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FoggyDownpour

FoggyDownpour

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FoggyDownpour
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  • I totally agree with this! I gain tons of info based off of these small cues, I think it would be better to only show when you are directly effected by it as opposed to potentially effected
  • @Milo
    I saw that after I posted my reply haha. Most of their problems could be solved by playing more anyways :P 
  • I feel like this should be default. It's so easy for me most of the time to find and cleanse hex totems, not know which was which could easily add time to the game
  • I don't think it's as easy as updating it, there's a ton of copywrite stuff involved with it. I love the one currently in the game though :+1:
  • I would love this! Having a key that you could toggle it with would be so nice, it would also introduce a more immersive hardmode I think. I fully support!
  • Bump!

    They have mentioned it on dev streams many times, but we have yet to see any results. They were worried that it would make survivors easier to see in general (and then non-color blind people would abuse it), but if it's just auras needing changed, there really isn't any reason not  to change it.
  • I agree, I get mildly annoyed if I'm injured in a normal game for a long time and don't have self care, and it's way worse with no mither
  • 3, killer needs some buffing

    I play both, but main survivor
  • Oh, I really like that idea! There might be a little bit less bming with them, such ofc is always nice
  • My opinion is strong and silent. Feel it? 

    ....

    No?
  • Alright, here are some of mine even though some of them don't make sense :P I'll only list ones I regularly use. When it comes to the killers, I do also use their actually human names as well.

    Survivors:
    -Meg [Megis / Meggles]
    -Dwight [Dwightly boy / 
    -Nea [None]
    -Jake [Jek]
    -Claudette [Plant mom / Top stealth / Squadette]
    -Kate [Boots]
    -Tapp [Detective Tapp that]
    -David [Davvy]
    -Quentin [Sleepy boy]
    -Laurie  [Wench]
    -Ace [Snake charmer]
    -Adam [None yet]
    -Billy [Billy / old man / Unbreakabill]
    -Feng [MingMing / Mini]

    Killers:
    -Trapper [Snapple trapple pop / Trappins / Chuckles]
    -Hillbilly [Billy boy]
    -Wraith [Rait / Bing bong boy]
    -Nurse [Noirs / Noyce]
    -Doctor [Doc / Doktah / Chuckles]
    -Hag [Haggins / Haggles]
    -Huntress [Wolf momma / Bunny]
    -Clown [None]
    -Spirit [Birb]
    -Freddy [none]
    -Myers [Stalky boy / Mikey]
    -Pig [Piggles / Piggy / Piggins]
    -Leatherface [None]

  • Omg haha that must be painful XD hopefully you got it now though!
  • Grasshoppers! 
  • Cats! Dogs are good too, but cats are perfect for me <3
  • They have been adamantly against it from day one. They added a very basic ai for the tutorial, but I don't think they will add that in
  • Instead of going back and forth with the stick, roll it in a circle clock wise ^^ It's so much better on your controller and your thumb 
  • I think that's a great idea! You definately have my vote on that +1
  • I agree, they were the right size until they filled the viewable page. Downsizing am equal amount on both would be nice
  • @hellojello
    Alright, so I'm going to quote most of your post and cut out some of the longer paragraphs since it will take up a ton of space otherwise.

    "-- Why is the select button set to invert the camera? We don't need this to be a quick access button. Set it and forget it in the settings menu. How about making it a map button? (more below)"

    If you don't need to use it, then don't XD It's easy to ignore and not all that close to the other buttons.

    "-- PLEASE add a button to switch to a rear facing camera for survivors. It's tricky with the controller to run and turn the camera around to see the killer as you're running. So many unused buttons going to waste.

    -- Controller play you can't seem to do a lot of the mandatory chase techniques. Spinning, looking behind you while running, So many unused, wasted buttons."

    You have to learn to use it, trust me when I say that it's better that way. If you aren't able to look behind you and run at the same time, you aren't all that likely to survive. You need to react to the killer nearly as much as the killer needs to react to you, but you also have to have a running plan, which includes looking in directions that the killer isn't in. There are also moves that completely require you to be able to do so. As for the unused buttons, the devs want the control scheme to be easy to pick up and understand, and they don't want to clutter the control scheme.

    "-- All your descriptions are so wordy. Long descriptions of perk items + Stats + Character quotes = too much going on. You can have it all there - but separate it better with more efficient design. Stats shouldn't be hidden in paragraphs of lore text.

    -- You show exact percentages for some stuff then you use vague terms like "moderately" for others? "

    I think this is more of a personal preference than anything else. A lot of the perks do deal with specific values, but those values are easily affected by others and it becomes a bit of a muddled mess. To each their own I suppose

    "-- No chat?? What?? What a lonely and sad game this is where you get to say one sentence to the lobby before the game and maybe GG at the end before the host leaves and chat stops working. (Why does it stop working?) ... Implement a proximity based voice chat (like F13)"

    The killer is the host of the game, and the chat box is hosted on their side of things. If the killer leaves the end game menu, most things are no longer functioning, including the chat. As for voice chat, this game is meant for you to feel alone in the Entity's realm and there's too much information that could be easily given to the team over voice. DbD is not balanced for players with VC, as SWF is already a bit of a problem. 

    "-- SO many items and offerings. Way too many. Seems like many do the same thing as others. Confusing and not a great way to add value to the game. 

    -- Offerings page looks great but goes by too quickly! There's no time to read any of what is there. ... Combine the offering page with a loading bar and tips if needed."

    The answer to this is rather easy. Learn them. It's overwhelming at first, but in a short amount of time it's easy to start recognizing every individual item by sight and knowing what they do without reading them. The devs have already retired offerings and such, and I have no doubt there's at least a few more they could get rid of with no ill effects to the web balance. As for the offerings while loading idea, I think that's actually a great idea! I love the way the loading screen looks, and by adding an optional tab it would be more interesting while retaining the current looks.

    "-- The grind ain't fun. The dlc is way too expensive. Too many types of currency in game.

    -- Wish we could unlock new outfits via game play instead of all paid dlc.

    -- Too many stats / rank / level numbers. What? You're showing me a cluster of like 5 numbers? That many and I don't care about any of them. It's not clear in game what they mean."

    There's only three currencies, what are you confused about? If you hover over the levels and currencies, they tell you what they do and what you need to know about them. Two of the currencies are for the shop where you buy characters and outfits for them, one for real currency purchased, one for the shop currency earned in game. The third currency is what you level your characters with, also earned in game. Speaking of, there are free DLCs and they are available through steam/psn/xbox store. 

    "-- Game play is boring. Wish there was more to the game. You just fix generators. That's the main thing. Fixing generators consists of holding a button and waiting. They take awhile to fix. It's not exciting.  Items to distract the killer? (Throw something to lure the killer?)."

    The exciting part of the game is the chase. If you aren't good at escaping/winning chases, that might be part of the problem. The main objective is to escape, but it's interacting with the killer that's the fun part. I don't think the gens are meant to be overly exciting, it's the thrill of the quick action that is. There also is a perk that allows you to throw a distraction for the killer, it's one of Adam's teachables. As far as I'm aware, they are working on other game objectives but are being careful. 

    "-- Hate the dying state. Crawling should be a touch faster. I wish you could get yourself up after a certain amount of time. Skill checks + Time? I dunno - needs more."

    Again, perks are your answer here. Tapp has one that lets you crawl faster, Bill has one that lets you get up once from the dying state, and David has one that also lets you get up from the dying state.

    "-- Player lives are unclear. I'm surprised by the struggle stage of the hook sometimes. Thought I had more time? Player health bar needs a better design system. Make the screen color start to change or something."

    Each person can be hooked a max of three times. On the third hook, you have an instant death. Each hook causes you to move to the next stage, and there are two on your bar. The first half (where it says that you can attempt escape) and the second half (where you have to struggle). If you get hooked for the first time and are unhooked after you have already gotten to the struggling point, then you are DoH (Dead on hook). It used to be that you had a lot less time to save someone on the hook, but they increased that quite a bit.

    "-- Button mashing and wiggling sucks. It's almost 2019 - Let's stop making this a thing. Invent something new. I don't want to break my expensive controller. Struggling should be new skill checks/puzzles/??? Quick time events suck. Wish the skill checks were more interesting. Switch them up."

    The button mashing and wiggling are there for a reason. The devs didn't want to add that in initially (RIP space bars everywhere), but they wanted you to feel the discomfort of you screwing up and getting caught. My advice for controller wiggling is to roll the stick in a circle instead of back and forth. It's easier, less harsh, and less noisy as well. If you want varied/harder skill checks, play against the Doctor, Ruin, or Unnerving Presence.

    "-- Dedicated servers. The game is unplayable in all RED and most YELLOW ping lobbies. It's to the point when I've given up anytime a chase breaks out. "

    You definately can win chases in laggy games, you just have to roll with it. It sucks, but you also don't have to play against them. Dedicated servers are great, but very very expensive.

    "-- I love the stealth part of the game but HATE the chase stuff. Running and knocking down palettes isn't really fun for me. A lot of this is because I'm so new and ######### right now but it feels like 2 different games."

    I totally understand where you're coming from with that, and my advice would be to watch streamers and youtube players in chases. Eventually, you'll get to the point where you don't need to throw down pallets very often in order to win, it's all about knowing how to play mind games and being quick on the controller.

    "-- No replaying the next game with the same players as last game / lobby?"

    If you want to do that, make an SWF group. I wish they had a party system, but they don't.

    "-- Not really into any of the characters. I like the nerdy guy with glasses and tie. Lots of weird looking faces on the models. Girls all look icelandic or something? haha"

    Lmao, this seems more like personal preference than anything

    "-- Can't see what level people are. On game wrap up screen, can't see which player belongs to which name. Design issue."

    You aren't meant to see what their level is. Do you know how many people dodge with a P3 Claudette or even a legacy shirt? It's crazy and you aren't supposed to know what skill level that person is going to be at.

    "-- Foreign player names just show as BLOCKS? At least show me the real language characters."

    Tbh, I'm not really sure why they don't show them :P

    "Me -- Bought the DBD with Halloween dlc on sale. The shape has been underwhelming. Don't enjoy player the killer. Half love playing survivors.

    241 hours in F13 - Love playing both counselors and Jason
    1175 hours in PD2

    Bought all the DLC for both games."

    No need to compare DbD to other games. It's clearly its own game with its own balance and mechanics, not all things work in all games. If you wanted PD2 or F13th, then that's what you would play. DbD isn't a mimic of those games :3

    My best advice to you would be to keep playing! 24 hours isn't a super long time and this game has more depth than you think, you'll get more used to it over time. 

    (Excuse any typos, I did this whole thing on my phone :P)

  • I don't have a problem on any of the corn, swamp, or indoor maps. The one I really don't like as killer is actually prenn asylum, that one annoys the crap out of me.
  • Seeing the hag with an open rib cage and meaty strings between them would be terrifying, especially seeing that black heart in the middle. 

    It would be like a decayed and half consumed hanging carcass (images are of carcasses, view at your own discretion)
    https://cdn.japantimes.2xx.jp/wp-content/uploads/2015/10/p21-nicol-gibier-no-sato-a-20151101-870x653.jpg

    https://st2.depositphotos.com/1011352/5348/i/950/depositphotos_53482107-stock-photo-frozen-deer-carcass.jpg
  • Milo said:

    @PhantomMask20763 said:
    Milo said:

    David would be meta and p2w no

    David's free so no p2w. The meta would not be the main concern tho ;)

    But his "special top"... y'know

    OOF. Guess well have to nerf it so David has to remove ALL of his clothes before healing. Y'know for balance purposes 
    That won't have any sense then. Why to take off your pants to heal a wound on your back ?
    Your idea isn't bad, but it would heavily influence gameplay, for the killer side. At most, if the want to make the game more realistic, they can make the survivors lift up a bit their tops to heal up, but 1. Topless of "exposed" tops cosmetics (Kate, David) would put the game in a p2w /unfair advantage, and 2. The girls would be more exposed, an possible sensitive point, idk. Also, it wouldn't be nice to have the killer come while healing :))
    And I think the latest updates, with the slower heal and the Mangled effect, plus an quite often Sloppy Butcher showing in matches (my experience) had already slowed the healing enough. 
    I'm pretty sure it was a joke :P
  • I really like Reckless, but I also feel like the hooked survivor shouldn't take any negative effects. I don't have any ideas yet on what to add, but I'll think about it and come back :3
  • The Entity is being a bit lazy. It's far easier to capture a creature to do all of the hard work for you rather than doing it yourself. It's also been stated that the Entity doesn't understand humans or generally think like them. Nearly everything in the realm was created based off the Entities interpretation of the killer's and survivor's memories. It's far easier to let a killer who understands the human world and how its inhabitants work to some extent chase and kill than it is to guess at what the survivors will react to.

    My theory is that it learned to feed itself after a lot of trial and error. Maybe it did torture the survivors on its own at first, but then figured out that the emotions grew far more intense with other humans involved. After that, maybe it saw how the humans would interact with each other and decided to capture and set a killer loose amongst them. Who knows? I doubt it was created that way right off the bat, I feel like it evolved with the best tactics for its own purpose of harvesting emotion off the two parties. It doesn't require the killers, it prefers them.

    As for why the Entity makes a show out of a sacrificed survivor (bringing them up into the air), I think it's largely due to the emotional response from the other survivors and the killer. The killer feels empowered and satisfied when seeing his kill finished off, which encourages him to continue to kill. Survivors feel sadness, despair, fear, and panic as they watch their friend ascend into the sky. Not to mention the realization that there's one less person to distract the killer. This is also probably why the Entity comes out when you're hooked for the second time, it's to cause fear and panic.
  • While I do agree, it could also be the Entity beefing up his deformities to cause intense fear and disgust from the survivors. It's possible that it was a modification from the entity and not a disease he's had from birth
  • Nice how everyone is thinking about this issuee in an 1v1 perspective.
    There are 4 survivors, each capable of reaching 32ķ, same as killer. Actually survs can snatch items too, increasing their effective gain.

    Im a casul player but i guess even regular redrankers have rounds where all 5 players have around 18-22k Each. (Unless its a stomp)

    While I agree my 4v1 view isn't ideal, neither is comparing 1 surv with the killer
    In my opinion, the flaw in that logic is that it isn't one account/person with 4 party members to split the loot or experience between, it's four individual accounts/people all putting the time and effort into that match with equal amounts to lose and not enough ways to earn them or just generally not getting enough for what they do do. Each person needs to gain an amount equal to the effort and time they put into the match, not split it. With that logic the killer should be getting 80k+ points(4 times the current survivor amount), not 20k+ :) It just seems a bit odd to me to compare them. Hopefully I didn't misinterpret what you meant
  • Alright, so I both agree and disagree with you. I don't feel that mori offerings are a problem at all, but I do have some frustrations with perk/add-on related moris. 

    The offerings are one time use and half the time don't even work out for the killer that played them. I view them as hard earned rewards for my opponent and if they manage to meet all of the requirements to mori me, then that's totally fine with me. They won fair and square and I won't take that away from them (it doesn't matter if I think they played scummily, camped, slugged, or whatever else)

    The perks on the other hand... with the recent addition to rancor is kinda getting over the top. Moris are meant to be a rare and hard earned end to the survivors they play against, but I was sick of the Spirit's mori very very shortly after she came out. I'm starting to see other killers use it as well and it's just tiresome. I know many conditions need to be met for the perk and add-on related moris to be accomplished, but I feel like I see too many moris (especially from certain killers). 

    Do I think anything should be removed or reworked? Not really. Do I think they should tone down the flow of new mori enabled perks and such? Definately.
  • I don't really care either way. Doing it has its own risks and it's just not something I care about.
  • I would say the best build for me is
    -Self care III (for when things go wrong)
    -Empathy III (there's an impressive amount of info you can gain from seeing hurt survivors, and at tier 3 you can see them anywhere on the map)
    -Kindred III (you benefit yourself and your team by doing this)
    -Urban evasion (good against hag and allows quick sneaking around things)
  • Very few killers camp to be toxic. Some do it because they see scratchmarks around the hook, some run Insidious and try to bait the hook, some want to punish the toxic survivor. 

    I personally only camp if I know survivors are around. I don't even camp toxic people, as I find it's more effective to just tunnel their ass off the hook.
    This is exactly how I feel. If I know someone is there, then I look for them. If I have seen no evidence of a survivor hiding close by, then I leave. It doesn't matter if they were toxic, friendly, hardworking,  or scummy, I treat all survivors the same. As a killer, you take on the role of host with them as the guests, and I try to be a good game host regardless of their behavior. That's just my view on it though 
  • I love empathy, calm spirit, and kindred tbh.
  • There was one time a couple years ago where I was playing against a Trapper in Shelter Woods and I was the last one left. I was still new to the game at the time and crouched around the entire map looking for the hatch when my Premo went off. I crouched behind a tree and waited for the killer to pass, but nothing happened. After a couple minutes of trying to scope out the area and not understanding why premo was there and no killer, I ended up seeing the hatch in one of the jungle gyms. Running to it, I tried to leap in only to be grabbed by the Trapper who was running insid. I was like 'NOOOOOO' as he carried me towards a hook, forgetting about all of the traps he had placed around the hatch. He stepped in one, I got off and into the hatch. That match took 40min due to me being a scardey cat, but it was definately memorable.

    Another is a little more general, but I love when you pull off a good sneaky dance with the killer. Those moments where you have the killer looking for you and you manage to stay out of his line of sight, sometimes without cover, are the absolute best. 

    I played against this Mikey about a week ago on the preschool map and danced around him as he patrolled right in front of the hook. He moved away for just a second to check behind a bush and I got the unhook right then and there. I was pissed when I found out that it hadn't recorded :angry:
  • I agree with this. I was initially telling myself it was due to the time the killer puts into the match in comparison to a survivor, but it's pretty clear to me now that that isn't the case. There are plenty of times where I've put in 15-20mins in a match and still ended up with a pitiful amount of bp. I think it has to do with the fact that the killer is nearly always gaining points (through the chase, using their power, or delayed/indirect ones like entity summoned or bleeding) and survivors aren't always getting those points, not without directly interacting with things like gens or healing.

    I think the killer side has a decent bp system, but the survivor's bp doesn't feel like it reflects how the match actually went. There have been times where I have saved people 5+ times on the hook, healed them 2+ times, done a gen, and been chased a little bit, cleansed a totem or two and then I still come out with an incredibly small amount of points. I love the emblem system, but I agree that the points don't feel right.
  • I don't see many Tapp at all, and Ace comes in 2nd place
  • Other than playing the killers yourself or watching streams, I'd say the safest routes against the Trapper are the ones with no pallets, windows, or gens around. When I'm running, I always pick paths in between the grass patches and stay near walls and other such edge collisions. The trap is most likely to be placed in the middle of a path and your hit box is smaller than his. If the circumstances are just right, you can skim right by one and have him walk into it.
    Also keep in my mind that debris and door jams are nice hiding spots for traps, they tend to blend in better even if they seem obvious when you're staring at them. This included broken pallets btw, they fit amazingly well. 
    This is less important in a chase, but chests with grass in front of them are easy targets. There was one game where I trapped and killed all four survivors on the Red Woods due to trapping a specific chest.
    The last and best advice I can give you is to scout ahead. The Trapper has between 6 and 9 traps available to him through out the match and if you know where these are, you will be able to avoid them easily. If you're in a chase and desperate to use a pallet, give it a good look and be sure that it's a safe one. If you see a trap in it, try to fake him out in the last moment.
  • Depends on the survivor team. If they are flashlight clicking and tea bagging, then I am going to put forth “try hard mode” and run them into the ground.

    If they are playing “normally” ie none of what I mentioned before, I will generally be more merciful.

    What happens solely depends on them.
    This is pretty much my opinion on it, I react based on the survivors. If they are jerks or generally disrespectful, I offer them no mercy. If they play hard and help each other, I usually let at least one go. If they aren't team players and general camp hatch and such, I go hard after the ones that aren't and let the survivors that try to be a team player go. I guess overall I go easy on them if they try, it sucks to have a 3 man team sometimes.
  • There's nothing more satisfying for me than standing as the doctor and hearing the initial tier 1 madness as all four survivors scream all around you at the same time like some demented song. That's when you know it will be a fun match.

    Another is watching a jerk survivor get snapped in your trap after a show of tbagging. They get cocky, then they get careless. It's even better if the trap is rather obvious.
  • I agree. I feel like they should have something dimming them and the candles, like a black worn cloth that lets a bit of light through or the dark swirls that are in the blood web when the entity consumes nodes obscuring it a bit
  • I feel that the BNP was nerfed too much, but definately needed to be roped in from its original version. Currently, it's not satisfying to use or worth the bp cost, and I will generally pick a brown mist offering over the BNP in my web :/ I don't have any good ideas on how to adjust it, but I definately don't enjoy using it. I hope they will consider taking another look at it after gen rushing is tended to.
  • @Mr_Myers said:
    You know this isn't even on PC right? Unles you use an achievement editor you can't your stats

    Yes, but I think it's very important if everyone could see their own statistics in the game.

    The devs stated that they would like to add this, but it's far too late to do so. The stats would start counting from the time they implemented it and wouldn't count any games you had previously played. I would love to see it implemented, but I don't think they ever will.
  • From a lore stand point, I don't think that the entity would avoid using a child as a killer over all. Seeing the types of powers and changes the entity makes to a killer would make is easy for me to see how that could happen and how the strong emotions a child harbors could be used to encourage killing. It would also cause strong emotions in survivors to see a child (or what used to be a child) coming after them like that.

    As for survivors, I don't think it's possible for children to be there (or at least rather unlikely). The entity doesn't modify survivors in the same way/intensity that it does for killers, generally leaving them in their original state. 

    Children are still developing rapidly and are going to be changing a lot over short periods of time. They are generally less stable emotionally and the entity might sense the changes in them while looking at their potential to be viable emotion live stock. They need to be emotional, but consistent, and a child is going to be less consistent and predictable than an adult. As far as I'm aware, a survivor doesn't age while in the entity's realm, so a person's current state of stability (child, adult, or elder) would likely be somewhat frozen depending on when that person was taken. 

    Another good reason to choose adults over children is their view on the world. An adult is going to be more realistic in how they see things and have a much broader knowledge base than a kid. Children would be less likely to understand things like generators, breaking hooks, and how to heal wounds, which skews the numbers of survivors surviving trials. There are no tutorials in the entity's realm and most survivors have to figure out how to get out on their own, using skills they already know and general problem solving in order to survive.

    Another point to consider is the physical limitations children have. Not only do they lack the muscle and strength to do many of the tasks at hand, but they also lack the height. It's hard to imagine a kid unhooking someone when adults have to stretch to get them off the hook, which doesn't even mention the strength needed to lift an adult up and off. Kids are not as fast over long distances as adults are, making it difficult to win a chase. Throwing down pallets and vaulting through windows would bring their own challenges, same with carrying or running with a metal toolbox.

    The last point I can think of is that children are more likely to hide in terror than face the monsters waiting to lunge at them from the shadows. Half of the killers are 8 feet tall, which is double the size of a small child.
  • Yes! This really needs to be fixed since it shows the location of any trap within the hooked visual, including the one he's holding. I feel really bad for the Trappers that I play against since I can tell where he is going and where all the traps around the hook are, it's almost like I have a free perk and it's unfair for them.
  • I really like the idea of Evil Hungers, that sounds interesting to play with and against!
  • What if the perk's base use was to make all items get used faster depending on the number of gens on? It could be a hex perk, and you would be able to wreck dropped items regardless of whether it was cleansed or lit. I don't think chests themselves should be touched, as that would make even more people use self care and people who didn't (newbies especially) would be at a heavy disadvantage if their source of healing was entirely reliant on other survivors.

    Maybe a little something like this

    Hex: Despoil (love the name and description btw)
    This is your world, and everything that's in it is yours.

    You gain the ability to break items on the ground or in opened chests. Each time a generator is completed, Despoil receives a token. Each token penalizes all survivor's efficiency in using items.
    1 token: decreases the usage efficiency by 3%
    2 tokens: decreases the usage efficiency by 6%
    3 tokens: decreases the usage efficiency by 9%
    4 tokens: decreases the usage efficiency by 12%
    5 tokens: all items are unusable (broken status but for items?)

    The token part is mostly off the top of my head and would definately need adjusting, but the idea is there. It would basically consume all items a ton faster the further into the match you were. Brown medkits would be like the original brown medkit, you would never get a full heal out of them without other perks and add-ons. 
  • I have to say that the institute and Prenn are my least favorite, but Prenn (original, not chapel) takes the cake for sure. It's the only one that makes me groan a little when I load in as killer.
  • This is an interesting idea, I like it! What would stop survivors from going around to all hooks and saboing every one of them though? Would there still be a set time that they repair themselves?
  • I don't really agree on sound effects all that much as I hear so much depth and character in it already (head phones bring it to a godly level), but I think that more maps with weather would be wonderful. Mother's Dwelling is one of my favorite maps due to the environment, sounds, and weather since it reminds me of home and I would love to see more like it. I think that adding weather offerings might complicate things too much, as it would be nearly useless in some maps and overly powerful on others. Especially with a game that relies so heavily on sound and listening for the killer or survivor.
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