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Kind_Lemon

Kind_Lemon

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Kind_Lemon
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  • Or, gens could not be blocked at any point, and completing a gen would reopen the hatch, considering it's a significant indicator of where the last survivor is, making the EGC more interesting.

  • @ShyN3ko said:

    https://forum.deadbydaylight.com/en/discussion/comment/471277#Comment_471277

    • Exit gates very close

    Thats true

    • Survivor with Jigsaw EGC time don't slowed down.

    They destroyed endgame pig.

    And RBT doesnt work in the endgame.

    What do you want more?

    • Survivor rescue for hook EGC is restart.

    Survivors need some time pressure.

    • Bood Warden 30/40/50

    The EGC timer is 2-4 min.

    And Bloodwarden is only 1 min.

    Whats the problem?

    It's not so much of a problem, but I think it's a bit cheap. I use Bloodwarden after purposefully playing badly all game to slug survivors once the EGC has started until just under the 1 minute mark and letting the survivors save the survivor I had hooked after slugging. Everyone is essentially dead from that point onward. I just stand around and hit them to get points while nodding and looking fearsome.

  • I think the EGC would be more suited to when both exit gates have been opened. That's really when the end game loses its balance (thus an EGC would be good here). It also serves to not punish altruism carrying over from pre-end game situations while still keeping the tension and pressure on a team that is overly altruistic or confident.

  • The thing that really ticks me off is how people including the developers claim it's an anti-camping and tunneling perk (The auras being the anti-camping part and the bloodpoints being the anti-tunneling part). Even so, it becomes blatantly clear that this is not the drive behind this perk in light of the recent change limiting tier one to two stacks and tier two to three stacks instead of giving lesser percentage boosters for each tier. This signifies a lack of care about the varied and complex impacts perk changes have on all the aspects of game.

  • Why did you run toward the killer who was standing on top of the hatch?

  • @Dwight_Fairfield said:

    Use Wake Up if you want a fast gate opening.

    "fast", as in three seconds shaved off. "faster" is more appropriate. To be honest, it did save me once.

  • Sabotaging is in a terrible place right now.

  • I think this would fly it it didn’t reduce the killer’s terror radius by such a significant amount.

  • My two cents: Premonition should work on thrown hatchets.

  • @DocOctober said:

    https://forum.deadbydaylight.com/en/discussion/comment/454185#Comment_454185

    I don't deal with hypotheses and you still haven't explained how slugging Survivors is abusing something.

    What is it abusing? Explain that.

    The issue I have with slugging is the lack of agency given to survivors, particularly in the hatch situation. Survivors have little ability as a downed survivor to do much of anything in that state; most interactions can only be done in healthy and injured states. Being slugged is essentially like waiting in a lobby for something to happen to you, and no one I know likes the lobby simulator we have. This lull in action is perfectly fine if there are three or more survivors available to save the dying individual. It becomes tedious when all a survivor can do is wait for no one to touch him or her until just before he or she bleeds out or he or she does bleed out. It’s not a very scary experience, as it should be for a horror game, and i agree that there should be a way to hasten your demise if you have lost hope on the ground (after all, what use are you to the enity with no strong feelings left?). To your point about abusing, the devs consider using a window multiple times to loop an abuse of that window. Abusing is not necessarily referring to actions that are bannable or reportable.

  • ...or just make it look better. Really, it's the visuals that everyone complains about. It looks like it shouldn't hit. I'd be all for a lunge into a pallet triggering a special grab animation if the survivor was in the process of dropping but couldn't drop it in time.

  • *cough* like fixing the sabotage mechanic, out-of-chase distraction techniques, and creating better ways for survivors to communicate with one another in the trial outside of Survive With Friends.

  • Well, you experience crazy lunges because there’s no pre-lunge animation, so the nurse appears while attacking you. The reappearing animation for nurse doesn't perfectly line up when with she actually is there and able to swing, and since the game tries to line up the animation afterward, things can look strange especially if The Nurse and the survivor are going in different directions.


    If you’re just talking about range, yes, the end of the lunge can still hit the survivor even if there’s not nearly enough momentum to injure a person.

  • @Auron471 said:

    Will blood warden be changed due to the potential power it will have in the end game collapse?

    @ShaneQ said:

    Will it be possible for a killer to bodyblock a survivor until the timer runs out?

    Foreword: I’m on mobile and can’t figure out how to delete the above quotations (sorry for the notification to those two people.

    My question: why did you decide to prevent survivors from doing gens once the end game collapse started from a closed hatch? Allowing the completion of a gen would seem like a great way to give the last survivor more ways of dealing with his/her predicament (distraction, maybe it pauses the EGC for a time?)

  • @Milo said:

    https://forum.deadbydaylight.com/en/discussion/comment/435712#Comment_435712

    Not really... it just "hmmm let's put this perk here... OH and this perk here"

    For example No Mither is lvl 40 and WGLF or Dead Hard are lvl 30 and 35.

    It sometimes just happens that the strongest perk is lvl 40 and weaker is lvl 30

    Aaaah, but that makes sense form a design standpoint. the final teachable to be unlocked is something that was completely unique to David and a risky perk idea from the developers. It makes sense to place No Mither last so as to not force survivors to pick it up before dead hard. The extra ability (DH) comes first and then follows a synergizing handicap (No Mither) Why would this perk be placed as a blocker to the final teachable? It would never.

    Well, that's dubious considering the degin choices made by the developers recently.

  • @fluffybunny said:

    https://forum.deadbydaylight.com/en/discussion/comment/435712#Comment_435712

    Boil Over is purple. xD It doesn't show the impact the perk has on the game. It's Kate's worse perk; it should be green.

    Exactly.

    BBQ should be the best perk for The Cannibal, unlocked at his highest level bloodweb (and I hate the stack change made for this perk).

    Fire Up should now be Very Rare.

    The Pig should have her unlockables as follows: Hangman's Trick at 30, Surveillance at 40, and Make Your Choice at 45.

    Bamboozle should not be the first perk unlocked (Caulrophobia would be a better fit).

    The Legion, The Plague, and The Spirit should have no perks at max tiers less than Very Rare, with Discordance being the last teachable unlocked from The Legion, and Corrupt Intervention being the second unlocked from The Plague.



    DWM should be level 40, WoO level 30, and Boil Over level 35

    All of Jeff's perks should start out from the Rare level, with the unlocks in the following order: Distortion, Breakdown, Aftercare.

    All of Adam's perks should start from the Rare level, the order of unlocking being Autodidact, Diversion, Deliverance.

    The rarity and order of unlocking between Flip-Flop and Buckle Up should be swapped.


    The developers are just throwing colors and rarities around without taking heed of the consequences: a grind that is not as forwardly progressive and a trend toward a lack of perks relating to the killer.

  • @ClogWench said:

    Dude chill, it's just a color choice. It really doesn't have any bearing on literally anything. Compared to Ruin and Devour Soap, Third Seal isn't particularly powerful.

    Well, changing things like that SHOULD make a difference, but the developers have begun throwing the perk design and balance office out of the widow, so I'm here to express my distress.

    Killers and survivors are obtaining new perks left and right without any effort whatsoever, and there is no publicized consideration for what ought to be done about teachables (in reality, it's perks altogether) and their state in the game.

  • @Milo said:

    It would make sense. It's the 1st perk in the chain

    NOOOO!!!!!!!!

    It doesn't make any sense!!!!!!

    Rarity, for perks anyway, signifies the amoun of impact a perk can have on the game. It's not just an arbitrary color defined for a pattern's sake. Teachable perks were assigned rarities and then assgned to survivors to whom they would fit. A perk's rarity shouldn't change because of a whimsical thing like "It's the first perk in the chain." The Hag's perks don't correlate to one another in terms of synergy or any other terms, so there should be no reason for this change that is based in an unfounded correlation.

  • @lasombra1979 said:

    It will be ok, breath in, breath out.

    *breathes in* Why, lord? *exhales*


    That was kind of refreshing tbh.

  • I get more scared when playing killer as survivors surprise-drop pallets on me or Claudettes pop up out of nowhere. I just get annoyed when playing survivor and I’m not doing well. I can get scared if I am doing well, however.

  • Will manually ending Frenzy prematurely deplete the power guage now that his power encourages using the frenzy as much as possible to tag multiple people and not tunnel one survivor...and will stuns still deplete his power guage outside of Frenzy?

  • @JawsIsTheNextKiller said:

    It used to be sprint to cancel but they removed that because it activated sprint burst.

    But if you cancel the heal because the killer is on his way, you probably want that sprint burst. If the killer isn't on his way, it doesn't matter that you activated sprint burst.

    If you don't want to be healed, you shouldn't be forced to use Sprint Burst especially if you don't know where the killer is.

  • @TheRealSlimShady said:

    @Brady said:

    It got worse. Hell, it's lower than 30FPS, absolutely NOTHING renders this time (PTB was better), and now this game is unplayable. I've uninstalled it.

    @Not_Queen If only BHVR cared to update and warn users the minimum requirements were going to be changed.

    Hope to see you guys someday again!

    thats exactly the same that's been happening to me,you can check my profile and see my discussions,graphics just don't render and like you,it never happened to me until 2.4.0 or when they updated the engine i dont remember,still not fixed and unfortunately it seems like they have nothing to do,so i quit lol

    @TheRealSlimShady said:

    @Brady said:

    It got worse. Hell, it's lower than 30FPS, absolutely NOTHING renders this time (PTB was better), and now this game is unplayable. I've uninstalled it.

    @Not_Queen If only BHVR cared to update and warn users the minimum requirements were going to be changed.

    Hope to see you guys someday again!

    thats exactly the same that's been happening to me,you can check my profile and see my discussions,graphics just don't render and like you,it never happened to me until 2.4.0 or when they updated the engine i dont remember,still not fixed and unfortunately it seems like they have nothing to do,so i quit lol

    Thought I'd butt into this still relevant ppost I've kept track of; I recently bought the Leatherface dlc, and every time I load into a lobby with him, I get just the shading and coloring on his clothes. After 20 seconds or so, it fixes itself. It happens occasionally when I visit the comsetic shop, but it happens consistently with Leatherface. Is this something I should be concerned about?

  • @AlwaysInAGoodShape said:

    At 14:00 he grabs the survivor by the legs. Wish we had a sped up version of that. Really gives me the chills just looking at the animation.

    @Ihatelife said:

    I love that grab animation back then!

    The grab animation for vaulting is something I dearly need in this game.

    @Kagrenac said:

    https://forum.deadbydaylight.com/en/discussion/comment/431780#Comment_431780

    They mainly changed it because maps were too dark; making it easy for survivors to remain basically unseen from most distances.

    I also would like the darker lighting for that very purpose of hiding in plain sight. Of course, that would mean that the developers would have to make the sounds of breathing and running louder, both of which they have issues doing either because they can't or won't. I don't think I've heard a single footstep from a killer since they tried to buff stealthier killers. I don't find it helpful as a survivor or killer.

    Considering a player dead as soon as the entity pierces them (so, yeah, duh they're not coming back from that) would be welcome, and so would be a change to how survivors lose time on hooks upon being unhooked/re-hooked.

  • @se05239 said:

    https://forum.deadbydaylight.com/en/discussion/comment/422210#Comment_422210

    @Kind_Lemon That'd still require you to do much, much better than normal.. like doing all generators by yourself, doing all saves by yourself, only you being chased the entire game etc.

    The current category sizes are fine, I believe. They motivate players to do more than just one thing all game.

    Nearly every game with hag, I can consistently guarantee that I will max out the deviousness category before the game is over. That means the no one escapes score event is worthles to me. I'm sure this is the case for most people's main killer. I can also guarantee that I max out chaser on most of my killers, and this is unavoidable if I bring Beast of Prey or Thrill of the Hunt. Sarifice points are the oddball in this category, so let's not talk about them. Brutality points are either not even close to max when the trial ends or are maxed halfway through.

    For survivor, I can max out chaser is the killer is bad pretty quickly, and I often max out objectives because I'm at heart a gen jockey, so that means activities like escaping chases at the end of the game or scouting with maps are pointless even if it's important to gameplay.

    It's not hard to max out a category especially if you plan around it, and it doesn't require you to "do much, much better than normal". I can't vouch for you or the rest of the community, but I personally want the points for the actions I'm doing. My suggestion is one way to see that happen sometimes.

  • If you want to get one gen done super quickly, bring No mither, resilience, prove thyself, and Spine Chill. Also bring a shroud of some kind in addtion to an Engineer's toolbox with the socket swivels and clean rag.


    For multiple gens done more quickly, bring No mither, resilience, prove thyself or Stake Out, and Spine Chill, This is Not Happening, or Streetwise (preferably this one). Also bring a Commodius toolbox with the above mentioned addons or a Wire Spool and Instructions (in that order). Feel free to mix and match the addons, but always put charges before efficiency. You should also probably burn a shroud other than the Shroud of Binding.


    Hope this helps.

  • The mentality and process behind d/cing is what needs to change.

    People dc because the game isn’t going how they would like or think it should go. Many people see the dc hutton as just another facet of the game, much like the find match button or clicking on bloodweb nodes.

    In-game dc should shut down the game and give a prompt for sending a message to the dev team as to what forced them to dc (bodyblocked permanently in the basement, not being sacrificed after the animation has completed, stuck against or on an asset, etc.).

    In addition, the dc button should not be on the same tab as the information about the match. It should be on it’s own tab so that it’s less visible. I would also love a prompt to double check that the survivor truly wants to dc.

    With these steps taken, it will begin to discourage the type of dc most commonly done.

  • I do like your idea, but I disagree that the current bloodwarden would be useless.

    Scenario 1: All survivors are still in the match when you activate it. There are just under 30 secs left. If the bar goes half speed when the surv is hooked, there is no way for any survivor to escape alive. They all dc.

    Scenario 2: You hook a survivor when the timer has just under a minute left. That survivor is immediately unhooked. No one can escape. Everyone disconnects.

    So, not useless, but it would result in a fair number of disconnects rather than sacrifices.

  • Bring whispers instead of ruin and defend the generators closest together. Leave survivors that are away from that part of the map.

  • Probs going to change with dedicated servers

  • @se05239 said:

    https://forum.deadbydaylight.com/en/discussion/comment/402945#Comment_402945

    @Kind_Lemon Isn't that kinda useless? I rather just have more after-game bonus BP myself. Less work for more points.

    You might think so, but currently, the max additional bloodpoints a player can get from an ardent wreath is 8k if the category was completely filled (which is sometimes difficult in survival, altruism, brutality, and deviousness). The 5k offering only granted an additional 3k out of a match if that category was filled. If the bloodpoint cap were increased for that category, then it would be possible to get more (even in not your best match) than only 3k extra out of one offering.

  • How did I make this post a question btw? Did I hit something along the way to creation?

  • The flashlight exists as the only item (sans firecrackers) in the game that has interaction between killers and survivors. They serve as a tool to broaden the gameplay of DbD beyond find objectives, complete generators, avoid killers, and loop killers. Sabotaging used to be a part of this at one point, but the developers decided that no solution other than gutting that mechanic was good enough.


    Unfortunately, a flashlight's charges are currently too few to be used to simply brighten dark places, which is something I would like to see in the future.

  • @AntiJelly said:

    @Kind_Lemon both mine and your generator reworks do the same thing ultimately. They require the survivors to go and get something extra.

    I disagree with your rework though. Gens stay as an M1 simulator except now survivors have to pair up on them for a measly 6.7 seconds. That doesn't solve much at all.

    My rework guarantees that each gen will take a minimum of 55 seconds, and it requires survivors to find a secondary objective to finish it up, AND it allows killers to regress completed gens up to 3 times.

    Also, IMO, sabotage is a joke of a mechanic.

    I was only giving my opinion on your “first phase” idea where you say survivors can only work on a generator by themselves. That’s the point in the game where survivors want to each be on different generators. As fhe game progresses with less generators to complete, only then do survivors like teaming up on gens.

    I didn’t say anything else about your generator suggestions because I’m still unsure what to think of it.

    Also, yes—the current sabotage is a joke mechanic, which is why I’m looking for some rework of it in any comprehensive change post. Tbh, it’s the whole wiggle, carry, hook spacing, and basement hook vision thing.

  • @Carpemortum said:

    https://forum.deadbydaylight.com/en/discussion/comment/411433#Comment_411433

    Oh wow. I cant imagine it works that way or the stun would be happening while you're still exiting. But since I dont think we have actual frame hitbox confirmation, that may be the case. I'd say try it out a couple times one way, then the other, and see if there is a difference.

    It also may be slight desync like when you're already running after a vault, but still get hit.

    This is the video: https://m.youtube.com/watch?v=Dsz8dVXTsmQ

  • @Luigifan64 said:

    https://forum.deadbydaylight.com/en/discussion/56511/potential-heads-on-buff

    Honestly it just shouldn't be an exhaustion perk, just have it be a timer perk; also make the range & how it hits a killer make more sense. Make the perk hit the killer if the survivor touches the killer or if the killer is right next to the locker, HO at the moment never hits when it should and the timing is super weird. Maybe increase the range a little bit and take the timer down to 2 seconds, but I think making it a non-exhaustion perk is good enough.

    See Ulysses’s YouTube video on how Head On works to understand its current mechanics and how it works as intended.

  • I disagree with your suggested generator changes. Primarily this is because of the function where only one survivor can work on a generator at a time in the beginning phase while multiple can work together in later phases.

    I think it should be the opposite to an extent. No solo survivor (unless he/she has Left Behind) can start a generator from nothing; that survivor has to go get help to start a generator. The generator cannot be worked on by only one player until at least 15% progress has been banked. After that, since things are already rolling, solo generator completion can commence.

    This does two main things:

    1. Provides functionality to the Shroud offerings, which makes sense.
    2. Most importantly, it slows down the rushing of gens without player interaction first. This gives more time for killers that need to set up to do so.

    Side effects include less stress on the killer when catching two survivor near a generator at the match and only being able to chase one while the other inevitably goes to complete the generator among other things.


    You additionally don’t include anything about Sabotage or Hook efficiency in your post, and that’s something I look for in any large-scale and comprehensive balance post.

  • @NuclearBurrito said:

    @Kind_Lemon So in otherwords. The REAL solution to camping is giving a sign of when it is occurring and give Solo's the means of at the very least primitive coordination

    If we're ignoring the bloodpoints aspect and atmosphere (which admittedly suffer because of the many other issues in the game)...

    ...Precisely! 😁

  • I'm not sure if this is the right thread for this, but being in the dying state as a survivor is really underwhelming in terms of music, crow interaction, and the survivor's agency. Thought I'd just put that out there.

  • If multiple people have iron will and you get lucky with the map, she's not completely unfaceable.

    Additionally, if you're a P3 claudette with Sprint Burst, you can make good reads, and you have a team that knows how to strategically genrush, you'll do fine unless she has a mori :/


    The one thing that's a real brain stumper (other than the developers aren't thinking about this part of balance) is why Spirit has a smaller terror radius than The Nurse. Her power more than makes up for her lower base speed, just like The Nurse, and rightly deserves a normal 32 meter terror radius.

  • @Jack11803 said:

    My favorite is Dwight’s ass implant

    I honestly love this.


  • @tizzi717 said:

    What i am reading…….. you can't be serious. That's a troll thread

    I'm also in mild shock. The only reasonable buff I want to see now is to have the amount of traps based off of the size of the map (the number of tiles divided by some number).

  • @Frozenscum said:

    So much BS about camping.

    Wanna know how to stop it? Do the damned gens while killer is hanging around hook. You have 2 minutes of time till survivor dies on hook if it was his first. I can tell you for sure that when killer will see 3 gens popped while he was standing there doing nothing - he will be at different side of map in no time. Facecamping is 100% loss for killer if survivors dont feed him with new bodies trying to rescue camped teammate.

    Yes, you can probably lose your second hook, but killer will lose the game and rank.

    And if killer is moronic enough to keep camping after 3 gens pops - do rest 2 and get out of there. It gonna force killer not to camp in next games and make it more healthy. Yes, its probably not fun to be camped after 1 chase and hook, but as much as you let killers get new bodies from that strategy - they will continue to do it.

    While yes, survivors should be doing that, often times, solo survivors are notoriously inefficient when making saves. Multiple people go or nobody goes at all.

    Survivors that are unaware that the killer is camping while may run all the way across the map to the hook just before a survivor is sacrificed, abandoning a gen in the process and get caught out by the just as the survivor dies. These survivors have no way of knowing the circumstances without being there or having certain perks (eg. Empathy or Aftercare), and just running the length of a map such as Azarov's Resting Place can take a good 45 seconds. Additionally, not going to save a survivor is a loss of precious bloodpoints. Survivors net less points genrushing or stealthing than getting chased or farming other survivors. Much of the experience of the game outside of chase is driven by points. A survivor who is camped at the start of the game and burned any kind of offering is often left with less than 7k points, which is never a good feeling. I've not met or seen anyone who seemed to think, "Whoah, that was super scary. I loved that horror feeling from being camped." So, yes, there's an issue, but many people can't get past the surface level of the problem and suggest silly things like "Stop hook progression while the killer is in the area." Others, like you, get fed up with the ideas that repeatedly pop up (because for some reason, there's no way to sort posts by anything but most recent, yielding an insane number of duplicate and worthless posts on one topic), and you shut down your receptors toward any kind of change suggested to mechanics regarding camping even though there are plenty of things that the devs could try.

  • I don't think the explosions are annoying. This is a completely subjective thing, so your annoyance should not be a reason for a balance change.

    Too many more visual things annoy me, so even if this annoyed me, it would be at the bottom of my list after making corn, bamboo, etc. more see-through on low res.

  • @GrootDude said:

    I like opening chest and I still mostly find common items. Keep the chest change.

    The chest rarity change or the sucky-double animation requirement to pick up an item change?

  • Do Blink hits affect MoM? They don’t affect Dark Devotion at least on tier two from what I’ve seen

  • @Peanits , since one of your biggest gripes with penalties to camping is punishment for necessary camping (eg the exit gates are open), the following two suggestions should not be immediate turnoffs. On the forums (and most likely within the dev team too) penalties to camping can be a reason for reflexive and immediate dismissal of said ideas, but I believe that stigma should be done away with, given that there are solutions that consider why a killer would camp and what aspects of the game that killer is ignoring.

    I would be interested in one of two things:

    1. The killer cannot see the auras of all generators but one while within 20 meters of a hooked survivor for a cumulative total of 60 seconds. This blindness penalty is permanent once the killer has spent more than 160 seconds within radius of the hook. Reasoning: Being around the hook for 60 seconds is something that a survivor could potentially configure so that it occurs, but if a killer is chasing a survivor around a hook, why would the killer leave to patrol gens. It honestly wouldn’t matter. However, it would prevent killers who are just lingering around the hook for no reason from having information to be as efficient as a non-camping killer. A survivor has gone from freshly hooked to all the way dead before a permanent penalty is applied. This doesn’t affect killers if all gens are done. Lore: The killer has shown him/herself to be a loyal servant to the Entity but does not care about the survivors’ objectives, instead choosing to focus on eliminating a single survivor without any chances post-first hook. The Entity has granted that killer freedom from the annoyance of seeing auras of for which she/he has no care.
    2. (The less appraling and likely option) A killer blinded within 16 meters of a hooked survivor will undergo the flashlight stun animation, granting any daring savior a chance to rescue a survivor in distress. Reasoning: This is already difficult for a survivor to abuse if the killer is far away from a hook and/or the survivor doesn’t have a flashlight. Most importantly, the killer can look away to avoid blinds. Lore: Killers are also prone to blindness from greed.

    Edit: Added additional reasoning to first suggestion

  • I’ve been so focused on getting gens done as fast as possible as a survivor because the killer could potentially come over and regress all progress back to zero if

    A. everyone’s being stealthy so there are no chases to be had

    B. The killer is putting a tremendous anount of map pressure on the team.

    Someone else always seems to take the killer’s attention, giving me no practice in chases. I’m getting pips too often when I’m not even showing how unskilled I am. I rank up, and when there’s a game where no survivor is good at being chased, doing flashlight saves, etc., it’s a massacre. I’m often not even trying to survive at those points—I just try to farm teammates for points because I won’t get nearly as much if I was stealthy, finished a gen or two, searched some chests, or sabo’d hooks. I honestly play worse because of how little points stealth rewards on top of not having opportunities to better my chase game.

    It’s nearly impossible to make a stealthy save given that killers know where the hook is and solo players can’t coordinate on stealth strategies. There have been no hook related stealth perks since We’ll Make It, which allows for the unhooker to quiet and remove the blood trail from an unhooked survivor.

    Like, seriously? My experience is made worse just because emblem and bloospoint balancing are bad?


    I don’t know if pallet stuns need to give less points, if proximity stealth should give more, or if it would be smarter for all scoring events to be hidden from the players during the match, but I know that this is the part of the game that requires urgent care.

  • What would be welcome is the replacement of the offensive action restriction with the removal of stacks per survivor put in the dying state. That way, the perk can be used to help killers apply pressure rather than be used to tunnel one survivor down.

  • @ABannedCat said:

    I am all for reverting it back to what it was before. Chests are already rarely used at high ranks, since the searching time is rarely worth it, because you could do gens in the meantime. Litterally no one asked for that change, devs. Revert it back. If you have so much time on your hands to do such little things, why not invest it in something useful, like, you know, fix bugs??

    Devs, please, I’m asking for all the same reasons; increases in time like that don’t inspire players to go search chests instead of doing gens, and it’s generally not welcome.

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