discussion/195845/you-all-really-have-forgotten-the-entire-purpose-of-thanatophobia-haven-t-you

    If it doesn't matter if it's 5, 10 or 15, if that's really what you're going with, then why not just make it 10. I think we'd all be happy with 10. It would also incentivize them healing over doing a gen, which according to you is the point.

    1% buff is not good enough to justify removing the healing aspect.

    Because my guess is the devs considered stacking, and circumstances where a survivor wants to heal/be healed but has no means to do so, and has no choice but to put up with the debuff.

  • @Robotman200 said:

    https://forum.deadbydaylight.com/en/discussion/195845/you-all-really-have-forgotten-the-entire-purpose-of-thanatophobia-haven-t-you

    Just so I get my facts straight thanatophobia got a 1% increase in addition to removing it from effecting healing at all right?

    Im not going to actively search for my teammates to heal them instead of gens when the penalty is 5% instead of 4%. A 1% increase just isn't enough incentive to do that.

    The penalty should be like 7-8% and then maybe Ill start using empathy more. Until then thanatophobia just got weaker.

    I thought I made it clear that it’s not to be expected that survivors will randomly run about trying to find teammates. Just in instances where a survivor has a medkit, self Care, or are already near teammates, healing won’t be delayed.

  • I think a lot of killers sleep on this perk, and get too caught up in the “why would survivors heal in the TR?!” thinking.

    But a survivor that’s run away to heal still has a high probability of inadvertently be healing in the TR. It’s not like a killer stays still.

    It’s great for slugging, and can actually become an area control perk when the survivors become desperate to regularly heal if the killer has proved they’re enough of a threat injured. I.e. the survivors will run as far away as possible in order to heal without the debuff, buying the killer gen control time.

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/1658203#Comment_1658203

    That isn't exactly true. If I see Thana, I don't ever actually care. It doesn't really do a whole lot. An extra 10 seconds in a solo gen on average? Sure, whatever. It only becomes dangerous when stacked with other slowdowns, in which case you still save more time by not healing.

    In order for a perk to force survivors to take the time to heal, it needs to make it worth their while. I'm not missing the point of the perk, the perk is missing its own point. It should be strong to make people feel weak, and it's teeny tiny buff just doesn't do that.

    This is why is use the term “trick” as well as encourage. The devs still need to take into consideration stacking, and when survivors simply can’t heal.

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/1658107#Comment_1658107

    If they did that, Thana could be 10% per injured survivor

    But again, that wouldn’t matter except in instances where survivors have no choice to. The point is if survivors are near teammates, or can heal themselves then they go “we need to get rid of Thana”.

    The killer is meant to expect this behaviour, and predict where survivors will do this, to try and achieve easier downs than persisting with long chases.

  • @Sonzaishinai said:

    People also seem to forget that they also added totem clean reduction.

    I can agree it's not a big buff. A marginal buff at best. But people who say it got nerfed just suck at math or never bother to calculate it

    Exactly. If a survivor finds themselves injured against Undying, Ruin, and Thana, and they have self care, and the killer is doing a good job of getting survivors off of gens, that survivor is going to heal before attempting to touch totems.

  • @MrPenguin said:

    I don't know who you are to say that "the entire purpose" of Thana is to make survivors heal. Even if that's the case (which its not afaik) Thana was, and is still trash.

    The reduction is so little it should never affect your decision to heal or not. Good survivors will still ignore it for gens like before. Good survivors will ignore it and decide if they need to heal depending on the situation, just like before. Now it just doesn't even slow down healing at all. Thana never did anything strong enough to change decisions unless you didn't know better. At least before it slowed people down the little bit when they decided to heal.

    Its nerfed unless you're playing plague.

    On that note Plague doesn't even care about the "encourage to heal" factor since people stay injured, so saying that's "the entire purpose" is wrong, otherwise that was a wasted perk slot on every Plague ever. So I guess for her gens will take a whole 4 seconds longer than before.

    That IS Thana’s original purpose. It was designed with Nurse in mind, and how it works on other killers is an afterthought.

  • @Yung_Slug said:

    It's honestly starting to bother me how many people still think this. There is nothing stopping you from healing at above 200% speed. In hopes that I don't have to repeat this anymore, I am posting a discussion about it.

    This myth was a misunderstanding of the (admittedly poorly-worded) description of We'll Make It, which stated that cumulative healing speed bonuses could not exceed 100%. However, this meant ONLY the bonus from We'll Make It was capped. It could still stack with other perks. You used to be able to unhook 3 people within the duration of We'll Make It and benefit from a 300% bonus to your healing speed, which was obviously overpowered, especially considering that it also applied to self-heals. With the right setup you could heal faster than the killer could hit you. The perk was nerfed and they added the new cap to the description.

    Don't always trust the wiki as fact.

    Just because it says "Official" doesn't mean that it's factual. This wiki, like most, is operated by fans who may also have incorrect beliefs about the game's mechanics. Allow me to direct you to the Change Log of the We'll Make It page:

    https://us.v-cdn.net/6030815/uploads/XPFX6QBY8SCZ/wellmakeit.png

    This is incorrect. Do you want proof? Look no further than this video by PainReliever:

    https://youtu.be/KjWLd5D5mqE

    Towards the end you will see that We'll Make It is definitely stacking with other perks (as for why the first one took 10 seconds, he mentioned in the comments that the killer had Sloppy Butcher).

    This video was posted on May 7 of 2019, which is when patch 2.7.0 came out, and 2 months after 2.6.0. I doubt he recorded this after 2.7.0 came out and released it on the same day, so we can assume he was using 2.6.4. This already disproves that the cap was "secretly" removed in 4.0.2. Even if we are to believe that the cap was introduced in 2.6.0, that would mean the cap was removed in just a month after its introduction (and the video is DEFINITELY 2.6.0+ because they are in the Temple of Purgation). Given this information, I think it's safe to assume that it never existed in the first place.

    Side Note: I'm not going through the trouble of looking beyond the wiki for the history of We'll Make It's perk description to verify its accuracy, but I assume these inaccuracies were caused by someone seeing that the perk description was updated and assuming that the actual effect was changed as well.

    TL;DR: The Wiki is wrong, healing speed almost definitely was never capped.

    Thank you. I was getting tired of the fallacy shared by many about the 100% cap, and the misunderstanding of how We’ll Make It works.

  • @DaKnight said:

    It was already pretty "meh" outside of a few niche anti-heal builds; and it basically required sloppy butcher along side it. AND even then it also required the killer to apply a ton of pressure to the survivor team to get any meaningful value.

    I could not even find a spot for it on my forever freddy (Corrupt,BBQ,Pop,Sloppy), which I feel like is the main thanta offender in most people's minds.

    Now it's going to be even more niche. Limited to like plague, legion, bubba, maybe billy.

    The problem is where killers are placing the value. Thana is meant to encourage and help predict survivor behaviours that the killer is MEANT to be using to their advantage. It’s not, and was never intended to be a DIRECT gen slow down perk, but an INDIRECT stall perk, and a means to help shorten chases by downing survivors mid heal.

  • @MusicNerd_TC said:

    https://forum.deadbydaylight.com/en/discussion/comment/1658028#Comment_1658028

    Why coulrophobia? There are so much better options for anti-heal.

    My favourite perk. Great for slugging in conjunction with Mangled. Easy hits on survivors trying to pick up downed teammates in your face.

  • @Bard said:

    https://forum.deadbydaylight.com/en/discussion/comment/1658028#Comment_1658028

    Except you can't swap killers to respond to items anymore.

    If that were an option, we'd just play Plague.

    Now your options very well may be "Wraith with Sloppy/Franlkins" or "dodge".

    True...

    Although I’m either using Clown or Doc anyway, and can quickly swap in these perks.

  • @CalamityJane said:

    https://forum.deadbydaylight.com/en/discussion/comment/1657973#Comment_1657973

    You're forgetting that DL gives a survivor an insane healing speed boost,so your thana is going to do almost nothing all game when you run them together now.

    They’re specifically talking about Thana+DL on Plague, making The Obsessions boost to altruism redundant.

  • @FFirebrandd said:

    See, I didn't forget what Thanatophobia is for... we're just not getting enough of a buff back for what we're losing. Old Thana is -4% on Gens and Healing per injured Survivor (and sabo but that almost never matters). New Thana is only -5% on Generators.

    We lost half the perks effects and got back a measly 25% boost to the remaining one. That is simply not enough.

    Seriously... take a game with old Thana and new Thana and lets suppose the Survivors do the exact same number of heals and generators. Do you know how many times they need to heal for Old Thana to have wasted more time than new Thana? Less than 1 time per generator. That's it. +1% was a pathetic buff for losing half the effect of the perk.

    If it had been 6% I would have been cautiously optimistic. 7% would have been great. 8% would have me super excited. I'm not hating on the direction they are taking the perk. Far from it. I think it is brilliant. Making the perk not counter its counter play is fantastic and should allow the Devs to make it stronger because the Survivors can fight it and counter it (especially now that Desperate Measures exists). Here's the thing though... they practically didn't make it stronger. They made room for extra power in its power budget and just... didn't give it back.

    You’re still not getting it...

  • @Leachy_Jr said:

    Med kits are kinda that thing that isn't completely broken that everyone starts talking about, but isn't weak enough to almost never see it. Here are my issues with them:

    • It is extremely hard to start pressure at the start of the game using hit and run playstyles, which is almost required to do against good squads due to all the pallets being available.
    • When you are forced to bail a survivor mid game this wasted time is used by the survivors to almost completely heal, removing the injury pressure you had.
    • In late game they remove slugging opportunities (situational as the med kit will probably be used, but it's something to add and consider).

    I barely see anybody actually talk about med kits, but I'm actually seeing a few 4 man med kit squads and it is so hard to get pressure going, even if my chases are short.

    Just wanted to see if other people have an issue with them as well.

    Can’t say I’ve ever been particularly bothered by medkits.

    If I see a squad with 4 med kits I use Doc and run Distressing, Coulrophobia, Overwhelimg, and Unnerving.

    How you like healing now huh, survivors?!

  • @ToxicMyers said:

    https://forum.deadbydaylight.com/en/discussion/195845/you-all-really-have-forgotten-the-entire-purpose-of-thanatophobia-haven-t-you

    I mean, 4 percent ain't all that much for a removal of the healing debuff. And the fact thats its only useful on 2 killers should tell you something but ok.

    You’re claiming it’s only worth healing against 2 killers?!

    And correct, 4% wasn’t particularly oppressive, BUT that’s the point. That’s why including a healing debuff made it difficult for the devs to increase the percentages. The higher the number goes if the stuck with a global debuff, the LESS likely survivors are going to bother with healing, which defeats the entire purpose of the perk.

  • @humanbeing1704 said:

    Should I unlock thantophobia I got all of the other nurse teachables from the shrine and my nurse is like level 9

    If you want to encourage survivors to heal, and strategise around taking advantage of when they’re vulnerable while healing, then yes.

  • @XCell324 said:

    Am I the only one who thinks wiggles need a buff of some sort. I've tried running the perk that speeds up wiggle speed and still, even with two other players body blocking the hook, the killer is able to smack the survivors out of the way unless they're willing to go down in order to save their friend. But even then it's sometimes useless to do so. So I was thinking either wiggles need a buff or there needs to be less hooks or maybe both because right now there is literally no point in wiggling unless you're playing at least a 3-man swf game WITH all three of you running the perk that speeds up wiggling. I mean, it could just be me, but I wanted to point this out in case others are thinking the same.

    Hi. This always pops up every few weeks.

    It’s important you understand that the wiggle mechanic is not meant to reliably get you an escape, except where the killer is being too greedy about where to hook you, or you’ve been fortunate enough to go down in a hook dead zone due to a previous sacrifice.

    You wiggle to make sure the killer puts you on the closest available hook, instead of the killer freely choosing to put you in the basement every time, or in the middle of some gens they’re defending so that they don’t need to leave the area.

  • @PigMainClaudette said:

    They're also forgetting that you can easily stack it with Dying Light and a killer like Legion or Plague who basically always have everyone injured. Forever Freddy didn't care that Thanataphobia was ONLY 4%, but when you stacked them all together, with Dying Light, Swinging Chains and Jump Rope, it was literally impossible for Survivors to accomplish anything against a competent killer.

    Oh and yeah, I’m also confident, like you, that the devs considered how Thana could be stacked before settling on 5%. They’ve been smart about this change. It’s the removal of the healing debuff that will make it more effective. Not a detriment.

  • @PigMainClaudette said:

    They're also forgetting that you can easily stack it with Dying Light and a killer like Legion or Plague who basically always have everyone injured. Forever Freddy didn't care that Thanataphobia was ONLY 4%, but when you stacked them all together, with Dying Light, Swinging Chains and Jump Rope, it was literally impossible for Survivors to accomplish anything against a competent killer.

    But even on Plague, the intention of that combo is to get survivors cleansing. Survivors thinking they’re being clever by stubbornly not cleansing when she uses Thana+DL are just giving her (almost) all the time she needs to clear all the pallets from the trial.

  • @Zaitsev said:

    And it shows. They know they have no competition. They rule the market, with questionable balance and poor decision making.

    This game could be so much better if there was actual competition.

    It’s unfair to point it out as a negative towards BHVR if other studios simply cannot do a good/great asymmetrical horror game, and keep their players engaged.

    If they topple, that has little to do with BHVR directly, other than they’re good at what they do (subjectively speaking).

    I think this player base forgets that the devs LOVE their game as much as their fans. They play it too. They’re creating, changing, and balancing the game into something THEY want to play too, with the challenge of being as unbiased towards survivor or killer as possible.

  • @Mandy said:

    I've just notified the team of this, it's not something I've seen listed before.

    Thank you.

  • @Chicagopimp2019 said:

    To be honest, I don't think I've ever run the perk outside of a rift challenge. I had no idea it was even broken.

    I do like to run it periodically because it can lead to lucky early game pressure if survivors spawn near the basement and one of them immediately goes for the chest down there.

    But running it again recently for the challenges I noticed the audio notification was missing. Or I should say I was patrolling/tracking survivors and glanced down at my icons and noticed that TI was already halfway through its cooldown. Very annoying to have an already niche perk not work properly.

  • @ClickyClicky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1656120#Comment_1656120

    I feel like those killers are doing it wrong. I’d only do that if i had nothing better to do at the time and you were close.

    Ruin only works if you chase survivors off gens so ideally the killer should be pressuring gens and not worrying about totems. Defending Ruin all game isnt the answer, ruin is just there to buy you extra time when defending the gens.

    How do the games go? Do you win?

    I get camped and die, while the other idiots are waiting in an attempt at an unsafe hook, and letting the gens they were repairing regress because of Ruin.

  • @Johnny_XMan said:

    I personally don’t find them that bad.

    A piece of advice I was given that I now practice is to cleanse dull totems because it prevents other hexes from transferring.

    That’s what I try to do, but the killer is on my ass within seconds of attempting to cleanse any totem, including dull.

  • It’s says “for now”

    that could just mean this fiscal year or something.

  • @BigBrainMegMain said:

    Undying is a Hex.

    Don't like it? Start breaking totems. Jesus Christ............................................................................................................................................................................................................................

    I just made a post about this though. It can be very oppressive as a solo player when every time an attempt to cleanse any totem causes the killer to be right on you before the cleansing can be finished. It’s gonna get worse if the Thana changes go live.

  • I agree. I’d be ok with that aspect being transferred to ToTH. That way if a killer wants to protect their Ruin, they have to commit to 3 perk slots: Ruin, Undying, ToTH

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/1654168#Comment_1654168

    Those times are few and far between. The small exception to the general rule, as it were.

    It won’t be rare. It already isn’t. I pair Blood Echo and Mindbreaker already, and SB users get it at the beginning of the match, then never again

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/195440/i-m-so-sick-of-spine-chill-can-it-please-deactivate-during-a-chase-%F0%9F%A4%AC%F0%9F%A4%AC%F0%9F%A4%AC

    Approach the gens walking sideways (or backwards) so that your field of vision doesn't look directly at the survivor - then face the gen at the last moment. It only activates when you are looking in their direction (unlike whispers which is a fixed perimeter). Useful strategy for piggy, gf etc to get gen grabs.

    That’s not the problem.

    Did you read?!

    I’m talking about loops with LoS blockers being impossible to deal with when survivors run Spine Chill

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/1653990#Comment_1653990

    Do you have any idea how much of a buff it is to have 6 seconds on your exhaustion timer when you leave a gen? Mindbreaker literally swaps the post-gen walk for a pre-gen walk. Massive. Massive. Buff.

    But what about the times you still have 30 to 20 seconds left of your timer because it was paused while jumping back onto a gen?

  • @MeltingPenguins said:

    https://forum.deadbydaylight.com/en/discussion/comment/1654066#Comment_1654066

    it can still be played around if you suspect it to be in play and even be used to an advantage

    But how?!

    It simply doesn’t make any sense. You still need to be looking at a survivor in order to hit them.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/1653990#Comment_1653990

    because it allows survivors to save their SB at the start of a chase, get to a loop, THEN use it. using it at the start of a chase is plenty good a lot of the time, but using it on demand during a chase is even better. People need to remember that exhaustion timers are only 60-40 seconds, the entire point of exhaustion inducing addons and such is that it lets the killer control when the player doesn't have access to their exhaustion perks more than just preventing them outright.

    A proper buff for MB would be to make it so that the effect stays when a chase is started while under its effect. That way a survivor can't just throw a pallet, teabag a few times, then do an usain bolt impersonation the second the killer is animation locked kicking the pallet.

    Again, I ask, how can it backfire on the killer.

    For example.

    • meg uses t3 SB in first chase. Manages to get away, killer gives up.
    • Only 10 seconds of her 40 seconds recovers before she decides to hop on the next gen she sees.
    • the remaining 30 seconds is PAUSED!
    • Killer makes their way way over to the gen meg is working on.
    • She cannot SB, and there is no way in hell the killer will allow meg to just walk for a total of 30 seconds, giving meg her SB back.
  • @Akhaten said:

    https://forum.deadbydaylight.com/en/discussion/comment/1654034#Comment_1654034

    If you would have read the thread carefully, you would have understood that OP didn't complain about the speed increase as that is almost useless in a chase, but about the free info about the killer position and direction he is facing, making mindgames significantly harder for killers and easier to counter for survivors, without a drawback/cooldown/condition to activate.

    Bingo

  • I’m complaining about survivors being nearly impossible to catch at many loops with LoS blockers. And on some maps that’s a LOT of loops.

  • @DetailedDetriment said:

    Increases vaulting speed by 6% when the killer is looking at you.

    "Make part of the perk description not match the functionality of the perk."

    It’s a completely redundant ability of the perk. It reduces vault speed from 0.5 seconds to 0.47seconds. A whopping 0.03 seconds. It may as well be removed from the perk.

  • @ccactus623 said:

    Spin chill is fine if you suspect it you can play around it

    How?

    They know exactly when mind gaming, and what type of mind game is being attempted.

  • @MadLordJack said:

    As a Sprint Burst user, I love this change and appreciate the buff to myself. Please, all killers, run Mindbreaker in my trials. I promise it won't backfire.

    How can it backfire?

    Are you seriously always going to wait till your SB is recovered before touching a gen again?!

  • @Clockso said:

    Alright alright hear me out here... you see first off mindbreaker no longer requires a gen to be below 50% to work, not to mention a slightly increased duration.

    but what intrigued me the most was that it PAUSES dead hard’s cooldown when working on a gen, for example let’s say you dead harded the killer and they left you.. you then have around 20 seconds left for dead hard.. when working on a gen that 20 second pauses for the whole duration you’re on that gen which is pretty fricking good ngl.

    i used dh as an example but it also works on sprint burst

    thoughts?

    It already paused exhaustion timers. Mindbreaker could stall the game with survivors that rely on their exhaustion perks because they’ll wait till it recovers before touching a gen again.

  • @Star99er said:

    The only vault speed build I care for is Tier 3 Myers with Bamboozle and Fire up. 😎

    Don’t forget Bamboozle + Fire Up on Wraith running Shadow Dance Blood + White

    (and Brutal Strength for hilariously absurd pallet breaking speed)

  • Disappearing scratchmarks and blood trials has been a problem since they implemented dedicated servers. There are many on the forums complaining of this issue.

  • The problem with your Thana idea is it unfairly punishes survivors that have no immediate way to heal, particularly solos.

    If they don’t have a medkit, self Care, or Bond to find someone else, an instant 20% debuff is pretty BS.

  • @gatsby said:

    https://forum.deadbydaylight.com/en/discussion/comment/1653198#Comment_1653198

    I can confirm. I noticed it earlier today in a match playing against a Killer running Mindbreaker on PTB.

    It works the entire time and doesn't stop at 50% progress

    This is WONDERFUL!!!

    I hope this isn’t a mistake, and the change will go live.

    I already use Mindbreaker in a build with Blood Echo. This will make it even BETTER.

  • @CosmicParagon said:

    It may not be a skillful play, but it is often the smartest one. The sooner you eliminate one player, the more effectively you can apply pressure. Everybody talks about needing to 3-hook everybody, but it simply isn't possible against skilled survivors. The only advice I have if you are getting tunneled is to learn to loop better to make the killer give up on you.

    Exactly. The game remains heavily survivor sided until one is dead.

    And even then that’s subjective on how many gens are left.

  • @Deadeye said:

    Sounds good. Not sure yet if all three together (especially the "negative effects" part, as it would also target Broken from Second Wind or Legion addons, Hindered from Clown gas or Huntress addons etc. That could at least become a bit too strong in total

    Perhaps my additional suggestion could be 50% slower recovery on cool downs and negative status effects?

    Remember that these only apply in the TR, so the point is to encourage survivors to waste time running as far away from the killer as possible

  • Anyone willing to test and confirm from a survivor whether it does continue for the whole repair?

  • @Boss said:

    Is that actually an effect now, or is the text just missing it?

    I’m gonna guess it’s an error in the text. I’m doubtful they would have changed to the whole time while repairing on a generator. Although that would be amazing, and actually further help it also be a stall perk (survivors waiting for their exhaustion to recover first before repairing again)

  • @ad19970 said:

    I wouldn't mind if the hooks didn't disappear after a survivor got sacrificed on the hook, but adding more hooks to the corners of maps will just make Sabotage even more useless.

    Also, in most cases, that's something you can pay attention to, in most cases you always have the possibility to hook survivors on other hooks so you don't create a deadzone of hooks in one area. Unless of course every one of the survivors gets downed in the same corner when they are dead on hook, which is pretty damn unlikely though.

    You don’t even need to lose hooks. Some maps just start with deadzones. Down your first survivor near one of the exit gates on Gideon? Well there’s a very high chance there’s no hook you can carry them to.

  • @WARW0LF said:

    saying just leave is dumb af, i don't play like that, i want the team out and i want more points, you guys might be selfish and leave asap but i'm a team player

    The game is intentionally designed to have an equal amounts of benefits and risk by being a team player.

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