AChaoticKiller
AChaoticKiller
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That sounds very similar to the Trial startup idea, the problem i have with your idea tho is that base gen speed is actually fine it's the start of the game that's the problem.
If 2-3 gens didn't get done so easily at the start of the game then that's all we would need imo to have good gen times/game length.
For those who don't know the trial start up is an idea where gen speed is reduced by 50%-75% for 1-2 minutes and that goes away when the timer is depleted or the killer downs a survivor. I put X-X because obviously the base numbers might not be enough so they are subjected to change.
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We are mad about the positions of important info what's new doesn't matter in terms of the basics this UI is just bad.
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It's even worse for us console players, i have a 43" TV and the icons are so out of the way that i rarely notice when they change especially when im chasing someone. It's even worse when i check the 3 most important things (power, gens, survivor states) since i have to make a full circle with my attention away from what's going on to get that info.
Like the amount of times i even look at the gen icon is usually less then 3 that's how out of the way it is XD
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Twins, no one plays them, they are weak as hell unless you mass slug, and all their perks are not viable or worth running yes even oppression.
Not only that but even if you do mass slug you will have a terrible time doing that against a good swf that focuses on healing and taking hits to be picked back up after their friend kills victor.
Victor himself is also just frustrating since you have to hit survivors or you get crushed in high ranks and the time it takes to hit them is often not worth it unless you can down a survivor then hit another survivor which just makes slugging with them even more needed.
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If your playing normally aka not tunneling, mass slugging or camping it's twins by miles. i also think this is why she has such a low play rate since playing like you have to with her which is mass slugging just is not that fun.
it takes too long to down a survivor and then hook them because first you have to hit them with a m1 which can take who knows how long, then you have to follow up with victor hit them then go all the way to them to hook them. It takes even longer if you hit them with victor first.
The next weakest i would say is trapper or wraith without addons if a wraith has windstorm then he is actually a pretty good killer.
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Yeah sure it's cool
Unless your totem is right in the middle of a obvious place OR a survivor with a high IQ runs past a dull totem and gets cursed by Undying (who is the idiot that made it do that) so they know now you have another Hex.
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right now it's not the survivor animations keep cracking me up so i can't take this game seriously
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@Terro said:
U do realize that with this nerf, there's a much higher chance of DS making it to hatch or worst case scenario 4 DS's making it to end game?
Ok but you can now punish survivors who do the interactions that disable it.
Survivors are also not going to do gens as quickly since they have to at least heal first or risk getting tunneled, so this means it's less likely that you will both encounter the perk and have gens rushed.
As for 4 DS's making it to end game you should always down the person doing the save and hook him and if you can before that down the unhooked and make him waste DS or just straight up kill him if he doesn't have it.
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I can't wait for this DS nerf to go live, the only thing i hope they remove is healing disabling it since that is kinda dumb and also maybe unhooking but other than that all the other disabling interactions are very justified.
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Don't take this the wrong way guys but i swear to god it seems like a extremely survivor biased person designed this map
Almost every pallet is safe and there is now MORE god pallets then before and there are pallets that can spawn like 6 meters from each other.
In terms of looks and the changes to the top floor it's pretty good but the balance is so damn bad.
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If we are talking about unneeded changes who is the complete idiot that decided Hex: Undying needed to curse survivors who walk near dull totems.
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@Ivaldi said:
This isn't an unlisted. It was said when they announced the change.
It is unlisted he is talking about them being alerted they are getting affected by a hex however that shouldn't apply here since it is aura reading, you don't tell survivors you are using bbq just because they got affected by it.
Like there is no reason for it to do that for a hex to show up as an indicator it has to have an effect you can find out yourself ALL hexs go by that rule.
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I mean who plays them anyway XD
they are not time efficient unless you plan to camp and slug they suck.
take a basic chase with them you hit them with your weapon then release victor well first you had to hit them as a m1 killer then you have to hit them with victor, switch back to charlotte, and go all the way to wherever victor downed that survivor and you can now finally hook them. that is extremely not efficient you might as well play like any other killer if your playing that way.
then again even if you are playing scummy a good swf keeping up on healing will destroy you.
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The hud is just bad with it's icon placement
im on console and the icons are so spread out i don't notice when they change.
when it was all in the corner just checking your power, gens left, or survivors gave you info on all three and now you have to do a full circle to check all of that stuff which is annoying and badly designed. This is relevant because on console with a big TV you could easily have some of your attention on that corner of the screen to notice when anything happened and that's no longer the case.
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you should add an option to disagree
keys can be balanced and keep their feature on opening the hatch they are not mori's which had a very limited amount of good option on changing them.
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I think the only buff she needs is a secondary way to use corrupt fountains from a distance as they are too rng with there spawns and the effective patrol area for gens can have little to no close pools. here is an idea i came up with for that ability.
New ability: Solicit Chant
Interact with a pool of devotion from a distance to gain corrupt purge at half it's duration.
- Distance you can use solicit chant on corrupt pools 20 meters
- corrupt purge base duration 30 seconds
- interaction time 3 seconds, movement speed is greatly reduced similar to leatherface in tantrum and as the name suggests you chant which warns survivors.
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/1937493#Comment_1937493
I wouldn't say so. To me, the 2.5 second activation time is like if Blight had to wait 2.5 second before he could press his Blight charge, I'm certain that a lot of blight would say his power having 2.5 second delay before it activates feels bad.
I'm not even sure what you mean it adds skill to clown's gameplay, what the skill of holding a bottle for 1.25~ second and throwing it ahead of yourself to get speed boost? Clown's skill has always been related to his understand of perception of distance and his ability to land After-piece tonics at the survivor regardless of distance in order to get hits.
To OP, all that having 2.5 second delay has done has made clown unable to time speed boost precisely when he wants it. If people turn tight corners or changing routing, its almost borderline not usable of certains maps... like Lery or Hawkins, far too many tight corners. It also adds setup time for clown which very Akin to killers like the Hag setting traps at loops. if you want yellow gas and than purple gas it, people can leave the loop.
For something that should be simple as land purple bottle->throw yellow bottle on yourself, they've made it much more complicated for no reason and much more restricted.
I found one neat usage for where activation delay ends up benefiting clown and that is when you throw yellow bottle pointblank at the survivor and hit them. the cooldown of the killer recovering on a hit aligns with him getting speed boost but you could do that by hitting survivor, recovering and than throwing a bottle on yourself if it was instant. The same could be said for almost any other conceived use for it.
yeah but tell me is there skill to simply throwing a speed boost onto yourself?
The answer is no unlike tonic, antidote is something you want to only be used by you so being able to just throw it at your feet for it's effect with almost no good way for the survivor to try to use without getting hit that is not skillful it's brain dead easy.
like at that point they might as well just have him drink the bottle at instant speed for the effect.
edit: i do think they need to slightly decrease the activation time for antidote but not by much.
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I think survivors are trying to be more efficient
it is faster to get 2 separate gens done then it is to have 2 survivors do 1 gen then another because of the -15% repair speed you get along with the travel time it takes to get to another gen.
if the killer tries stopping it they also can't stop both gens at once easily so more than likely at least 1 gen will get done.
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this could have all been avoided if they just shown us their progress on the UI so we could give feedback on what was wrong with it before it even reached PTB.
Like they dug themselves this hole they released it into the PTB where it was basically already embedded into the code and they didn't ask once what we thought of it before it was already decided that it would go into the live game.
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It also introduces skill to playing clown if you want to use both bottles.
I feel that a lot of the players who want it to instantly activate are just too lazy to get good at using antidote correctly.
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Not really billy is more threatening in the open and at certain loops he also has better map pressure.
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I have never seen a thread explode in popularity this fast, because of this impute along with others the devs are forced to acknowledge that nearly all of the community doesn't like the UI and parts of the animations among other things.
Im proud of you all!
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This time they should show us the changes they are going to make to the UI again before releasing it last second.
we would be able to provide more feedback on if it's good and what else it might need, that is why this UI is so horribly designed they did it without any feedback.
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It's all too spread out and for console this UI is just awful.
Because of how spread out it is mainly gens, survivor status, and power we can't focus on it all at once and get info from all of them at the same time. That is what made the old UI so good everytime we checked one of those things we got info on all the others and this was across all platforms now people who have big screens like a TV the info is so spread out we can't check it and hell a lot of times we're not even noticing when they get updated like when a survivor heals.
I highly recommend as well as plenty of others to make it compact again if not nearly the same as it was before.
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They can't revert it per say they have to basically rip the old UI code and assets out of a previous build of the game and then do the same to the new build's UI before putting the old code back in and make sure everything works out.
A better thing they can put resources into is simply improving this god awful UI, it would be fine if the survivor portraits and icon placement where better in fact if they simply had better placement that was similar to the old UI i would have been fine with this UI.
I am praying that they are putting in resources into making better survivor portraits as well as the UI placement so it can be ready by the next big update. They have plenty of time to get this done by then and if they don't greatly change the UI by then it shows they don't care to listen to us at all.
The reason this UI went through at all was because it was already embedded into the builds code and would require too much work to remove it and put back in the old UI. The reason this UI is god awful is because they didn't ask for ANY of our feedback during its development and obviously the person who designed it didn't know what they were doing or what UI style fit this game.
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My biggest issue with it is simply all the important info not being together it's why the old UI is vastly better.
Old UI: simply glance at the bottom left and get all the info you need, this also made it easier to notice when something changed since your constantly looking at it and are used to it being there.
New UI: Placement of everything is too spread apart. Gens are at the top, power at the bottom, survivors at the left top it's all over the place making it is harder to notice when things change ESPECIALLY with the survivor icons as they are at the top left somewhere we never look and we have other things to pay attention to.
They said they pushed it live for console feedback (total bs IMO) and as a console player with a decently sized tv it's AWFUL. I am literally playing games and having to divert way too much attention away from the center of the screen and the gen icons are so out of the way i literally only look at it like twice a match. Point is console players have bigger screens and thus the info is even more spread out this UI is simply bad.
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I mean Ds and OoO are important changes that are upcoming however this update is in the now
it's only natural that players will pay more attention to all the awful things we got compared to what we are going to get.
Honestly tho this update is one of the worst we have ever had, almost as bad as the one where flashlight and pallet saves required no timing.
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I mean the anger is justified imo
regarding just the UI they put it into the ptb without asking for any feedback on it beforehand, from what i understand what goes into the ptb is basically guaranteed to go into the live build in some form.
That means when they decided to put the UI into the ptb they had no intentions of using the feedback to change it before it released into the live build, this is proven by the mountain of threads created pointing out all of it's flaws.
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Yeah as a fellow console player the info is just wayyyy too spread out especially since i have a good sized TV
Like most games im literally only looking at the gen icon once or twice that is how out of the way it is and survivors are getting healed and picked up without me noticing since it is so out of the way.
This rarely happened with the old UI because i could keep track of all the important info easily since i just had to glance at the corner of my screen and since i had some attention diverted to it at most times i rarely missed status changes to survivors.
Whoever designed this UI had no idea what they were doing or at least had no idea what UI design fit this game.
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@Rizer said:
https://forum.deadbydaylight.com/en/discussion/comment/1934499#Comment_1934499
I think you should just start looking at this logically in that it's basically cheating... it gives the killer way too much info and again, if you had a brain, you'd see how easy it makes it for killers to locate survivors.
No aura = survivors are close
aura = oh look there they are.
Go to aura's location, scratch marks?
If Yes - Follow them
If No - Survivors probably didn't move at all or are in a nearby locker
Too EZ. Remove the aura... it's garbage.
These are the distances in meters in dbd 40 meters is obviously bigger than the biggest example of 32 meters and that is in the radius of the hook.
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@Rizer said:
https://forum.deadbydaylight.com/en/discussion/comment/1934499#Comment_1934499
I think you should just start looking at this logically in that it's basically cheating... it gives the killer way too much info and again, if you had a brain, you'd see how easy it makes it for killers to locate survivors.
No aura = survivors are close
aura = oh look there they are.
Go to aura's location, scratch marks?
If Yes - Follow them
If No - Survivors probably didn't move at all or are in a nearby locker
Too EZ. Remove the aura... it's garbage.
lockers, gens, within 40 meters, faking directions, and perks all help you avoid or combate the aura
Because there are so many things that prevent aura reading ON TOP of the huge distance of 40 meters not seeing a survivor aura doesn't tell you they are near you.
you are obviously a noob get good.
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UI literally doesn't affect the balance of the game unless they added actual features we couldn't figure out on our own, the devs should have shown us this UI before it even reached the PTB so they could use the feedback to improve it before releasing it into the PTB where it would almost diffidently go into the live build.
Like this is just incompetence not only did they change something that didn't need to be changed they made it worse and didn't even warn or ask about what we thought of it. It going into the PTB was literally them saying "Here is the final version of our product that we got no feedback for".
For those new players or ones who can't grasp why players are mad we are looking at the design of the new UI not it's new hook counting features or portraits and tbh you could easily have kept track of these things in your head.
Also I REALLY hope we can have the option to turn off the objective text at the top of the screen we are not toddlers it doesn't take anyone more than like 3 games to know what you have to do at each stage of the game.
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you don't look at the total distance you look at the speed you catch to survivors, people who are using the new bottles to traverse the map are not using them right they are strictly for chasing and you use BOTH of them not just one. you also have to remember that you are cutting off survivors as you are faster and slowing them down, unless you are just running in a straight line and they are as well you can't use the distance you gain on them to get numbers simply because survivors are not traveling in straight lines.
Why do you think people don't chase with 4.4 killers normally at loops it's because that small increase in speed at loops makes a big difference now take a killer who is specialized at that and a lot of loops become unusable against him without using the pallet right away.
This is especially noticeable at structures like jungle gyms using both bottles makes it nearly impossible to reach the next pallet or vault.
you can also just stand on the pallet if they don't throw it down and use the antidote there with tonic and they simply can't avoid the hit.
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@Rizer said:
https://forum.deadbydaylight.com/en/discussion/comment/1931192#Comment_1931192
That's not the case at all... you're just cherry picking. Yes sometimes the survivors are far away enough and it's not worth going after them but there's always someone closer and just outside of the radius where it can trigger... you obviously don't play enough survivor to understand how broken this perk is.
it's info and extremely limited info with counterplay how tf is that broken
oh you were just on the edge of it's active aura reading and the killer is on you? just last long in a chase all it did was reveal you for 5 seconds.
I think you just need to get better at the game if the killer simply knowing where a survivor is makes it broken, i suppose discordance is also broken then since it has basically the whole map on lock down and tells you where 2+ survivors are along with the gen that will get done if you don't stop it.
there are better info perks out there bbq is used commonly because even with it's strict info it technically is the most consistent info perk but it is not the strongest just consistent. What's funny is it wouldn't be as consistent if survivors just used it's counters.
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@OmegaXII said:
My last few match I almost never get a good use out of yellow bottle.
Pink bottle does what yellow bottle does, and better. Instant activation, better antiloops, doesn’t benefit survivors, etc.
I’ll be very surprise if anyone comes out with a good way to use those bottles.
Use it at structures with vaults and a pallet
combining the two often results in the survivor unable to get to the next object. i have been running bamboozled and what i do is throw antidote at the vault on my side and tonic towards whatever the survivor would want to use and i get the hit pretty easily.
you can also do this at long loops if your at the pallet just throw antidote at your feet on the pallet then wait for it to kick in and tonic on the side your pushing and survivors just die.
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@DoritoHead said:
I just use them to get around the map faster tbh
that isn't the best use from my experience.
The best use i have found for them is at big loop structures like jungle gyms and main buildings, the speed boost itself isn't that good for map pressure it's better for catching up to survivors just like tonic.
combining the two results in a lot of hits at these structures, it also makes it harder for survivors to abandon these structures since your invigorated so they often have to go to the next pallet which you can block off with tonic.
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Yeah i fail to see how people can think Sonic tonic is useless due to how it works it WILL have a use, i think people are looking too much into the distance your gaining from using it along with not counting the fact that you can combine it with tonic for nearly double catch up speed to survivors.
like here are the base numbers with an tonic survivors move at 3.4 m/s and with antidote you move 5.06 m/s that's a 1.66 meter difference in speed compared to just tonic which results in a 1.2 meter difference in speed. 0.46 meters might not sound like much but it truly makes a difference at loops you can effectively even use this at long loops.
I also see people complain about the activation delay but it helps you, you just have to time it well and survivors then can't use sonic tonic because it also disappears faster than tonic. The antidote effect also lasts nearly twice as long so at places like jungle gyms it will be helpful for catching up to survivors who use the vault in fact i have used it with tonic to get them before they even make it to the pallet.
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@OBX said:
https://forum.deadbydaylight.com/en/discussion/comment/1858763#Comment_1858763
Wow this has aged horribly. It was so funny to see the chosen few shill for the HUD during and directly after the ptb. It was like the vast vast majority of players were all morons who couldn’t differentiate between good change and bad change. nice job. The game is in a wonderful state atm because it’s filled with sycophants who work there and think exactly like your comments.
keep thinking your player base are all idiots who can’t have an original opinion.
trolllollolol
An opinion over this UI is A: "It looks good" and B: "It looks bad"
just because a vast amount of players choose B which you disagree with doesn't mean we are idiots. Also opinions over this will usually take this form in one way or another which is "is it good?"
In features yes this is an improvement but that is where it ends as this UI just looks bad. It doesn't matter if you disagree with this or not that's your opinion but opinion A is far outnumbered by opinion B.
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I don't think they thought that the changes they did was a bad as it was.
they knew it was bad which is why they brought up "resistant to change" but i bet they didn't think they would get this sort of storm!
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@onemind said:
https://forum.deadbydaylight.com/en/discussion/comment/1931532#Comment_1931532
And the slow down is like 3 stacks but it for slowing survivors then why would I ever use the pink if the yellow is just worse
combine them you get nearly twice the speed for catching up to survivors.
invigorated lasts longer than tonic by nearly 2x so say your approaching a loop you might want to use sonic tonic first and then as your speeding to the survivor use tonic to slow them even more. (you can use sonic tonic this way because of it's delayed activation.)
it's not that it is worse it is just harder to use effectively, people need to not see the total distance gained in meters and focus on how much you gain on a survivor as small increases are useful as seen with bloodlust. while it's true that it is 1/3 less effective in gaining distance in terms of speed the extra duration means over time it is more distance then using tonic but obviously you should use both.
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@onemind said:
Literally what I said in my day 1 conclusions of this update
Clowns new bottles are negligible a 10%increase to movement speed after 2.5s in Scots video talking about 110vs 115 killers that movement was a .8s difference in about 12s so if we take that difference and double it you are saving about 10 m in all four bottels (10 is an estament because the time it lasts )then you have to reload so you lose all that distance you just put all 4 bottels into
they still have uses in a chase, while long distance use isn't good it the speed difference can be used to get hits and slightly catch up to survivor.
it's like having two stacks of PWYF but only when you need it to land hits.
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@onemind said:
https://forum.deadbydaylight.com/en/discussion/comment/1931298#Comment_1931298
You know I just told someone not to be insanely rude because they wanted the creator of this ui fired but whoever approve it really needs to be re assigned and what happen to Matthew haven't heard form him for a while
That's why i have a warning and got jailed! Not that i didn't expect this.
I still hold a similar opinion on that, the person who was in control of the UI didn't do a good job to put it nicely
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clown literally only got buffs the ONLY thing nerfed about him is the exhaustion addon being removed.
if you are having trouble playing clown i suggest playing more clown or just killer in general.
even if sonic tonic turns out completely useless which is almost impossible he still only got buffs really.
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@ShadowRain said:
They shouldn’t even think of trying new things until the game is playable though, the amount of bugs before this update was insane then after the patch its literally unplayable. Why fix something that works? The UI and movement was perfect pre patch.
Even if they did fix the metric ton of bugs and issues this shouldn't have gone through.
they should have shown the community these things to see what we think before even pushing it to the ptb and if it did go to the ptb it should have been like a beta where they improved it from the feedback before releasing it into the next ptb as a final product. Yes that is basically over a 3-6 month period but it is for quality and satisfaction which the devs didn't aim for at all with the UI and movement.
Unlike the maps where they are easier to please the eyes of the consumer and balance since they have experience making maps animations required a lot more detail and revises before they look good, taking feedback from others assists this dramatically. Both the UI and animations look a little rushed and they are not that good because they didn't take feedback at face value this could have been prevented if they used the form of improvement i suggested and it doesn't take a genius to find this out or even to improve this i thought it off the top of my damn head.
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To put it simply yes
The complete distance invisibility is awesome with it you can sneak up on survivors easier and against survivors in the open they don't run as soon as you approach from 30 meters away. This allows wraith to get the first hit easier against survivors in the open when they could have simply watched him and went to a loop when wraith approached.
The second one is also awesome a good wraith on certain loops would use his power speed boost kinda like clown but opposite which means small loops were almost free hits, now the range of loops as expanded and at loops were he did land hits they are now basically guaranteed plus this is just good for any hits out of cloaks.
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They had plenty of time to change the UI and other things we didn't like but they didn't. The UI especially as it is not hard to change like at all, even the placement and size of the icons. If they simply wanted to change the placement of it all without refinement it could take less than a day.
For the record i do have a little bit of programing knowledge not much but seriously UI is one of the easier things you work on and it shouldn't take more than a week to change just the placement and other things to what you want and that's an extremely generous timeframe and they had twice that since the ptb to work on it.
All the hostile negative feedback IMO is deserved. they ignored us and pushed this though for console and as a console player who has talked with a ton of others and is in a lot of clubs WE DON"T LIKE IT.
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They can but whoever made the decision to not do anything is just stubborn to put it nicely :)
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I understand that logic but when looking over to the important things your focus is on that and since everything is everywhere your focus is less on finding survivors and on gathering information
it's not by much but it's just bad anyway.
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@BraveClem said:
No,the new UI is fine
the only thing it has over the old one is the portraits(which look awful) and hook counter
anyone not brain dead or new can easily keep track over those things
everything else about the UI is much worse then the old one
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WOOOOOOOOOOOOOW
it's almost like i predicted if it wasn't obvious already back when the UI was first shown in the livestream.
it's god awful and to no one's surprise the majority of players hate it
that's why you don't push these kind of things through devs show us something first ffs
