Floofzy_Kitten
Floofzy_Kitten
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- Floofzy_Kitten
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I had this happen to me too
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Still not fixed, tried again on PC.
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@sizzlingmario4 said:
If you were hit during the DH animation and still downed/exhausted on the floor, that's because the animation lasts longer than the actual endurance. It seems like they left the 1 second animation it had on the PTB and didn't account for the fact that they nerfed it to 0.5 seconds. So the perk is actually only active for the first half of the animation.
This is intended. This was to eliminate Dead Harding for distance. With the PTB Dead Hard you could still DH for distance if you timed it perfectly because there was no time between the Endurance ending and you being actionable. They basically gave DH endlag, which it always should have had.
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A lot of perk names are censored for some reason
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@legacycolt said:
It happens quite often that you get stuck in place while running.
Very important fix in my opinion.
I also would like to add, that if you are doing any kind of action during a rubber band there is a chance you can get stuck in it permanently or be locked out of it for the rest of the match. If you have a charge and hold power as a killer, and you rubber band, you can literally be locked out of your power for the rest of the match. I've even been stunned, kicked gens and broken down walls and my power still did not come back.
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I have had this happen to me multiple times as well. Sometimes when trying to fix it (everyone unreadying and readying again) the game suddenly kicks the people who were affected by it. It always happens after a match ends and I've never seen the bug occur when we are all first in the lobby.
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@tolore said:
Oh really? I though tit was if you didn't tap gens/totems, learn something new every day.
You can even stay in a locker and crows won't appear as long as you exit the locker every 55 seconds or so. I had a game held hostage in Midwich where both survivors were hiding in lockers for 10+ minutes. No one got crows, because both were exiting lockers or changing their hiding place. You can say it's my fault, but Midwich easily has 30 or more lockers spread between two floors, and survivors can easily change their hiding place to a set of lockers you've just checked, as checking lockers takes a long time.
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I have the same issue, but it isn't always consistent. Maybe it has something to do with a background process closing slowly.
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The same is true for me. I am colourblind and that map is unplayable even with colourblind settings on. For Killer I constantly have survivors break out because I can't see hook auras, I have no idea where gens are, once the gens are done I can't see the exit gate auras. BBQ and Chilli is useless on that map along with any other aura reading. And all while this is happening survivors are t-bagging, taunting me in endgame chat. It feels like I am being bullied because I'm colourblind and can't even play on that goddamn map properly and everyone is burning map offerings for it.
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@Saviorace said:
Are you sure they're not running iron will?
Iron Will does not cover your "downed on ground" sounds, you can test it yourself. And no, Iron Will was never supposed to cover that. And to your other frankly stupid comment, survivors are supposed to make noise on the ground so you can locate them.
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@ClownIsUnderrated said:
I mean this isn't even really a big at this point, this is more so now a feature to the game.
It's just baffling how so many minor bugs are fixed each patch but a major one which has been known for over a year has not been fixed. If a survivor crawls into some random bush on Dead Dawg Saloon to take game hostage you will never find them unless you check every bush.
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@Lexilogo said:
I do actually agree a "dead on 1st hook" situation should result in a safety, and probably extra Bloodpoints too, to incentivise people staying instead of suiciding and to ensure that if your team really is refusing to save you/you're victim to a basement bubba, the game doesn't throw you under the bus for it.
Though, and I don't mean to make this a whataboutism, I'd also like it if getting a 4K too early didn't result in ENTITY DISPLEASED either.
I think it's important to talk about things the good idea of the emblem system could achieve that it currently doesn't. I think the last bit of your comment would take some more creative thinking to resolve. However for my idea, the game already has a system in place that punishes camping and not saving so it would be extending from the idea of "these players should be punished" to "the victim of these players also shouldn't be punished".
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"Widely considered one of the worst killers" doesn't mean a killer is strictly bad, there will always be that killer that is the worst. The only killer I can think of being worse than Clown are three others. Myers, Doctor, Pig and Clown are the four killers that are interchangeably considered "the worst".
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The biggest problem to me is getting exhausted on the ground with Dead Hard. There should be some kind of rollback system for when the game realises you have used Dead Hard and are exhausted and got hit. This isn't a small bug either, as whether your Dead Hard actually works properly or not can determine a game. Right now using Dead Hard skillfully (i.e. on reaction) is punished heavily when skillful use of an ability should be rewarded. Even players with good ping end up getting exhausted from the ground, there are countless annals of video evidence.
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Every time the non-undying hex is cleansed, it drops a tier. Example: Someone cleanses Hex: Ruin III, and it drops to Hex: Ruin II when it revives. When Hex: Ruin Tier I is cleansed, it can no longer be revived.
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A sort of Anti-Thanatophobia:
Beacon of Hope
Knowing you aren't alone in this fills you with hope. Every time a survivor is healed from Injured to Healthy by another survivor a marker appears at their location and gain a 15% action haste to repairing, healing, sabotaging and vaulting for 10/15/20 seconds.
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@Milo said:
The totem cleansing quests encourage survivors to run around cleansing dull totemsAnd thus removing NOED (and other hex perks) while doing so.
An example of this is the quest that requires you to complete a generator in a killers terror radiusAnd with this I agree. Some of these challenges require unnecessery risks (see that one Dwight "be close but not in the chase" challenge). HOWEVER:
Instead of a quest that counts all totems cleansed, how about one that requires less totems but it only counts hex totems? Instead of a quest revolving around completing a generator next to a killer, how about one where you have to complete a generator after being chased off it by the killer?How are these better? 1st one requires the killers to run hex perks (I know the whole undying+ruin is a thing but not everyone runs it) which is something you can't really control. And with randoms is even more annoying.
2nd one promotes doing exactly what you said in why these challenges suck, but more.
You have a good point that there is a really common and strong perk that requires dull totems to be cleansed, but most of the time NOED only results in one kill against good survivors that are not trying to play altruistically. There's a reason why good killers don't run NOED as often as other perks and that NOED dramatically drops off in usage in higher ranks.
For my second example, I don't think it encourages unnecessery risk too much as patrolling generators is what a killer is supposed to do. If a killer isn't chasing survivors off gens, they will lose the game hard. Completing a gen in a killer's terror radius is quite difficult to come by naturally so it encourages putting yourself in that position, but unless you are a super immersive player who is always blending, at some point during the game you will be chased off of a generator. This can be abused, you're right, but it's a better alternative to the other one which heavily encourages bad play.