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  • I am pleading the Devs. Plz. Give Trappy some love.

  • I'm worried about what will happen with the big graphics overhaul… I know models can look super detailed if ran through certain engines, so maybe that'll be how they get around the whole license snafu.

  • @DavidByDaylight said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4108470#Comment_4108470

    Bots are as bad as afk players, I'd rather gg go next instead of giving me false hope.

    A game shouldn't be just thrown away by one player refusing to participate. Not everyone shares your view of just giving up. In general, the best case scenario is that if someone refuses to participate THEY are booted and a new teammate is created in their stead. Even if it's a bot, the new changes to them will make the game less unfair in that regards.

  • @Wezqu said:

    Its them wanting to get 4k. They also got themselves into that situation nobody else. So instead blaming survivor not giving them it easy they should maybe think if the 4k is worth the time they waste searching for the last. I rather be playing another match than do that as I see it as waste of time.

    Exactly! I just wish everyone was upfront about these things. It's such a waste of time.

  • He has far too much with no drawbacks. His Omnipresent Evil has no time limit, a ridiculously short cooldown, an automatic Haste that completely removes the drawback of a ranged killer, an auto-Hook grab when he hooks a survivor (Makes no sense), A projectile that has insanely easy reload and can auto respawn at the drop of a hat with his OE, Anti-stealth and slowdown, Mobility with a teleport, extra teleport spawns that grant earlier mentioned detection
    It's just too much all at once with waaaay too little counterplay. He is genuinely guaranteed a hit with nearly every teleport if a Survivor does not leave their objective it's just ridiculous.

  • Diminishing returns already existed in DBD before the transparency, it just wasn't so emphasized nor was it as effective in reduction, but it was still very much in the game as can be seen by the way perks interacted with the actual number values.
    With these changes it pushes Killers and Survivors to be more efficient with their choices instead of putting all their bread in one basket so to speak, and actually reduces (But not entirely removes) the effectiveness of niche playstyles on specific killers or survivors running insane builds that could take advantage of multiple stacks of an effect.
    It's actually a good thing, as it allows the devs to release stronger standalone perks without worrying about them becoming OP when combined with others.

  • @JPLongstreet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/468084/reporting-a-player-that-has-dcd-abandoned

    I believe when you in-game report a trial all players are visible to the devs, even if they're using Anonymous Mode or replaced by a bot. It's just that the players cannot see their names any more.

    Yeah, the problem is if they bot themselves then it can be hard to know who to report unfortunately if there's two of one survivor for instance or shared names etc. It's pretty aggravating.

  • @zufield said:

    Also, destroying a trap permanently is a DEFINITE no. We had that at one point and it made playing Trapper miserable.

    I wrote in the description:

    Bear Traps Destroyed by a Disabling Tool are immediately returned to The Trapper's Inventory.

    I don't mean to be rude, but in "Returned to Inventory" means they appear back into the Trapper's person (Like, on-hand), kinda like when the Skull merchant Recalls Drones. In no means is it permanent. It means the Trapper would have to return to the location and set the trap down again, instead of just resetting it because it's back in his inventory.

  • @zufield said:

    Vastly increasing the distance between two traps is a definite no for me. The way you're doing it means you wouldn't be able to trap the shack, the basement, or even some main buildings properly .

    The tradeoff would be the Hunting Ground which would Buff the Trapper while still having the Trap as a hidden danger. He wouldn;t need to have to make lockdown that requires specifc locations because the playstyle wouldn;t be made for that one usage anymore.
    The idea is to move away from a niche playstyle and utilizing area control that directly grants aoe to Trapper. And you'd be surprised. The KIller shack would be able to have Traps antipodes with this type of playstyle, but you wouldn't be able to trap the window and both pallets.

  • I'm surprised that no one had any additional input on the conxept. I really hope the devs and the community have shared ideas and consensus on the Trapper's need for an update.

  • @zonkednb said:

    Do you mean while in the queue/in a lobby?

    I presume it's because killers cannot double up, so the queue has to lock in who you picked to avoid having two Nemmies in the same game, etc. Would be nice if it opened the option again after you get in a lobby now that the system knows the killer you are matched with.

    A shame it doesn't do the same thing for the killer class you pick, however. Game seems more than happy to boot you off what you wanted to play unfairly because it decided to match you with someone else that chose the same thing. I swear this is happening in half my games.

    No, obviously you cannot play the same character. I just mean having the choice to swap to another character that isn;t repeated.

  • I mean, entitled players are ruining the game. And there's more survivors than killers, and the ones who DC are definitely the worst so... kinda a given. They've ruined the reputation of the survivors who don't bm or act toxic.

  • @WeebNation said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4073468#Comment_4073468

    Fair take on it but they could change one of the perks to be a counter that makes her never scream or cry in pain more of a grunt of some sort

    The point is it goes against her character completely. Wednesday screaming in fear/pain makes no sense. Even if she had a perk on it still makes no sense because she'd need a perk to be herself.

  • I don't think so.

    The Hyde maybe but I highly doubt Wednesday would be included. She's too emotionless and stoic to gave any semblance of similarity to other sirvivor mechanics, and making her scream, cry in pain, and shout would be illogical to her character.

  • @Rokku_Rorru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4072936#Comment_4072936

    Hardly splitting hairs when it's giving context to your statement, if you don't like it that's kind of on you. lol

    Just kind of shows how people only cling to the character coz its strong. Nothing else

    Who could have guessed the guy with nothing to say still responds.
    Thanks for the pointless context.
    Anime is a big draw, and pulls a crowd of weebs, that's the context. I already pointed out he's a power-trip character, so you're being redundant.

    Instead of wasting my time and yours, just go to a different discussion to input your inert kernels of "wisdom."

  • @Mushwin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/466422/the-blood-moon-event-is-such-a-massive-letdown

    You don't have to play the event. I wish they brought some more events back, also in my opinion it is clearly Killer sided to me, it can be a headache at times, so I take small breaks in the event. Also a lot of fun has been sucked from the game, I know some peeps hated older things that happened, but I miss some certain nostalgia of this game. Be nice for some fresh ideas to add to the game, I very much have always liked the sun down/sunset, change of weather during the game, just as I seen how good it can look and be on other games. Maybe instead of the blood gasoline like things, we can drain team mates :D

    Half the playerbase is in the game mode (Which spoils MMR in regular game modes) and you miss out on BP AND your bloodwebs are infested with event-only offerings for it, so just ignoring it is literally constantly punished by the game itself. -_-
    The "Blood Drain" from teammates is a better idea than the idiotic canisters, as it could be fun making it dangerous for survivors, like sacrificing a hook state making it riskier, or making them weaker by losing blood.

    @100PercentBPMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4073041#Comment_4073041

    I know some people weren't a fan of it but I thought the iron will/coup pools were neat. I got some value as loud people like feng/Claire

    They were so much better than the crap that has come out as of recent. At least both sides got something instead of this stupid rush simulator.

    @Rick1998 said:

    dam i actually found it mad fun as survivor minus a few bad blood pump spawns . Moving around with a pump is far more engaging then sitting on a gen for 90 seconds . Also pumps in general can be done faster and one gas can can fully charge perks like blastmine , wiretap etc. i found it for this time.

    The PROBLEM is gens are done too fast and survivors get tons of value out of walking around while Killers get very minimal rewards for getting gens done in their faces. If hitting a survivor made them DROP the can at least then they wouldn't be able to just finish in your face. But whatever. it's over now and hopefully gets gutted or replaced next year.

    @Deathstroke said:

    I haven't notice it really being survivor sided. The gas tanks actually spawn basically all in same place. Sometimes far away from gens so this time it's feels to be more killer sided than before instead. It's just easy to patrol them.

    Maybe overall the mode is slightly more survivor sided than main mode but this is often not even noticeable. They should add something new to the mode. It does get bit stale.

    Gens are done much faster, Survivors can walk canisters from anywhere and not lose blood while the Killer has to make two patrol routes for one Blood gen, Survivors don't drop canisters when hit, the Stations have RNG and MIGHT be close together. It's MORONIC design.

  • @Dinadin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4072996#Comment_4072996

    Like I said. Work on your gameplay. You dont even understand the basic math behind this mode. Nor do you take into account any bugged content. Youre screaming BIAS.

    "Gameplay" has nothing to do with it when the odds are heavily stacked against you through RNG.
    Enough of your pointless blather. You say I scream Bias when I play both sides and can very easily see the massive letdown this event is on both sides. I'm not some malt-brained yesman the way you are.

  • @Dinadin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4072937#Comment_4072937

    Maybe you should work on your killer gameplay if thats what you think about this mode.

    I sublimate the issue by tunneling as Krasue, thank you. Something tells me by your private profile that you are enthralled by easy mode for survivors.
    If gens are gonna be THAT fast then I'm gonna make up for it by being as sweaty as possible from the get-go and only let up if I feel like it.

  • @Little_Kitten said:

    https://forums.bhvr.com/dead-by-daylight/discussion/466422/the-blood-moon-event-is-such-a-massive-letdown

    Walking to repair is boring? Yeah, because spending over a minute sitting on a generator is clearly an incredible adventure.

    But seriously, what kind of gameplay would you have suggested instead?

    Yes, walking around lugging a container to point A and B is B O R I N G.
    What, you enjoy the fact they removed the status enhancement blood glob buffs they had in other iterations? The blood zones at least created a dynamic gameplay in chases, giving survivors and killers various buffs to create a tense back and forth. Instead we have Survivors getting boring and easy to pop gens, and killers get… to kick over jugs.
    This game mode used to have ACTUAL unique elements. Instead it's a walking simulator that is usually over in 5 minutes if the survivors aren't braindead morons.
    So, yeah. It's BORING.

  • @Rokku_Rorru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4072828#Comment_4072828

    I'd hardly call it beloved, it's dead for a reason lol

    Most the people clinging to the character were way too young to be around for it when it was current and the general consensus is the anime was awful with season 2.

    Like it's literally just because its anime and its easy to play lmao

    Stop splitting hairs. The point is he's a weeabo wet dream, dude. If you have nothing constructive to add why even bother responding?
    It's so pointless.

  • Simple: Ghoul is from a beloved license, his playstyle is fast-paced (Making him fun for the Killer to play as) and once Blight is nerfed, will be the brand new "Favorite Child" of DBD.
    The Ghoul is a problem because the sheer amount of effort survivors must enact to counter him is gargantuan compared to the little effort the Ghoul is required to exhert to get results:
    - His power is a free first injury and is on-command with the only obstacle being to Kagune grab an object first.
    - His Power can go over obstacles, through walls, and is not a projectile rather a hitscan so even if the survivor escapes LOS, they will get hit if it registers.
    - Kagune Mark applies a buff to The Ghoul through Enraged that can be extended endlessly and its timer pauses while the ghoul carries survivors for… some reason?
    - Kagune Mark applies Deep Wounds and the timer is permanent until Deep Wound is cured for some godawful reason.
    - The Ghoul can vault, lob himself and slide in front of Survivors, cutting off escape routes, with a VERY short cooldown.
    - The Ghoul has very tiny cool-downs and can literally cancel his power mid jump unlike Mastermind and is granted a very very short fatigue making it inconsequential for him to do so.



    I've made several posts on Skull Merchant's mishandlings but the shorthand:
    Skull Merchant has been brow-beaten and kneecapped again and again because Survivors threw temper tantrums over not being able to play against her the same way they do other M1 killers because her power directly turned Droned Locations into Danger Zones (However, you could still loop her, it just meant you had to be smart about not greeding and your teammate shad to pay attention as well). Obviously, there was a huge issue with three genning, but Skull Merchant didn't invent that, and any Killer could in fact create a three gen, it's just her power made the location excessively "dangerous" to remain in. However, she could only be in one place at a time, and COULD be defeated but it required a lot of cooperation that solo q just plain lacked (And gens had no kick limit at the time).
    Other factors:
    - The disappointment of her not aligning with expectations (Everyone assumed a robot or terminator-type Killer and took personal insult to her being designed to be instead a more 'Rich Thrill-Seeking Killer).
    - The fact her playstyle is trap-based so instead more methodical and strategic as opposed to a Killer like Blight, Nurse or Huntress who chase and either throw themself or their power at you. This combined with her various afflictions her Drones cause make her mechanically difficult for newer players to understand.

  • Because he's their pay to win power tripping weeb's wet dream character. -_- He has to have every possible bit of hand holding available alongside his easy-mode playstyle.

  • @PleaseRewind said:

    If someone abandons does it show as an escape?

    I think so. My Skull Merchant Game actually was a 3K. The only one who escaped was Yun-Jin.
    As Survivor, I dunno if it shows up as "Escaped" or "Abandoned" though, as I have abandoned extremely rarely in the past.

  • @Senaxu said:

    As random1543 already mentioned, if everyone is slugged there’s an Abandon option and that’s the intended way to leave without getting punished.

    What I’m missing here is context. A warning/penalty usually doesn’t get triggered by one single match in isolation, it’s normally based on patterns across multiple recent games.

    It’s similar to DC penalties: one weird match DC doesn’t magically explain everything, the system reacts to repeated behavior over time.

    So before we call it “broken detection”, could you share a bit more info? A screenshot of the endgame plus a short look at the matches right before this one would help a lot.

    Right now it’s just hard to judge because the story reads like we’re missing the piece that explains why the system flagged you.

    And I already mentioned that the Abandon Feature does not make sense as something to avoid punishment for simply sticking it out to the end. What if you have a luck offering? What if a Bot saves you with Unbreakable? Or you have Unbreakable? What if you just like seeing Mori's? Or earning extra points IF you reach struggle phase? Do you understand? Does that MAKE sense to you??
    The Abandon shouldn't be a bandaid over a blatant Issue.
    And exactly how am I supposed to share additional screenshots of a game that is already over.
    And No, I played several other matches earlier, all normal length, all no early leaving, just REGULAR games that ended as they should by PLAYING the game. Meanwhile, this match has the distinction of a Comp playing Killer slugging everyone one by one then getting an "Instant Sacrifice."

    image.png image.png

    Wowie gee, lookit that. Regular Matches save for the Lich Game that ended when he dcd himself. Do I need to prove myself some more? Would you like to have my Computer Stats so you can pour through my games before I went on break?
    Stop making excuses for a poorly designed string of code. It is FLAWED. It makes NO SENSE to be punished for not abandoning.

  • @Daniel_Silva04 said:

    What were the devs thinking giving survivors 15 seconds of Endurance during the endgame? It’s basically a free escape. 15 seconds of running at 4.4 m/s with invulnerability... I’ve already lost so many games to this unfair situation. A survivor can literally cross half the map with a speed boost and protection, and there’s nothing you can do. Even if you switch targets, they just use it to bodyblock you. The endgame was already survivor-sided, and this just makes it even more difficult and unfair for killers.

    Save The Best For Last/Keep Them Waiting does wonders ^ but yes, it honestly makes no sense that Endurance lasts that long in endgame.

  • @random1543 said:

    If everyone was slugged you should be able to use the abandon system to avoid the penalty as the game is letting you leave when you can abandon.

    Not defending the situation just wanted to give a way to avoid penalty if that match up happens again.

    I understand what you mean, but there shouldn't be a penalty for sticking around especially since it is literally the opposite of "going next."

    The system is very clearly heavily FLAWED if players are punished because a Killer stomps a pub game.

  • @100PercentBPMain said:

    the only way to deal with sprint bursters is to tunnel and hook camp their friends. I don't like having to be that guy, but I'm not chasing them. you just can't in a time management simulator.

    it's not that I don't think survivors should have strong things, it's just this one ability is too much.

    Very much the dilemma. The sheer amount of time wasted for Killers at the press of a button is insane. I get called names and whined at for "Tryharding in a casual mode" but the alternative is to just get stomped again and again if you don't preeumptively seek out those quick sacrifices.

  • I chose "Both sides equally" and was granted Survivor only -_- I included my wishlist for buffing the Plague, Executioner and Good Guy since it only asked a very narrow scope.

  • @Jay_Whyask said:

    Good Lord, I cannot imagine playing with the brightness that high. 🤢

    It did indeed shock me greatly XD

  • As of right now, Blight, Nurse, and Ghoul are genuinely so obnoxiously unhealthy for the game it's surreal. I'd say out of all of them, Ghoul is still the most egregious given his playstyle grants him a lot of pressure for little effort on his part (At the very least, a Blight requires practice and map learning). But even so, Blight has far too much oppressive utility with his minute Cooldowns combined with overwhelmingly beneficial addons that make an already powerful character more or less unstoppable. Then there's Nurse, who can be learned fairly easily once you figure out her ranges and start 360ing out of blink (A choice I am baffled by as a design) who literally forces Survivors to play in a way that is more less a test of attrition. A good nurse will get you and there's nothing you can do. She can move through walls, has a 2 second cooldown, and moves at Around 333% speed for a majority of the game. You're just done for. And god forbid she has Aura reading.
    The problem is that people argue they need overpowered characters because of SWF, but in the end, this characters are still fundamentally flawed as they act as "Guaranteed 4K" characters which is not the intention of Dead By Daylight's design. The Game is not meant to guarantee a total victory again and again and again for 1000+ games in a row à la comp-heads winstreaking in public games. These characters NEED to be brought in line with other killers, and additionally SWFs DO need to also be balanced through means such as slower gen speeds per party member, perk limits etc. The game has reached a point where people are obsessed with a win condition involving total sublimation, and it's genuinely unhealthy.

  • I too experience a lot of Killer Anxiety, it is unlike anything when I play Survivor. I've never had a panic attack from it, but I have experienced extreme duress as the game starts and have gotten pretty upset when things go south.
    I don't really have much advice to give, but I find that the way I cope with it is by talking out loud to myself or my friends in Voice Chat, doing so kind of lets me experience a physical feedback, especially with friends in chat, and it helps as a means of just feeling like I have support. I think the reason Killer gives so much Anxiety is because you are literally Outnumbered in the Match, with a lot of juggling to do between finding, chasing, downing survivors and preventing gens.

    This Youtube Video by TwinsMainSage may help as well, I hope it does: https://www.youtube.com/watch?v=B9Hm4v-5GLQ

  • @ArkInk said:

    Killers like Deathslinger being 110 and having to hit at least 4 separate skill shots on every survivor to get what Ghoul has as a point and click adventure game is one of my most infuriating problems with DBD.

    It's obvious to anyone who plays him a consistent amount that Ghoul at his skill floor has more capabilities than various killers at their skill ceiling. You can get more done with him not paying attention to the game than as several killers while fully locked in, so easily that playing those other killers can often be disheartening.

    Exactly. The design philosophy behind these Killers really shows a severe disconnect with Behaviour's characters as a whole. There's the Ghoul getting extremley overwhelming results with putting little effort in, while characters like Deathslinger or Huntress require game logic and skill expression to be truly successful, requiring actual effort to get results.

  • @I_CAME said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4041331#Comment_4041331

    Thread over. That's literally all it is. Same reason they won't do anything about Blight.

    We can still discuss it and hopefully keep the issue relevant. Hard stop after "Thread Over" is like just giving up, dude.

  • @iOverSpray said:

    Merchants 3 gen was almost unbeatable (almost). Ghoul is fine leave em be.

    You are talking about the first iteration of her which has been LONG removed from the game. I'm talking about the nerf that kneecapped her and made her borderline useless for over a year -_- You are one of the "Legacy" haters that only think of the far past instead of the broken present.
    Ghoul is most certainly NOT fine. He has too much free pressure to his kit that requires precise counterplay that is wildly out of proportion to the effort he has to give. Genuinely a broken killer that gets a slew of unearned pressure. It's almost as bad as Spirit on release with her moronic meta of "Standing Still", except worse because there isn't even guesswork anymore. He just gets free hits, free map traversal, cooldown abuse, bugs that make versing him unbearable, and everything else I listed already.

    @Abbzy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4041350#Comment_4041350

    She was due to her having good area control but other factors that made it possible are strong gen kick regression perks that stacked (eruption+CoB+overcharge), gens had no regression limit meaning nowdays you can damage gen only 8 times and then its bloked for you and immune to any regression (so you cant regressit) but back then this wasnt the case with strong kick gen regression perks that are nowdays former shadows of their glory and lastly 3 gen spawning which was more common back then and gens did spawn very close to each other creating nasty 3 gens, add skullmerchant to it with build that includes strong gen kick regression perks and fact that she can kick gens infinitely and regress them without any restriction and you get chess merchant.

    Exactly. This iteration of her no longer exists. People hold onto something that no longer exists and use it as justification for bias.

  • I think Exhaustion perks should have different variables/Exhaustion timers in general.
    Like, there's no reason most of them should have the same length of time. I also think Exhaustion should steadily increase in time the more times you activate Exhaustion perks.
    Like, You Sprint Burst, so it's a 50 second timer. The next time you activate it, 55, the next, 60, and so on.
    To me, these perks are immense crutches for Survivors. Diminishing returns should be a thing for a lot of perks, that way you don;t get to bank on a perk for doing the heavy lifting in general. Heck, I'd even like the same for Aura reading. Every time you gain Aura reading (Killer and Survivor), you gain some kind of variable that will cause "Aura Migraine" or something, which disables all Aura reading perks for a set time.

  • @ChucksterMainin said:

    you have to think of BHVR as Nintendo, they see our ideas write it down so they never do it.

    These are just ideas for discussion and in no way do I expect them to actually be reviewed. However, it's still fun to voice ideas despite the notion of disparagement. ^

  • @jedimaster505 said:

    Knight plays himself he's boring as hell to face he definitely don't need buffs.

    They're just ideas for discussion.
    For the most part it just grants him utility at the cost of additional cooldowns, I would prefer that every Killer is very efficient, interesting, and diverse in playstyle is all ^

  • @Rokku_Rorru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4027278#Comment_4027278

    Realistic isnt' having a dirty dish cloth as a hair card thats attatched to the crown of her head rather than the back of her head, Spin her in the lobby or wait until she leans her head back, you'll see what I mean, its ugly.

    DBD does not do "Realism", you just need to compare their proportions with other game models to see that, even the SH ps1 cutscenes look more realistic than DBD LOL.

    As soon as the remake comes out, that will be the "realistic" take coz it will be actually based on an actor scanned and mocapped in.

    I main her along with Cheryl and her other skins, I know what she looks like. She's an awesome rendition of Cybil. Also, the images you used for her were those terrible Ripped models that are posted on like, Deviantart. In the end, Konami signed off on these versions and I don;t see why they should be changed. If they do? Sure, cool yeah. But this is definitely something of a non-issue. They've always taken liberties with rendering characters from the OG source. Same dealio with James Sunderland's Model.

    image.png image.png image.png image.png
  • I should also clarify. I mean that the survivor is basically immune to being hit by a power's effects completely. So they can't be hit by a Hatchet, Clown Gas, Shock Therapy, Condemned Etc.

  • And maybe make it last like 25 seconds I dunno. I definitely think Elusive doesn't need the anti aura read or anything. Or the "appear healthy" idea >_> it just looks odd.

  • She just looks more realistic I dunno why that's a problem. The only change I'd say she needs is making her arms unique and not just Cheryl's.

  • I am actually very happy because this is what Furtive Chase was for the most part initially.

  • I guess not a single other soul has experienced this then.

  • @Ohyakno said:

    They do not care about skull merchant.

    Yeah I noticed.

  • This hasn't been reported before so I dunno WHY the notification isn't going away. It's a very SPECIFIC type of bug that I provided a video of. This seriously feels like just another sweep under the rug in order to ignore a character that is virtually UNPLAYABLE for 50% of her games.

  • She needs increased animation times, cooldowns, and her m1 should not be instant after using her power. A lot of her issues are simply that she has too much speed. It's also a problem that her abilities are both AntinTransition and AntiLoop. That combo basically spells hard-core sweat games with no wiggle room for Survivors.

  • The gutting and subsequent neglect of Skull Merchant has left me utterly bereft of any faith in a positive rework that maintains her identity.

    I made a post nearly a year ago after her "rework" (actual kneecap removal) about a severely obnoxious bug that causes Drones on completely different floors/elevations above and below removed from the map when hooking a survivor because for some ungodly reason the game counts them as overlapping with the hook Radius. It straight up deletes Drones on a completely different floor. So if you're on Hawkins, midwich, have a drone above the basement, or in a building below, it gets removed when hooking a survivor -_- it wasn't in the game before the rework at all.

    So it's pretty obnoxious.

  • Am I ever going to see some sort of confirmation or acknowledgement of this issue?????

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