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DemonDaddy

DemonDaddy

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  • @okaayletsgoo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3685639#Comment_3685639

    Again, another comment how I know you don't play survivor much. Don't need to adress anything, your comments speak for themselves and I'm not gunna waste my time talking to a brick wall

    Good to know your sticking to factless claims rather then addressing laid out logic 👍

  • @TheSubstitute said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3685420#Comment_3685420

    Being tunneled from the start does remove the player's ability to play the game. If you wish you can add as intended. If you played VHS before it went under from treating Monster the same way. Unless, of course, you're arguing using the Monster noise after banishment to spawn kill Monsters allowed Monsters to play the game.

    My vhs experience was limited, found myself right backbwith dbd. Still I stand by my comment and will add this; when I get tunneled none of my chances are removed.

    Its on me to outplay the killer and use stealth in order to provide myself the oppurtunity for gen repairs. If/when the killer spots me, thats because I failed my 1st chance.

    Its on me to use the map tiles and knowledge of the killer to escape as quickly as possible before injury. Getting hit means I failed, got a boost, and now must try again with a 2nd chase.

    Once on the hook all "my chances" are gone until teammates can provide another. Getting chased after the unhook simply puts me back in the situation of relying on myself to escape before the down. Nothing has been taken from me, whether its a constant interaction with the killer or someone else gets a chase inbetween to break it up, all my chances to play remain.

    Im just not seeing where the killers actions have removed any of my gameplay.

  • @okaayletsgoo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3685429#Comment_3685429

    This comment is how I know you don't play survivor at all LMFAO.

    More so than I play killer these days, but its fine if youd rather claim bias then address any particulars of my comment. Dont see why I should have to take playing survivor so personally that any killer using their brain is just out to destroy my fun.

  • @okaayletsgoo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3684480#Comment_3684480

    If I'm running survivor with flashlight and killer is getting run around pretty good I'm less inclined to go for saves as it would make the experience miserable for the dude that's already struggling. It means they were queued into a lobby with people they should be playing against and it's not their fault or they are on a new killer and trying to learn. A tunneling killer is totally different as they are being toxic and should suffer the consequences.

    if it's a sweaty match where both sides are fighting for their lives then I absolutely have no problem doing what it takes to win and killer should do the same. But to tunnel and slug when not a single gen has been done is extremely toxic and killers need to be punished for not playing the game as intended aka hooking survivors. There's a reason survivors have multiple hook phases and to by pass that and let people bleed out on the ground or all get 1 hooked before a single gen is done makes no sense

    Nah cant agree, tunneling doesnt take anything away from the survivor. We still get all the standard chances of a typical match, the just get pushed back to back.

    Tunneled or not the survivor gets multiple chances to succeed;

    1. Use stealth and Avoid detection

    2. Escape the 1st chase and avoid damage

    3. Escape the 2nd chase and avoid a down

    If unable to escape a single chase then the survivor has lost out on no gameplay and is completely dependant on teammates, not the killer, for additional opportunity. Being unable to work on or even touch a generator is the personal responsibility of that Survivor player until hooked.

    Unless the killer is sending messages, I see now reason to assign malice for situationally beneficial tactics.

  • @TheSubstitute said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3684480#Comment_3684480

    It's a response to poor game design. Personally I'm not going to fault players for using the most efficient tactic available but I will call for changes if it substantially decreases the fun for one side. It's not the fault of the player to expect that if they lose they at least had the opportunity to play.

    Cant say I see any tactics that remove a players ability to play the game, maybe body blocking but thats a punishable hostage situation. Even a hard tunnel at the start doesnt remove the survivor's chances since it simply groups those chance back to back. Failing repeatedly is not evidence of a lack of opportunity to succeed.

  • Wish it had synergy with two can play hex, oh the fun that would be 🤣

  • I dont get the emphasis some survivors put on the # of gens and how that should dictate the killers actions. Its never a bad time to use effective tactics.

  • Abandon hooks completely, I love seeing end screen and knowing the survivors brought now useless perks for counterplay

  • More protection = more boring

    I dont want to feel secure when playing survivor

  • @Mentally_Mechanical said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3681049#Comment_3681049

    Recognizing perks early is important, that's true. My main issue is some can completely shut down the playstyle, as well as some mechanics making it nearly impossible in certain circumstances.

    I've brought it up already, but let me elaborate on it; scratch marks. I don't like them regardless of if I'm playing killer or survivor, though the latter is more relevant. It makes escaping a chase virtually impossible except in very specific circumstances or aided by perks, and in cases were a survivor is injured, feels rather redundant having two trails leading you to the same survivor.

    In addition, a few loud noise notifications have a similar problem, like unhooking a survivor and fast entering a locker. I don't think either of these should have notifications, one's already loud enough and the other just feels wrong having give a notification (I wish I could be more descriptive, but that's really all I have for that one)

    These are of course my opinions on the matter, but that's why I wanted to make a post for it.

    I dont care for scratch mark either but knowing how they function can be used to break los and escape chase while the killer searches a loop. Ironically I find them completely useless as killer. It wasnt until I practiced with the perk that makes them visible that I got a much better understanding of where and how they trail behind.

    Having blood trails as a second tool makes sense as a very minor penalty for the failure of being hit. Since there are perks that can remove either of these making tracking all the more difficult ; half a loadout seems like a fair trade.

    Noise notification I find acceptable, its a good way to curb the benefits of rushed action with risk. I hardly consider them an issue since silent versions of the actions are available. But if they ever decide to remove hook notification for both sides Id be in full agreement.

  • @Mentally_Mechanical said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3681038#Comment_3681038

    It can be, my thoughts are mainly that there's so many perks and gameplay mechanics that frequently shut it down or require specific counterbuilds that leave little room for other perk options. That's the main reason I made the post to begin with, to discuss things such as scratch marks and the abundance of info perks and how people felt about them.

    Ive been playing a long time now, which helps me recognize what perks are in effect and how they opperate. Many of the perks have conditions or windows of counterplay. When many of these perks were released and pick rates high; I began just expecting them and using the counterplays even if there was no evidence of them in play.

    If there is any one perk that completely boosts my stealth play its Alert. This one perk allows me to make smarter decision and create situations where I can track the killer.

  • Nope, I find its super rare to the point Im having trouble remembering when it happened last year.

  • Stealth is still 100% viable, if it wasnt my playstyle would have changed a long time ago.

  • Tunneling is not a problem. Simple evidence for this are the survivors that can avoid detection and can escape their chases. Its a double edge tactic at best and its outcome is heavily reliant on the competency of both the killer and survivor.

    I believe this to be supported by the fact devs have stated multiple times for struggling killers to drop chase and find the weak links.

  • I try my best with no mind towards how much my teammates contribute. If I play well, I either watch my team get eliminated or we escape. If I do poorly, I just try to review what my mistakes were and move on to the next.

    Overall I still find solo more fun and emmersive than swf.

  • I dont see any issue with ranged killers. I consider the entire point of their powers is to encourage survivors to remain out of sight. Having killers that can discourage "runners" hasnt hurt my survivor experience

  • I see them as a way to insert artificial mistakes into matches. They get players running around doing things not always beneficial to survival or killing.

  • Thats the teammates failure as bubba is far enough away to make a save, just not a thoughtless one.

  • Im glad its there, to many would use a free dc to cherry pick matches.

  • @sulaiman @Halloulle

    Okay granted there are times teammates provide the time to do gens, I dont want it to seem like Im completely dismissive of that. However there are also clear times when it is solely my efforts which result in the time and continued ability to do a gen. Although I dont care much for the hud, it does tell me if a chase is active.

    My best example and probably the nost common situation any survivor will face:

    2 dead, 1 teammate and myself are left

    The teammate decides that hatch is their best option and is going to hide until Im caught so they get a chance of free escape. I am not waiting for the killer to find either of us and just do nothing, lost cause as it is Im on a gen for the extra points. The killer now is not distracted and looking for any mistakes that leads into a chase. Not counting all the progression lost because of interruptions and regression that's one gen completely to my credit.

    Now admittingly at some point I do make a mistake (hopefully not before Im done) or the gen popping gives away my location which brings the match to a close. Ideally I would like to outlive The Hiding teammate but that's about as easy as tanking a hit with no mither. The best case for survival in this scenario is Maybe that teammate waits too long in one location and the crows begin to appear.

  • @ChaosWam said:

    As killer sometimes I feel as if survivors should be weaker in some way that doesn't make it unfun for them and doesn't make gens fly in exchange for scratch marks entirely. Make the game a real find and seek kind of game again.

    I'd really need to think of what would need to be stripped, reworked, etc to make up for the lack of scratch marks, but I do know the biggest thing would be map design.

    I would really like to see the devs improve on skill checks during repairs. Wouldnt mind them make the act of repairing a little more focused and engauging so that there is a sense of effort or failures are a bit more than just bad timing. I think with that it would make the time between them more like a breather/ surroundings check for killers.

  • @pseudechis said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3614453#Comment_3614453

    It comes from the fact that if you are on gens then you aren't interacting with the killer. I didn't say the killer never interacted with you. But if you are good at avoiding/escaping chases then you have more time interacting with gens.

    To that end yeah competency stacks with survivors that's to be expected. Its why SWF teams out perform solo teams, they tend to coordinate their downtime better among other things.

    Just because its possible for a single player to contribute a lot to the objective doesn't mean that survivor is essentially OP.

    "Absent of a complete failure, I'm seeing this as way to much objective control for someone that only considers themself simi-decent as a survivor." This line is kind of the source. Its the killer's job to limit your capacity to contribute to the objective.

    Its up to the killer to create that pressure and if they do so to 2-3 survivors it can be enough to render the efforts of the last 1-2 survivors mute, contributing or not.

    What you have here is a measure of your own contribution and a speculation on what stacking that contribution could look like in game outcome but it fails to take into account the pressure applied by the killer which is also dictating how much time you have as a player to contribute to the objective.

    You can't consider one without the other its only half of the story.

    Some posters have already indirectly hinted at this by asking "what was the killer doing during this time?"

    I agree that the killer has that responsibility to spread the pressure. This is also where I think many complaints of killer tactics stim from; as some survivor would prefer the killer take that gamble of hunting the fresh and unseen teammate.

    Heres my suvivor take to that point; I have some influence in how that gamble results for the killer. I think its on me the survivors to limit the killer by using stealth and breaking chase quickly. If successful, the killer sinks time to kick and search before returning to patrol thus halting momentum . Any mistakes on my part and the killer continues to gain the advantage of pressuring us. Engauging in chase while not always avoidable is my last case option for wasting the killer's time, I treat them as if every killer knows what they're doing until proven otherwise.

    When I account for how the killer is occupying time, my line of thought is they are always using the fastest method for downing and eliminating teammates. Im sure they are not the top tier but they definitely arent twiddling their thumbs.

  • @nora_the_explora said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3614454#Comment_3614454

    The DemonDaddy achievement: repair all 4 generators alone without being chased once and exit throught the exic gates xD

    I think the "without chase" is where Id struggle for the achievement

  • @nora_the_explora said:

    Update 7.4.3

    Nerfs/Buffs

    The DemonDaddy:

    • Decreased  the efficency of this survivor's toolboxes by 33%
    • Increased the base time of generators to 120 seconds (was 90 seconds)
    • When missing a skill check the Incapacitated Status Effect will be applied for 30 seconds
    • After finishing a generator this survivor will Scream and his aura will be revealed to the killer for 10 seconds

    You have me curious how far I could get with that. Definitely if I can earn a badge for it.

  • @pseudechis said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3614366#Comment_3614366

    This only really works if gen completion is the only metric of success.

    But while you were doing that mechanical objective you were left free to do it by your team mates whom were, intentionally or unintentionally, distracting the killer.

    I mean kudos to you for focusing on the gens during your "downtime" between interactions with the killer. You were only permitted with that opportunity though because the killer didn't interact with you. So yes while it may feel like as a solo player you can contribute to too much of the objective that's only achievable at the expense of your team mates.

    As a result the team still doesn't escape or has a 3-4k outcome because losing 3 team mates for 4 gens means things aren't going that well for the survivor group, when you factor in these other aspects of being left free to do gens at the cost of team mates then on that basis, solo survivor definitely isn't OP.

    I dont know where this idea that I was left alone to do gens comes from. I find it very rare to have little or no interaction with the killer.

    Im also not denying the killer won, any percentage of gens when we all die is not a win in my book. What Im pointing at is how much one player can progress the objective while the killer is technically doing well.

    My op conclusion comes from solo gen progress yes, but this is in addition to escaping chases, avoiding the killer, and prolonging teammates that continue to make mistakes and be caught. Im looking at how competent a single player can be and then applying the rational that this can stack with each survivor.

  • @crogers271 said:

    Either your teammates are doing a great job distracting the killer or your times are off.

    75% of the gens by yourself is a little over 5 and a half minutes, that's almost four full gens by yourself. Even if you are hitting great skill checks and have brought a gen rush build, the time running between gens balances that out. If you have that much time on gens by yourself, plus the other things you talk about, then the other survivors must be keeping the killer really busy.

    It's possible, I've had games where I've done four of the gens, but in the those games the other survivors were great at keeping the killer's attention.

    Well if teammates are doing what they should and Im not making mistakes, thats a win. My focus is on those times when the team is wiped out before me.

  • @NerfedFreddy said:

    "4 gens on average" from creators of bestsellers "Soloq is great" and "My escape rate is 98%"

    Where is the claim of a 98% win rate?

  • @sulaiman said:

    So, you think that in matches that end with you losing you are op?

    I am pretty sure very few players would consider a killer op just because he is constantly in chases and damaging gens, despite not getting a down or a hook. Because chase time is not a metric anyone uses.

    But thats basicly what you are doing, you just choose a metric that noone else uses to measure your "effectiveness" and ignore the actual outcome of the match.

    IF thats ok for you, yeah, then feel op, but dont think that many people will share your view.

    My point is that one person can complete so much of the objective alone. Im not shifting the goal post, just pointing out how influence one player has on a team objective.

    The fact the killer won in my opinion doesnt change how little was left for 3 other players to contribute.

  • @DrDucky said:

    https://forums.bhvr.com/dead-by-daylight/discussion/400868/isnt-solo-survivor-a-little-op

    How many matches was this? Also it seems like the fault of the killer that you were able to do 3 gens all by yourself without getting hooked once, it basically means the killer was just not pressuring you as they should be. It seems very odd you seemed to be able to do 3 gens by yourself and do totems and heals and not get chased, it begs the question of what were those killers doing the whole match?

    More matches then then Id care to count since alien release. Just roughly the benchmark I notice for gen progress as I die.

    I would like to point to the section where I mention activities in matches. While not every match is the same, I rarely find myself doing all of the gens without encountering the killer and do mention chases happen win or lose.

    I also wouldnt blame the killers ability every time as there is little reason to ignore targets for someone you have to search for. Even if they patrol and interupt my repairs its not a sure thing they will get a chase out of me.

  • To use as bait so there is a higher chance of opening a gate. Its 50/50 on who gets to hatch first, but knowing which gate will be closer to the killer/hatch allows for some strategy.

  • Survivors

    Ive seen killers lose with quick down against survivors making multiple chase mistakes, as long as gen are in constant repair just trading hooks will get everyone out the gate.

  • @Flappersaurex said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3610220#Comment_3610220

    Linked means they must all be used together, you cannot mix and match them. I didn't mean an actual link in my post.

    I got that and agree

  • Little to no reward for the risk of losing a perk.

  • My only issue with this map is 2 specific gen placements; the ones at the far ends of the square "cul-de-sacs", the two enlongated sections with the corner killer shack in the middle.

    For survivor the gens put you at a dead end where the only direction to leave is towards the killer.

    For killer these gens are just so far out its a huge time waste if they arent being worked on.

  • Nope, she is fun to vs and doesnt fall victim to braindead strats most killers suffer from.

  • I think its acceptible, killers dont need to wait for survivors to prove how good they are. Taking it easy can completely backfire and there is no proper gen count for pressuring survivors or going for a kill.

  • @NerfDHalready said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3597857#Comment_3597857

    it's still dangerous to get right back to working on gens or hovering a chase, it's a safety only if the killer shows their intentions of tunneling.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3597864#Comment_3597864

    the killer still sees you and can play around that info, and the rather long cooldown should make the survivor less of a threat for gens or hexes.

    Just my point, I dont want to be secure because I havent taken actions against the killer. I'll take the pressure of needing to escape the next chase over cant be chased at all.

  • I prefer impending danger over forced safety.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3595855#Comment_3595855

    I mean, at some point you have to drop the Pallet and then he can just use his power to bypass the Pallet.

    Its not like you will only get hit when you played badly. This would be fine. But this is also not the case.

    Which is why I say go for the stun when dropping the pallet. Theres a difference between getting hit at the pallet and getting hit because the pallet was dropped to early. Im gonna try for the risky favorable result over a clear mistake. The only time to predrop is if Im aware his power is on cooldown.

  • I like the fact pallets need a little thought in chase against him. Its a survivor's mistake if chucky catches up after a pallet predrop. Best counterplay so far is dont drop while he is in his power or atleast aim for a stun when you do drop it.

  • I guess with this knowledge the question becomes; how many are we getting with each patch going forward?

  • I foresee changes that slightly affect casuals that already struggle to use mechanics but will have greater impact at higher levels. I expect more swf teabags with a flippin the bird at the gates mentality.

  • 3 gen solution sounds like assistance casual players will still struggle to make use of but experienced player will use to destroy gens. I would be suprised to see a change that doesnt allow also swf to excell further.

  • Nope, play til the end. Quitters can just think twice before starting a match or take the dc penalty.

  • @Cecaelia said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3594095#Comment_3594095

    You don't see the struggle because you're playing at the lowest mmr, per your words. WHere sentient life is - survivor wise, they struggle, and you seem to forget that knockout applies blindness which is huge - not just off gen time. The fact that you ignored the fact it gives blindess tells me all I need to know.

    I just dont view the slugged survivor's blindness as a key beneficial factor. The aura reduction is primarily what I consider the star component of the perk. Cant say blindness has ever caused me to wander to the maps edge or to avoid my teammates direction completely.

    Your jab at the mmr level seems off though. If anyone is going to be oppressed by this perk, it would be the lower levels. But just because I despise hooking, dont think I have all my killers at the lower levels. There are a select few killers I play normally with and from that I can say survivors only get better.

    And again the "dont see the struggle" comes off quite dismissive as I do play survivor more than killer and have so for some time. I find the struggles of solo play usually quite exaggerated and commonly the results of personal shortcomings or mistakes.

  • @Cecaelia said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3593036#Comment_3593036

    It's not "free information" I do not know why you keep describing it like that, and it points towards a huge misunderstanding/lack of game knowledge. The base game gives survivors the ability to see their downed ally, it is information given to you by the devs as part of the BASE game. There's nothing "free" about it, it's intended information. Knockout removes an intended information.

    Now since we're having trouble connecting A -> B -> C I will break it down further.

    Solos: Have to spend 40+ seconds searching for someone down on the ground, sometimes they run past them due to the short range.

    SWF: do not waste that 40+ seconds searching for the body. "I'm at cow tree" tells them exactly where the downed body is, which means they pick up faster, which means that they get back on gens faster.

    Gens take 90s.

    Solos: Waste 40s+ searching for a downed body.

    SWF: might take maybe 20s to get to the body and pick it up if they are fully healed while downed.

    Now by the time a solo picks up a body, another person has probably already gone down, and that's another body you have to hunt through the entire map for. Now if its SWF, he probably just said "i'm at killers shack, killer is headed towards main." Now they have all the information they need to make an informed decision within seconds, while solos are still combing the map for the downed body; and trying to figure out which way the killer is going. Bonus points if it's a stealth killer and they have no indicator of where the killer is at, where he's looking, etc. [I'm not counting information perks atm in this calculation for the survivors.]

    Now if you break down all the time saved between SWF and SOLOS you will understand how solos are screwed with a slug build and SWF have a much better chance. Keep in mind it might take solos even longer to pick up someone since the dude that is downed is probably trying to crawl either away from the killer that is standing on their body or toward a teammate that might be running in the opposite direction. If the killer is standing on the body they probably said "killer is on my body, go do gens." While solos have to walk all the way around, find the body, see the killer standing on it, and then go and work on a gen. <- That process might take more than a minute+ worth of time, times the 3 people that might all be not doing gens to search for the other random to get that information.

    Now do you understand how much time is saved when you pit SWF vs SOLO experience vs a slug build?

    First, theres no disconnect or misunderstanding.

    I say free info cause thats what it is, given to survivors at no effort or exspense. Same as the hud counting gens for us, its freely provided info. The fact that its a base mechanic doesnt make a difference to me since many base factors can be augmented. You can call slugging a base machanic and there are perks which affect it on both sides. Furthermore the ability to see this intended info isnt even removed, the distance is changed.

    40s is excessive, this is when I decide the survivors are fairly bad or ignoring for gen progress. I'm seeing an average of 6-8 pickups per survivor from noobs before nearing bleedout. I pity the incompetence you are witnessing.

    You keep commenting about the time spent, but thats what I consider to be the benefit of the perk. Everything else about the perk serves little to no purpose, its the time off gens which gives the perk value.

    The emphasis you're putting on solos verse swf is what I consider an example of standard play versus comm advantages. I don't see the ease at which swf negates perks as something that should be emulated for solo play. Nor do I see the struggle of some survivors invalidate the potential for success other solos have proven capable of.

  • @Cecaelia said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3592730#Comment_3592730

    Feel free to disagree, you're entitled to your [wrong] opinion. I'm just disagreeing because of what I see with my own two eyes. People do struggle when they don't have information, that's just the basics of DBD, if you say that people do "not" struggle when they do not have information about a dangerous situation...that's just false. You need information to make informed decisions yes? That's kinda they way knowledge and game sense works? Right? Not I go into a cluttered map and I just know with no information where a 100% random person is on the map that is downed, that you cannot aura read, that you also have a blindness stack on vs someone saying in vc "I'm at the coal tower vault."

    I promise you solos are screwed, and no going "well one time in one match out of 100 a survivor picked someone up and they reset" isn't particularly valid.

    I'm not saying that no one struggles but I've seen enough players to do consistently well. This is where MMR would be playing its part and creating the difference between your experience and mine. I also didn't say survivors can do well with no information, I said not everyone is dependent on freely given information. Just because the information isn't presented to the player does it mean they can't gain that knowledge through playing the game.

    I would also state a great indicator that your opinion may just be your mmr experience is that I play stealth killers at the lowest possible level because of my playstyle. A majority of the time I'm letting survivors Escape because they don't allow their teammates to bleed out. If survivors are consistently able to provide altruism throughout the team at the lowest level against knockout I don't think it's that oppressive. Are there teams that still struggle yeah but I think you're up playing them into the majority that's just not what I see.

  • @Cecaelia said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3592616#Comment_3592616

    Knockout only ######### soloQ. SWF just say "I'm down at the shack, I'm down at the middle, I'm down at 2 oclock."

    SoloQ is the one that has to get off the gen and search for eons for a downed body. Plus knockout having blindness is an even bigger ######### you to soloq. Unironically it needs to be nerfed.

    Swf negates lots of stuff.

    That fact that survivors have to search is what makes it a good perk for me, the time off gens can be an effective replacement for regression perk. You say it ##### solos but as an avid user I have seen many survivors perform just fine. The only ones getting completely screwed are survivors making bad decisions and would probably just as equally struggle if I was hooking people.

    I completely disagree that solos are the scape goats for why this perk needs to change. Not all of us struggle when info isnt just given freely.

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