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dugman

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  • @Frontdoor6 said:

    A gen goes off!

    Ring creature: You're gonna die in seven days!

    Survivor: ....Ok...

    7 days later

    Ring creature: I'm here! Now its time to...oh, the match is over...

    A curse mechanic could be interesting! Not seven days, obviously, but somehow marking survivors so something bad happens to them after a bit.

  • @Sonzaishinai said:

    https://forum.deadbydaylight.com/en/discussion/comment/2697844#Comment_2697844

    Ringu can travel the map through wells

    Survivors can board them up

    Or televisions placed around the map.

  • @Mooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/2697916#Comment_2697916

    I am very much fine with it :)

    though the source for this thread was kinda a bit off…

    Yeah, whoever thought it was a fire killer was waaaaay off! 😄

  • Samara’s modus operandi was basically cursing people to die after a while. Watch a video, die seven days later. It’ll be interesting to see if they try and do some sort of curse game mechanic for her ability where she marks a survivor and a while later something bad happens.

    Or they could do it kind of like a Medusa idea I’ve posted about where if you watch her then you’re cursed so you have to try not to look at her. (Ooh, his could get interesting if they give her something really unique!)

  • @Mooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/2696681#Comment_2696681

    Yeah. But… resident evil and hellraiser were closer together, i am just telling you to not have that high expectations.

    Lol. And by sheer coincidence they just announced the next killer in March will be Samara from Ringu. Sweet! 😄

  • Samara is an awesome looking character for DbD. I’m mainly wondering how they’ll differentiate her from Spirit and Nurse mechanically. Samara’s whole deal in the movies is more like a curse than directly attacking people. Watch her video and die 7 days later. Makes me wonder if they’ll have a curse type mechanism where she can mark a survivor somehow and after a set amount of time something bad happens?

    Either way I’m way more interested in this IP than I was Resident Evil or Silent Hill, so good stuff! 🙂

  • I’m sure the devs had a reason to make hooks be destroyed after a sacrifice, I’m not sure what it is though. 🤷‍♂️

  • I’d love to see Hex Pentimento be able to transform a Boon into a Hex. Then it goes to the survivor’s court - do they get into a tug of war over that particular totem, changing it back and forth, or do they cleanse the Pentimento totem and it gets removed from the game entirely so neither side benefits from it.

  • @chargernick85 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2696806#Comment_2696806

    I am so trying this....Not with Hag though. I only use her if I have too. I'm thinking I can get this to work well with Demo/Freddy.

    Yeah, Blight or Spirit or Nurse would work too probably, basically anybody that can react quickly to an unhook to get the trade.

  • I’ve never been a good shot with Legion and now his turning speed while aiming makes him feel even more cumbersome than before. (I think he’s always turned that speed while aiming, but prior to his nerf you could turn while running at normal speed and then quick shoot from the hip so it felt more fluid.) I think Legion is much more fun to play personally.

  • It’s not about whether bots are as good as people, it’s about whether they’re fun to play against.

  • @Pizzasauce said:

    https://forum.deadbydaylight.com/en/discussion/comment/2696762#Comment_2696762

    I use Starstruck like a mofo.

    Um...this is going to sound dumb but for survivor I'm going to say Urban Evasion because that's actually got me out of quite a few pickles.

    Makes sense, pickles and pizza sauce sound horrible together.

  • Michi was showcasing a fun combo.

    • Scourge Hook Pain Resonance - regress the most advanced gen on a Scourge Hook and force the survivors off it
    • Dead Man’s Switch - After the survivors are forced off the gen above, if you hooked the obsession the gen is also immediately blocked for 45 seconds
    • Furtive Chase - Swaps the obsession role to the rescuer and reduces your terror radius in a chase (which makes it easier to catch the Obsession off guard if you’re not chasing them currently). Allows for more than average possible uses of Dead Man’s Switch

    Strategy is find and down the obsession, Scourge Hook for major regression, find the new obsession and repeat. Michi is a Hag main so he also runs this with Make Your Choice so the new Obsession is Exposed and, because he’s Hag, they’ll probably stumble into a trap sooner or later if not get caught on the hook trade immediately.

  • Regarding lockers, if the killer is nearby when you open them they can hear it. Likewise if you run into one or are bleeding they can see the trail leading to the locker suddenly stopping and guess you’re inside. I even just randomly check lockers sometimes when I see a generator has been worked on recently and don’t see a survivor nearby, it’s pretty hilarious catching people doing that! 😄 Also be aware that characters with Killer Instinct like Legion and Artist can detect you even in a locker.

    I can’t speak to Iron Maiden comments above, I honestly don’t know how popular it actually is (I don’t think I’ve ever seen a streamer use Iron Maiden with or without Huntress for instance), but either way be careful with lockers since it’s risky even if the killer doesn’t have it. Lockers are good in some situations but not in others.

  • @MrSlippery said:

    A total rework is needed. Buffing or tweaking numbers will always keep it weak, because of a part of its design, making survivors' resources useless, windows and pallets. Prior to The Twins release, I wanted it to be where you could control multiple killers, since there's 4 of them. Now that Twins are a thing, I'm not sure what I think they should rework it to. Something that makes them at least mid tier, hopefully. Legion is my favorite killer, visually, but awful to play as.

    I don’t think you need a total rework to beef up Legion, they could tweak them with some other passive buffs. For instance, if you shortened the stun coming out of Frenzy enough then the distance a survivor can get away from Legion before a footchase resume is reduced - make that stun short enough and they can run up to a survivor in Feral, drop out of it, and have a fairly quick chase to finish the down. If the stun time were literally zero, for instance, meaning Legion could instantly drop Frenzy and be a basic 115% killer, it would probably be overpowered since they could easily down anybody who is injured that they see. So somewhere between a zero second stun and the current stun is a duration where Legion’s Frenzy is somewhat useful for downs but not overpowered.

    Another interesting possibility would be giving them built in passive vault speed and kick speed boosts all the time. So even when they’re not in Frenzy they have a bit of a potential speed boost. Heck, they could even make Legion the first 120% base speed killer.

  • @FFirebrandd said:

    https://forum.deadbydaylight.com/en/discussion/comment/2696733#Comment_2696733

    Oh I've done a similar build to that one. I nicknamed it The Koolaid Man build. Thrilling, Agitation, Starstruck, Pop. Pick somebody up, rush the not blocked generator while carrying, hook, pop, insta down. It's pretty fun ngl. Especially as somebody with a difficult to avoid M1 like old Slinger.

    I had a variant of that build before I had Starstruck too but I don't remember what I replaced it with.

    Oh yeah, forgot about Starstruck, that’s a good choice!

  • @FFirebrandd said:

    Agitation.

    The thing about Agitation is that it allows you to weaponize the part of the game when you're carrying people. Normally that's the point where you as the Killer are at your most vulnerable. The fact that this perk flips the script on that is honestly fantastic. I can't tell you how many times a game has started going south for Survivors because they tried to do something fancy and Agitation shut them down. Seriously this perk has a permanent spot in like... all my builds even without Scourge Hooks or Starstruck because I find it just that nice.

    Yeah, I like Agitiation too for similar reasons. Although I still get stressed actually swinging at a survivor while carrying someone with it simply because it bumps up their timer.

    I still haven’t tried the “Carrying the Game” combo though: Agitation, Mad Grit, Thrilling Tremors, and Scourge Hook Pain Resonance. Down someone, pick them up, see a red generator with Thrilling, and carry them to it, hitting other survivors along the way. Then proc Pain Resonance.

  • @Dino7281 said:

    No, that perk is really bad.

    -you can get screwed by RNG and just have all hooks on one side of the map.

    -if survivor doesn't heal, it's just useless perk.

    -it encourages survivors to go for protective hits, so they remove their slow and that is something you really don't wanna as a killer, if they have CoH and let's be honest, you have CoH almost every game.

    Wait, which is it? Are they refusing to heal to make it “useless” or are they healing and then intentionally getting reinjured? It’s not both,

    Also I think the RNG concern is exaggerated, I only rarely can’t reach a Scourge Hook, especially when all four are still up prior to killing someone on them.

  • @Sakurra said:

    https://forum.deadbydaylight.com/en/discussion/comment/2696429#Comment_2696429

    "Too strong"? Are you ######### kidding. It's strong against tunnelers. If the killer is not even tunneling you have a perk for nothing which is good for killer, so it's NOT too strong if it's a situational perk. What are we talking about here?? The fact that I want perks against camping, tunneling, slugging etc it's too strong lmao. But tunneling itself it's not too strong. Give me a break with your "too strong" reply.

    Even after the nerf I see survivors intentionally trying to get themselves picked up after an unhook just so they can stun the killer because it wastes so much of their time. It’s still a great perk even after the nerf, no way does it need a huge boost.

  • I always hit ready, it always annoys me how there’s at least one person in every lobby though who sits there the full minute for no particular reason. Just hit the button already! 😠

  • @Mooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/2696681#Comment_2696681

    Yeah. But… resident evil and hellraiser were closer together, i am just telling you to not have that high expectations.

    Sure, I don’t really care either way between original and licensed characters honestly. I’m just explaining why I’m guessing a license might be coming up.

  • @IamFran said:

    Killer: Fearmonger (Exhaustion perks counter).

    Survivor: Alert (indirectly buffed now because most of the maps are reworked and have breakable walls).

    Fearmonger is also good because it inflicts Blindness while working on a gen, which is another somewhat underappreciated effect, especially against solo queue survivors.

  • @Mooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/2696676#Comment_2696676

    The devs said they aim to have at least half of their content be original content over licensed though. So 3 licensed chapters in one year is very unlikely (though still kinda possible, especially considering last year had 1 licensed chapter and 3 original ones; also Hellraiser was only a killer and the Midchapter introduced a new original survivor…)

    Right, that’s what I’m saying, a licensed killer every six months on average and March is six months since the most recent licensed character (Pinhead)

  • I’d love a random select button on the character selection menu to pick a random killer. Likewise for a random selection button on the loadout screen.

    Honestly I’m not sure why they never put these in, it seems like a pretty simple feature that’s pretty common in these sorts of games where you have a big roster of characters to choose from for relatively short multiplayer competitive matches (e.g. I think virtually all fighting games have random character select). There’s a niche website or two that gives you randomized suggestions but then you still have to manually swap back and forth between that and the game to set it up, it’d be way faster if it was just a button in the game.

    The only thing I can think is they don’t think there’s enough interest in it to devote time to putting it in? I mean it seems like a straightforward feature to add to me but who knows, maybe it’s more complicated than I think? I wish they’re take a chance on it though, I’d use it at least. 🤷‍♂️

  • @Mooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/2696658#Comment_2696658

    I would like to see their take on a killer that used fire.

    also, we do already have two licenses for this year, Resident Evil and Hellraiser. So it’s most likely original and the anniversary chapter might be licensed.

    Right but Chapter 23 is next March or so I think, so by the time it comes out it will have been six months since Hellraiser came out.

  • I wouldn’t mind seeing Jolt’s range getting boosted, but just to clarify there’s nothing preventing you from running both Jolt and Scourge Hook: Pain Resonance. The former triggers on downs, the latter on Hooks.

    In fact, now that I’m thinking it over, here’s a fun sounding combo I should try some time

    • Jolt - immediate regression on nearby gens on a down
    • Scourge Hook - Pain Resonance: Immediate regression on most advanced generator plus pushes survivors off it and makes them scream
    • Dead Man’s Switch - After you hook the obsession if the survivors get off a gen it is blocked for up to 45 seconds. This combos with Pain Resonance above because that perk forces them off the generator after Dead Man’s Switch is already activated, so it’s a guaranteed block if survivors are working on the generator the moment the obsession is hooked
    • Furtive Chase or Nemesis - Allows the obsession to switch to new players, giving you more possible procs of Dead Man’s Switch. (Furtive Chase is good if the survivors are doing hook trades, Nemesis is good if you can tunnel down people who pallet stun you.)

    So this combo becomes a game of finding, downing and hooking the obsession. The hardest part is probably downing the obsession the first time since the perks don’t help with that. But once you get an obsession hooked it can potentially snowball since both Furtive Chase and Nemesis have side effects that can help you get close to the next Obsession to down them. And with multiple uses it can have quite a bit of potential gen slowdown.

  • @Mooks said:

    Where did you even hear about those rumors about next killer being fire-related?

    If you Google Chapter 23 killer rumor there’s one going around it’s fire related for some reason (not sure why exactly and I have no idea if it’s true or not 🤷‍♂️)

    Whether it’s true or not, a fire based killer could be ok, it’s certainly a theme they haven’t explored yet. Powers could range from lobbing fire bolts to breathing streams of fire like a flamethrower to laying down flaming patches on the ground that injure survivors who walk over them. And just generally speaking fire effects can look pretty sweet.

    I’ve been thinking Chapter 23 might be a licensed killer, since we’re about due for one, but who knows? Could be anything really.

  • @foxsansbox said:

    I wish I understood what the hell was going on.

    It’s scenes from Joker with Clown as Joker and Kate as Bruce Wayne

  • Demo seems pretty reasonable honestly. He has decent map traversal, his Lunge can help in a chase, and his tunnels also act as radar stations for tracking. They even act as a bit of slowdown if the survivors opt to destroy them since they take much longer to destroy than place.

    Hopefully they’ll figure out a way to reskin a new version of Demo so new people can buy a mechanically similar killer with an original IP.

  • I like Bloodhound more than a lot of people I think. It makes it very difficult for an injured survivor to stay hidden from you or juke you for very long in a chase, and it helps even when the survivor is crouching or dives into a locker, etc. Unlike Nurse’s the survivors still leave trails even when they’re not actively healing, and it’s also not impacted by Shadowstep. I find it’s just a handy quality of life perk to help find injured people to get them down.

  • I’m not a fan of Billy personally, I find hitting with his chainsaw is somewhat clunky and sprinting with his chainsaw longer distance is ok but not as good as Blight’s movement because of Hillybilly’s inability to make sharp turns. Basically if I felt like chainsawing down survivors I’d play Bubba, and if I felt like sprinting around the map I’d play Blight. Hillbilly is like a clunkier version of both.

    I’ll leave strategy tips with Billy to the Billy mains since I don’t play him much, other than broadly

    • Billy’s saw is great for going a really long distance in a relatively straight line. That’s probably the easiet use of his saw and might even be his best overall ability in a sense.
    • There’s finer points, but more or less to hit with the chainsaw I find the best way is get right up on their back and then start revving. Your movement speed is slower while revving so getting really close minimizes the distance you’ll need to travel once the chainsaw sprint starts and therefore minimizes the chance they’ll react in time to avoid it.
    • You can rev on and off quickly if you need to stall for time while lining up your sprint on a survivor you’re chasing. The last thing you want is to miss or hit an obstacle, so making sure your shot counts is important! Especially when they’re juking or trying to 360, make sure you’re keeping them in view before you finish revving and go into the sprint, because if you sprint when they’ve twirled around you it’s a bad result.
    • It is possible to hit survivors from mid to long range with the saw, but it does rely on them not seeing you coming. If they know where you are it’s trivial to put obstacles between you and them to avoid the down.
    • If you don’t already have the chainsaw revving up and you need to break a pallet just kick it. It takes longer to rev your chainsaw up from scratch to break a pallet then it does to kick it normally. On the other hand, if you already have your chainsaw mostly revved, then finishing the rev to sprint into the pallet breaks it faster than kicking it.
  • I’m not sure where Hag falls exactly, but she’s a good killer. Anybody who thinks she’s garbage hasn’t watched Michi play her. He decimates survivors even when they’re intentionally trying to set off his traps when they think he’s busy and doing other common anti-Hag tactics. Things he does that average Hag players probably don’t do:

    • He never just puts a trap at a generator. They’re always at loops and such where he expects survivors will be running when they spot him or are in a chase. He also never just puts a trap right next to a hooked survivor, they’re always farther out to maximize the distance a rescuer has to crawl to evade the trap without setting it off and lower the chance they see it on the way in.
    • He sometimes chains traps, so that if someone intentionally sets off one trap they’ll likely set off a second trap a few seconds later they didn’t know about. If he thinks someone is watching him he’ll place an obvious trap, move out of sight behind an obstacle or wall, and do another they can’t see him place.
    • He sometimes uses the trap’s ability to force survivor’s cameras to turn toward the trap when it springs to screw up the direction survivors are running so they go off course from whatever pallet or vault or passage they were headed toward.
    • He doesn’t just spam teleport, he times the teleports for the situation. Sometimes it pays to not teleport at all, or to wait until the last minute to teleport, depending on what the survivor is doing.
    • He keeps in mind what direction survivors are likely to be headed when they come near the trap and places it appropriately rather than arbitrarily place them in an area. This is useful to have a trap hidden from view behind an obstacle from a possible flashlighter, for instance, or to as he puts it “make the trap Dead Hard proof” against survivors who hit Dead Hard when they expect a lunge.
    • And finally he rarely actually chases survivors, he lets the traps do the work. He constantly resets traps and has any many out as possble.


    There are some people who call Hag weak, including a streamer or two, but then of the ones who say that whom I’ve watched play Hag they make some of the mistakes I mentioned above. Hag has a surprisingly high skill ceiling because to play her well you have to have a really, really good game awareness and understanding of her unique strategy. Placing traps and teleporting aren’t mechanically difficult, it’s not like you need awesome aim or reflexes, but the skills you need to play her at really high level involve deeper, subtler aspects of the game, including things that don’t translate from general experience with other killers. (In fact playing her like most killers is a good way to lose.)

  • Meyers is no joke, he means business!

    image.gif


  • La Llorna could be an interesting theme for a Mexican killer

    In Latin American folklore, La Llorona (American Spanish: [la ʝoˈɾona]; "The Weeping Woman" or "The Wailer") is a ghost who roams waterfront areas mourning her children whom she drowned.[1]


  • I don’t particularly like using bloodpoints as a balancing mechanism on these add-ons, I’d much rather replace the bloodpoint bonuses on them with effects that actually impact the match itself. For instance, with Padded Jaws you could replace the BP bonus with, say, letting the traps reset themselve after a certain amount of time or give the trapper extra traps or make them faster to place, etc. Or even something unique like you can take Padded Jaws traps out of lockers and when you do the oldest trap on the map is eliminated. As long as it’s something that is actually a gameplay effect and not just money to spend between games.

  • If they improved zombie tracking and speed I’d be more interested in playing him. The whip is kind of meh other than maybe for breaking pallets, and honestly if I were looking for a pallet breaking killer Bubba and even Wraith are more fun to play.

  • Hmm, it’s be interesting to combine this with one of the perks that makes infections happen more easily and play a perma-broken style where it’s less convenient for survivors to cure themselves and you get automatic free Vile purges passively more often.

  • FYI one of the devs did publicly ask on the forums recently if people think they should remove opponent’s Grades from the endgame scoring screen because it causes so much confusion with players thinking they’re used for matchmaking. I think the universal reply was Yes, they should be removed from that screen, so who knows, it might already be in the works to finally stop showing other people’s grades?

  • The devs have said that they don’t plan to add ingame voice chat on PC for, if I’m remembering right, a few reasons

    • People that want to use voice chat in swfs already use free third party apps like Discord which mitigates the need to have it built into the game on PC. The benefit of spending development resources on it when there is a perfectly good third party solution is minimal.
    • They don’t want to put in localized proximity chat in the game because they don’t want people who dislike chat to be distracted by it or feel coerced to turn it on. They also like the default atmosphere of the game to be relatively quiet in terms of chatter to enhance the horror feel.

    The devs do use Discord chat or whatever system themselves when they play, so it’s not like they have a problem with people chatting. They just feel adding it as an ingame feature isn’t worth the effort.

  • I do think the bleedout timer is too long when everybody remaining is slugged. I think the game should probably speed up the bleedout timers when all living survivors are in the downed state (not carried or hooked, just downed), say making the timer go down twice as quickly, to mitigate the situation where a killer is intentionally letting everybody bleed out. (So a maximum of a two minute wait versus a four minute wait if the killer is refusing to hook.)

    Quitting out could be abused by sore losers, though, to just deny a killer who actually wants to hook you the bloodpoints for doing so.

  • I like RPD well enough as a killer. I still get lost on it sometimes because it’s a complicated layout but beyond that it seems like a relatively reasonable map in terms of most of the pallets being gameable (I think)

  • @GentlemanFridge said:

    ranks don't exist anymore.

    This can't happen any more than it already does, since it does not influence matchmaking.

    Grades still exist and reset. I think the original poster’s point was that after the Grades reset a lot of hardcore players binge playing the game that first week to lock in that Iridescent grade for the season, then after they’ve done that may tend to not play as much the rest of the month. So that first week has a relatively high percentage of “try-hard” players who play the game a ton overall.

    I have no idea if that’s accurate but I’m pretty sure that’s the theory.

    • The changes to keys and moris were similar to feedback on the forums.
    • Deathslinger’s change to instant shots and Pyramid Head’s ranged attack changes were also similar to things people suggested.
    • The change from pressing space bar over and over to using a skill check for second hook stage was something suggested on the forums
    • Spirit’s nerf was possibly in response to people saying survivors needed a way to react to her phasing
    • Just recently one of the devs took informally asked on the forums if people thought they should remove opponents’ Grades from the endgame screen since it causes a lot of confusion with players who think they’re used for matchmaking. (The response was a universal Yes so this might be a change they’ll implement at some point.)


    Those are things just off the top of my head that were changes that were similar to ones suggested on the forums. The forums also have a ton of bad suggestions that obviously the devs ignore.

    Also note that their usual schedule now for initial balance passes after content releases is they do changes about three months or so later. Presumably they need that time for the meta to stabilize a bit around the new content and then to gather data and test the changes they make. We’ll probably be seeing a balance pass on Mikaela around January’s mid-chapter patch would be my guess, including Boon tweaks (most likely a nerf to Circle of Healing assuming the data verifies the forum consensus that it’s healing speed is too fast.)

  • I think the builds I have the most fun with are

    • Doctor’s “I want them to hear me coming” build. Usually something like Distressing, Unnerving Presence, Overwhelming Presence and Overcharge, or swapping out Overcharge for Coulrophobia or another terror radius based effect. It’s just kind of fun intentionally running the total opposite of a stealth build. 🙂
    • Meyer’s various variant add-ons: Scratched Mirror, Vanity Mirror, Infinite Evil, or Tombstone. Normal Meyers isn’t my favorite killer, but all those variant playstyles are great. 👍
    • The funniest build I’ve played is the “Flashlight Me” loadout. Lightborn, Enduring, Brutal Strength, and either Fire Up, Agitation or Mad Grit, Basically it’s a build where if someone tries to flashlight blind you at a pallet it becomes a free hit. The fourth perk either makes it even faster to break the pallet or makes it even easier to get a hit on someone trying to do a flashlight save. It’s a total gimmick but it’s hilarious when it works.
  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2694189#Comment_2694189

    And he ignored the part that actually asked the question.

    The question was essentially “I get stressed playing killer. What are you going to do to make me less stressed?” And the answer to being less stressed is “take a break”.

  • Looks like he’s got Legions physique.

  • My rule of thumb is I down an afk survivor but don’t hook them the first time I see them. I’d hate to eliminate someone that had a real life emergency pop up. If they’re still afk by the time they get revived though then I hook them out.

  • I get good mileage out of Haunted Grounds, with or without other perks. I also get some good value out of the recently buffed Blood Favor.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2694061#Comment_2694061

    I didn't see it the way you did. How could anyone have possibly misconstrued this statement?

    Maybe Mr. Cote meant it in a nice and helpful way, but when the question asks "Do you have any plans or ideas on how you would like to improve the Killer experience?" and you respond with "Maybe try Survivor for a bit or play something else for a week" it doesn't look great.

    Here's the link, just in case you don't believe me:

    https://www.youtube.com/watch?v=tvRMd7aQ5v4&ab_channel=DeadByDaylightArchives

    No, the question was “I’m feeling very stressed playing killer and I’m not enjoying it like I used to. What are your plans to improve the killer experience.” Cote answered under that context of the questioner being stressed and giving advice to take a break from killer since they’re feeling that way. It wasn’t simply a question about plans for killers with no other context, it had a multi-sentence preamble about being stressed and burned out on killer.

  • The Boon system in general is fine. They just need to reduce Circle of Healing’s speed. I could see them tweaking the individual Boon perk’s ranges maybe, if the data shows they’re covering a bit too much area.

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