CoolAKn
CoolAKn
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- CoolAKn
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I think this situation is rare, but it sucks for survivors when it does happen. I had a game where there were 2 generators just a bit further apart with these two. This is why I run Deja Vu.
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@BabyKitty said:
there been times when I went through the hatch and got an adept and for some reason it doesn’t with Adam? Is that a bug or has it been changed that you have to go threw the gate?Many of the achievements requiring an escape must be done through the Exit Gates to count, unless the Hatch is specifically mentioned in the achievement.
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I think it was also reported that luck enhancements caused Deliverance to not work properly.
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People on here have discussed about making it token based, where you can save up uses. One change I would like otherwise, is that the pebble would also create fake scratch marks in the direction of the throw.
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I already bought it on Steam, but unfortunately, it will probably be a few days before I can play it (family health issues).
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Someone talked about this idea on a DBD live stream yesterday. I think the trade-off for using Dead Hard to stun the killer should be where it will cause the user to have the Hindered status effect for 5 seconds, and causes them to be Broken for 60/50/40 seconds OR doubles the Exhaustion time. This way, it is a greater risk/reward that stunning the killer will leave you vulnerable.
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If the game starts out as a 3v1, there is one less generator to repair, meaning survivors only need to repair 4 generators to power the Exit Gates, but with one less person.
If there are less players, the killer MIGHT spare you because of the person that DC'd or did not load in.
I have only ever seen one time where a game started 1v1.
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Hook distribution does need to be fixed, but if you really want an even amount of hooks per map (these values are based on an average of 14-15 tiles per hook):
The Pale Rose - 15 hooks (was 16) -1
Grim Pantry - 12 hooks (was 14) -2Mother's Dwelling - 13 hooks (was 11) +2
Rotten Fields - 12 hooks (was 10) +2
Fractured Cowshed - 12 hooks (was 10) +2
Torment Creek - 12 hooks (was 10) +2
The Thompson House - 11 hooks (was 9) +2
Rancid Abattoir - 9 hooks (was 8) +1Shelter Woods - 12 hooks (was 10) +2
Ironworks of Misery - 11 hooks (was 9) +2
Suffocation Pit - 11 hooks (was 8) +3
Groaning Storehouse - 11 hooks (was 8) +3
Coal Tower - 9 hooks (was 7) +2Disturbed Ward - 12 hooks (was 9) +3
Father Campbell's Chapel - 10 hooks (was 7) +3Azarov's Resting Place - 12 hooks (was 8) +4
Blood Lodge - 12 hooks (was 9) +3
Gas Heaven - 11 hooks (was 9) +2
Wreckers' Yard - 11 hooks (was 8) +3
Wretched Shop - 11 hooks (was 9) +2Lampkin Lane - 12 hooks (was 10) +2
Family Residence - 11 hooks (already at average)
Badham Preschool - 10 hooks (was 9) +1
The Game - 10 hooks (was 11) -1
Treatment Theatre - 8 hooks (was 10) -2
Overall hook nerfs: 4 maps
Overall hook buffs: 20 maps
Unchanged hook: 1 map -
It would make sense for perks like Sloppy Butcher, or anything that causes the Hemorrhage status effect to make survivors bleed out faster.
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@Nickenzie said:
SenzuDuck said:@SnakeSound222 said:
I’d be down for this. The totem should not be able to even be cleansed until the Killer has at least two stacks active.
They are risk vs reward for a reason.
You can't just have a hex protected until x is accomplished because then there is almost no risk for the killer to use it.
1 token isn't even a threat tho, you have at least 2 unhooks remaining until the killer gets his exposed. That should be enough time for a survivor to find the totem anyways and besides, I could argue the same with Huntress Lullaby!

Yeah, I feel that Huntress' Lullaby is revealed too early. It should not notify survivors until 1 token is achieved.
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I don't know if there is any plans for it, but it would be convenient for those that do SWF. Right now, in this community, there is a rather high displeasure towards SWF, but for now, you'll just need to deal with having to recreate the lobby every time.
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@Jack11803 said:
@CoolAKn said:The first box guaranteeing no take off would be difficult to implement. The RBT + Jigsaw Box is a simple algorithm; When an RBT is placed on a survivor, the "key" to the trap is placed inside a random box. Boxes do not hold multiple keys, so if you know someone got their RBT off at this particular box, then that isn't where your key is. Some survivors are just lucky enough to find the correct box on the first try. Others aren't so lucky.
However, I do agree with adding more boxes in an effort to reduce the chances of finding the right one first. I would even go as far to suggest 2 boxes per RBT, so that 50% of the boxes are duds (no keys at all). Increasing the number of boxes is the best way to combat RNG, but survivors could still get lucky.
Alternately, there could be a new algorithm where the key for the RBT placed on a survivor's head cannot be within x meters of where the trap was set.
If the RBT + Jigsaw Box algorithm is not true, it certainly should be.
It’s RNG on a box by box basis. Meaning luck increases your chances of getting it. Each time you complete a box, if your rng roll is high enough, helmet is gone. And multiple people can free themselves from the same box.
Then they should change it to how I described it. Key is assigned to one random box.
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@PureHostility said:
CoolAKn said:@PureHostility said:
CoolAKn said:
Some people just don't know how to work through Ruin or Huntress' Lullaby. If they focus, it is easy enough to power through it. If they or you happen to find it while moving to the next gen or while in a chase, great! Ruin is only really a problem if there is lag.
Lag has nothing to do with how skillchecks appear, as they are completely client side.
Doesn't affect how they appear, but the lag does provide a delay from input to realization of that input. When you press space for the skill check while inside the success zone, if there is lag, it will not register the space press until after the success zone. Whenever there is lag, I've had to press space a full second before just to maybe get the skill check inside the success zone. Game runs fine, until the killer is close, then there are lag spikes, which is especially deadly if you are hooked in the struggle phase. Pressing space to struggle and a lag spike hits, it's instant death. Doesn't matter if you were pressing space the entire time.
No, it doesn't. The only lag will affect is when you receive the point reward for hitting the skillcheck or make it blow up if you fail.
The skillcheck is a client side thing, this includes the sound notification, visuals of it rotating and the Input controller, everything is client side. Thus no, you can't blame a "lag" for missing a skill check, sorry.
Then you have never experienced lag in this regard. In a majority of the games, the skill check registers EXACTLY where I press it inside the skill zone. I have also had many games where the skill check registers AFTER the success zone when I pressed space DURING the success zone, where there is no doubt there was a delay. To adapt, I've had to press space BEFORE the success zone so it registers while inside the success zone.
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@PureHostility said:
CoolAKn said:Some people just don't know how to work through Ruin or Huntress' Lullaby. If they focus, it is easy enough to power through it. If they or you happen to find it while moving to the next gen or while in a chase, great! Ruin is only really a problem if there is lag.
Lag has nothing to do with how skillchecks appear, as they are completely client side.
Doesn't affect how they appear, but the lag does provide a delay from input to realization of that input. When you press space for the skill check while inside the success zone, if there is lag, it will not register the space press until after the success zone. Whenever there is lag, I've had to press space a full second before just to maybe get the skill check inside the success zone. Game runs fine, until the killer is close, then there are lag spikes, which is especially deadly if you are hooked in the struggle phase. Pressing space to struggle and a lag spike hits, it's instant death. Doesn't matter if you were pressing space the entire time.
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@Doc_W__HOLLIDAY said:
Can we pls buff Decisive to mori the killer on use? Or maybe give the killer the option to mori himself after being DStruck.You never see them remove the piece of wood/glass. So why can't they just take it and slit their own throat?
While we're at it, can we make the Nurse where when she Blinks, she doesn't teleport, but just closes her eyes for half a second?
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@kingreaps said:
Tsulan said:He's as fast as the trapper. Would you consider the trapper to be to fast?
Does the rapper have anything to slow you down mid-chase and instantly catch you?
The Trapper's traps do just that if you run into one during a chase.
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Additional idea: an add-on that causes the Phantasm trap to work like the Trapper's traps.
Mud Phantasm will hold survivors within range for the duration they are active.
Removes the Hag's ability to teleport to her traps.
Survivors may attempt to break free of the Phantasm's grasp. -
In add-on idea I had that is a modified version of the Scarred Hand.
Mud Phantasms have collision.
Removes the Hag's ability to teleport to her traps.
Mud Phantasms will attempt to injure survivors within range (Phantasm will cannot move from their position).
Cannot put survivors in the dying state.
Trumps all other Add-Ons. -
The first box guaranteeing no take off would be difficult to implement. The RBT + Jigsaw Box is a simple algorithm; When an RBT is placed on a survivor, the "key" to the trap is placed inside a random box. Boxes do not hold multiple keys, so if you know someone got their RBT off at this particular box, then that isn't where your key is. Some survivors are just lucky enough to find the correct box on the first try. Others aren't so lucky.
However, I do agree with adding more boxes in an effort to reduce the chances of finding the right one first. I would even go as far to suggest 2 boxes per RBT, so that 50% of the boxes are duds (no keys at all). Increasing the number of boxes is the best way to combat RNG, but survivors could still get lucky.
Alternately, there could be a new algorithm where the key for the RBT placed on a survivor's head cannot be within x meters of where the trap was set.
If the RBT + Jigsaw Box algorithm is not true, it certainly should be.
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Some people just don't know how to work through Ruin or Huntress' Lullaby. If they focus, it is easy enough to power through it. If they or you happen to find it while moving to the next gen or while in a chase, great! Ruin is only really a problem if there is lag.
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I'm excited for the hatch changes as well. I hate the waiting game, so if the killer is lucky enough to grab me, they got me fair and square. Them being able to close the hatch will save me a bunch of time I could be spending doing something productive.
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Male: David King; back up = Adam Francis
Female: Kate Denson; back up = Feng Min -
A lot of killers will "dodge" a lobby (i.e. exit the lobby) if they suspect there are SWF in the lobby.
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@powerbats said:
@Dreamnomad said:
@Orion said:
All Thanatophobia needs is to trigger from dead Survivors. The perk is literally called "Fear of death", and yet doesn't trigger from Survivors actually dying - that's a big mistake.+1 to this idea. OP's suggestion is... well op =p [for those new to forums, OP is Original Poster or overpowered]
My only concern would be how would this affect camping? Since now you have a guaranteed procs instead of having injured survivors. It'd be good but what would the numbers be to make it balanced? This is especially concerning for newbie ranks with experienced killers.
Yeah, I'm not sure how to make this discourage camping. Some people are going to camp regardless, but it would be more effective for the killer to have multiple injured/hooked people rather than just one.
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@Dreamnomad said:
@Orion said:
All Thanatophobia needs is to trigger from dead Survivors. The perk is literally called "Fear of death", and yet doesn't trigger from Survivors actually dying - that's a big mistake.+1 to this idea. OP's suggestion is... well op =p [for those new to forums, OP is Original Poster or overpowered]
The values can obviously be adjusted, but everything else looks good for me. The idea is to reduce the action speeds in relation to a person's health state.
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Unrelenting reduces the cool down for attacks you miss (up to 30%), while Save The Best For Last reduces the cool down for attacks you land (up to 40%).
Both perks together make it so all attacks have a reduced cool down, so you (as killer) can attack more often.
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@Mister_xD said:
actually, that should still show up in my opinion. the perk only deactivates the scream, but why the whole notification? like, that one perk alone completely counters out the docs tracking ability (unless he runs "restarint" as a add-on)The only reason the Doctor gets the notification is because of the scream. It's noise the killer can track. No scream = no notification. Everything else will still notify the Doctor unless they also have Quick & Quiet.
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I don't care for Deliverance, mostly because I want the items I bring in to be of worth. If I am caught and hooked first, it becomes a wasted perk slot. Honestly, this perk is a bit over-hyped. I honestly doubt it will become an effective meta. If all 4 people use Deliverance, it is guaranteed that at least one person cannot use it. If anything, Deliverance might actually encourage camping.
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@AmorePrincess said:
CoolAKn said:I don't really think a movie would be good, but a 5-10 minute short for each character's backstory would be cool. This would probably not apply to licensed characters due to copyright. Something akin to the Spirit's teaser trailer. Perhaps make it a reward for reaching Prestige III-50 on a character to unlock their backstory video.
And those of us who have reached p3-50 on all characters?
I like the idea of that, but some of us, like me
have already reached that goal. How would they make it so that clip can be seen by us?
Because my guess is that the clip would start as soon as you get that notification that you have reached lvl 50 for the last time.
There would have to be a library of some sort then, I guess.
Still a very cool idea.If you are already P3-50 on those characters, you would have automatic access to it. I do like the idea of a library, and maybe just have a whole lore section of the game.
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@Mechamutourmon1 said:
@CoolAKn said:
I don't really think a movie would be good, but a 5-10 minute short for each character's backstory would be cool. This would probably not apply to licensed characters due to copyright. Something akin to the Spirit's teaser trailer. Perhaps make it a reward for reaching Prestige III-50 on a character to unlock their backstory video.Or maybe each character would get an 11:30 long animated chapter on a direct to Blue Ray movie?
I suppose...
Having a 5-10 minute short would be more than enough for me.
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I think for the time being, DBD is done with licensed characters, though these are not bad ideas.
1 - this will probably be the coolest, but most difficult one to do, given the current lawsuit that grinded F13: The Game to a halt content-wise.
2 - Ghost Face was teases as a killer in 2017, but it was done as a joke. I don't know if they would eventually add him to the game, though it would be a cool concept. I believe someone said someone was making a Scream game, which could cause similar conflicts with Jason.
3 - Vampire killer would be cool.
4 - I don't know if the Teacher is from a movie, but would be an interesting idea for an original killer if not.
5 - I very much doubt DC would allow their characters to be in a game like this. DC just doesn't scream "horror" for me.
Again, not bad ideas, but don't hold your breath for too long. I would also love to see at least 1 & 2.
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I don't really think a movie would be good, but a 5-10 minute short for each character's backstory would be cool. This would probably not apply to licensed characters due to copyright. Something akin to the Spirit's teaser trailer. Perhaps make it a reward for reaching Prestige III-50 on a character to unlock their backstory video.
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If they ever do a perk that increases wiggle speed, I would imagine it would come with a lot of side effects.
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Unless you can hack Discord or Skype, there's no way to eavesdrop on SWF groups.
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@branchini1979 said:
Had a couple more games as survivor last night, and again zip. Can't remember the last time I even scored 5 figures bloodpoints. Only gripe I have is games should be matched on character level as well as rank, as my character levels are all low (only 2 slot level 1 perks) yet playing with people with all 4 perk slots, all level 3 perksYeah, that's the whole reason I didn't do too much of the PTB, but it makes sense to not factor in character level with matchmaking as it is right now. Players in the menu can select a low level character, create/join a lobby, then switch to a high level character right before the match starts. If they changed it to where you were locked into the character you joined in as, this would be much more likely, or at least can only switch to a character of a similar level (let's say within 5-10 levels of the character you loaded in as). To go with this, they should also disable access to the blood web while in a lobby to prevent the same potential abuse (player with a ton of blood points, joins lobby with a low level character, then proceeds to up their character 20 levels).
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Yeah, totem 100%. Totem takes a lot longer to cleanse, either action will alert the Nurse, but it's faster to do totem then hook vs the other way around. If you do hook first, Nurse will probably be back by the time you cleanse the totem.
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@DKOuToFConTRoL said:
I know FPS could be a potential problem and it would be wonky on indoor maps (the game, Lery's (maybe the offering would just be wasted on these maps)).BUT, I could not agree more with this post! This would be awesome!!!! The extra layer of realism and having to listen extra carefully for sounds of the killer/survivor. Plus it would give every map to be a little different, you may have played Coldwind Farms 200 times, but have you played it in the snow?!
Up-voting!
Perhaps for the indoor maps, they could add windows to the outside? Make the environmental sounds slightly more audible in the outer hallways? Maybe even a couple of holes in the ceiling?
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Updated jiggle physics for ALL female characters?
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Either way, it's been heavily suggested in this forum about being able to opt out of competitive play in favor of more casual players, and let the toxic people or tryhards be in the ranked modes.
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I think it just so happens that's how the game handles SWF lobbies. 2+ people can join together, one being Rank 1, the other being Rank 20, and I'm not sure what the algorithm thinks is supposed to happen. Maybe it's designed to make sure the Rank 20 player has a chance, but I think that Rank 20 player should be carried by the Rank 1. Logically between the two, the killer should be at least Rank 10 (average between the SWF ranks) or lower. It should be the average SWF ranks with HEAVY lean towards the red or purple ranks (match with a killer Rank 5-7 in this instance).
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You mean like your own personal "meta" load out for each character?
This is what I am assuming you mean:
- You have 4 designated perks, load up same item, add-ons, and offerings as before (if you have them in your inventory) in your current load out.
- You decided to switch things up (maybe you want Plunderer's Instinct instead of Kindred for this game, or use a key instead of a toolbox).
- You decide you don't like the change, so you push a button, and it goes back to the original load out.
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The most use I've ever gotten from No Mither was it's synergy with Resilience. I have received no other benefit from it because killers use it as an excuse to tunnel.
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I just saw a live stream, where someone was playing with 2 of their friends and a random, and they were going up against the Pig, so the Pig stayed crouched the whole time and even "repaired" generators with them. One of the friends allowed her to but an RBT on his head, and ran out the Exit Gate, which killed him. The other 3 had to leave the Pig behind as she "mourned" the loss of her "friend."
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Some perk descriptions mention the Lost Tapes, so there are 8 of them.
- Dark Sense
- Hope
- Kindred
- Lightweight
- No One Left Behind
- Plunderer's Instinct
- Small Game
- Spine Chill
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@Sandt21 said:
CoolAKn said:Territorial Imperative is a very situational perk, and quite frankly, it's fine as it is. Killers would only need it if they are planning on a lot of basement plays, such as Monstrous Shrine, Agitation, and Iron Grasp.
Fair poisn’t. I was just hoping for new basement builds. You know, multiple types of basement builds. Because as it stands, territorial imperative and monstrous shrine are both nearly wasted perk slots in their current form.
Yeah, it's kind of sad that there are some perks that just don't seem to be that useful. I wonder if there are actual statistics on which perks are being used by % of players. Then, we can see about buffing the perks that hardly anyone/no one uses.
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Territorial Imperative is a very situational perk, and quite frankly, it's fine as it is. Killers would only need it if they are planning on a lot of basement plays, such as Monstrous Shrine, Agitation, and Iron Grasp.
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@Wolf74 said:
So can you please explain me WHY do you want to give up a health state in the first place?(Spoiler: Survivor are to powerful and to overconfident.)
- Allows you to fully recover from the dying state...IF the killer leaves you behind or doesn't have Deerstalker.
- No blood which only counters ONE killer perk: Predator, and makes the user unable to use Self-Care, a perk killers complain about so much.
- Less noise even in the dying state, unless killer has Stridor.
- Killers know you are running NM, and will therefore tunnel you until you are dead because it's a "free and easy kill."
- Synergy with Resilience, UNLESS the killer has Thanatophobia, which then makes you and everyone else perform worse. But don't worry, Thanatophobia is "such a terrible perk."
- Ignores most status effects, yes, but can't ignore those effects if you still get tunneled.
- Useful with Dead Hard, which killers can easily make survivors waste it, just to tunnel them because Exhaustion can no longer recover while running.
- Useful with Tenacity, assuming killer leaves you alone.
- Useful with Decisive Strike (NO benefit from This Is Not Happening), and we all know how much killers LOVE DS.
Yes, let's talk about how much survivors benefit from such a "great" perk, all so you maybe fully recover. "No buffs needed."
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@Wolf74 said:
Because there is no problem.
You pick No Mither and get a bonus and a drawback, along some synergies with other perks.
You can choose if you like that or not.
No need for further buffs, because if it would bring enough benefits to become meta, it would diminish any one hit ability including MYC, etc.
In terms of gamebalance all killer had some trade offs for their abilities when they had been designed and NM would make some powers unneeded, but the killer had "paid" for them already.
NM needs to stay a rare niche perk and never should become popular or meta.No Mither already has more drawbacks than benefits imo. Thanatophobia just makes that drawback even worse for everyone, as it punishes all survivors just because they chose one okay perk.
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@Zarathos said:
CoolAKn said:@Zarathos said:
@dbdseabass said:
I like this idea of a health meter that drains slower when the killer is closer to the hook
Way to prone to abuse survivors can jump on gens that are close to a hook person this means the killer will be inclined to leave the area and survivors can stick close to areas with hooked person only pulling them off the hook before they hit death hook.If the killer sticks around hes punished for hunting prey close by that is not fair at all.
Perhaps make an exception for active chases?
Dosent work the chase scoring event breaks easily and sometimes wont start up untill your on top of the survivour. So if they break line of sight and maintain that around a jungle gym location your fked. Myers and pig would also suffer as stealthing up to targets would be given away by the survivours noticeable decrease in time counting down.
I've noticed that sometimes. The chase breaks when a survivor goes behind a car for 1 second. It's rather dumb.
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@Zarathos said:
@dbdseabass said:
I like this idea of a health meter that drains slower when the killer is closer to the hookWay to prone to abuse survivors can jump on gens that are close to a hook person this means the killer will be inclined to leave the area and survivors can stick close to areas with hooked person only pulling them off the hook before they hit death hook.If the killer sticks around hes punished for hunting prey close by that is not fair at all.
Perhaps make an exception for active chases?