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HexPectoPatronum

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  • I live next to Frankfurt and have been dealing with high ping players for 10 years now… it's so frustrating and unfair because in DbD living close to a server actually puts you in disadvantage. Usually you would expect the exact opposite …

    By far the largest player base in Europe seems to come from Russia and the surrounding regions and the most of them connect to Frankfurt. And I keep getting hits from killers when vaulting a window on MacMillan while they're being on Coldwind Farm (Kappa).

    It's an absolute joke that the world's largest country isn't getting its own server.

  • Vigil was too strong (not OP) but instead of reworking it, they just nerf it to the ground and now we have another dead perk next to multiple others on both sides. I don't get it.

  • @tjt85 said:

    Personally, I really dislike the map showcases. They're not a good enough reason to split the queues and they make the match-making for the regular mode much, much worse imo.

    I would honestly rather they brought back the old map offerings than see regular map showcases become a thing (and I hated map offerings with a passion).

    You're confusing the map showcase with 2v8, Chaos Shuffle etc. Queuing into the map showcase is like playing with crossplay off. There is hardly someone playing.

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

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

  • @Rokku_Rorru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4111920#Comment_4111920

    I agree the combo is very strong, but maybe it's time we need to nerf the nurse honestly, she is the problem.

    You misunderstood me. It didn't matter what killer I faced. That combo works on every killer. I just wanted to tell what I experienced by myself.

  • @NeverSolus said:

    I don't think this is all that problematic. Partially because it's always the furthest survivor. Oblivious isn't that awful a status to be cycling that often - it's actually pretty easy to get huge spans of undetectable and/or oblivious. Trail of Torment, by example, can last a very long time and can be cycled endlessly.

    This won't keep a single survivor endlessly oblivious, but will cycle it and leave a survivor (cycling) oblivious in increments. I don't think this is an issue, but it is a strong synergy admittedly as I have run it.

    The reason I don't find it to be an issue is, that's 50% of your perk slots locked up for constant oblivious and triggered aura read. I could have gotten similar, if not better results by running Trail of Torment and Deerstalker, or a number of other combinations. Again, **is it strong**? Sure. But I don't know that it's 50% of your perks strong in a meta where Killers tend to run three to four slowdown perks to limit generator speed. If we want them to stop running four gen slowdown, we're going to need synergy combos like this to lure them away from the practice.

    Admittedly I prefer [Lethal Pursuer] [Deerstalker] [Nurses Calling] [Trail of Torment] as a combo I often use, as obsession can be tricky. I run an obsession build with [Nemesis] and it performs at strong value for me, but I won't be changing out any of the perks in that build for Celestial Witness as I get equal of not greater results already from that build. The build in question being [Nemesis] [Furtive Chase] [Friend's 'Til the End] [Play With Your Food].

    I get your point but Trail of Torment is counterable, this combo isn't. You can get closer to the killer but then one of your mates will become the Obsession and Oblivious for 60 seconds, not really a difference. I had a recent match against a Nurse who played these perks and I was literally oblivious 70 % of the match. The problem is not the combo itself, but that it triggers too often.

  • @Wezqu said:

    Maybe you should report it to the betahub bug reports so it might get fixed at some point as it does not seem to be reported at all.

    https://app.betahub.io/projects/pr-5642738318

    I don't think it's a bug. I'm pretty sure it's intended or they just don't know about it. And thanks, but no, I won't sign for a 3rd party website to report a bug. I don't support the decision to outsource the bug reporting system and criticized it when it was made.

  • @sp1nu_ said:

    Now that we have Five Moves Ahead, it only makes sense to rework Windows of Opportunity. Perks doing the exact same thing with a few extra steps, is ridiculous.

    Change its name if you have to. I still wish the pallet aura side of Five Moves Ahead was a toggle… or just didn't exist period. Windows is the ultimate, turn your brain off, run to yellow and pre-drop, perk. Paired with Lithe it is effectively as brain dead as survivor gets. Do you know how it feels to see a survivor run to yellow, not looking back, dropping a pallet and then vaulting a window skipping off into the distance? At least with Sprint Burst you have to time it and it doesn't feel as brain dead.

    Nothing irks me more than Windows/Lithe combo and I think we have come far enough to warrant gutting this combo.

    ….and I'm a survivor main... The "but windows is an info perk" means nothing. It's time to force the player-base to use their brains, and knowledge to memorise pallet spawns based on RNG. I can do it, there's nothing stopping other players from doing it. Let's move away from the game-plays-itself stuff. (would be nice on both sides if you forced us to use our brains a little more) :D

    Truly feels disgusting versing Lithe/Windows players though. 0 thoughts, just yellow. Please nerf/rework… and lets stop making perks do the same thing please.

    No, it's not the same. Five Moves Ahead has a 30 second cooldown and you only see the closest 5 pallets and windows when not on CD. Windows of Opportunity is permanently active and you see all pallets and windows within 32 metres. If I want to see pallet / window auras, I would always prefer Windows over Five Moves Ahead.

    People usually play Five Moves Ahead because you can move 50 % faster after dropping a pallet which is pretty good against range killer's like Huntress, Jason, Deathslinger etc.

  • @latos said:

    Developers, I'm asking you to add new skins for the leather face. There are only 2 skins for it, which are not the best, and I would like to see new and beautiful skins for this character.

    You do know that Leatherface is a licensed character from Texas Chainsaw Massacre? They can't just "add new skins" if the license holders don't allow it.

  • @LordHeXaGoN said:

    https://forums.bhvr.com/dead-by-daylight/discussion/465953/the-fast-track-hyperfocus-stake-out-meta-is-getting-out-of-hands

    They are thinking about FT.
    Mandy said that PTB version wont go live. So they now thinking about activation conditions to keep the same effect.

    I dont think FT effect is OP, its OP because anyone can bring it and get FREE value from a killer just hookin' .
    Which is design flaw/

    Yeah, that's definitely a design flaw. You as killer get punished for downing and hooking survivors who use Fast Track. BHVR logic in a nutshell. You should never get buffs from a bad performance. I understand the concerns regarding beginners who need these buffs so that they don't struggle that much, but it's unhealthy for the rest of the game.

  • @Icaurs said:

    Fast track is a bad perk.

    I don't how people struggle to understand this.

    Also this combo has existed for years and has never been an issue. It's just a bunch of people (low skilled kilkers) throwing tantrums because because thus what people are crying about this week.

    It's already being uses less as people return to meta perks.

    Fast Track was a bad perk. Right now, it's so strong that everybody plays it. Check your lobbies. At least they're going to nerf it in the next patch. Btw.: It's the only perk they tweaked in today's PTB and there is a reason for that.

    This combo has been an issue since they released Hyperfocus in the current state. But most people didn't know how well it works with Stake Out and a stacked toolbox. Therefore, this combo has always been under the radar. But with the recent buffing of Fast Track and content creators talking about it, like you said, it went full meta.

  • @Yoshirama said:

    He's just so boring and not fun to face. Can stalk to fast, delete every pallet, charge a second of his power to down you quickly. Just a dash killer with no personality and no skill to play.

    He used to be my main, now I despite him.

    I didn't want to speak it out loud, but apparently I'm not the only one who thinks that way :D

    I miss the old Myers. He was way more lore accurate and more fun to play and to play against. I never saw a huge problem in the Tombstone addons. If you're not close to a pallet or a window you're usually dead. Meanwhile a Bubba for example has to recharge his chainsaw first and it hasn't a Coup de Grace lunge as basekit …

  • It is the new RPD but worse. Press "W + Shift" and you win as survivor. Hardly any options to shortcut someone, too many god pallets. Visually nice, but the lights are too dazzling.

  • @Philscooper said:

    https://forums.bhvr.com/dead-by-daylight/discussion/464444/my-problems-with-wishes-for-2v8

    looks inside the post : claims they both play both sides.
    its all just survivor nerfs….is dissapointed.

    1. this mode will always be survivor sided,
    as long as you make people 10x more interested and drawn to killer than you survivor, this isnt a bias, the ratio is 4 to 1 or 8 to 2. you need 4x more incentives to play survivor than killer, not the other way around.

    this will never get fixed unless people advocate for better content incentivses to play survivor, not just for survivor mains, but for killer aswel. otherwise if you do get what you want, everyone would jump into the killer queues and never bother to play survivor, increasing the queues to 60+ mins.

    this mode constantly needing 300-400% bp bonus to even sustain itself is proof enough that the mode cant handle without its survivors. which is what you are going to do with these changes.

    2. the gen "problem" Has been already adressed by killing off guide,
    the class made for gens for any gen rushing potetional it had by making it a troll class for wiretap and blastmine,
    now the worst class in the game by wide margain.
    and now also have another new class that incentivises people to throw the game more and further for flashlights saves,
    as if you dont have enough people, already ignored the objective.

    you got enough pressure and slowdown, from these changes, and if anything,

    low tier killers like chucky and ghostface need cooldown reductions.
    those killer who barely can keep up with the pallets
    not a wide-basekit buff to killer that doesnt need it, like blight, spirit/oni and nurse. dominating the meta.

    3. the mode needs to stay casual,
    not competitive where everyone needs to aim for the wins. thats not what the mode is for.
    which is why increasing the gens to 10 and reducing pallet spawns, make no sense.
    in balance, maybe this would be possibility, but the mode is casual and doesnt take balance not too seriously.

    4. Escapist is annoying, not overpowered.
    i agree, the on demand sprint-burst makes no sense to rework or to be added.
    but thats all the changes it needs. its what the class is designed for, for loopers and getting chased.
    its annoying to always have the survivors sprint away the moment you start the chase,
    but thats more of a killer balance problem for low tiers and maybe a class limit of 2. than a "escapist is op" problem.

    5. the obvious bias to one side.
    its clear that these changes only target survivors.
    the side that lack the most players as i said on the first point.
    and i have already said why the mode is most likely the way it is. due to points of #3 and #1.

    this doesnt mean you dont play enough survivor,
    but you either dont understand the gamemode or the survivor side enough,
    to really understand, why these changes are not warranted or why these changes will not happen.

    if you still dont understand it, ill make it a 1v4 killer comparasion to hopefully understand the frustration of,
    constantly reading "nerf survivor 2v8"

    i play both sides,
    but we dont have enough killers playing a variety of killers.
    so ill suggest this :
    so lets just nerf the low-tiers because those are the "more annoying" killers to face.
    y'know, the player variety that lacks most players for the killer side?.

    i hope this feedback understands why these changes are counter-productive and harm the gamemode more than it does good.

    thank you and have a nice day.

    Damn, what a text. Thanks for your detailed opinion.

    Trust me, I thought about it for a long time and these are the 3 things that bother me the most about 2v8. I've also thought about things on the survivor side that bother me, but I came to the conclusion that I feel fine with it overall. Survivor is pretty easy in 2v8 - at least for me - I have a higher escape rate than in 1v4. And you won't believe it but I would call myself a survivor main. I usually play survivor / killer in a ratio of 75 to 25 %, in 2v8 it is 66,66 to 33,33 %.

    There is no certain killer which is problematic in 2v8, some are strong (Nurse, Blight, Billy for example) and some are weak (Deathslinger, Trapper, Ghost Face for example). If we talk about powers you have to consider it in relation to entire DbD.

    I don't see it as pessimistically as you do and I am not afraid that 2v8 will lose many players if BHVR do these changes. I'm okay with 2v8 staying survivor sided but it would be closer to being balanced. The new option "Play as survivor while waiting for a killer match" helped a lot imo.

    "Guide" has already been bad before. The nerf was unnecessary, that's true, but it has never been a problem.

    And I don't see "Torchbearer" as a problem. It is my favorite role to go right now besides Scout and I only go for flashlight saves if my downed mates are close to me. Of course, there always will be some people who follow the killers and try to flashlight save every survivor but these people are rare in 2v8. Many people are far too inexperienced with flashlights or flashbangs, so they chose other roles.

    The "8 gens situation" often forces me to be competitive and not staying casual, even though I'd like to. You should read my second comment on this post.

    I don't want to have reduced pallet spawns overall, just on certain maps like Red Forest, Greenville or Shattered Square. These maps (just talking about the 2v8 versions) have way more pallet spawns than the rest. Map balancing is one of the biggest issues in DbD, more than killer or survivor balancing imo. A map with strong loops, tiles and pallets can make weak survivors unkillable, meanwhile survivors have hardly a chance against two stealth killers like Wraith and Ghost Face on Treatment for example.

    About Escapist: Even killers like Nurse, Blight, Oni etc. can struggle with this role because they can't "fake" a lunge when they use their power and Escapist lets you easily dodge it.

    To your last point: Wdym with "so lets just nerf the low-tiers"? Is this sarcasm towards the devs? Or did you actually mean "buff the low-tiers"?

  • @jesterkind said:

    I've always thought the comparatively fewer gens is because of the same basic principle of the main game, where killers playing well slows the game down pretty heavily.

    It's hypothetically possible, and even quite realistically achievable, for two killers to occupy six survivors between them, leaving only two to do generators. Killer macro pressure doubles with two killers on the field, so it makes sense that the macro requirements for survivor don't go up by as much since that could end up really lopsided in favour of killer.

    Not that super strict balance is a requirement for the goofy party mode, but still. Balance matters a little so I think this particular facet is pretty reasonable, personally.

    You do some 8ks but it's harder than doing 4ks in 1v4. It depends on the killer you chose, your partner, the coordination of the survivors and the map. Sometimes even your best performance is not good enough because of the circumstances (but that is an overall problem in DbD). Of course, it's not always about winning (especially not in 2v8), but if they gens get done too fast, there is not much fun left.

  • @SoGo said:

    Counterpoint: 3-gens are very common, and with even a bit of speed and coordination you can completely halt all progress.

    There are no 3-gens in 2v8, only 5-gens at the end and you need a lot of luck to get the last 5 gens close to each other. And I don't want to pressure gens that much as I do in 1v4 (because I have the perks to do so there). In 2v8, I focus more on nice chases and when I play Huntress I go for snipes on 8 survivors while playing Enforcer which is a lot of fun. But the matches are over way too fast and you can't just say "then move on to the next one", when you have to wait 20-25 minutes for a lobby as killer.

  • It's the end of November. I posted this one in September and the bug itself is even older. And it's still in the game … devs, are you there?

  • @SoGo said:

    Not daily, that was required for the rift itself.

    But you were required to pour a large amount of hours into them, for half of the reward they gave initially.

    You misunderstood me. That was meant to be overstated to make a point. "If you don't play every day" means "if you don't play multiple hours within the given time".

  • @Mandy said:

    Whilst I like the idea of giving people rewards (I'm a big softy and want people to have all the things!), I think part of the problem would then be the quality of the replies to the surveys, I can imagine people would just randomly click any box to fill in the answer without really paying attention or caring about what they are choosing.

    Okay, good point :D

  • @Memesis said:

    A lot of people don't like change, but these are really healthy changes. Please don't let killer and especially streamer bias stop these changes from going through.

    Most people don't seem to understand that if a survivor dies early at 3, 4, or especially 5 gens, the game is over. Now, there actually will be a chance for the remaining players to still experience a full, fair match and possibly win.

    We will also have a pleasant side effect of normalizing killer and survivor queue time.

    This will indeed help with new player retention, please keep these changes!!!

    We'll get through the weeds of rebalancing killers, perks, what have you after these quality-of-life changes are made for survivors!

    Also, not crazy about the changes to Myers. I would have left him the way he is.

    And what about "fair matches" for killers? When I play the nice guy, I get gen rushed and teabagged at the exit gate. Instead of punishing tunneling and slugging, the devs should rather address the causes. Often, you have no other option. Gen speed, unbalanced maps, SWFs etc. often force you to tunnel, camp or slug. And there are now more countermeasures than ever before. When the killer tunnels and camps, do gens and tank hits (but don't tank yourself to death) or use anti-tunnel and anti-camp perks. When the killer slugs, use Unbreakable etc. or be smarter and prevent it.

  • @UnicornMedal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3989141#Comment_3989141

    You should be escaping more by design. But that doesn't mean it's Survivor-sided just because it's closer to a 50/50. In my trials, I've been escaping less than 1v4 ironically. ~4 escapes across 18 trials, with only 2 of those being a real close match that felt engaging.

    I just find it easier to escape from 2v8 in soloQ than from 1v4 in soloQ, and I mostly play DbD alone (two of my friends have stopped playing). In 1v4, the game is over if at least 3 survivors are down. In 2v8, there are still 7 other survivors who can prevent a loss. And as I said before: They doubled every pallet and every tile in 2v8, plus 8 survivors have to repair 8 gens instead of 10. What have they given to killers besides Enforcer (aura reading), Shadow (undetectable), Brute (pretty useless) and Fearmonger (movement speed)?

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3989138#Comment_3989138

    In 2v8, survivors have to deal with literally impossible chases, that happen when both killers target the same survivor.

    So it should be fine for survivors to also get unfair stuff, especially when the killer queue times are 25+ minutes.

    I mean, is it really unfair, or is it just part of a 2v8 mode? Meanwhile, Escapist is a special feature / role they added to the mode to replace perks. And how often do you really get both killers targeting you at the same time? Usually maybe once per match. When I play killer in 2v8, I usually go for solo chases and only join a chase drive-by, if my partner is nearby. I don't see another role in this mode (on both sides) being that impactful than Escapist.

  • @UnicornMedal said:

    Survivors are very much killable in my trials (and that's an understatement), regardless of what they bring. But also like @WolfePhD mentioned, the mode could use more Survivor appeal to help queue times. As long as Killers are able to duo, I don't see a lot that would really make them not want to queue up at all.

    I overdramatized a bit to make a point. Of course, they're killable. But considering the number of pallets and tiles (they've literally doubled every pallet and tile on the maps - every possible pallet spawn has a pallet) and the fact, that survivors "only" have to repair 8 gens instead of 10 (everything has been doubled except the gens), the Escapist thing is just the icing on the cake. 2v8 has already been pretty survivor sided (I escape a lot more than in 1v4), so the survivors didn't need another huge "buff".

  • @WolfePhD said:

    I personally disagree with you, but I wish I could be on the same page as you. Queue times for the 2v8 game mode remain a significant problem for the developers to tackle. There stands a good reason for the Survivor gameplay experience to have "wild" and "crazy" elements to draw attention to the game mode. Estimated queue times have reached over 20 minutes!

    That's a bad argument, sorry. You can't solve the queue times problem by bringing something so unbalanced into the game because it allows "wild and crazy elements for the survivor gameplay experience", while it's damn unhealthy for the killer gameplay experience (and I'm survivor main - about 70 % survivor / 30 % killer). The average queue times for killers are even 25-30 minutes and I'm usually able to play 2 or 3 survivor matches between 2 killer matches.

  • They shouldn't remove them completely but nerf them.

    The CD is ridiculous, you can spam it multiple times every match. At least you should fulfill a special condition to refill it (opening / rummaging a chest or something for example). If you limit it to one use per match it will be another dead item like keys, maps and crackers have been (or still are). Or you have to refill them like you craft a Flashbang: by reparing a gen for 40 % and crafting it in a locker.

    I used the vials a few matches now combined with Head On, Quick & Quiet and Iron Will. The killers had hardly a chance and I easily escaped or even let my mates disappear. I think scratch marks should stay visible.

  • @TimberGoingDown said:

    Lol no. If I have to wait 2 minutes or push survivors out, you can wait for me to find the last survivor.

    There are only two legit reasons that make you slug the 3rd survivor as killer to find the 4th and these are: 1.) You're doing a quest that requires a 4k or 2.) You're doing the adept achievement of a specific killer. In all other scenarios you don't need the "physical 4k", because hatch escape is like a 4k. The hatch mechanic is 100 % based on RNG unless someone used an offering.

    So, slugging the 3rd survivor and then searching for the 4th in general is pathetic and toxic, except the 4th survivor is close and it's obvious for everyone where they are (because of grunts of pain, pools of blood, scratch marks, aura reading etc.). But if you do so, you're not better than these survivors you have to push out.

  • @Valimure said:

    He also has no cooldown where he's slowed after throwing it, whereas Anna does. In fact, he actually gets faster after throwing it.

    He also doesn't have to spend time reloading, and he has one of the fastest cross-map traversal teleports in the game.

    Don't think he needs any buffs; he's honestly one of the more balanced killers on release we've had in awhile.

    That's not true, they both have a cooldown of 2 seconds according to DbD wiki and I noticed the same when I played him. Yeah, he doesn't have to reload but he only has one axe, while Anna has 7 hatchets. It balances out. I give you the map mobility, but that hasn't been the point of my post. It's not about making Springtrap and Huntress both equally strong, it's about a little buff for Springtrap. The rest is fine.

  • @Altan said:

    Ah yes, the knight really needed to get more distance and setup speed on his guards. He really wasn't toxic enough already leaving guard to camp hook every time while chasing someone else.

    Didn't you know that a chasing guard disappears when you start the unhook animation?

  • @YayC said:

    Why is Deja getting a buff lol. You said you were going to nerf it once you addressed the 3 gen situation back when you initially buffed it, never nerfed it and now it's getting a buff lmao

    Where do you read something about a buff? It only says "Updated Déjà Vu".

  • @brysoles said:

    There should be more achievements like this one in my opinion. Achievements should be awarded for challenges or specific play. 99% of DBD achievements are easy as hell and achievements for doing literally nothing special. It’s okay if one takes time to get, no need to get them all an hour after release…

    I totally get your point, but as I said, there shouldn't be any quests or achievements where you're dependent on the other side's mistakes and can't influence them yourself. For example, I liked the achievement where you have to open 20 exit gates on RPD. It can take quite a while, but whether you do it quickly or not is entirely up to you. Or the Evil Within' achievement for Myers, which required to tombstone 4 survivors in a single match. That must have been the most intense achievement so far, aside from the 20 long-range shots (was it 20?) with Huntress.

  • I know it's not the most heroic way and a bit pathetic, but I farmed the achievement in 3 matches of the Twisted Masquerade event with the help of the survivors and ended up letting them all escape. I was only able to interrupt 2 survivors in all my previous matches playing the normal way (far from 15 times).

  • @PolarBear said:

    This achievement seems so odd. It requires that a survivor makes a huge mistake and travels through the security office while the killer is unoccupied. I haven't got a single grab yet and have even started to throw some matches hoping to grind for the achievement. This should definitely be changed or at least reduce the amount significantly.

    Yeah, I hate quests or achievements where you are dependent on the other side's mistakes and you can't influence them yourself.

  • @HolyDarky said:

    Next, midchapter (PTB on April 15th) the developers will test the new quest system which replaces the daily rituals with new easier and simpler quests - at least according to the developers stream and the few screenshot they shared. So, I think a daily like this will get a good tweak.

    But yes, this daily sucks, especially in SoloQ. The only time it makes me happy is when 2v8 happens.

    Yeah, I know, but I hope this ritual won't have a comeback in the new system xD

  • Since I'm playing the Blood Moon event (yesterday at release) I wasn't able to gain one single pip (I'm currently on Iri IV) because I usually get Lightbringer on silver at maximum…

  • Yeah, it's like the old Scamper from Chucky. You drop or vault a pallet, he grabs you behind it, pulls himself over it and you're not even able to loop the pallet one more time because he hardly has cooldown / instantly can M1 you after that.

  • @ReverseVelocity said:

    Sounds pretty busted.

    Cut Loose doesn't need a full rework, it needs numbers changes.

    Yeah, that sounds busted.

    But he was right to say that Cut Loose needs a rework. The perk is 100 % trash. There is no situation I would pick it over Quick & Quiet and even that is a niche perk.

  • @kh4rn said:

    he is overpowered in 2v8 and it s totally unfun to play against…

    LOL, he's not. They balanced him pretty well in 2v8. At first I thought we will get a Legion running around, farming Frency and oneshots but that's not the reality. Sounds more like a skill issue to me, sorry. I can understand if you don't like to play against him, but he's definitely far from OP.

  • Yep, happened to me as well while playing as Wesker. I grabbed a Dwight with Uroboros and he and myself were stuck for the rest of the game. Couldn't cage him, couldn't drop him, couldn't interact with anything. Only basic attacks worked. Other survivors couldn't stun or blind me. And after the endgame timer was finished we both and my partner, a Nemesis, couldn't leave the match. We had to quit …