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Langweilig

Langweilig

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  • @AmpersandUnderscore said:

    Almost all of these "just incentivized other play styles" suggestions simply do not work. Almost everything people suggest, including OP's, is just buffing killers and hoping they won't tunnel.

    Because here's how this change would work in practice: killers will tunnel one person out, get a card (buff) on their first hook, which makes tunneling easier, and then have an easier time winning the 3v1.

    We've had 3 years now of "just buff killers and we'll stop tunneling" and it hasn't worked. It won't work.

    There is literally no buff that will convince people not to eliminate someone early. You'd have to think if something even more powerful than eliminating a player, which would be game breaking, and it would somehow have to be completely incompatible with tunneling.

    The carrot doesn't work. Tunneling at 5 gens needs to be nerfed so that it's not "hands down, the best way to win every match, every time". Period.

    This is so true. If strength was the problem blight and nurse wouldn‘t Tunnel, but guess what, they do it in almost every match, because it is so much easier.

  • I like the vial of acid. The no pools of blood addon might be good, but I don‘t find it interesting and for the iri addon I will wait what they‘ll do. It will probably already get a huge tune down.

  • Sadako is a bit longer and if you want I would like to hear about each part what is good/bad, because I want to post this as discussion some time in the future.

    Chase/flicker buffs

    • Her Lullaby is no longer directional.
    • She keeps her loss of collision undetectable for the lingering flickering duration (,which is 4 seconds without the mirror addon). (New, well water basekit)
    • She flickers for 4 seconds after crawling out of a TV. (new)
    • She keeps flickering while breaking pallets and vaulting windows.

    Teleport/TV/chase buffs

    • Removing TV auras or make it so they are hidden when carrying a tape.
    • Increase the tape insertion, grabbing and the speed for turning off TVs to 1,5 seconds. (grabbing and delivering a tape is 1 second, turning off TVs is 0,5 seconds)

    Condemned lock in buff

    • On the second hook all condemned stacks get locked in. A nice quality of live that doesn’t change much.

    Condemned changes

    • Tapes grant one stack of condemned for every 30 seconds you hold them. The timer is paused when she is within 18 meters of you or when you are in chase. After these conditions are no longer met the timer stays paused for 6 additional seconds.
    • Hooking a survivor with a tape grants one condemned stack to all other survivors. (Ring drawing basekit)
    • You only spread Condemned around the TV you projected to, but every 50 seconds every survivor receives one condemned stack globally. Each survivor has their own timer that gets paused by being in chase or being hooked.

    Addon changes

    Spoiler Spoiler Warning ▲▼

    Chase addons

    🔴 Iri videotape (rework) - for map traversal and chasing with TVs

    Sadako can teleport to a turned off TV, which doesn‘t spread condemned 📺. Add a cool flickering effect to the turned off TV when she crawls out of it. (New)

    TVs stay turned off 50-100 (was 20)% longer. [This has the advantage of no TV auras if they are not removes basekit]

    🔵Telephone (made blue)

    Survivors suffer from a -7% (was -3%) hindered Status Effect for 3 seconds, when Manifesting within 7 meters of them.

    Reduces the required time to manifest and demanifest by 0.2 seconds (to 1.3 seconds). (new)

    🟣 Tape editing deck - for jumpscaring people

    All Survivors start the Trial with a tape and have to bring it to the furthest TV.

    Survivors who are in a 3 meter radius to an active TV get twice as many stacks of condemned and are revealed by killer instinct. (new)

    🟣 VCR

    Causes all TVs to make sounds when using projection.

    Generators near an active TV start regressing again when you project somewhere. (New)

    🟢 Sea-soaked cloth (rework)

    Hitting a survivor within 8 seconds after manifesting turns back on the last 2 TVs turned off. (Nerfed version of old iri tape)

    🟢 Well stone - for the early game

    At the start of a match she crawls out of a TV next to a survivor and the TVs are not on a 30s long cooldown. (new)

    Reduces the time it takes for TVs to turn back on by -7 seconds (was only after manifesting).

    ⚪️ Newspaper (merged with reikos watch)

    Increases the duration of your full Invisibility after Manifesting and while being demanifasted by +33 %.

    🟢Reikos watch (rework) (meme addon)

    The haste from protection gets turned into hindered and given to survivors and the killer for the duration of the speed when someone is within 16 meters of the TV you projected to.

    Condemned addons

    🟣Ring drawing (rework and made purple)

    Condemned Survivors spread their Condemnation to other Survivors, who complete a Healing action on an injured Survivor. (revert)

    Hooking a survivor with tape, grants all other survivors one stack of condemned. (If it doesn‘t become basekit)

    🔵Well water (rework)

    Every time a generator gets completed every survivor receives a stack of condemned. (New)

    ⚪️ Cabin sign (rework)

    Hitting a survivor breaks their tape. (New)

    Hit and run addon

    🟢Yoichis fishing net

    Survivors with 2 stacks get mangled (new), with 4 stacks blindness and with 6 stacks hemorrhage (new).

    Stealth Adoons

    🔵Rickety pinwheel

    Survivors suffer from the silence (was oblivious) and fog status effect when within 12 (was 8) meters of a turned on TV and within 3 (was 0)meters of a turned off TV. This effect lingers for 1-2 seconds after leaving its radius (new).

    New status effect: Silence

    You become deaf and don't hear anything (the lullaby). The visual heartbeat deactivates.

    New status effect: Fog

    There is a (white) wall of fog which blocks your view and auras outside of a 24 meter radius.

    🟢 Clump of hair

    Reduces the threshold for full Invisibility while Demanifested to 14 (was 18) meters and the invisibility lingers for 0.5 seconds (new).

  • Demo needs an addon pass. Most of his addons are insanely boring and just copies of one another.

    Sadako needs some addon adjustments and buffs.

  • Dredge

    • Being in a locker counts as searching a locker for perks like ultimate weapon and darkness revealed.
    • Whenever a gen gets completed 5 random locks open up.
  • Ghoul

    • Reduce leap injury attack range from 14 to 10-8 meters.
    • Increase leap range to 16 meters.
    • Decrease the time you have to start another leap from 5 to 4-3seconds.
    • Reduce time to mend when affected by his mark.
    • Reduce minimum required distance to start a leap.
    • Reduce hitscan hitbox.
    • Reduce the time survivors can‘t move when affected by kidnap tech.

    This should make him a bit more skillful, give more counterplay and make him less clunky to use.

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3966957#Comment_3966957

    I don't think it is a case of players wanting him to get skull merchanted, my friend. Not even Skull Merchant should have gotten skull merchanted, and many out there agree that her nerfs were unnecessary.

    But nerfs wouldn't be unnecessary in Ghoul's case. You don't have to make him powerless, but his current state needs nerfs. He is way too oppressive and leaves little room for counterplay, if any.

    Most people want the him to have the exact faith as skull merchant. Almost all threads I‘ve read about him were remove the cancel, don‘t allow him to vault pallets and so on. These changes would literally kill him.

    I‘m not against nerfs, don‘t get me wrong, but people ask for far more than what is reasonable.

    leaves little room for counterplay, if any.

    I don‘t agree with this. He has plenty of counterplay if you use it, but the majority doesn‘t know it or doesn‘t apply it.

    The only parts that deserves nerfs are his hitscan injury attack, kidnap tech and a very minor vault speed nerf. Everything else is fine and not a problem with this killer.

  • I‘m kinda annoyed by all the people who want to skull merchant him. He has plenty of counterplay. The only time you can‘t do anything is when you spawn on empty maps which we have too many of now, where he just jumps on you, but that’s a map problem. When this isn‘t the case he can‘t do much against good loopers (except kidnap tech which should be nerfed). You would wonder how effective hiding is against him. I have matches where I can‘t find people which is very frustrating. He only deserves nerfs that make him more skillful (for example: kidnap removed, hitscan hitbox reduced, window to start another leap reduced from 5 to 3-4s, range for grab attacks 10m, range for mobility 16m, minimum required distance for a leap 3m and mending time reduced to 8s when affected by the mark to make him less of a mend simulator).

    Back to the topic: I watched the show after dbd so for me it is the opposite.

  • @Brokenbones said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3966686#Comment_3966686

    I mean if a perk only works in the dying state, it's by definition an 'anti-slugging' perk since you won't be able to use them if the Killer doesn't leave you on the ground

    Plot Twist being the only exception since it's dying state is self inflicted

    Sorry for my wording, I was more talking about the excessive slugging thing and only countering that.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3966177#Comment_3966177

    The problem is Conviction can trigger even when the killer isn't trying to slug. Having the perk trigger at 25%, means that if the survivor gets knocked to the groud under an undropped pallet, if the killer searches the area for a teammate, the survivor with Conviction can pick themselves off the ground. 25% isn't enough time for the killer to search the area for teammates.

    The "slugging problem" is supposed to involve excessive slugging where the survivor is slugged for excessive amounts of time. 25% the recovery bar isn't excessive, meaning this perk isn't even trying to punish excessive slugging, and instead is just punishing the killer if they aren't immediately picking up every survivor off of the ground.

    What makes you think that this is supposed to be a anti slugging ONLY perk? Not every perk is designed to be insanely limited to one playstile.

  • Survivor

    • Reduces chance for skill checks by 100%.
    • Vaulting a window blocks it for the killer.

    Killer

    • While unseen, gain 5% haste.
    • Removes the red stain permanently.
    • Break pallets/walls, open lockers and damage generators silently. Killer related noises are quieter (Nemesis footsteps, kaneki‘s screaming, Myers breathing….).
  • @LockerLurk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3963342#Comment_3963342

    Well here's the thing. Ghostface Exposes Survs and has the best stealth, bar none, in the game on demand. If we give him 5% haste on top, he's Wraith that can Expose but better. Wraith gets 3% in cloak. I am all for making Ghostface a slightly better Wraith in the sense of giving him haste, since he's got more mechanics to worry about. I just don't think he should be faster than Wraith.

    Wraith gets a lot more haste than that. According to the wiki he is 150% when cloaked, so I don‘t see a problem with giving ghost face a little haste in power.

  • Basic Attack Blinds a Survivor for 1.5 Seconds or make it 0.5 second or 1 second.

    Two can play does that already, so I doubt it will be added to this perk.

  • They should be increased to 50%.

  • @AdamZ said:

    from my experience, i see a lot more fog lately on certain maps than i used to (without the offering), but again would be nice to have more

    https://us.v-cdn.net/6030815/uploads/I0EK1IDUAFIU/image.png

    https://us.v-cdn.net/6030815/uploads/I36ZPPSUM20M/image.png

    I kinda hope they put a much weaker version of the fog vile on all maps

  • Thanks for bringing scenepartner in the shrine like I requested a few days ago

  • @Emeal said:

    I dont want to say I did this… but ill say it, I did this.

    https://us.v-cdn.net/6030815/uploads/A1EQKUMTGSNG/image.png

    Thanks BHVR

    Congrats. I still hope it gets a little more and that they change the gens aura to blue

  • Blight wouldn‘t care about a speed nerf, just saying. He would still be as strong as he currently is.

    Ghoul and billy would become pretty terrible.

  • I don‘t think toolboxes really have unnecessary addons besides the skill check and reduced noises one, but I rather see them buffed than removed. About rarities. I really hope they don‘t continue with making each rarity a better/worse version of one another and give each Item variant a niche where it is better.

  • I want the them to buff the reagent offerings, make them stack and to look more like the fog from the fog vile, but be a lot weaker than they are.

  • @TheResidentXeno said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3961613#Comment_3961613

    Does it ? cause I tried in custom and I still spawn with all 3 other survivors

    Then it is probably bugged and you should make an bug report.

  • It doesn‘t need to be reworked/removed, it separates you from two other survivors, which gives you an advantage

  • @RpTheHotrod said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3960189#Comment_3960189

    I think you didn't read my whole message. For chases, they arebt that useful. However, they are gold for anyone going down at the pallet. The killer can't pick up if anyone is nearby, and that then in turn activates the mini unbreakable perk (or power struggle). You can generate infinite uses of this. Usually you can only pull this off once per pallet, but being able to create fragile pallets, you have an infinite supply of god mode.

    But you can‘t create infinite fragile pallets and even when this was the case, it would only happen once to you and then you bait them into dropping the fragile pallet after which you down them again or you pick them up before they do it.

  • @RpTheHotrod said:

    Having a mini-unbreakable that activates after being slugged for just a few seconds (what is it, 8 seconds?) is pretty unbalanced, and that's coming from someone who plays both sides (more survivor than killer these days). If someone goes down at a pallet, the killer typically needs to check the area to see if anyone will save, and if there is someone nearby, picking them up quickly isn't an option, at all. Same with people nearby with flashlights - picking up quickly isn't an option as experienced survivors won't go down near walls to face on pickup. This effectively means by having this perk equipped, as long as they had even tapped someone with a heal (ie a survivor can heal to like 95% then have their 3 buddies finish off the heal to give them ALL the effect), this effectively means they will be immune to getting picked up.

    In the endgame with open gates or 99'd gates, this also means guaranteed escapes if they even manage to down someone if they are near a gate. Again, while pallets existing will break the balance with this perk, even without a pallet, flashlight savers will absolutely buy enough time for the person to pick themselves up then run to a safe loop or to the exit gate. There's no counter play. Killer's can't pick up the person within the amount of time before they can pick themselves up if someone is nearby because of pallet\flash saves - killers need to spend the time chasing off the saver. This is a lose lose situation and completely invalidates the time spent even getting the down to begin with. This also especially would be disastrous on m1 killers with no chase powers or map traversal. They have to fight tooth and nail for their downs - they need every single down to count since the game is already working against them.

    What's going to happen here is people will simply run to pallet, get downed, and have a buddy nearby. This makes the downed survivor completely immune to getting picked up due to a pallet save. So, the killer must chase off the buddy, but now the downed survivor is guaranteed to get up for free, run a far distance, then go down somewhere of their choosing to get picked back up (OR just plot-twist to pick themselves up for free since the broken status disappears). This essentially makes every pallet in existence a god pallet, because as long as you have a buddy nearby to save, you will NOT get picked up and hooked, ever.

    Now why as a survivor player am I saying this is a problem? The game should be about successful chases, mindgames, and loops, not just make a b-line to a pallet and go down intentionally since you know you're now immune to being picked up. Again, to reiterate, if you go down at a pallet with a survivor nearby, the only option the killer has is to leave you downed and chase the saver. Since you can now just simply pick yourself up after seconds, the killer either commits to the other person, or tries to come back to you, but you already are gone. If they commit to the saver, then that saver will simply do the same, go down at a pallet, and now he's also immune to getting picked up if there's a survivor near him. Considering you only need to finish a survivor heal, survivors can easily ensure everyone has this perk activated almost all the time. Just be injured, self-heal to 95, then your group just finishes the heal and now 3 people have it and you can indefinitely chain this pallet immunity. Once the downed survivor pick themselves up and run and go down somewhere else (naturally another pallet), they'll need to get healed, and the effect is now activate again for all the healers.

    Frankly, this is strong enough to be a once a game effect. Completely have the ability to eliminate what would be a hook state on you. Not to mention now there is a perk to re-build pallets - you'll have a near infinite number of pallets available to go down at even towards the end of the match. Killer shack pallet, for example, will ALWAYS be up, now. While those "fragile" pallets won't be as useful in a chase, they will be god mode for going down at.

    The perk that rebuilds pallets does only rebuild party pallets. They break when dropped. They are in no world good and very easy way to deal with. Also the survivors don‘t have infinite pallets, it would be like 1-2 more party pallets. No one is gonna use them.

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3959778#Comment_3959778

    Otz tested it on stream. Its 1 pallet, and it is essentially the party pallets that auto-break.

    Thanks for the clarification. One pallet is so bad especially when requiring chests, which only 3 spawn on a map. Either make it gen progress or chase time or don‘t give it a requirement. Party pallets aren‘t strong. They are pretty bad and very easy to deal with as killer.

  • New Perk: Apocalyptic Ingenuity

    • After unlocking or rummaging through 2/2/2 chests, press the Ability Button 1 for 8/8/8 seconds next to a broken pallet to build a fragile pallet.

    Does this mean I can infinitely rebuild pallets after opening two chests or only once?

  • I think it only needs to activate from the start. The hindered could be buffed, but I‘m not a fan of hindered itself, because it is very unpleasant to play against.

  • The funny thing is the anti tunnel changes don‘t do anything. You will never get to a cage in 10 seconds of the endurance and on redit they confirmed that the cages still won‘t activate anti tunnel perks.

    I‘m not a fan of the slower movement speed, so I hope this gets scrapped but if the change is very minor it could just be fine.

  • Congrats my friend

  • @SoGo said:

    I see some concerning stuff here.

    Nerfing Clown's Purple bottles?

    The Maps and Keys changes may be very weird. (Although, I am pretty biased because of my own version I'd like to see.)

    The Fog Vial being an item with possibly endless use?

    The clowns purple bottles were obnoxious to play against and had no real counterplay. He just throws them at you and you are basically dead. I‘m glad they get nerfed.

  • @SoGo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958691#Comment_3958691

    It has infinite uses.

    The only thing stopping it is a cooldown between uses.

    Which may be an issue.

    How does it work with charges?

    Then I will definitely take it. I‘m the type of player who uses all types of lose the killer perks.

  • @Kaethela said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958685#Comment_3958685

    Currently, Deja Vu adds the marked gens to your map, if you have one. Maps are being reworked to only show things in a range, so adding things to maps doesn't happen anymore, so Deja needs to be adjusted to account for this.

    Ah I see, thanks. I never noticed or used that part, which is why I didn‘t know.

  • I will use them as long as you can use more than one in a match.

  • @ThatRyanB said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958646#Comment_3958646

    To confirm, Deja Vu is not receiving a buff. It's one of the perks that we're adjusting to account for the updates to Survivor items.

    What does Deja Vu have to do with survivor items?

  • Will console players also be able to write in the Chat when we get the mouse and keyboard support?

  • Best patch notes in a very long time. I‘m looking forward to it

  • @thrawn3054 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3957842#Comment_3957842

    The pallet save window is after the killer can move if I remember right.

    I thought it was after the killer puts you on it‘s shoulder?

  • The pallet safe window is definitely different to flashlights. Not sure if it’s supposed to be that way. I‘ve dropped so many pallets at the exact same time as I would go for a blind with a flashlight and they all didn‘t work.

  • @ThatRyanB said:

    Can confirm, additional perk presets are still on the way as part of Phase 2! We'll have more to share about this soon, so sit tight.

    Can you add universal perk presets, that are shared between characters?! There is nothing more frustrating than switching survivors and having to select the perks over and over again.

  • @ThatRyanB said:

    https://forums.bhvr.com/dead-by-daylight/discussion/448931/recommendations

    If you don't mind me asking, would you be open to sharing which recent changes have impacted the stealthy playstyle you prefer?

    When it comes to collecting feedback and bringing it back to the team, it really helps to have specifics, and I want to make sure I have an accurate read on what you're describing here.

    Nerfing distortion had the biggest impact on stealth. Before the nerf aura perks were less common because there was a very good counter, which made killers not want to use them as much. Now that distortion is based on chase time, it became basically useless for the players that relied on it (the ones who don‘t want to chase). Additionally shrinking maps and removing fog, bushes/ grass or other objects to hide in made stealth a lot harder.

  • Do you think the devs are going to touch addons more frequently now? They‘ve never changed that many addons from one character in such a short time.

  • There is no point in keeping useless features.

  • @Lexilogo said:

    I'm gonna talk about some of your ideas for the Killer Perks that stick out to me:

    Alien Instinct: I kinda like the idea of it being able to apply Oblivious to other Survivors too, but I don't like it being an unconditional application to the whole team.

    Batteries Included: This would be overcomplicated, players on either side can't make plays around 2.31% Haste or etc. It's much healthier to have a flat amount with an on/off condition than progressive amounts like that.

    Blood Warden: Made me laugh (and to be fair, punishing tbagging isn't unprecedented, Oni's blood orbs do it) but I think clamping down on player expression like this, even what is normally used for a toxic sentiment, isn't great. Blood Warden could be buffed in other ways that still punish Survivors for getting cocky at the exit gates.

    Call of Brine: I really like this idea, it's a more unique way to buff the perk that's not just a numbers adjustment.

    Forced Penance: While this Perk isn't great in average matches, to my understanding it gets significantly stronger against better Survivors who know how to do optimal altruistic plays, so I don't think I'm comfortable with such a huge buff that would make all protection hits an immediate death sentence. I'd prefer something smaller, like a faster Basic Attack cooldown if one of your Basic Attacks was the protection hit

    Hex: Ruin: I really don't agree with 0% progress on Great Skill Checks, it's just deleting an element of skill from the Survivors' side.

    STBFL: I have some nostalgia for the old effect as well, but let's be honest, it was so strong it was borderline mandatory on the Killers like Demogorgon who could benefit from it, I don't think it should return.

    Overwhelming Presence: The idea of a map-wide Terror Radius fits the Perk perfectly and I love it. The aura reveal on item use is overkill though IMO. Survivor uses a toolbox or map at the start of the game, that's basically a Lethal Pursuer, it's a better Nurse's Calling if Survivors are using any medkits, Survivor uses a flashlight and it's I'm All Ears, it's way too much.

    Floods of Rage: I think Floods is already a phenomenal Perk. It's like BBQ with no range limit and can act as a decisive, chase ending aura reveal.

    Thanks the feedback.

    Batteries included: How does it make much of a difference whether you have 0.5-5% haste? The survivors can‘t see it either way. I would probably make that you get 0.5% haste very 10%, so the difference isn‘t too tiny.

    How would you buff blood warden in a different way to get cooky survivors?

    Forced penance wouldn‘t be „an immediate death sentence“. You get 50% haste after getting hit, so you are still faster than the killer, but it would be riskier. Additionally I only meant for it to last for the speed boost after getting hit, so I will edit that because it Essenz clear.

    You can always cleanse ruin, so I think it would be fine.

    The aura reading on overwhelming presence was more meant as a psychological buff to see when it works, because one of the issues of passive perks is that it doesn‘t Tell you it does something. About the aura reading in general, they still have to be in your terror radius and additionally they need to have + use their items in there. The perk would massively discourage using items in the killers terror radius so it won‘t do much either way.

    I often miss the auras of floods of rage. I‘m either in chase where I don‘t have time to look around or I‘m carrying someone to the hook.

  • @Elan said:

    Yo some of those are pretty busted, but I don't really care as it is a must to finally destroy current meta. I defienetly don't agree with some of them but the idea of flat buff to all perks on both sides is what the game needs.

    Agree. We have almost the same perks in the meta for years. I hope this changes one day.

    Out of curiosity, what are the perks you consider as too strong?

  • @Emeal said:

    Not a bug, but unfair advantage? maybe

    Have they stated that anywhere?

  • Agree especially event offerings

  • For me it‘s only some maps that are an issue. Haddonfield, both borgo maps, coldwind (especially rancid) and temple of purgation. Change these maps and I‘m happy. Aside from that I would be happy if they added some more survivor content. Items have not really changed in a very long time and their addons are just boring copies of one another.

  • @Suggestionator said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3955667#Comment_3955667

    Blight's hug tech was not tolerated, thats why its gone. This isn't even known as a bug or not and has a very minor impact on a match

    I‘ve spoken in the past tense about how it „WAS tolerated for years“.

    very minor impact on a match

    Not really true. It can decide about getting a kill or not. I have more than enough survivors that get cooky at the exit gates and I often punch them far enough away from the exit gate to pick them up, but this bug makes that impossible. It is also used a lot at pallets to stay inside of the pallet safe range. These safes can turn games around if they succeed.

  • @Suggestionator said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3955640#Comment_3955640

    Well its pretty well known and abused as its been for years now. So I'd say its safe to assume that BHVR considers it as a feature

    Well this just means it is tolerated like blight was with his hug tech for a long time. It might change. If behavior closes this bug report we will know their stance on it.

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