SoGo
SoGo
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These are so heavy-handed, it surprises me that you didn't just write a big DELETE instead of all this.
And also, if we pretended for a second that these would be BHVR approved and coming to the game, why would they keep so many add-ons and variants? You could axe both of the lower tier medkits and most of the add-ons no problem, they are all useless.
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@Coffeecrashing said:
https://us.v-cdn.net/6030815/uploads/5X2HRIHOMP6W/image.png
Does this mean fixing issues that are frustrating to killers?
Or does this mean fixing issues that are frustrating to survivors?
Hopefully both.
I think that this will mainly be issues that bother killers, like the many, many bugs there are now.
For survivor side, they may be removing kidnap tech and stuff like that.
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@TheBubbaMain2003 said:
https://us.v-cdn.net/6030815/uploads/D2GJ5LGC171X/image.png
I hope The Cannibal will receive a full pack of bug fixes soon.
Same with my girl Portia, she and Snug are glitched beyond belief.
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@CompetitifDBD said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3983245#Comment_3983245
You didn't write it here, but I think they should split the existing toolboxes into two different items, making an entire new Item class called Sabotage Toolboxes, carrying over Sabotage related add ons and reusing Machanic's and Alex's Toolboxes as well as a new uncommon one. These toolboxes would be made on a charge based system, just like Keys, Maps and Fog Vials. Giving you a predetermined amount of charges to sabotage a hook and no punishment through not committing to a sabo by reducing your item's percentage. Grip wrench would make for a good very rare add on, hacksaw giving a basic buff to the toolboxes would be an uncommon. Then there could be a common to add 2 charges to the Toolbox, a rare add on that shows the closest hook to the killer while they're carrying/picking up a survivor, buff and change protective glove's rarity to visceral, adding the ability of making sabotaging quiet, and making hook auras linger for 10 seconds after being destroyed, but charges are reduced by 1 or 2.
Repair speed add on nerfs feel unnecessary, since the faster you repair, the faster your charges are depleting anyway. Most people use their toolboxes on the first gen they see, so theres no point in nerfing the stretegic use of speed add ons to lets say pop a generator as the killer is actively running at your gen.
Normal Toolboxes already have 7 add ons linked to doing gens, so might as well do what they did with Keys, Maps and Fog Vials and make only 5 of them stay, having one for each rarity. I'd say we cut loose wire spool, instructions and clean rag. Keep the existing version of scraps, existing socket swivels, change springclamp to a rare add on, make a new very rare that hides all generator auras for the killer while the toolbox is in use, and keep existing BNP.
I kinda wanna make my own post covering more detailed changes to toolboxes and the two things they are used for. I'll get to it now.
Separating repair and sabotage could be a good possibility. I don't mind both being a part of the same item, but it could work as a way to make them less strong.
I nerfed the repair speed add-ons, because they are frankly outrageously strong for their rarity. I still think they would be good even in my ideal nerfed form, tho.
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All they have to do is revert everything beside the reload buffs and he is good to go.
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@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/453793/my-item-revisions-vol-4-toolboxes
This would keep toolboxes still way too powerfull. I made my own post about this. It was about toolboxes are consumed on a gen to permanently increas the particular gen speed (by 5, 7 and 10 %) Meaning that Engineers toolbox would result in current Prove thyself at best.
Ok, that would:
- Not change a single thing, because the resulting time spared with a toolbox is approximately the same as with a permanent +10% repair speed. (90÷1,1= ~82 sec. Engineer's Toolbox conserves 8 seconds exactly at base, so also 82 sec.)
- Make toolboxes unpopular due to the way people would see them, which causes everyone to run medkits instead. If that is the goal, then great job.
So correct me if I'm wrong, but this change suggestion is just changing the font and pretending the text isn't awful anymore.
If you want radical nerfs, this is not it.
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@CompetitifDBD said:
https://forums.bhvr.com/dead-by-daylight/discussion/453793/my-item-revisions-vol-4-toolboxes
That instructions change is awful. Hitting skillchecks is way better than having none at all, cus you gain more bp and have a chnace fir great skillchecks. You'd likely get made fun of by your teammates for running that.
I was thinking of it as a beginner-centric add-on, that's why I made it like this.
But, this is a really simple thing to change, so yeah, it would be probably better if it worked for the user only.
Are there other changes you have some thoughs on?
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@Coffee2Go said:
I like it, it promotes people to run perk that refills your items more often than just running pure bully builds which can be even in combo with current items.
These changes also would fit well with upcoming changes to anti tunneling and slugging, maybe some further tweaks.
Glad you like my changes!
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I feel like the limited uses could work IF it's something like 3-4 times.
The main issue right now is making them consistent, so they don't have differing effects based on what map or against which killer they are used.
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It always did.
It always required a disaster to happen.
Remeber instablinds?
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3982318#Comment_3982318
It's not an outplay when there is an AoE that is literally 4 times the area of fog crystals, where the killer can't easily see through it, AND it blocks scratchmarks, AND it blocks survivor noises, AND it blocks auras. Outplay means the killer misplayed, which isn't possible if an item is literally forcing the killer into a guessing game.
Why are the fog vials still literally up to 4 times the size of fog crystals? Why are they still blocking survivor noises and auras? The fog vials are still way more annoying than the fog crystals, because it removes so many different types.
Like, seriously, does the person in charge of fog vials, know how the area of circles is calculated, and that doubling the radius of a circle, makes the area 4 times the size?
Fog vials never should have been its own item with addons. It should have been like flashbangs, where it's attached to a perk, and therefore doesn't have any addons.
Fog vials never should have been its own item with addons. It should have been like flashbangs, where it's attached to a perk, and therefore doesn't have any addons.
Honestly, beside the (now useless) iri add-on, I don't think any of them are an issue.
The main issue is how inconsistent they are (which is why the feedback is so varied, each map makes them more or less see-though), and that they do everything at base.
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Yes.
If it was always active, and had no additional cooldown, you could just walk behind the killer and rebuild every single pallet that was dropped.
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@fussy said:
I hope they will keep activation speed on 1,5s or at least at 1,75s. I asked it since last time they changed him back in 7.6.0 and it was good change, they just went too far with it.
Good Clown always used both bottles, I don't know where this narrative with "spamming purple bottles" came from. But now he is literally forced to use mostly Haste, his addons variety was deleted with only additional haste addons left.
Honestly, he didn't become MUCH stronger, just more braindead. Like I used Cheap Gin pretty often before patch and was same haste Clown whole game, but with 13% instead of 15%. But keep in mind, I had strong purple bottles with me as well.
So yeah, I agree, he should be reverted, but this is mostly community's overreaction due to fact most people never saw good Clown in their life.This is true, i can attest to that.
After the rework, i have played him for a bit. One game, really, but it was enough to see clearly how braindead he became.
All you have to do is spam yellow bottles at your feet. Any kind of skill, like conserving bottles so you don't lose distance reloading or aiming, is not needed.
Also, the purple bottles deactivating in a second is just hammering the point further. The only add-ons that could do something, VHS Porn and Bottle of Chloroform, are still unimpactful even when combined.
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Doctor, Legion and Wraith have both of their iri addons without downsides.
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@PigWithTvs said:
ah yes…a perk to buff gen rushing and healing items as if they aren't overtuned already
great idea.
This literally existed two weeks ago.
Streetwise.
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3981117#Comment_3981117
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3981199#Comment_3981199
I do apologise gents, it woumd appear I'm massively out of the loop.
Would someone mind explaining what's up with this map for me? As I say, I've literally seen it 1 time, and not caught any chatter about it. It was also so dark and foggy I couldn't really figure anything out on 1 playthrough… so would appreciate a bit more of a breakdown if possible 😅
In a nutshell, there has been talk about a new tile that would be part of the Withered Isle realm. Not map, a tile.
The map, Fallen Refuge, was a showcase of this tile.
But, likely, somewhere along the way the devs realized there is no way they could fit this on all of the maps (especiall GoJ), and maybe also the p2w accusations spawned from people thinking that the tile would only spawn with a TWD survivor in the game helped…. But anyway, we got the testing map as a normal map.
And it is easy to see this wasn't supposed to get out of the PTB.
It's small, the gens spawn in a cluster around the hospital tile while the shack side is almost empty, the color pallete looks like a filter and the exit gates on it have the same issue as Forgotten Ruins.
Not helping it is the achievement tied to it, even tho FNAF map got none, which is among the harder ones to get.
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I appreciate that you care about Hexes so much. But this whole post's TLDR is "Hexes aren't worth it"
Which, yes, they aren't.
There are 3 things that can be done:
- A basekit mechanic that conceals Hexes for some time at the start (best until they actually activate)
- Buff all of the weaker Hexes (Ruin, Huntress Lullaby, Two Can Play, Pentimento, Wreched Fate)
- Fix totem spawns
Until at least one of these is done, only Haunted Grounds are worth running because they are guaranteed value.
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@IlliterateGenocide said:
my least favorite part is, the voice acting on Rick and Daryl. i would l not care if they didnt have voicelines by the original actors if we could have them match the ingame sounds. cause they are BADDDD. they need to change them to an impersonator or something
BtW, Daryl is bugged so you hear him mapwide as if he was next to you.
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@NightWolfsFury said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3981169#Comment_3981169
That perk is next to useless terrible… what are you talking about? The crazy amount of restrictions and distance on it makes it unusable. There’s a reason nobody uses it, or any invocations for that matter.
I meant that these new perks are godlike compared to the sheer throw that Invocations are.
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Invocation: Treacherous Crows would like to have a word with you.
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Ok, but… why?
It's not like any of them were underpowered or anything?
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Honestly, yes, but not with this map.
It is a map that exists to showcase the tile and it's painfully obvious.
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Also, the forums have been stuttery and snapping back and forth for me for like half a year.
It's especially bad on mobile.
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Honestly, the milestones are not even worth the grind.
Just do the weekly and daily quests and you'll be better off than worrying about the milestones.
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I would love the Relentless path.
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Oh, that really sucks.
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It's intentional. Dumb, as the perk is an uphill battle anyway, but intentional.
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Keys got very obviously buffed. Not sure why people say they got nerfed, only Blood Amber did.
Maps, on the other hand.... They are useful for beginners, but after 100 hours you don't need them.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3979150#Comment_3979150
Patch 8.6.0
CONTENT
- New Killer - The Ghoul
- PTB ADJUSTMENTS
- The Ghoul
- Increased the base sliding effect from 0.4 seconds to 0.8 seconds, on par with Anteiku Apron effect.
- Decreased the Tentacle Vault time at pallet from 2.0 seconds to 1.5 seconds to be at the same time as Tentacle window vault.
- Retuned the Tentacle Swing system to minimize the power interruption during swings or dealing around obstacles.
- Decreased Enrage Countdown Timer from 60 seconds to 45 seconds.
- Decreased Countdown added Time Bonus when completing a perfectly timed grab-attack from 30 seconds to 15 seconds.
- Addon Kaneki's Wallet: Increased the window bonus time from 1.0 second to 3.0 seconds.
- Addon Anteiku Apron: Decreased the sliding bonus effect from 100% to -50%.
- Addon Broken Chain: Increased the decrease Cooldown bonus from 20% to 35%.
- Addon Satchel: Increased the Third Kagune Leap bonus speed from 20% to 30%.
- Addon Taiyaki: Increased Enraged Mode Countdown bonus Time from 10 seconds to 15 seconds.
- Addon Hinami's Umbrella: Rarity changed from Rare to Very Rare.
- Addon Red Spider: Rarity changed from Very Rare to Rare.
- Addon Yamori's Mask: Removed the Healthy requirement from the activation.
Hotfix 8.6.2
THE GHOUL
- Reduced Tentacle range from 16 meters to 14 meters.
- Reduced Enraged mode time from 45 seconds to 40 seconds.
- Reduced Enraged bonus time when performing a perfectly timed grab-attack from 15 seconds to 10 seconds.
- Reduced Reticule Stickiness Time effect on targeted Survivor from 0.3 seconds to 0.18 seconds.
- Reduced Reticule aiming on Survivor detection for grab-attack by 94%.
- Reduced Grab-attacks Damage minimum distance requirement to activate over obstacles by -30%.
- After breaking a pallet, if the Killer Power is not in cooldown, power goes into a forced cooldown equal to a single Leap usage.
- Addon Fresh Coffee: Changed rarity from Common to Very Rare.
- Addon Hinami's Umbrella: Reworked Effect - Performing a perfectly timed grab-attack award an extra +10.0 seconds of Enraged bonus time and changed rarity from Very Rare to Uncommon.
- Addon Blood stained Handkerchief: Reduced Kagune's reach from 2 meters to 1 meter.
- Addon Taiyaki: Reduced the Enraged Mode countdown from 15 seconds to 5 seconds and changed rarity from Uncommon to Common.
- Addon Yamori's Mask: Added the activation requirement of "all Survivors further than 40m".
Ghoul literally had a giant list of nerfs going from PTB to Live, and then another giant list of nerfs soon after in a hotfix. There wasn't any "let's wait and see" for all these changes.
And somehow people think it's not enough.
- New Killer - The Ghoul
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@MechWarrior3 said:
I personally like the new map and keys. In terms of the vial nerfs it was really needed however, the vials are NOT useless. (Here come the 100 downvotes) I play survivor a lot…and I mean…A LOT. The vials are a lot of fun still. I make some great plays with them and I have some great escapes too. Are they perfect? No…But what item or perk is in this game. Everything has a pro and a con.
I mean, you still have a pocket Boon: Shadow Step with them, which is good.
The unfortunate part is that the "fog" is not really the main thing.
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@Rudjohns said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3980033#Comment_3980033
I promise you buddy, you are in the minority
Nobody likes the new charge system
Th only reason I would go back to the old charge system is Blood Amber.
Otherwise, the new one is miles better for almost every situation.
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I do you one better.
Shrink the road to an actually plausible size and you don't need 20 loops to fill it.
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I mostly agree with you.
I created my own discussion about this topic:
@SoGo said:
Hello, devs and forum users!
With the newest update, we are getting the new Maps, Keys and Fog Vials. Today, my focus is on the Maps and how could they be better.
Their basekit is mostly fine, but some of the uniqueness was lost in the changes.
About what is wrong with them, I agree with @jesterkind entirely.
Currently, generators are only revealed when you activate the Beam of Light. This is kind of clunky an limiting, as it only tracks gens in a 32 meter range, not the full range of the Map. So, why not change it? I would make it so Generators (and other things) are revealed to players using Maps every time they use it, and the Light Beam only reveals everything the Maps track (except pallets and windows) to everyone else, as well as marking the spot where it was activated, as it does now.
Also... This should be done.
Bloodsense Map:
• Reveals auras of generators, windows and pallets in a 32 meter radius for 12 seconds.
• Reveals auras of all injured survivors in a 96 meter range.
• Causes pools of blood to spawn beneath you while revealing auras.
• 7 charges.Next, a small request of mine: Please, put the quote from the original Rainbow Map to the new Annotated Map.
And third thing, the add-ons. I understand and support the decision to reduce bloodweb clutter by reducing the amount of add-ons, but 5 is too little. Imo, the sweet spot is about 7-10 add-ons per item type.
Here is my ideal set of Map add-ons, made from a mix of the old, PTB and some new ideas. My intention was to also make it so players who have more than 1000 hours in the game would have a reason to pick Maps. New add-ons are marked with a *.
Glowing Ink (Common):
• Increases the duration of auras revealed by Maps by 2 seconds.Yellow Wire (Common):
• When using the Map, all Exit Gates within range are revealed.Black Silk Cord (Uncommon):
• When using the Map, all Chests within range are revealed.Gnarled Compass (Uncommon):
• Increases a Map's charges by 2.Sharpened Flint (Rare):
• When using the Map, all Totems within range are revealed.Battered Tape (Rare):
• Increases the maximum range of a Map by 8 meters.*Shard Pendant (Very Rare):
• Spawns a Iridescent Glyph into the Trial, once the Endgame Collapse starts. Interacting with it grants a reward of 40 Iridescent Shards to the player.
• When using the Map, the Iridescent Glyph is revealed. It cannot be revealed to other players by the Beam of Light.*Safe Combination (Very Rare):
• Changes one of the Basement Lockers into a Safe.
• While holding the Map, you can unlock the Safe, which will grant you 4000 extra Bloodpoints and contains a Herb.
• When using the Map, the Safe is revealed.Crimson Stamp (Iridescent):
• The auras of all generators are revealed when using the Map.
• The intensity of the Generators auras reveal their current progress.And, that's all. Thoughts?
Related discussions:
The only two things I want to happen and I did not put in the post, are swapping the rarities of Gnarled Compass and Sharpened Flint around, and adding one small thing to distinguish the three map variants:
The common map would track Exit Gates basekit.
The uncommon would track Chests basekit.
And the rare one would track Totems basekit.
This would make it so there is a reason to run each map.
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My opinions are:
Fog Vials getting a double nerf on top of their PTB to live nerf is ludicrous if it stays as is.
Keys are now a great multi-purpose tool.
Maps are really bland rn and they should get tracking of Exit Gates and Chests at least in add-on form. Plus some improvements like showing everything right away, not separating things between those revealed by channeling and revealed by the light beam.
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I have several quote unqoute mains, and here is feedback on all of them.
Artist is fine, she only should get Severed Tongue basekit and she is perfect. An addon pass would be good.
Hag should get some help battling S tech, and get her camping ability nerfed a bit. Also her addon variety sucks.
Plague needs her audio bug fixed, and some other inconsistencies, and she is great.
Houndmaster needs to be made less clunky. Fix her issues.
Myers needs faster break speed in Tier 3, and an add-on pass.
Wraith is perfect as he is.
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@TieBreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3979998#Comment_3979998
How many goats did you sacrifice to get that kind of gen spawn whilst playing Knight? Gotta be three or four at least.
Three. Named Meg, Ace and Claudette.
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I just found this absolutely dreadful gen spawn on Hawkins:
Both of these are in THE SAME ROOM.
How is this fine in any way?
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@Elan said:
Apart from undone, interesting ideas. I kinda don't feel that people who are good at hitting great skillchecks should boost damage up to 30 %. I for example am pretty good at hitting great, so per gen you get about 30 % extra regression and blocking as a punishment for being good.
Undone:
Hitting a survivor grants you token up to 6 tokens. Per each token your next damage action will cause 5 % extra damage perk token. Has cooldown of 20s once you apply any tokens. Removes blocking. Note: 5 % base damage is additive, so it will result in 35 % per 6 damages dealt.
Ok, I get where you are coming from.
But making it so three basic attacks are enough to get a Pain Res like effect is insane.
Though, maybe it could work with smaller numbers.
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DMS Artist.
For Hag, I think Corrupt is a staple.
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@ABAEX said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3979601#Comment_3979601
If Frankenstein's work is supposed to work well, it should also be adjusted to the extent that it works.
The bset way to make those features work is untangling them and adjuting them separately, not trying to make a one-size-fits-all solution.
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@BbQz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3979588#Comment_3979588
Why ask a question then answer it immediately after?
Because him being more braindead does not mean he is automatically stronger.
It just means the skill floor and celing dropped into the basement.
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I usually don't bother about the 4k, because if I got a 3k, I won already.
If I run into the survivor, sure I'll get it, but treating everything below a 4k as a loss is how you end up bitter and hateful towards this game.
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I assume you are complaining about the bodyblock prevention NOT doing its job well.
Which is a valid thing to complain about.
And the reason behind why it's doing its job horribly is that the feature is a frankenstein creation combining three mechanics in one and failing to do any of the three well. And because the community complained and the devs caved.
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Don't forget that basically all of the new mechanics are in severe need of adjustments, and that half of the game is bugged beyond belief.
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@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3979549#Comment_3979549
WRONG! I do my best to hit the gen they are doing, but it rarely works.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3979561#Comment_3979561
Idd rather take consistent value over longer buffs.
I feel like this may end up as a opinion clash, so I will leave it at that.
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Few patches back, a similar thing happened to Up The Ante, where it displayed that it increases luck by 1% instead of 3%.
So I assume this is again a typo.
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One thing I don't get is why people suddenly think Clown is S tier.
He is not that much stronger, he is just much simpler to play as. You can shut down your brain and autopilot, and his new power allows you to.
You are unable to make mistakes, since there isn't a lot to screw up, and if you do, the punishment is not as severe since you reload faster.
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The issue is that the perk has to be difficult to apply, because the benefit is so good (at least for Mashine Learning)
The best way to get it is probably going to an almost done gen, kick it, and let it work. Odds are, either the survivors will give you the effect or let it regress to zero instead of giving you your way, which is value too.
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Hatch offerings can secure or deny an adept.
Coin offerings are essential for chest builds.
Hook offerings have been used time and time again to create dead zones.
It's not that all of them are bad, but many of them could use some adjustments.
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I know that I can't tell the devs what to do, and that BHVR is a company that wants and needs to make money.
But, I still would really recommend slowing down the influx of new content to only few chapters a year.
With how many new bugs are introduced with every release, even making the gap between chapters 4 months instead of 3 would give the people who fix bugs way more time to iron out the many issues.

