sizzlingmario4
sizzlingmario4
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Rancid Abbatoir definitely needs to be buffed, that map is horrible for survivors right now.
I would appreciate if Cowshed was just a little more consistent if anything. It feels very RNG-prone and is usually either killer sided or balanced depending on what spawns.
Torment Creek and Thompson House are fine imo.
I don't like Rotten Fields but it's not for balance reasons. It's just kinda a boring map and doesn't have a lot going for it.
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I'm not sure if that would actually make it better. Because let's say I spawn in as survivor and see a blocked dull totem. Well if I see that I'm going to assume there's probably an important hex somewhere and I should go find it. Almost no killer uses Dominance without hex perks.
@ReverseVelocity said:
Honestly I think Dominance would be fine if they gave it a loud noise notification and increased the duration a tad.
It's quite easy to miss as all you get is the aura colour change.
I agree. It has the exact same issue as the old Gearhead did when it only worked once per activation. It's way too easy to miss the aura and not notice it at all.
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I think it should just be visible on the HUD like the Broken status effect is.
Gives solo survivors an idea that their teammate is exposed and maybe they should take a hit, and gives QoL to perks like MYC so you know who is exposed especially if there are 2 of the same survivor and you don't know which one screamed
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If it was a one-time use item like a firecracker I think it'd be ok. Anything more than that would be too much
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@dwight444 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3827137#Comment_3827137
countered by: don't slug
drawback: 1 teammate not on gen for a chance at WGLF that can be negated if a killer decides to pick up immediately; killer can bait the slug and down or get free hit
risk is not worth reward now, especially since most of the time your teammate would go right back down
In situations where there's a threat of a save if you pick up, it's not really as simple as "don't slug".
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@Yippiekiyah said:
Machine Learning says 45 seconds in patch notes but 40 seconds in the in game description. Which is it?
It's 45. The description is wrong, the patch notes are correct. Tested this earlier
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@PetTheDoggo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3827124#Comment_3827124
Well, it still works with FTP…
Wouldn't just increased CD do the trick? I would be fine with 45 seconds, or even 60.The thing with FTP though is that means the healer isn't safe. Because a lot of people like to use WGLF with MFT. But MFT and FTP do not work together because you have to be healthy to use FTP. So in that situation you can just down the healer if they try this near you.
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It's still really good even at 100%. This doesn't kill the perk at all. It still has the Endurance without needing to be activated anymore and that alone makes WGLF far stronger than it was before.
The problem with the heal speed being 150% was it created too many situations where the killer had no correct play. It took WGLF beyond being an anti-slug tool and put killers in lose-lose situations especially when combined with MFT for double endurance, particularly in situations where it wasn't safe to pick up the survivor due to the threat of a save. And it will still be able to do that some now, just not as much as it could before.
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@kommandantlocke said:
they also said it was 45 sec but its 40 sec actually at tier 3
That is actually just a description error. I tried it and it does last 45 seconds.
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I don't think the change itself actually matters that much, but I do think it's weird that it was changed at all. It's not like the perk was too strong or anything.
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@YayC said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3826899#Comment_3826899
You're right it was far too good, that's why it became meta over night and you couldn't go a play session without seeing the perk. Oh wait, no it wasn't and it's usage has barely even nudged if at all. Outside of one Hens video I haven't seen a CC run this consistently or even played against in a SINGLE TIME since it's change on the PTB.
But hey, I guess just reencouraging everyone to run 4 slowdowns 24/7 is much more enjoyable than some actual variety in the matches.
The last couple of weeks I have seen it several times on survivor and used it myself on several killers. It gave insane value and was way stronger than it was pre-buff.
Pre-buff I probably saw the perk on survivor once a month at the most.
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It's only stronger than it was before the nerf if you actually take chase with the killer which was the entire point of the change. If you hide a majority of the game you're not going to get Distortion value anymore (and that's good, old Distortion was far too effective at that).
30 seconds in chase for 1 token was too much. 15 is fine and Distortion is fine now.
(Side note: I agree that Thana got absolutely destroyed and should be revisited.)
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Because Machine Learning becoming more consistent by being able to be activated through just one generator kick made the 60 seconds duration too good.
Most other killer movement-speed perks were outclassed by this in most situations and being able to be 10% faster for that long isn't really healthy either. It got a pass before because the perk was niche and hard to activate, but it isn't like that anymore.
It's still going to be decent at 45 seconds. Not as good as it was, but still alright.
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Predator, no that was unneeded. That's just another Nurse band-aid when she is the issue and not the perk itself.
Inner Focus change, also not necessary.
As for Zanshin/Machine Learning/WGLF I'd say it's fine. 150% heal speed was too high and went beyond being an anti-slug perk, and 60 seconds of Machine Learning was extremely strong after the most recent buff and outclassed most other haste perks. Those 3 are still going to be pretty good.
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@AssortedSorting said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3826514#Comment_3826514
Was he designed to slide on things?
Chucky? Yes, he's similar to Oni in that regard. The difference being Chucky can't dash longer than 1.2 seconds (unless you scamper)
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Because Chucky was specifically designed to be able to slide on objects and can't travel as far as Blight can. Blight can reposition after each bump and continue in a different direction, Chucky only gets 1 dash at a time.
That said, Chucky is undeniably too strong right now and does need a nerf. (And based on the looks of it, he's getting one in about a month.)
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Hopefully just a tweak. The perk is mostly fine, it just needs to be a little stronger. That's all.
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What if it only activated when starting chase instead of when looking at the killer in the terror radius? Keep the screaming part that makes it funny, but it wouldn't actively sabotage you anymore and would give you useful aura reading at the beginning of chases. Keep the cooldown the same.
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I hope it's just removing or adjusting the screen filter it gives. That thing is annoying and serves no legitimate purpose other than reminding you to mend and there are other ways they can achieve that. Other than that I don't feel like it really needs to be changed, it is intended as a form of game slowdown and anti-endurance stacking and it does both of those things perfectly well. Making it any stronger is unnecessary and making it weaker would just be an indirect Legion nerf which is also unnecessary.
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Was it endgame? The feature turns off once the exit gates are powered.
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Oh that's actually kinda cool, I didn't realize the first time I read it that those were all perks from that chapter and they're coinciding with the Freddy update.
I wonder if that means they'll wait on the Pharmacy update until then too.
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I agree with increasing the bonus to 35% but not with it waking up survivors in the dream world. Having effects on perks that directly counter specific killer powers is bad, they already removed this from Adrenaline and I doubt they would add it back to this.
I think instead it should allow all survivors to see the auras of the exit gates permanently once they are powered (instead of only the perk owner).
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I think it needs a buff. It has one niche and I have gotten value from it sometimes but overall I don't think it's good enough at what it does compared to other endgame perks.
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@Ohyakno said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3825329#Comment_3825329
It doesn't stack.
I think vigil is an underrated perk anyway. Dunno why it needs a buff.
It does stack.
I agree the perk is fine the way it is though, definitely doesn't need to be nerfed and I don't see why it would need a buff either. It's pretty useful for getting exhaustion back faster and for countering other status effects.
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Looks pretty good.
I'm assuming Dracula is getting nerfed which is fine, he is overtuned right now. Myers buffs are welcome and finally we have a date for Freddy, hopefully his update is good.
Weave Attunement is kinda in a weird spot. It's strong with Franklins, but nearly worthless if used on its own. I don't think the Weave + Franklins combo is necessarily overpowered since you can spend some time to counter it, but I can see it being annoying and I suppose that is enough of a reason to change it. I think ideally they would find a way to address the combo and make the perk more viable on its own.
I'm a little surprised to see Vigil on the roadmap, I felt like that perk was fine. Looking forward to Wake Up/Fire Up/Remember Me presumably getting buffed. 25% opening speed is a little too low for Wake Up (I'd try 35% instead and maybe let it reveal the exit gate auras to everyone?) and I really hope they make Remember Me not be able to be bypassed if the obsession opens the exit gate, it makes the perk way too inconsistent and not worth using outside of a full endgame build. The current design basically just encourages the killer to tunnel the obsession to ensure perk value and I don't really like that.
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Honestly sure, give her back her 28 meter terror radius. A lot of existing killers already break that rule nowadays and I don't see a point in maintaining it for the sake of consistency when it already isn't consistent. Even Huntress has gotten to keep her 20 meter TR all these years later.
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It does. It even puts a useless entity blocker on the lit-up gate switch for the gate that's already open (but this won't prevent them from leaving).
The killer can't open a gate while NWO is active though so they have to do it before the survivor touches the other one.
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3823674#Comment_3823674
You need to get 2 hooks within 45 seconds for this change to be better. If you got your 2nd hook at 50 seconds you would still be better off with the old one.
The duration was 45 seconds, but the cooldown was 60 seconds. If you got your 2nd hook 50 seconds after the 1st one it wouldn't do anything on the 2nd hook.
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Yeah I agree. The change didn't make Blood Echo better overall since it only matters if you actually get 2 hooks within 60 seconds, and otherwise it's just weaker than before since the duration was reduced. It wasn't strong enough to warrant a compensation nerf at all and it should go back to 45 seconds with no cooldown.
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I agree.
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Knock Out and Boil Over. They're obnoxious and almost solely used to make the game as unfun as possible for the opposing side.
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The previous 8-stack STBFL cooldown was fine before 6.1.0 but after the 6.1.0 hit cooldown buffs having a 40% cooldown reduction was far too oppressive. And being able to conserve tokens with special attacks removed the only way for the obsession to help counter the perk.
They should change how it works with certain killers losing all their stacks at once (ie. Deathslinger shouldn't lose 4 tokens for spearing and hitting the obsession, that's just silly and overly punishing) but other than that it doesn't need buffs. It's still a solid perk on m1 killers.
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@bjorksnas said:
https://us.v-cdn.net/6030815/uploads/NLMXNXD9T6NR/7bc1e94cee-e67f-4088-8229-dc17e32fb089-7d.png
Idk I think the addons fine
Chucky has many powerful addons but can only use 2 and its overall effect is kind of overrated because more often than not the aura reading while slice and dicing is mostly useless the main effect of it is seeing a bit of where the survivor goes after if you hit or missed them. It mostly just helps consistency and in a good case might cut down on a couple seconds after a hit or miss from better pathing. Frankly his other addons are more likely to give more value 9 times out of 10
Id say these other addons provide better value
https://us.v-cdn.net/6030815/uploads/TCNTRF9EXBBC/screenshot-2024-10-17-220129.png
4s long heal time on every hit
https://us.v-cdn.net/6030815/uploads/5FTUTZNDM5A5/screenshot-2024-10-17-220133.png
massively increased stealth duration with no downside because hitting out of hidey-ho still does damage
https://us.v-cdn.net/6030815/uploads/C4O3WALPBFKV/screenshot-2024-10-17-220102.png
Longer charge and shorter downtime especially together usually means you down as soon as the power comes back
https://us.v-cdn.net/6030815/uploads/QFS5KJ2CBC3Z/screenshot-2024-10-17-220122.png
Scampering at windows and reaching the survivor before they can vault it again leaves them in a lose/lose and happens much more often with this addon
Rat Poison's aura reading absolutely is impactful during Slice and Dice. You don't have very long to react to the aura, but you don't really need a long time to react to it either, seeing it for a split second is more than enough to make use of it and eliminate a mindgame/win a mindgame more often than not. Seeing the survivor for a few seconds after you hit or miss is just a bonus. The only time the addon isn't really that useful is if you catch a survivor out in the open with your power - that's just a free hit anyway.
Straight Razor/Iri Amulet/Jump Rope/Power Drill are all pretty good addons but none of them reduce Slice and Dice's counterplay in the way that Rat Poison does.
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It's not really a problem except for Nurse and I'd argue that's a Nurse problem not a Predator problem
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It's better than a perk, it's literally free wallhacks on every power use and makes his power way too easy to hit. It's not an addon that can be fixed with number tweaks, it needs to be changed to something totally different
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After seeing this in action on both sides for the last week or so, I'm inclined to agree. I'm all for having strong anti-slug perks for survivor, but this does far more than just that and creates too many lose-lose scenarios. If you can down someone, scare away a would-be flashlight/pallet rescuer and meanwhile the survivor is back up seconds later AND has Endurance, that's not right. Especially if you throw MFT on the healer too which is what I've been seeing a lot on both sides. There's too many situations here where there is just no correct play for the killer to make. I did it myself as survivor for multiple games to see what I could do with it and it was insane, and I've been on the receiving end of it too.
To be perfectly honest, I'm not really sure which is more problematic, whether it's the endurance not having to be activated anymore or if it's 150% heal speed being too much. Or if it's both (and/or is the MFT combo also giving endurance to the healer the real problem? I don't know.) But something needs to change here.
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It's RNG. There's a certain percentage chance (the exact percentage varies depending on what it is you're doing) every second that a skill check might appear. It's completely possible to do a whole gen with no skill checks, that's just unlucky.
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What? It's still one of the best perks in the game. I do NOT miss the days of seeing Dead Hard on every single survivor. Even 1 successful proc can be game-changing. DH is fine the way it is now and does not need any more changes.
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I still think Pain Res and Grim Embrace need to deactivate once a survivor dies. You shouldn't be able to tunnel 1 survivor and then use the remaining 3 tokens to win the 3v1. You should have to actually spread hooks for real if you want full value.
Nowhere to Hide is a bit too free right now especially with the moving range following the killer. At the very least, the range should stay centered on the generator.
On the survivor side, Windows of Opportunity needs a nerf (too much overreliance and plays the game for you too much - needs to have a short cooldown like it used to). I genuinely feel like nerfing this perk would force players to become better. When I was newer to the game I used this perk a lot and noticed that I played way worse when I stopped running it. So I forced myself to continue not using it and I feel like I became a better survivor after I did that.
Hyperfocus/Stakeout when combined speeds up generators far too much. Both perks are fine on their own, but the combo is too strong as Stakeout makes Hyperfocus far too consistent and increases its value since Stakeout increases the bonus.
Then these 2 perks: Boil Over and Knock Out. Both these perks have no place in the game at all and both should be reworked.
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@Jock21 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3820077#Comment_3820077
So you've just proved my point. A 110% speed Trickster won't be better designed either way as the majority of people didn't consider him as such when he was, whether to play him or against.
Not really. 110 Trickster wasn't perfect but I still think it was far better design than his current iteration. 110 Trickster had more skill expression and more counterplay, and in exchange, he needed less blade hits to injure a survivor and (with gradual ramp-up) he had a faster throw rate than he does now. He also had recoil back then which they specifically said they wouldn't reimplement, so that's a buff to him as well. But we can agree to disagree.
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@Jock21 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3820065#Comment_3820065
But if they hit them Unknown and Artist have much shorter chase times and much more map pressure than Trickster could ever achieve (unless he snowballs hard from Main Event). Also again Unknown and Artist are placed much higher than Trickster in virtually all the killers tier lists, usually a whole tier above him as well so how come these 2 clearly stronger killers are fine but Trickster isn't ? Once again, just a skill issue playing against him.
I didn't say that Trickster was stronger than those killers overall. He's not. But just because Trickster isn't stronger than those killers doesn't mean he doesn't have problems or design issues.
A killer can be poorly designed and be weak at the same time. That's where Skull Merchant is right now.
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@Jock21 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3819986#Comment_3819986
Unknown and Artist are both 115% speed ranged killers whom are much stronger than 115% speed Trickster as it is, so your entire point about ranged killers needing to be slower is moot. Current Trickster isn't even making the A tier of any tier lists so complaining about him is genuinely a skill issue.
Artist (often) and Unknown (always) both have to hit survivors twice with their power and unlike Trickster it isn't spammable either. Missing 1 Trickster knife means little to nothing, missing a dire crow shot or UVX hit is a bigger deal and is generally enough for survivors to "reset" the power through repelling crow swarms or staring down Unknown. That's why those killers are fine being 115% and Trickster isn't.
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Trickster being 4.6 removed too much of his counterplay, significantly lowered his skill expression, and ruined the character in several ways due to it (along with the reduced main event requirement) requiring several nerfs to balance out. He needs to be a slower killer by design.
I will say, they should not change the laceration decay to 12 seconds. The post is actually wrong and it's actually 15 seconds right now which is fine if he's 4.4m/s, changing it to 12 would be an unnecessary nerf.
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I don't really see anything wrong with them doing this and if anything they should do it more often.
They still have the final decision as the designers and it gives them a better idea if players are going to like something or not. And I wouldn't really blame them for not wanting a repeat of what happened with the Twins rework either. If for example they had done this with the Twins rework we could've all immediately pointed out the problems with it instead of them having to waste time and resources implementing all the changes on a PTB only to revert it all when we all said it was terrible and stronger than Nurse. There's no point in wasting time on a concept or rework if it becomes immediately clear that it won't be well-received before it leaves the drawing board. Instead it took 3 years to test out a rework on the PTB that ultimately resulted in just number tweaks and QoL changes that could've been implemented much sooner.
(I'm not saying I don't like the proposed Trickster changes/revert btw, I think this is actually a step in the right direction, but my point stands regardless.)
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@OrangeBear said:
https://www.reddit.com/r/deadbydaylight/comments/1g48d4a/design_preview_the_trickster/
https://us.v-cdn.net/6030815/uploads/X2R7IDFCXLFL/image.png
I'm very happy they are looking into the trickster again and are trying something they have not done before (early preview)
Personally as trickster is one of my favourite character, i started playing game for all-kill chapter.
I like that they are listening to the very detailed feedback that i've seen some trickster players share.
Personally i have been performing a lot better and it's mostly thanks to no recoil and 4.6m/s for me. I see recoil removal would be staying which is great and i really hope it does because i personally found it majorly frustrating.
I wish 4.6m/s would stay but i understand it could be too strong with 6 laceration.
Main event throw multiplier is already 66% they already reverted that.
The laceration decay is a nerf, it's 15 seconds right now, was 15 seconds in the 2nd iteration so they are doing something new and trying 12. I think this is worth trying.
The per throw modifier i think will be okay to punish survivors heavily outpositioned. Atm memento blades is a must have to just barely able to do this.
In terms of add-on changes i think death throes compilation needs a rework. It's very underwhelming atm and is too similar to diamond cufflinks. Since main event will be a lot less frequent a lot of the main event add-ons will also not be as good. I would hope to see more add-on changes.
These are my first impressions for nowAs to Death Throes Compilation specifically: They could just revert that addon back to the previous version (automatic reload after Main Event). Its old effect only became a problem because of the rework making Main Event more common so it got changed after that PTB, but if it goes back to 30 blades to activate it would be fine again
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@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3819702#Comment_3819702
Honestly, the effect was actually pretty decent before, it just didn't activate enough. It let you keep track of nearby Survivors, see where the Survivor you were chasing was running towards, AND prevented blinds at pallets due to the scream.
I ran it a lot on Singularity because it works somewhat well on him (or at least did before it was bugged) and I like running bad perks for the fun of it, but the issue with the perk wasn't the effect itself, it was the steep requirement in comparison.
That's fair. I could see it being decent on Singularity, I didn't think about it on him.
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It sounds like this is what most of the Trickster mains wanted so I'm happy for them.
Personally I think making him 4.6m/s was a mistake and I'd be happy to see it reverted along with reducing laceration back to 6 like it was before.
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I feel like the aura effect is fine as is and the original effect when generators are completed wasn't buffed enough. It should be 20 seconds and hide blood pools as well.
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Honestly Thwack as a whole is just a completely flawed perk. It gives you information when you often don't need information because you're already chasing someone. Even when it had the aura reading it was really only any good on ranged killers and even then if you want aura reading in chase there are other perks that are better.
Either way, the perk is weaker than it was before the update and it needs a change. If nothing else, keep the tokens, revert the range back to 32 meters and add back the aura reading, so at least it is actually a better perk than it was before.
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I've been getting the exact same thing. It's not your mouse