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Socks

Socks

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Socks
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  • Same thing has happened to my account on PS5.

  • I just posted a bug report about this, but I'm still not getting any event items in my bloodweb

  • If they are at the loading screen with 4 toolboxes then they deserve to get camped. Gen rushing swf who want to be chased at the end, so long as the exit gates are open.

  • For anyone saying the generators are fine, you're lying through your teeth. Depending on the map, team makeup and perks - a killer can find themselves down a gen before they've had chance to scout all of them. I'd love to see their completion times increased but that won't happen.

    No killer should be required to run perks just to slow the game down, and as a survivor I hate when the gens are rushed through.

    I like the idea of parts spread all over the map. Try and allow for the survivors to learn a little bit about stealth, and less about looping. Not to mention force the premades to do something other than gen rush. I also like the idea of failing skill checks resulting in the survivor unable to work on the same gen for a set period of time.

    Survivors in the games current state don't have to rely on one another for very much.

  • What if they introduced something like *Rage* if in chace with a survivor for longer than 1-2 minutes the killer is fueled with rage providing the next attack with the exposed buff. In addition, the killer has the option of performing a mori kill on the downed survivor. That would make up for losing at least 3 gens. 
  • Just exactly what the the topic asks. I’d like a developers response or thoughts about looping and whether it was designed as such. 

    Is it a exploit, is it frowned upon, is it the uquivalent of a killer face camping a hooked survivor? What’s their take on it?


  • So it’s out there - I started last month, having just missed the bbq event. I’m a rank 7 killer and a 10/11 survivor. There’s much I still have to learn (the maps in particular) but as I continue to rank up, the gameplay was something I thought worth writing about.

    Don’t get me wrong, I think the game is pretty well done. There’s times I’ve found myself screaming in fearful surprise which is kind of what I expected the game to be about. But the pallet looping is, pardon my French - it’s ######### stupid.

  • For everyone that suggests that the killer not chase - that right there leads me to believe that the looping wasn’t something they intended. Regardless, limiting pallet spawns or stretching them over a larger distance is a decent start. For me the looping is gamebreaking. Is it that hard for survivors to utilize their teamates or learning to bait the attack? How about losing the killer (me) with scratch mark misdirection or dropping into cover after cutting off a sprint? Those are all methods of skill.

    I’d like to hear it directly from a dev, that the looping is a valid tactic and that they themselves believe it isn’t exploiting current game design. If a killers character model is larger than a survivors than there loop is faster, removing my speed increase (say average 4.4). They know I’m unable to catch them without lust and THAT is when the pallet comes down. I very rarely eat the stun, but must break the pallet and therefor eating time that allows the survivor to reach a new loop spot.

    I’d like to see Chucky get into the mix, smaller character model, would provide some excellent quotes and outright terrifying. What would the loopers do without the size difference? Honestly, with all of the classic killers out now how Chucky isn’t here saddens me.

    “Come out and playyy”

  • In League of Legends it seperates solo/duo from the larger party ques (in ranked play). There’s nowehere near the same amount of people playing DbD as League at any given time, which would lead to crazy que times if something like this was implemented. 

    What about higher bloodpoint gains for the killer when going up against 3+ swf groups?