Langweilig
Langweilig
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@Abbzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4008871#Comment_4008871
I can tplay her her seconds version vas strong as hell but this one is still weak, shame they dont have her in road map.
I want a update that makes her like her first version with some additional buffs. Maybe you have seen my post where I suggested buffs and an addon pas for her. My main complain isn‘t really strength, current Sadako just isn‘t fun. I like killers that are fun to play and a little challenge.
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@Abbzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4008867#Comment_4008867
It will be under control more when spreding hooks will be rewarded and survivors will get these antichanges especialy some balanced and good antitunnel, the it will drop I believe.
I really hope so, because I‘m waiting for Sadako changes for 3 years already and this probably the only chance I have.
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@Abbzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4008569#Comment_4008569
Gens are the key thing thats presuring the killer and makes survivors win, more gens you have and less hooks killer have (no death hooks) your chance of winning the match and having draw (two escapes) as worst scenario if your teammates doesnt do any big bad missplay that helps killer to get upper hand and preasure, looping is giving your teammates time to do gens and more they have the more gen progress and gens they should finish only third thing that takes survivor most time with looping and gens is their mobility but they are 4 and healing is very easy in 90% of matches because now there are popular perks like orelas do no harm, we will make it or the one that gives you 70% of heal when you aare unhooked and you can be healed in 4 and even less seconds.
Survivor role is teamplay (team work makes dream work, thats why swf is so good they can make teamplay way more easier and effective compare to soloq) and kilers is managing 4 survivors and gens and fighting against time more than survivors (survivors can fight against time too but if the killer gets upper hand and no gens are being done or endgame collapse). The game doesnt favor one side buth both all is influenced by big rng factors like survivors and killers skill and experience,map plays huge part for both side and for some killers more than for survivor role, perks, addons you can go against someone who is new with huntress and you will destroy him or you can get god nurse and be destroyed in few minutes so game doesnt favor only one side and its just lame to call it like that. Killer role is easier on lower mmr with less experienced players and the higher mmr the survivors are better and stronger and then there is swf clashing against s-tiers and high a-tiers at the top of the mmr chain and dont forget this game is made to be 50-60% killrate more the 60% which is like two kills with few hooks on average, all the decisioning factors are mostly decided in lobby but some changes can happen.
Hate it and down this post as much as you like but these are some facts, killer is supposed to be power role and you arent supposed to 1v1 the killer or any survivor if this happens you are playing against weaker opponent like back in the past before mmr where they were called "babby killers" by comunity and favorite part for content creators showing how good they are with 1k plus hours against 100 hour wraith with blue eyes, some do it even today for shorts.
What did you want to discuss with me now? I don‘t exactly get what your reason for the reply is.
Hate it and down this post as much as you like but these are some facts, killer is supposed to be power role
I agree that killer has to be the power role but it just is too much right now. Behavior should balance for 40-45% escape rate and 55-60% kill rate instead of aiming for a 60-65% kill rate for killers, that be much fairer. The current kill rate goal is too high, especially with some killers having a 69% kill rate, which means these killers win almost every game.
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@Monlyth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4008522#Comment_4008522
No, I'm not ignoring that.
At what point is the correct play for a Killer to just stand still and hold M1 for 90 seconds?
Because the Killer has to think about which gens have the most progress, how much progress they have, keep track of everyone's hook states and health states, remember the last known location of each Survivor, keep track of the likely current locations of every Survivor, recognize, create and keep track of dead zones on the map; decide whether or not to take a chase, decide whether to hook or slug, and decide how they're going to play around their hooked survivors. All while continually patrolling gens, hunting for survivors, and chasing them.
You can never just stop moving and hold a button at your objective as Killer unless you want to throw the game.
Gens are boring and don‘t have much depth. I agree with that, but you are still ignoring that gens aren‘t the main thing of survivor gameplay. Sure you need them to win, but they only make up around 30% of the survivors actions. The rest is looping healing, unhooking, hiding and other things. I really don‘t get why you can‘t see that. They have to do more than gens.
I can also just say, all killers have to do is kill a survivor, that isn’t hard as well, because the game favors killer and that is a fact. I win most of my matches relatively easy to a point that killer becomes boring.
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@Monlyth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4008358#Comment_4008358
Even if the Killer isn't afk, they can't be everywhere at once, contrary to what some Survivor players seem to believe. Doing gens is how you win, you're always going to be spending a considerable amount of time just standing in place and holding M1.
You are still ignoring that survivors have do much more than gens. Doing gens is one of the many things survivors have to do and they have to react/adjust to everything the killer is doing. They have to loop, hide from the killer, time unhooks smartly and so many more things while doing gens. The killer only has to hook and down survivors which is less than what the survivors have to do. Your scenario only applies to killers that are afk, because that‘s the only case where you are doing nothing than gens.
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@Monlyth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4008256#Comment_4008256
Survivor's main objective is to spend 90 seconds standing in one place and holding M1.
And, well, that should be it. That should literally be all the proof you need to understand why some of us might think Survivor doesn't take as much skill to play.
Seriously, how is that not enough?
Survivors are doing much more than just gens. You are decribing a scenario where the killer is afk.
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@Abbzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4008265#Comment_4008265
Still nerf to m1 because space between loops is now shorter which means survivor makes it to other loop almost every time which hurts m1 nonetheless.
Killers with strong antiloop or mobility which can be used in chase (noth counting dreadge rare locker rng,sadako tv rng and other simular mobilities) dont care and can deal with it but the m1 killers get still hurt by this change.
Killers complain map is too big. Behavior makes map smaller. Killers complain…. They should just revert the map as it was before.
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@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4008265#Comment_4008265
Doesn't really matter when the space they trimmed was completely dead anyway, and that adding god setups to maps like this is far more significant.
That isn‘t really true. There were a lot of loops (pallets and windows) at the removed parts of the map. Now they shrunk it and put pallets closer together. They didn‘t really add more pallets there. Just a smaller size with closer pallets.
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You forgot to mention that they made it 30% smaller.
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The scamper mechanic per Se is not a problem. It‘s what else the killer can do and how fast it is. If chuckies scamper was 1.7 seconds and he couldn‘t start slice and dice after it, it would have been fine.
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Really good change.
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Good post my friend. I agree with you, but I think kaneki is a bit more unique compared to other dashing killers.
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I play a killer because they are fun, that‘s how I choose my mains. I don‘t care whether they are strong or weak when they are fun and personally I like harder matches more where I have a challenge. That‘s the reason why I don‘t play nurse, because she is just free win all the time. It makes her boring.
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@Skitten56 said:
At this point I can't see BHVR returning Onryo bad to single target condemn, even though returning to release Onryo with the QoL buffs and part basekit Iri-tape would be fine.
BHVR will also likely never revert to hiding TV auras across the board, The auras help newer players and the white auras for killer objects being visible is consistent with their new standardization. I just don't see a point in fighting a losing battle. Better to fight for hiding the auras conditionally when it won't hurt new players but will help Onryo against skilled players, such as when holding a tape.
Best compromise for addressing TV auras and strong survivor counterplay while not hurting newer players would be to hide TV auras from survivors already holding tapes and either increasing the amount of stacks for turning off a TV when holding a tape, or giving survivors ticking condemn if turning off a TV while holding a tape.
Same with returning to ticking condemn without restrictions. For similar reasons as to TV auras, I don't see BHVR doing this so its best to argue for it conditionally such as when survivors hold onto a tape for longer than 120 seconds or something, and then they get ticking condemn as mentioned above.
I do like your suggestion of the flickering buffs as they would allow for more mindgames which she could use as an m1 killer. Also strongly agree with increasing the TV interaction from 1 second to 1.5 seconds.
Add-ons:
It is hard to comment on the add-on changes since your suggestions for them assume your new power idea is in effect, however there are a few that are worth pointing out.
The add-ons changes you suggested that I really liked were the following:
- Cabin sign - Allowing Onryo to break survivor tapes on m1 would help a lot with punishing suriviors that feel safe enough to ignore condemn until chase and then insert the tape in the killers face.
- Well Water - Giving survivors a stack on gen completion would be a nice effect, nothing major but could catch survivors off guard if they rush gens over condemn management.
- Tape Editing Deck - Adding a new effect to Tape Editing Deck where survivors within 3 meters of a TV get extra additions stacks would be great. This effect could replace the current primary effect of survivors starting with tapes, as that effect of survivors starting with tapes is actively detrimental to Onryo.
I would also like to take a moment to tell BHVR that Sea-Soaked Cloth and Ricky Pinwheel need to work when TVs are NOT powered on, instead of how they currently work around active TVs. The counterplay for this killer with the reworks pretty much assures survivors will never be within the radius of an active TV for more than a few seconds, rendering these add-ons virtually useless.
Thanks for the feedback my friend. I will never give up on the best Onryo version we had. Even if it might be a lost cause.
I don‘t like the white aura for teleport points (also not for unknown, xeno …). It kinda defeats the purpose of calling this game a horror game when survivors have more information than they need. I also highly doubt the auras do that much for new players. The only players I see falling for my TV mindgames are new or casual players afterall, so showing TV auras only really helps the more experienced survivors. Aside from that, TVs were never difficult to find and always at obvious spots next to gens, which is why I never understood the Introduction of them. Survivors even get an audio que when she teleports.
Best compromise for addressing TV auras and strong survivor counterplay while not hurting newer players would be to hide TV auras from survivors already holding tapes
It would be a nice start and a major step in the right direction, but I rather see them completely removed. They just remove all the fun from the killer and make her teleport mostly pointless while removing her fearfulness.
increasing the amount of stacks for turning off a TV when holding a tape, or giving survivors ticking condemn if turning off a TV while holding a tape.
Both would be really good.
Same with returning to ticking condemn without restrictions. For similar reasons as to TV auras, I don't see BHVR doing this so its best to argue for it conditionally such as when survivors hold onto a tape for longer than 120 seconds or something, and then they get ticking condemn as mentioned above.
When we talk about the current version I would agree with you. There a strong passive condemned is too much. When we talk about my version, she needs it, because my concept and the concept of 1.0 was that survivors should only take tapes to remove condemned or if they are afraid of TVs. Making it 120 seconds while only allowing her to spread condemned around one TV, would make her a joke. With these changes I‘m trying to make tapes something you don‘t want to touch again if you don‘t need to of corse.
Tape editing deck: I would actually keep the starting with a tape, because it would encourage survivors to go near TVs at the start and with the killer instinct + double condemned near active TVs, it would synergies really well.
Sea-Soaked ClothanRicky Pinwheelneed to work when TVs areNOTpowered on,So true.
Thanks for the comment again. It‘s always nice to discuss stuff in the forums. Sadly no people reply to posts that are long.
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@CammyChameleon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4006902#Comment_4006902
I don't think it working on multiple gens would be fair, I think 40-45 s on one gen is sweet spot so you can still counter it. And that is more fair because 2 30s would be the equivalent of 60s of gen progress which would be stronger than the 50s on one.
30 seconds is way more manageable for survivors. They can just sit it out which isn‘t really the case with 50 seconds. 50 seconds of an gen block is such a long time and really annoying for survivors. Even if they go with 25 seconds x 2 I would okey with that. I liked the version where it could block multiple gens more. It synergized very well with Sadako’s TV sound addon, but to be fair that isn’t nearly as effective since they introduced TV auras.
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@tes said:
About what window in Saloon are u talking about? Sometimes it’s just poor RGN, I noticed it was before PTB
Vaults for Azarov’s seems to be intentional except crane bug
https://us.v-cdn.net/6030815/uploads/4LIJFHOQNTLM/img-1226.png
This window apparently always closed
It was that window as I played survivor, but for some reason you can vault it now, maybe this bug doesn’t affect killers or it has to be at a specific spot to not be vaultable.
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I can agree with everything except dead man switch with 50 seconds is too much and synergieses too well with pain res, but I wouldn‘t be against giving it two activations of 30 seconds after each hook, with a max stack count of 6.
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@ninjabsbx said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4006671#Comment_4006671
But it is possible since it happened with Sadako with ofc the fact she got buffs from her first rework
Sadako didn‘t get reverted. She got some things back, but is still fundamentally different to her first version.
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I wish you the best my friend. I will miss you here in the forum. Now I‘m completely alone with Sadako.
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I‘m still waiting for the fulfillment of the promise the community managers gave us. Sometimes I wish I could give them advises about how to buff nerf stuff, because these nerfs a horrible most of the time.
That‘s all they need to do for fog vials to make them decent again.
@Langweilig said:
- Nerf: Make them consistent across all maps.
They should not be worse better depending on what map you are playing on. They need to be consistent!
- Buff the opacity back to 40% so they are useable again.
At the moment the killer can just see right through them and they do basically nothing.
- Buff: You can recharge fog vials infinitely by collecting fog. How do you do that? For each second of running around, it reduces the cooldown by one second and for each second of doing a gen, it reduces the cooldown by 0.25 seconds.
Fog vials would recharge faster when survivors are in chase or run around and slower when they are doing their objective. That way they wouldn’t instantly be thrown into the killers face whenever a chase starts.
- Adjust/rework the iri addon
It is useless and has way too many downsides for such a minor effect.
Thanks for reading
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@AdamZ said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4006485#Comment_4006485
i wouldnt mind that but i would still like to have this effect on another perk bc it has potential
I agree, but sadly it is very unlikely that they return it back, so they could at least improve the current version.
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@DeBecker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4006485#Comment_4006485
Makes no sense. Slugging needs to go for the better, so noone needs new or any slugging perks at all.
I never considered slugging a problem and when they introduce the faster crawling speed + 90 second unbreakable, slugging won’t be any problem.
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@Throw said:
Downvotes made toxicity worse here
Agree I hope Mandy removes them again.
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I really appreciate it Mandy.
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I hope your post reaches the devs and wished they‘d given Sadako something like that for her 1.0 version.
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@MashedBroccoli said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4006498#Comment_4006498
people been asking for nurse nerfs since the beginning where have you been. Thanks to her awakened awareness died before it could walk.
A few people maybe, but there has never been an uproar that big for her like for any newer killers
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She still has more counterplay than nurse, so why is noone asking for nerfing her?
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They should revert it with the coming anti slugging changes. We need some slugging perks when slugging will become mostly pointless.
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@SoGo said:
Also, I need to ask. Is there really a sound that plays when you fully charge up your power?
And secondly, didn't he already have a 40 meter TR in Tier 3?
There is even a sound when he is stalking you.
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They should have at least increased the iron will effect while slugged to 100%.
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@I_Cant_Loop said:
There are about 300 perks in the game now. A game with a limited amount of mechanics can only have a limited amount of things that perks can do to affect those mechanics. I think it’s just simply tough for the devs to come up with new perk ideas given how bloated the game content has become.
It‘s not that difficult to come up with good and unique perk ideas if you are creative. I‘ve seen a post from @Blueberry from a while back and he had so many great and unique ideas, that the devs could copy for the next two years at least. It‘s either the devs are afraid of creating potentially strong perks or they simply don’t want to.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4005522#Comment_4005522
The goal wasn’t to buff certain maps. The goal was to get rid of some of the dead zones.
And this happened because some survivors kept complaining about the dead zones.
There were a lot that got buffed, so I see that as at least a secondary goal. I’m not even complaining about balancing. I just can’t t support making maps more ugly and less athmospheric, which shrinking maps definitely does.
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@Coffeecrashing said:
I thought this was part of the map rebalancing, to reduce the number of dead zones?
Dead zones were generally fine if the maps had stronger structures. There was no need to completely remove them and shrink the maps. If they wanted to buff certain maps then they should have done that without shrinking them.
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@Skitten56 said:
BHVR forgot that large maps are balanced by having Deadzones. So instead they decided to shrink maps and add more pallets to fill the deadzones.
Map variety is going downhill.
I liked the old maps, the way they were and if some of them needed straight buffs, then why not just buff them. There was also no need to even touch the nurse map. It is now a tiny boring map.
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@Royval said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4005388#Comment_4005388
you have to play killer to understand how terrible certain maps feel as M1 killers. Making the map smaller and adding pallets are always the healthy way to go. Look at Dead Sands small yet an amazing map for both sides.
Dead sands is not a good map. I like bigger maps more on both sides. The tiny maps are aesthetically really bad and feel terrible to play when the killer is constantly on you. It also makes camping gens and tunneling way easier.
Instead of making every map easier for the stronger killers they should buff the weaker killers and add mobility that stronger killers don’t benefit from.
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@XDgamer018 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4005388#Comment_4005388
that basekit haste sadly isnt enough for killer like trapper and hag to go on a hiking trip to the other side of azarovs resting place. I think a better idea would be to have a form of freddys gen tp? or split killers into catagories to wich the maps would "bend"
I think the haste after a hook is great. Sure there are some killers that use it better, but that will always be the case. All they need to add towards it is that it deactivates after the chase starts, so it isn‘t a super buff for mobility killers.
As for trapper, he is on behaviors radar for buffs and hopefully the allow him to grab traps from lockers. That would make him a lot more viable. And hag is fine. She is a strong killer, I just don‘t like playing her.
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@XDgamer018 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4005363#Comment_4005363
those were too big for m1 killers without mobility and since they added more pallets to those its fine tbfr
And now they are too small for everyone else. The better solution would have been to incorporate basekit mobility to all killers, which they were about to do with the coming hook rewards, so I don‘t see a reason for further shrinking.
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@IlliterateGenocide said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4005361#Comment_4005361
when i didnt see it in the patchnotes, they really should put something major like that in the notes
Agree. If you wonder which ones, one coldwind, the nurse map and maybe I forgot one.
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@IlliterateGenocide said:
did they shrink maps again?
yes
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I like eating mushrooms 🍄
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4004780#Comment_4004780
If hes paying attention, yes.
All this does, imo, is make opportunistic tunneling more effective.
Just wanted two write that
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@MashedBroccoli said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4004440#Comment_4004440
should’ve went live with zero changes so you can take months to acquire data to make adjustments just like you guys are doing with the ghoul. Oh wait this is for survivors.
My favorite comment today
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I want to see them playing against Truetalent. It would be funny. Like he constantly tunnels and plays the most OP builds.
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@ArcT said:
Rarely does Otz try a streak where he doesn't scream in rage at least half a dozen times because he was trying to tunnel someone out and forgot the hook count because they actually got saved, or he slugged and chased someone else, or just got plain confused.
Seeing the hook count is absolutely a buff to tunneling. Just because it can also help that .00001% of killers who want to 8 hook does not change that.
100% Agree
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@Skitten56 said:
I probably won't play Myers again unless they revert him. I spent money on him to play with the old Myers' power, not this new one.
Really makes me not want to buy newer killers since I don't know if they will just decide to rework them on a whim.
Went through that already with my main Onryo where the 1st rework just was not fun for me anymore and I basically didn't play her for 6 months. Thank god the current Onryo rework at least feels somewhat like release Onryo.
I have a dejavu. It happens too often these days. A killer you liked gets changed in something you dislike. I‘m still hoping for a Sadako’s update to make her like her first version.
I made another discussion about her if you wanna look into it.
https://forums.bhvr.com/dead-by-daylight/discussion/456965/sadako-buffs-addon-pass-my-hopes-for-an-update
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Tunneling is rising this patch
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I’m still waiting for the promise you gave us, that fog vials will get changes soon.
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I feel it. Don‘t have your hopes too high for fixes
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I agree. It makes this perk pretty bad.
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Here some upvote to bring you closer XD.
Either they will set you free or make you a mod.
