sizzlingmario4
sizzlingmario4
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@GoodBoyKaru said:
Unless something has changed since I last did this, there is no cap, but effects will not stack on themselves. Let's go for the most extreme example: using a Ranger Med-Kit with Abdominal Dressing and Medical Scissors, We'll Make It, Desperate Measures with all 4 injured, Botany Knowledge, WGLF (on a slugged survivor) while the person you're healing has Leader and you're stood inside their boon, and the killer has Dying Light equipped while you happen to be the Obsession.
That's 100% from WGLF, We'll Make It, and COH each, 56% from DM, 50% from BK, 50% from the Med-Kit, 33% from Dying Light, 25% from the addons, and 25% from Leader.
That's a 539% action speed increase.
I made a mistake the first time; this action speed increase is then applied to the already existing 100% action speed, meaning it's actually 639% total, not 539% total.
16 charges / 6.39 charges per second = a 2.504 second heal. But I'll let you imagine the chances of this happening.
Medkits don’t stack with Circle of Healing anymore (even if used on other survivors) so the 75% from the medkit has to be taken out giving us 564% total. Then we can also add in Better than New from a teammate bumping it up to 580% total and a 2.76 second heal. Everything else looks right
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Her iridescent addons are a little too strong but other than that she is completely fine.
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@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3706006#Comment_3706006
That's actually a bug, hopeful of a fix in an upcoming hotfix
Also if Victor is not triggering the antifacecamp feature that might also be a bug, as I think he's supposed to.
That’s good to hear.
Is his hit cooldown also bugged then? It seems to be the same as PTB (instead of 5 seconds) but the patch notes didn’t say anything about keeping that. Victor can just move almost immediately and it’s really difficult to kick him.
He’s also incorrectly glowing white after successful attacks even though he can still be kicked.
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3706105#Comment_3706105
One of the top few things that made Twins feel clunky and people not want to play them was that stun. Having to eat a 5 second DS stun on every successful down feels terrible. It's punishing you for playing well. Being able to swap during this, while feeling nice, doesn't fix the problem. Playing the Twins like this loses you games so you don't really want to be doing that. The chain hits is how she's good.
Idk I just feel like Victor isn’t restrained enough now and that was the only thing really keeping them balanced. We’ll see.
Almost all the other QoL changes are excellent though.
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Is Victor's cooldown supposed to be shorter after he downs someone? The 5 second cooldown was kinda needed for adequate counterplay if the killer player doesn't intend to switch back to Charlotte. If the goal is to let players switch back to Charlotte sooner (which I'd even say is a good thing), then allow switching back to Charlotte during Victor's hit cooldown. But if the player intends to stay controlling Victor then it should be a 5 second cooldown like it was before.
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Revert Soul Chemical and Summoning Stone to what they were before the PTB.
The problem with these addons on the PTB was not their strength (they didn’t even need to be nerfed), the problem was they were boring and lost the only things that made them interesting. The old effects were one-of-a-kind and fun to use. They shouldn’t have been reworked.
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Yes the in-game store prices of the characters from those DLCs will be reduced to 4500 shards or 250 auric cells.
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Deadline - I think this perk has enough benefits to have the injured requirement. I also like how you can disable it by healing to healthy if you really want to (ie. if the killer has a build where you don't want the extra skill checks).
Light-Footed - Yep, agreed this should work both while healthy and injured. It already has a cooldown, so that's enough of a limit already.
Mettle of Man - Out of all of these, this is the main one I really want to see changed. It's silly that you can't use MoM to block an instadown while healthy if you already have your 3 protection hits; it already does save you from an instadown hit while injured so why not while healthy? It should still injure you if this happens but you shouldn't go down.
Overcome - This perk working with endurance would be fine with base BT but might be obnoxious with certain other endurance perks. Endurance can already be a game-changing status effect on its own.
This Is Not Happening - Like you said, they're changing this perk anyway so maybe wait and see on this one.
Hysteria - Unlike Unbound, Hysteria only activating when hitting a healthy survivor makes sense imo because the oblivious effect specifically applies to injured survivors, including the one you just injured. It doesn't apply to downed survivors.
Unbound - 100% this perk should activate when downing a survivor too.
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@LeFennecFox said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3704596#Comment_3704596
Can you really consider only 3 rushes a huge downside? 20% speed more thank makes up for less rushes since you just catch people at loops earlier. It also means you get your power back faster in general (shredded notes combo incoming after ptb).
It's not enough of a downside for the benefits it gives you, I agree.
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@OGSadakoLover said:
I‘m all for meta shake ups with buffs, but I don‘t want them to nerf anything anymore. It‘s only frustrating, how perks that are fine get nerfed, because of pick rate. If they would shake up the meta with buffs I‘m all for it.
While there are a lot of perks that should get buffed, it's impossible to shake up the meta without nerfing some things too. Otherwise the only way you can do it is by overbuffing other perks to the point where they are a problem and end up having to be changed again.
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I would def agree Tag is stronger than C33 and I'd start with nerfing Tag first and seeing how that goes.
At the very least, they shouldn't share the same downside since this just lets you use both addons with only 1 penalty which makes it a pretty broken combo.
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WGLF is perfectly fine the way it is, the issue is FTP + Buckle Up just invalidates it completely
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@Snowbawlzzz said:
There are a million things you would think synergize with Oppression but actually don't. It stacks with nothing and the cooldown is really long.
Only thing I can think of that does synergize is Surveillance, pretty much everything else doesn’t work
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I think gen regression/slowdown addons are usually bad design and it should be reserved only for perks. Legion’s iridescent that regresses gens during Frenzy is the only one I actually kinda like. (I know Driver’s License also exists, imo that addon should not be a thing.)
That said, the current Freddy addons that replaced the old slowdown addons are kinda bad and should probably be reworked again.
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That’s not a bad idea for a buff, though it still leaves the perk as mainly a hindrance for the killer early in the game and only helps when it already has a lot of tokens and is already stronger. Part of the issue with Dying Light is that it’s often a win-harder perk. If you do get a lot of tokens (to the point where the effect is actually strong), you’re likely already in a good position to win anyway. If you don’t get a lot of tokens, it doesn’t do much and usually won’t really help you.
What if we flipped this idea around so that at the start of the match the bonus for the obsession is 0%, and the bonus (along with the penalty for the other survivors) is increased by 3% for each token? This way they both grow larger at the same time, which means the perk won’t just penalize the killer early in the game anymore when it has little or no benefit to them. The healing speed buff would only become noticeable when the other survivors have a more significant repair penalty, at a point in time where the perk is strong enough that the downside is actually worth it for the killer.
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Bubba with Chili and Dredge with Haddie’s Calendar.
I used to always run Combat Straps on Pig too but they made it basekit so not anymore.
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Survivors can go through the Knight if they are being hunted by a guard. It’s always been like that
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I'm not sure why these were nerfed either. The issue on the PTB wasn't that these addons were too strong (if anything they were too weak - why would you want increased speed or rush duration only on the first rush where you can't attack?) but rather that they were replacing the old effects of these addons which were cool and unique, even if they weren't very powerful. If they wanted to make these addons more appealing they could've just increased the ranges on both of the old effects rather than just replacing them with stat increases. Not only are the new effects uninteresting, they have very little benefit and won't see any use.
I just don't understand how these got nerfed and meanwhile Iridescent Blight Tag still exists and is completely overpowered.
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They just need more incentive not to slug, by allowing the player to switch back to Charlotte faster after downing a survivor. Any killer can slug, but Twins are encouraged to do it more than anyone else because of how inefficient it can be to go pick up and hook. The long 5 second cooldown after Victor downs a survivor doesn't deter slugging when you are forced to sit through it regardless of whether you slug or not. Keep the 5 second cooldown if the player intends to slug with Victor, but don’t force it upon them if they just want to pick up and hook (ie. let them switch back to Charlotte after like 1 second during the cooldown if they want to, so there is a bit more incentive to hook and it can be done a bit more efficiently).
The haste effect for Charlotte on the PTB didn't really do what it was supposed to do either. Haste in general (unless it's a super high value like Background Player) is not that good for map traversal most of the time. The time you save traveling the map is minimal compared to its strength as a chase tool. It did allow Charlotte to pick up a little faster if she wanted to, but it was far more useful if it was used for Charlotte to just chase other survivors instead (and thus continue slugging anyway, just in a different manner) since 10% speed in chase is a much bigger deal than 10% speed to cross the map. Even if you hit someone and lost the effect, you already got value from it at that point.
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@Peanits said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3703086#Comment_3703086
The unhook change has been removed, you'll be able to cancel an unhook like always. We're going to explore other options that don't affect normal gameplay.
Oh good. Thanks for the update on this.
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@BlightedDolphin said:
Overall this patch now feels kinda empty, but it’s better than releasing Twins in a broken state.
Shame we waited so long for Twins changes just for it to be some QoL changes but still better than the broken version, and it’s nice to see them listen and not go through with it.
Blight - glad that he didn’t get another compensation buff. Will have to wait and see how strong he is now.
DS - amazing. Glad they removed the animation. The perk is going to be great now and will see more use outside of top level play.
Ultimate Weapon - it will still have its uses but overall I think it’s a pretty bad perk now. The only killer I can see using this is Wesker due to his huge terror radius, otherwise it doesn’t seem great. Better than keeping its live version though so I guess it’s still a positive.
Glad they kept the Adrenaline changes. I think the perk is still going to be pretty good and think it was a good way to nerf it.Overall, seems like an okay patch. Nothing amazing, but still decent, especially for survivors. Although it is a little disappointing that this is all we get given how long it takes to get balance changes.
The terror radius doesn’t matter at all for UW anymore so it’s not any better on Wesker than the other killers. It’s just 32m around the locker regardless of killer. It’s actually usable on stealth killers now.
I agree it doesn’t seem good anymore though.
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@MaddieMage said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3703065#Comment_3703065
wait you still keep the endurance speed off hook but just don’t heal anymore? If that’s the case then I think it’s fine then but my understanding was that you now don’t heal or get the endurance off hook from it.
You’ll still get the endurance and speed from base BT, but you won’t get the adrenaline speedboost or heal. Basically, if you are on hook or being carried when the exits are powered, your Adrenaline is gone.
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They made the right decision to revert Twins. There was no fixing that broken rework.
Ultimate Weapon seems kinda bad now.
I’m disappointed they are reworking Soul Chemical and Summoning Stone, the old versions weren’t that strong but they were unique and fun. Now they are boring.
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Were there any generators that had progress? Pain Res doesn't waste tokens anymore like it used to if there is nowhere for it to be used.
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If you reduce the regression event limit to something lower than 8 I think it would start to affect normal games too often especially when using certain perks that contribute towards the total. It wouldn't just primarily affect 3-gen situations anymore.
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Way too easy to cancel endurance including base BT and OTR with this addon for sure. Should be reworked into something else
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I feel like the only reason Knockout still exists in its current form is because it isn't very popular. It IS a problem, but a problem that mostly gets overlooked because most killers don't use it.
I definitely think at the very least the aura-blocking component of it needs to be changed. The other effects aren't a big deal since they all only last for 15 seconds, but the aura-block is permanent.
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If the killer closed hatch and you haven't gotten the gens done then that means you've already failed to escape TWICE. You're not owed a free escape out of a door. The game should be in the killer's favor at that point. The only reason hatch should exist at all is to bring games to an end one way or another.
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- Billy heat dissipation and related addons - Yea these addons don’t really matter nor does heat dissipation in general usually. You can just quickly tap the chainsaw if needed to prevent heat from dissipating. These addons should be changed to something else.
- Bubba tantrum meter - I don't think this is really an issue, while it's not that impactful against camping, it is pretty much the only thing it matters for at all. If you accidentally fill up the tantrum meter while in chase then you are probably not using his chainsaw correctly. I think tantrums in general should be a little bit shorter though (or at least when hitting a wall).
- Wesker infection hindered effect - If you removed the hindered from infection then I feel like it'd be too easy for injured survivors to just ignore it since they don't care about the one-shot if they're already injured. While the infection will still reduce Wesker's power recharge time a little, it's not really much of a hindrance to that survivor specifically. I'd rather directly do something about its effectiveness for tunneling instead such as not allowing it to progress after getting unhooked until taking a conspicuous action.
- Skull Merchant drones being immediately recallable after a hack - I would say that at the moment drone hacking isn't rewarding enough for survivors and doesn't have enough drawbacks for the Skull Merchant. Ultimately though, my opinion is that this is just one component of how poorly designed Skull Merchant is in general. She needs a LOT of changes.
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Too many to list all of them but here's some:
Babysitter, Corrective Action, Cut Loose, Dance with Me, Friendly Competition, Poised, Potential Energy, Premonition, Self-Preservation, Spine Chill, both Teamwork perks, Technician
Bloodhound, Deathbound, Dying Light, Genetic Limits, Hex: Two Can Play, Hoarder, Leverage, Overwhelming Presence, Predator, Scourge Hook: Hangman's Trick, Septic Touch, Thanatophobia, Thwack
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I think it more goes the other way around, in that a killer's basekit should be taken into consideration when designing addons. Killers that already have very strong basekit abilities shouldn't have very strong addons.
That said, addons should not stand in the way of properly balancing a killer's basekit. For example in the case of Myers, if he is a really bad killer basekit (which he is) but shoots up to A tier with one addon, his basekit should be improved and the addon in question should be changed or reworked. It is fine to nerf or change addons if necessary in order to make proper changes to a killer, especially if the change involves incorporating part of the addon into the killer's basekit (not saying Tombstone should be basekit, this is just in general). If a basekit buff to a killer can't be justified because of certain powerful addons existing, those addons probably need to be changed.
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I started in March 2021, a little before Trickster release.
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Congratulations! Well done
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If they have a private profile and you can’t block them from their profile page, there is another way to do it. Go to your own profile and go to edit profile, then on that page you should see an option that says “Ignore List”, then you can type in a username and press OK. Sometimes it takes a few minutes to work after you do it though.
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Agreed!
The fact that it’s not visible to other survivors really diminishes its usefulness in solo queue games. The killer might be camping you and you’re almost able to unhook yourself but then other survivors stop it from filling by trying to make a save because they don’t know it was almost full.
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It’s not good, but ironically I think it’s better than what we have now. The current Hangman’s Trick is nearly worthless.
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The map length is too long. Overall area-wise it’s similar in size to other big maps, but unless I’m forgetting something I don’t think there is any map that is as long length-wise as Greenville is. And this doesn’t make for good gameplay on either side. The gen spread is also terrible.
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Well in that situation it sounds like you didn’t really have a choice since there wasn’t a hook available. Imo hooks breaking on sacrifice should be removed, since all it does most of the time is lead to situations like this. But it’s not on you to pick up a survivor if you know they’re unhookable.
As for slugging as a whole: The way I look at this is there are 2 different kinds of slugging: slugging for 4k at the end of the game (which I think should go), and slugging as a strategy to build pressure/for legitimate gameplay reasons (basically all other slugging that doesn’t fall into the category of slugging for 4k). Slugging for pressure isn’t a problem at all imo, except for Knockout - that perk needs to change.
With this in mind, the one change I would make is to just allow downed survivors to quickly bleed themselves out (ie. after 30 seconds or so) if there are only 1 or 2 survivors left. This fixes slugging for 4ks and in a situation like what happened in your match, the last survivor would’ve been able to end the game without waiting 4 minutes or crawling to a hook which could’ve taken even longer. I would also change killer adept requirement to 3k instead of 4k so adepts don’t become way more difficult with this change.
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@squbax said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3698885#Comment_3698885
Tbf unforeseen its the only stealth perk that actually is usefull aside from plaything, so the much wanted nerf to it will leave killer with only one good stealth perk, which I am sure would be ok for most survivors, but killers will replace that slot for more boring slowdown which decreases match quality a lot.
I wouldn't say it's the only good stealth perk, Trail of Torment is pretty good now too after the buff.
I'll agree some of the other stealth perks are a little lackluster though (and Beast of Prey is just garbage).
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@Nebula said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3698885#Comment_3698885
Agreed. Unforeseen is an overtuned perk IMO. Feels like a perk that screws over solo queue players more than anything. Especially strong on Insta-down killers
Yeah. I thought it was fine on the PTB but I think that’s because during the PTB I was expecting to see it most matches so I looked out for it more. Now that it's on live servers and not as predictable I think it's a little overtuned, but it can probably be fixed with just number changes.
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I have no opposition to removing map offerings.
While losing Scratched Mirror Myers would be a downside since he's not playable on anything other than an indoor map, I'll gladly give that up in order to get map offerings out of the game. They simply provide too much of an advantage to the side that uses them. While making certain maps more balanced would help, I don't think it would eliminate the issue entirely. Even if a given map is overall balanced across several matches, it can still give significant advantages to players using certain killers or certain builds on both sides.
It feels awful knowing you are at a severe disadvantage due to a map offering before the game has even started and they are easily more impactful than any other offering either side has available.
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Ghostface remains undetectable after marking a survivor, and the marked survivor still won't be able to hear his terror radius or see his red stain. If another survivor reveals Ghostface (or if he gets stunned or misses an attack), then he will lose his undetectable status and all survivors (including the marked survivor) will then be able to hear his terror radius and see his red stain.
Olsen's Journal is fairly redundant in a lot of cases since Ghostface will still be undetectable a lot of the time, and ideally in most cases you don't want to mark a survivor if you can't end up downing them quickly. But if you do mark someone and end up not downing them, then this addon can force them to play a bit more cautious for a little while.
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@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3698530#Comment_3698530
nope, no changes have been made to MMR. We adjusted the soft cap back in October / November time and nothing has been adjusted since that time.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3698546#Comment_3698546
I'd actually agree with a lot of this, The Unknown is a pretty strong killer but not the easiest to master - Otz was doing pretty well with it even on the PTB however, it seems to be a killer that he's particularly good with.
Exactly this. Unknown is a good killer, just not easy to do well with and that's okay! After the PTB changes they're in a pretty good state imo.
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Background Player just needs to be reverted.
I would not be opposed to doing something about Flashbangs working while facing a wall either.
Flashlight saves are fine though
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I don’t think it’s a problem with Wesker, it’s a problem with Unforeseen in general. It lasts too long and cooldown is too short so it’s overall active too often. It’s also more difficult for survivors to recognize than most other stealth perks.
Giving Wesker a lullaby would be unnecessary imo.
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Nemesis infection and Unknown's weakened aren't comparable at all. Weakened can be quickly removed just by looking at the killer long enough and can be applied, removed, and reapplied several times throughout the match.
Nemesis infection requires a special item to cure (and there is only a limited supply of vaccines) and essentially is intended to act as a third health state to balance the whip, so it giving the survivor a speedboost is fair considering its more permanent nature.
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@RaSavage42 said:
I mean… having up to 3 Gens start regressing (plus facing a difficult skillcheck if a Survivor(s) are on a Gen… causes a lot of pressure so 45 seconds may be to short of a cooldown
Thrilling Tremors lasts for 16 seconds then goes on a 60 second cooldown… maybe lowering the cooldown might work increasing it's usage
By the way does Oppression use 1 of the 8 Gen regressions???
Oppression counts as 1 regression event on the generator you kick. It does not count as a regression event for the other 3 generators it affects (regardless of whether it leads to regression or a skill check).
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I would change Oppression to 60 seconds and Thrilling Tremors to 40
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The healthiest version of this addon we’ve had was the original version with instadowns.
I’m not upset it got changed considering it was powerful and Blight is an S tier killer, but it was still far more fair than infinite rushes or the current version of the addon.
The current version might be okay if they dropped it to 2 rushes instead of 3. At the very least, there needs to be a reason to not run both of the iridescent addons to effectively only get 1 downside instead of 2 (since they have the same downside currently). But even on its own the current Iri Tag is completely overpowered and ridiculous.
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Definitely doesn’t need a buff. It’s still an incredibly strong perk
