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dangersmymidd1ename

dangersmymidd1ename

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  • It's clear that BHVR is now completely out of touch with the majority of their player base. Pushing through the Vigil nerf and buffing the Judgment is just a big slap in the face for survivors.

  • @CautionaryMary said:

    https://forums.bhvr.com/dead-by-daylight/discussion/471809/screaming-inside-a-locker-because-of-jason-is-inconsistent

    Don't even get me started on the crouch and you still scream mechanic.

    Inb4 someone tells me you should crouch and be completely sitting still to prevent it, nah - I am not doing all of that and I will still to this day say that Behavior promotes anti-macro when they released Jason on the survivor end. I just run around at this point, you crouch - you still scream, so just come 1v1 me Jason.

    There is a ~3 second delay before crouching is effective. They should remove that unless Jason's sensing also has a 3 second delay.

  • @napalm said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4113546#Comment_4113546

    You're right — Elusive lasts a maximum of 15 seconds (10 base, +5 with all souls), and it drops the moment you take a basic or special attack.

    Which is sort of my point. Endurance eats one hit. Then I'm injured, in chase, down a hook state, and against a killer with exceptional follow-up potential. The protections stop it from being an instant death, not from being a coin flip I didn't get to call.

    Nightram is correct too that the counterplay is not rescuing while Judgment is nearby. But I don't control my random teammates any more than I control where the game drops me. Both of the things determining whether I get a playable return are outside my hands.

    There's a wide arc around the Shrine where I could land. I'm asking that it not be the part with the Killer standing in it.

    The other issue is that the survivor rescued from Exile still has Heresy for ~30 seconds, so they can just be M1'd and sent back to Exile.

    While there is of course an element of when/where teammates rescue, right now the rescued survivor can far too often be close to the killer, because they appear 8-16m away from the shrine. There is no restriction shown in the documents on how far away from the killer they will appear, only how far away from the shrine.

    Survivors in Exile can lose time quickly, unlike a teammate on a hook. So teammates are also sometimes forced to rescue sooner than they would like.

    If they make it so that the furthest shrines are activated, and the survivor rescued spawns outside the Terror Radius, it would go a long way to improve gameplay against the Judgment.

  • @Ergzelgath said:

    After the pallets density update i heard that most map (excluding fixed rng like midwich rpd etc) have around 20 pallets per map, so does all map that is not fixed have the same 20 pallets more or less? Or are they some map that doesnt get affected by the pallet density

    I think that per map there is a range of how many will spawn, because the maps have different sizes and layouts. And the actual number is random.

  • @napalm said:

    Returning from the Exile consistently puts me back in the trial almost on top of the Killer. Looking at the numbers, this seems to be working as designed rather than bad luck:
    • When a Survivor is Exiled, the two Shrines that activate are the two closest to The Judgment.
    • On rescue, the Survivor is placed 8–16m from that Shrine.
    • The rescued Survivor's aura is revealed to the Killer for 10 seconds.
    So my return point is anchored to the Killer's own position. I come back injured, down a hook state, aura lit, well inside terror radius, with the Killer often still standing right there.

    I know basekit Unhook Protections apply and that Exiled Souls extend them by up to 5 seconds. In practice that isn't enough, because everything I'd normally stack on top of those protections is dead. Exile grants a hook state without being a hook, and rescue isn't an unhook, so Will to Live, Off the Record, Deliverance, Resurgence, Dead Hard, and Shoulder the Burden sit unused in my loadout for the whole match.

    Two possible fixes, either alone would help:
    1. Add a minimum return distance from the Killer. If the Killer is within ~24m of the placement point, fall back to the other active Shrine or push placement to the farthest valid point. Widening the 8–16m range would also work.
    2. Let Exile rescue count as an unhook for perk activation. This would bring the existing anti-tunnel perks back online without touching the power itself.

    To be clear, I'm not asking for the cross-map beams or the Exile minigame to change. Those are the Killer's identity and they feel great to play against. This is only about where I land when I come back.

    Is the return placement intended to be this close to the Killer, and is the loss of unhook perks a deliberate design choice or a side effect of Exile not being a hook?

    Any info appreciated. Thanks ❤️

    I think you misread, the killer doesn't see survivor's aura when rescued, the survivor sees the killer's aura.

    But yes they need to change the way this works, the best idea is to have the furthest shrines activate, like Pyramid Head's cages, as far away as possible.

  • @SpyUA said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4113497#Comment_4113497

    Head on works perfectly fine, he will go try to grab the survivor from the locker and they can use head on. Jason can see that red thing in omnipresent if a survivor is in a locker anyway.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4113498#Comment_4113498

    That he can stay in omnipresent forever is not an issue as he can't injure and he is limited to spawning only in pallet/window locations.

    Being in locker is definitely worse than crouching.

    Yes, the person said "I don't know why anyone would go into a locker against Jason, 0 reason" - one reason is to use Head On.

  • @adam1233467 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4113218#Comment_4113218

    Yeah there is not a single reason to hop on a locker against a jason, why would anyone enter a locker when you can just stay crouched the whole time and avoid his detection.

    I don't know why people would want to enter a locker against jason, 0 reason.

    Head On

  • If you have fully entered the locker before the Jump Scare, you should not scream. It was a bug and was fixed. Jason still gets Killer Instinct while you are in the locker, though.

  • @Rokku_Rorru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4112901#Comment_4112901

    I don't really record while I play unless it's for a funny moment sorry

    Indeed there is no fun anymore.

  • Also the additional/changed blood squirting animations are not necessary and don't look too great, sorry.

  • @HexPectoPatronum said:

    The Walking Dead chapter came out a year ago in July 2025. Til today (August 2026) I haven't finished the achievement where you have to do the main building gen and escape on Fallen Refuge because I played this map maybe 5-6 times since release as survivor xD. Either modes like 2v8 kept me from doing it or I wasn't able because no gen spawned in the main building during the birthday event. Somehow I never get Fallen Refuge. I even tried to get it by using the Withered Isle offering but zero chance. Unfortunately, I have the feeling BHVR pushes some maps more than others because I get some maps or realms way more often than others.

    That's why the map showcase should be permanently between event modes.

    All maps have an equal chance now by default. Fallen Refuge is one of the smallest and therefore deadliest maps in the game. Best thing is indeed to wait for the Map Showcase when it comes along. Good luck!

  • In the end, it just removes any skill needed from the killer side. You don't need game sense when your target just shows up on screen through walls. Plenty of players don't care that they are getting an easy win because of aura reveals.

  • There is clearly a lack of (automated) testing in the game, as there glaring bugs that should be caught by playing one game or having an automated unit test run on the various aspects.

  • Salvation's Cry needs to be coded like Kindred so that it can't be used against the team with Deerstalker. That is why all the killer builds right now for Judgment are using Deerstalker.

  • @MrBuffalo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4077369#Comment_4077369

    We already have a perk that does that and it is not a boon perk.

    This is Not Happening has such a tiny effect it is not worth it.

  • @Arcturus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4112386#Comment_4112386

    Not only that, I'm pretty sure the amount of points they get in Exile compared to wiggling while being carried and struggling on hook is absolutely abysmal.

    Yes I posted it somewhere else but I got a total of 307 bloodpoints for a match where I was the first in Exile and died there.

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/471634/judgement-anti-toxic-mechanic

    It has to be 3 consecutive tea bags all within 10 meters of you facing the survivor. It could also be 3 finger pointing's.

    Its been working for me just fine.

    No it's just 10 meters, no line of sight needed. It happened on Lery's when I was asking a teammate to heal me and the killer was in another room.

    Also it is currently bugged so 2 crouches will do it.

  • @AlbertWhiskers47 said:

    Kind of a nitpick if anything I love the chapter in all its details but one thing that just doesn't sit right with me is the score events mainly deviousness and sacrifice, I thought the idea of "you can do X action a few times before the score event for it gets halved" was a thing of the past considering how Jason, the killer released right before the judgement is a beast when it comes to maxing out every category, even the sacrifice category is affected by exiling survivors since it awards deviousness instead. And yes I'm aware that there are special score events that reward certain conditions like applying heresy to every survivor or exiling all survivors at once but these are extreme scenarios that aren't likely to happen. I hope at least the deviousness score events for using the power can be consistent throughout the match.

    Survivors get no points if you down them remotely, because there was no chase at all. No "Bold" points because the killer is a mile away.

  • The 10 seconds is already really noticeable, already got tunnelled a few times where I thought "Wha?" but yeah 10 seconds. Great!

    Also if the Judgment tunnels, you can go right back to Exile and they don't even need to M2 you.

  • And it no longer makes the bell sound.

  • @Mikeadatrix said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4112325#Comment_4112325

    Agreed, the fact that one Surv can save THREE PEOPLE (hypothetically) all at once from Exile by repenting at one statue is MORE than enough of an incentive for Survs. This is Hopeless Exile. This is Hell coated in Angelic Paint. It shouldn't make you stronger or more powerful than you would be hanging from a meat hook. Getting extended BT and elusive and whatever is a great incentive to play the minigame.

    The save mechanic is something different. I just think it is a little disproportionate to lose so much hook time, and using the pendant could be like a skill check to protect yourself from the next hit, or whatever. Or maybe the teammates should hear a map-wide scream every time someone is hit in Exile? Anything to avoid accidentally going second. It also encourages shrine camping.

    This is all from a solo queue standpoint, mind you.

  • @SpyUA said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4112334#Comment_4112334

    Lay Waste: (max) 178% faster = 278% of default regression speed

    Oh ye, mb

    But still you are wrong about the 89 changes taking 61.85 seconds to regress, you need to divide 89 by 0.695

    89/0.695 = 128 seconds

    Yes that's it, my bad. It is not as bad as I originally thought!!! Still very strong especially with Pop.

    What I still would like is a debuff indicator for the last survivor that worked on the generator. A bit like Turn Back the Clock and of course Ruin. For solo queue of course.

  • @SpyUA said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4112327#Comment_4112327

    I think for completing the objective in the exile you get 0.5 of endurance + 10% haste + eluse for each sole you collect when you get out of it to the normal 10s basekit (I might be very wrong, I haven't manage to play against judgement personally and I think that's what the tutorial said).

    Yes, that's right. But it's not really that great - you risk more by moving around and getting hit and losing hook time.

  • @SpyUA said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4112326#Comment_4112326

    I feel like survivors would complete a 99'd gen before you get to kick it.

    The percentage don't work like that, idk how you got 2.78, 100% = 1.00 so 178% = 1.78

    0.25 * 1.78 = 0.445

    89 * 0.695 = 61.85 seconds

    This is also very wrong as it's not how regression speed works

    let's round the 0.445 to 0.5 to make it simpler, so the regression speed is how many charges it loses each second and -0.5 charges per second means that it takes 2 seconds to lose 1 change, a gen with 89 changers with lay waste applied on it will take 178 seconds to fully regress (a bit longer as rounded the number) and survivor will probably manage to stop the regression soon.

    It's because of the perk wording. Let's ignore for now the fact that a 99'd gen is rare, it's just the maximum.

    Call of Brine: 50% faster = 150% of default regression speed

    Lay Waste: (max) 178% faster = 278% of default regression speed

  • @SpyUA said:

    Call of Brine which is already a nasty perk to facem

    You cannot be calling call of brine a "nasty perk" 😭, if was nasty a long time ago and diminishing returns makes this perk worse, call of brine has a much weaker effect than this perk but it has no cooldown.

    But anyway, lay waste was really weak in the ptb with 1% and it's so much better, the cooldown is good enough (can be longer honestly by a little bit) and you can technically use pop more frequently than this perk if the chases last 20 seconds or less.

    Well, not many people are using regression speed perks compared to "explosion" regression perks. Of course the purpose of Call of Brine is to make an impact, and it does, even at 50% speed.

  • @SpyUA said:

    The new tutorial tells everything about the exile so it is pretty clear.

    too unfavourable for survivors.

    It shouldn't be favourable for survivor.

    I didn't say that it should be, just that the reward for using the pendant should be linked to the punishment you are receiving in the exile.

  • @MechWarrior3 said:

    It takes a full 2 minutes for the Gen to regress from 99.99% to 0 Charges. No survivor is going to let the gen regress like that for free for 2 minutes.

    I think the perk is fine as is in my humble opinion.

    Maybe I misunderstand the calculations? The generator will take 61 seconds to regress, right?

    Normal generator regression speed is -0.25 charges/second

    With a generator at 89 charges ("99'd") Lay Waste will regress it at 178% faster than normal:

    Lay Waste Regression Rate: 0.25 * 2.78 = 0.695 charges/second

    89 * 0.695 = 61.85 seconds

  • @MechWarrior3 said:

    I would disagree. It's got a pretty hefty cooldown. It can't be spammed.

    It doesn't need to be, because at max strength the generator is at zero by the time the cooldown is finished. It is not clear whether other generator explosions will reset the regression speed like Call of Brine though.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4111953#Comment_4111953

    They dont even need to revert them. If they want to buff PH to work on maps with elevations and want to remove the very rare interaction of Plot Twist and Corrupt Intervention, this is fine.

    But they should at least be honest about it and dont call things which are in the game for multiple years Bugfixes. And I dont even understand why they are doing that. Maybe to hide Buffs or Nerfs to avoid complaints. But IMO it makes them look even worse if they can only fix "Bugs" after several years.

    First revert and then evaluate Pyramid Head's power in line with other killer power reviews, and make buffs or changes for a number of killers at the same time to keep everyone happy.

  • @WeaverReaver42 said:

    We're going to have another krasue situation where survivors cry a killer into irrelevance.

    Let's be honest, Krasue was a nightmare on release, it was obvious to everyone. Crying or not.

  • @Sinocolo said:

    My issue with adepts is how flawed they are on both sides where as a survivor can just rat with key and make it spawn where they want with a offering so a guaranteed escape unless just lucky or played wrong and only needing to do it once for the achievement. While killer has to get a perfect 4k without a bleed out which I was robbed of many adepts due to survivors ratting away and had a game where they plot twisted to bleed out due to pettiness I cannot fathom why as a killer a slug kill isn't a adept achievement it should be a 3k at minimum due to hatch being a petty mechanic or allow slugs to count as a kill for it when there are perks that can just ruin the entire pressure the killer gets with a single button.

    It's because there is not much skill required to slug. The Entity wants the sacrifice so to get the adept you need to put the work in. You can also bring a Hatch offering if you like.

  • The game runs really well on old hardware - I have a 1080 Ti connected to an equally old laptop and get 60 fps at 1080p on Ultra settings.

    Also GeForce NOW is a good option if you have an older computer but a stable internet connection.

  • @MarbleThrone said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4111947#Comment_4111947

    Out of curiosity, how many BP did you have before going into that trial?

    No idea but my total was 307 on the scoreboard. See previous post ^^

  • @Linkdouken said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4111947#Comment_4111947

    Were you even playing? That's actively trying not to earn points 😆

    Yes, got hit from afar by the Judgment along with someone else. I ran away to hide and they got my aura behind a wall (Groaning Storehouse) and hit me. I was the first in Exile, went second stage, 2 more joined me and they mori'd the last person.

    Because I had no chase, I got no points.

  • Both need to be reverted as they were already working as intended.

  • Count yourself lucky, I had a game yesterday where I got 307 TOTAL BP.

  • @Chimichanga233 said:

    Hello Dead by Daylight Team,

    I want to provide some very strong negative feedback regarding The Judgment. I play both Survivor and Killer, and this is one of the rare Killers whose overall design I genuinely dislike from almost every angle: visual design, lore, gameplay mechanics, and the philosophy behind the mechanics.

    1. The visual design feels overdesigned and strangely AI-like

    The Judgment's appearance genuinely gives me the visual impression of AI-generated artwork. I am not accusing the team of actually using AI; I mean that it has the same visual language: excessive detail, complicated patterns everywhere, and many decorative elements that do not seem to follow a clear visual logic.

    There is a lot happening, but very little of it feels memorable or intentional to me. Instead of having a strong silhouette, recognizable motifs, or a coherent visual identity, it feels like many elaborate ideas were simply combined together.

    For a game that has produced so many visually iconic Killers, I find this design surprisingly weak.

    2. The anti-"toxic behavior" mechanics fundamentally misunderstand an important part of DBD

    My biggest problem is Heresy being connected to things such as repeated crouching, gestures, and lingering in the Exit Area.

    I understand that these actions can be used to BM. I play Killer too. I have absolutely gotten annoyed when Survivors repeatedly teabag me or click flashlights at me.

    But that is also part of what reminds me that I am playing against actual human beings rather than bots.

    Dead by Daylight has extremely limited direct communication. There is no normal voice chat or text chat during a Trial. Because of that, crouching, pointing, waving, flashlight interactions, movement, and other small actions have effectively become part of the game's unofficial social language.

    Sometimes they are toxic. Sometimes they are funny. Sometimes they are communication. Sometimes a Survivor stays near an exit because they are waiting to take a hit for a teammate, distracting the Killer, checking whether somebody needs help, or buying time for someone at the other gate.

    A mechanic cannot reliably understand the player's intent.

    Punishing all of these behaviors because some players use them to BM feels like punishing normal players for the behavior of a minority.

    More importantly, if BHVR genuinely believes certain forms of BM are a game-wide problem that require mechanical punishment, then that should be addressed as a global and symmetrical game-design issue, including toxic behavior from both sides. It should not become the defining gimmick of one Killer.

    Right now, The Judgment feels less like a character and more like an anti-BM rulebook wearing a Killer skin.

    That is a major reason I find the character so unpleasant.

    3. The Heresy Skill Checks feel unnecessarily hostile to casual and lower-spec players

    Requiring Great Skill Checks to avoid generator regression is another mechanic I strongly dislike.

    Not every player has the same hardware, frame rate, input latency, controller precision, reaction time, or mechanical skill. A Good Skill Check is normally still a successful Skill Check. Turning it into a punishment disproportionately affects casual players, controller players, players on weaker systems, and people who simply are not playing DBD at a highly competitive level.

    Is this Killer being designed primarily around high-level players?

    I am not against difficult Killers or difficult counterplay. Difficulty can be interesting. But this does not feel like interesting difficulty to me. It feels like another arbitrary restriction layered on top of an already complicated ruleset.

    4. Exile removes some of the player-to-player interaction that makes DBD fun

    The same problem applies to mechanics that bypass normal pickup, carrying, hooking, flashlight saves, pallet saves, sabotage attempts, and other interactions.

    Those interactions are not inconveniences that need to be designed out of the game. They are part of what creates memorable moments between players.

    When I play Killer, Survivors attempting risky saves makes the match more dynamic.

    When I play Survivor, trying to save another player is one of the most exciting forms of teamwork.

    The more a Killer's design says, essentially, "you don't get to do this interaction, you don't get to do that interaction, and you also need to follow these additional special rules," the less the match feels like Dead by Daylight and the more it feels like I am playing around one character's personal rulebook.

    There are simply too many rules.

    5. The gameplay mechanics do not feel sufficiently connected to the lore

    Another major issue is thematic cohesion.

    Some of DBD's best Killers feel like their lore, visual identity, and mechanics belong to the same character. The Artist is a good example for me. Her identity, imagery, atmosphere, and power reinforce one another, which makes playing her feel thematically satisfying.

    I do not get that feeling from The Judgment.

    Heresy, forced Great Skill Checks, punishment for crouching and gesturing, Exit Gate punishment, Exile, anti-save interactions, Divine Light, and the various other rules feel like a collection of gameplay systems rather than a coherent expression of the character's story.

    Even though Aurora and The Judgment are directly connected in the lore, I also do not feel that the Survivor/Killer pairing comes across strongly enough through their overall visual and mechanical design.

    The chapter feels much less cohesive than I expected.

    6. Please reconsider the design philosophy behind this Killer

    My issue is not simply whether The Judgment is "too strong" or "too weak."

    Numbers can always be adjusted.

    My problem is that I fundamentally dislike the design philosophy.

    I do not want a Killer whose identity is built around mechanically policing player expression and disabling normal forms of interaction. I especially do not want DBD moving further in this direction with future characters.

    Please seriously reconsider:

    -Heresy being triggered by crouching, gestures, or staying in the Exit Area.
    -The punishment for hitting Good rather than Great Skill Checks.
    -How many normal Survivor interactions Exile bypasses.
    -The amount of special rules attached to one Killer.
    -The connection between the Killer's lore and actual gameplay.
    -The visual direction of the character.

    I would strongly prefer a substantial rework of The Judgment.

    And if extremely polarizing Killers with this kind of gameplay philosophy are going to remain in the game, I would genuinely like BHVR to consider some form of Killer preference or avoidance system. At the moment, I would simply rather not be matched against The Judgment at all.

    I know this feedback is very negative, but I am writing it because I care about Dead by Daylight. I play both sides, and player-to-player interaction is one of the main reasons I enjoy this game.

    The Judgment is the first Killer in a long time that makes me feel as though those interactions themselves are being treated as something the game needs to prevent.

    That is exactly the opposite direction I want DBD to take.

    Thank you for reading.

    GPTZero AI Detection Model 4.9b

    We are highly confident this text was 100% AI generated

  • We have likely reached the point now where old devs have left and new devs now don't know what is a feature and what is a bug at times.

    You can see this in recent fixes for Deathbound and Plot Twist - something is fixed but then it clearly doesn't work as intended anymore - and any experienced player can tell immediately. The new bugs are then being mistaken for the "fixed" bug and it starts getting lost in the sauce.

    Example: https://app.betahub.io/projects/pr-5642738318/issues/g-192560

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4111484#Comment_4111484

    I didn't say it wasn't a bug, i was simply responding to the OP saying "its fine"

    You said it was a "type of change".

  • @wade_is_c00l said:

    guys this perk is so op I can’t even do gens without getting hit from curry range it’s not fun nor fair to be a survivor. Also I can even play anymore without being sent to hell or whatever it is and once I go it’s so hard to escape .

    It's not really the perk, it's the killer. They just shoot at the generator which they can always see.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/471534/generator-blowing-up

    I don't think it is actually fine TBH. It is very harmful for newer players who already have a hard time with skill checks while massively buffing high level survivors who just hit great skill check after great skill check anyway.

    Very definition of the type of change that hurts lower skill survivors and buffs higher skill survivors.

    It's clearly a bug, and has been reported.

  • @HoodedWildKard said:

    Have to admit i haven't watched much ptb footage of the judgement. But after 4-5 matches against judgement today they seem super weak to me. Every game saw gens finished, and only 1 was a 3k (should've been a 2k but an ill advised endgame rescue attempt went very pearshaped) the others were all 0 or 1ks.

    The beam is mad easy to dodge, and i rarely juice time in chase they way i have been against judgement. I've seen a couple of players drop quickly in chase. But usually chases last forever.

    Maybe I've just been up against players who've only just picked up judgement and down the line once ppl are good with it then they'll become more of a threat. But I just fail to see how that beam can be effective with how hard it's telegraphed.

    It's day 1. My second match was over in 3 minutes, and another just took 15 mins and we only got 2 gens done. YMMV.

  • I've only ever known it to be counterplay/how the power works.

  • On the other tabs they say "Keep objects between you and The Shape to prevent him from stalking you", "While on second Hook stage, play very carefully. The Shape can kill you", and "Slaughtering Strike is deadly. Use pallets to try and [sic] outlast Evil Incarnate"

  • @NeverSolus said:

    Still works really well. Was just using it last week.

    Yeah still good just a bit weaker.

  • @pidgeon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4111166#Comment_4111166

    Hyperfocus affects skill check progress not gen speed so it and the toolbox is seperate and not affected by diminishing returns. Same with stake out.

    Both Skill Check Chance and Skill Check Bonus Progression are affected by Diminishing Returns.

    That means when you use a Toolbox (40% Skill Check Chance), adding Hyperfocus (additional Skill Check Chance 2%-24%) gets halved to 1%-12%.

    Hyperfocus has Skill Check Bonus Progression, but so does Stake Out, so depending on the number of Hyperfocus tokens, either Stake Out or Hyperfocus Bonus Progression is reduced by 50%

    Here is a comment I made previously with more details: https://forums.bhvr.com/dead-by-daylight/discussion/comment/4085650#Comment_4085650

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