LapisInfernalis
LapisInfernalis
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@GamerEzra said:
https://forum.deadbydaylight.com/en/discussion/323567/jeff-needs-cosmetics
There is one in this rift but I agree, he needs more cosmetics.
This is a unique one fore sure but horrible except for the pants.
@Kurri said:
Give Jeff more cosmetics. Our bearded brother needs some love
As a Jeff Main, I support this. But not only more cosmetics, more divers ones. All he has is basically a leather jacket +jeans.
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My idea was for Adrenaline to heal you 1 state or give you a sprint-boost if you are healthy but not both
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I was wondering why they didn't do it in the first place.
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Use Franklin's for the time being. But some sort of safety mode would be good.
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@Milo said:
Why do you think it's like that? It's because of popularity. Obviously they're gonna release a cosmetic for a survivor that a lot of players play, than a couple. It's just natural.
However, they should atleast occasionally release a cosmetic for a less played character.
This is probably sadly true.
It's the same for the Archives or Halloween cosmetics. We near 3 years of archives and there are still ancient (or old) characters who didn't have their lore expanded yet: e.g. Feng, Adam, Jeff, Felix, Deathslinger but quite new characters like Trickster, Mikaela or Twins get their Lore first. And David get's a 2nd entry before even all old characters have one.
It's the same with Halloween. Mikaela got released and got her Halloween skin right away. It wasn't a blighted one, sure, but it is still an event skin for a brand new character. Meg, Ace, Kate, Adam, Jeff, Jane, Zarina, Slinger, Oni are all now older characters who don't have an event skin yet.
I hope they change this soon. As a Jeff Main I often feel forgotten by the Devs.
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@Chiky said:
https://forum.deadbydaylight.com/en/discussion/comment/2949442#Comment_2949442
did that for a match, and there were 0 glyphs in the map :)
miserable experience for everyone
That is because they switch places after some time (like the anniversary crowns). I had one appear behind me while I was opening a chest on a hill.
So you could just have missed them.
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Agreed. Or just change it to "any button" because every button works and not just space.
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@IlliterateGenocide said:
I would like iff they gave the option to combine blood point offerings into a higher tier.
That would be cool. Many brown addons are barely worth the 3k
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@HagathaSimmons said:
https://forum.deadbydaylight.com/en/discussion/comment/2946700#Comment_2946700
I highly doubt they’ll ever come to the store. It would defeat the whole purpose of having such a collaboration with Amazon.
Well.. They said loud and clear that there will be no more exclusive cosmetics. Except time exclusive ones like from the rift.
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I had the idea a while back for this perk to make it impossible to self-unhook in the basement without deliverence or make the perk apply to a portion of perks on the map too (which is basically what scourge hooks are).
So this seems pretty OK. I also like the idea of the perk making basement hooks scourge hooks as well.
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@HexDaddyissues said:
dont face camp the hooks and people wont suicide as often. every action has a reaction.
People even suicide on hook for just getting found first, being tunneled (that I can understand to a degree), being outplayed or because [insert any tech here] did not work. This happens more often than suicides because of face camps.
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I don't like that. We still don't know if and when those prime cosmetics come to the store. So keeping them in the free track of the rift is better
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I mean if it were just escaping though hatch, it would be fine, but with a key? This means the killer has to close it first and you need to be alive too. And let's be honest, many killers slugg for the 4k or make sure to kill the person with the key first.
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If it goes both ways I'm fine with that.
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Actually lockers are the only counter against a Tombstone Myers (especially the purple addon, which is a lot stronger).
I would be fine with Judith's Tombstone (the pink one) giving that ability, because it takes ages to stalk when combined with Fragrant Tuft Of Hair. The Tombstone Piece (purple) should not give the ability because of reasons I said above.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/2944976#Comment_2944976
Making it one use per game might be a tad OP. DH isn't really a true 2nd chance perk like the others. It doesn't buy you a whole health state, it buys you a few seconds of chase, and how you use those seconds is up to you and your skill with looping.
Could always give it counters. Getting hit gives you 1 token, which is consumed when you use DH, and still gives you exhaustion. That way you get one use per chase, unless you happen to lose the killer without using it and then you potentially get 2 next time you get hit (but still subject to exhaustion timer). This would encourage survivors not to waste their limited tokens.
"a few seconds" can very well be half a Gen worth of progress. Or even more depending on the map and the survivor's skill. But it IS a 2nd chance perk: being greedy on a loop? Press E to the pallet/window. Being outplayed? Press E. Farming off the hook with BT while injured? Press E to let the unhooked survivor tank the hit. Etc. Basically everytime you mess us in any way, you can press E to get away.
Yes DH is skill dependent, but it gives a lot of reward with low skill and even more with high skill. The problem are not bad or mediocre Survivors but the good and very good ones.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/2944887#Comment_2944887
I'm not sure BT and DH would work with it.
BT you use on other people, so does it inflict the recipient with the status, or you when the unhooked survivor is hit? Either way doesn't seem that fair.
Moving DH to this, and similarly with your earlier suggestion of changing DH to a cooldown instead of Exhaustion, would mean that you can use DH with other exhaustion perks. DH and Sprint Burst, DH and Balanced Landing, etc. DH is squarely a chase related perk, so it should stay on the Exhaustion system.
But yes, UB, DS and Deliverance could indeed all share a resource. One is a second chance while on the ground, one while being carried, and one while hooked, and they're all squarely under your control and don't require other survivors. Chaining all of those together would very much be like chaining multiple Exhaustion perks together.
I thought of DH being both Exhaustion AND 2nd chance category (so you can't use both) or somehow nerf DH so it doesn't need to be an Exhaustion perk anymore. But that could be difficult.
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I would like to test the system from mobile. There you auto-ready up once you get in the lobby and you can't change anything after you start searching for a match. Although the killer sees what type of items (and rarity) and how many add-ons and perks are used but not which. Survivors are able to see everything except anything killer related.
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@Leonardo1ita said:
After 3 years of always using DH I now run with always no exhaustion perks, so I'd have no problems with a test. Also I'd say maybe 1 weekend of no DH is better, because all the other exhaustion perks are balanced imo.
I have stopped using DH when the servers were implemented, but I rarely used it before because I realized that you are very greedy with loops and I didn't like that.
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I would just add that hemorrhage does not affect someone with solidarity.
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@Icaurs said:
https://forum.deadbydaylight.com/en/discussion/comment/2940728#Comment_2940728
Depends on the perk, and depends on the reason.
DS activates at endgame. Why, because the killer has to camp? So now I have to run a perk, exclusively to avoid be tunnelled, and its still may not even activate, even if I am directly tunnelled?
DH only has 2 uses? How about ruin only applies to one generator? Nerfing a perk into obscurity is terrible game design.
Here is the real issue with DBD. The design of killers are terrible. The vary massively in power. DH is overpowered? Well it depends. Are we talking about going against a trapper with sloppy, brutal strength, spies form the shadows and shadowborn? Then yes it is overpowered. Are we talking about a Nurse with corupt, ruin, dead man's switch and pain resonance? Not at all. The strength of killer's perks and powers vary between broken, and useless and as a result the survivor perks need to exist, so there is a reasonable way to beat a meta Nurse. The problem is when they take that same build and go up against said trapper. You can't change gen speeds, you can't change perks. The only thing you can change is player's attitudes, and unfortunately everybody is so suck they refuse to change.
About DS: I have lost count how many times I tanked a hit during EGC or did some weird ######### because I had DS and the killer had to deal with it (I had to deal with it as killer quite often too.). I don't know how many countless times I escaped because of DS. If it would deactivate after EGC starts, it would be solely a perk against unnecessary tunneling (e.g. At 4 gens left) and not hinder the Killer's ability to snowball in the end. Of course you could "eat" the DS earlier but I'm not the tunneling kind unless someone pisses me off or if I really need to.
DH: Ideally the killer will chase you 3 times. So having it available 2 times is OK. Just give it a cooldown instead of Exhaustion and you are fine. So you can't mindlessly press E every time the killer outplays you. This is the main issue I have with that perk. That you can be bad over and over again and get away with it.
Yes the power level of Killers is very different. And M1 killers will have a hard time independent of what you do. That's just how it is.
I'm not exactly sure what you are referring to but I always tried to be nice as killer and survivor. I always try to be fair as long as the other side behaves themselves. I don't intend to be fair against a toxic person. That would be a losing battle. I also always tried to stay away from the current meta: Kindred, Spine Chill, DS and IW is what I use 98% of matches. I tried to play without DS, but in soloq you get farmed without BT, the killer doesn't give a damn.... And as a Jeff Main I am quite dependent on IW (although I would enjoy a fairer rework for sure).
@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/2940728#Comment_2940728
BT used to only activate in the killers TR. This made it ineffective against stealth killers.
Changing it to a static "within 30m of the killer" would have countered this, however this would be ineffective against teleporting killers.
However a system for limiting some more meta perks wouldn't be a bad idea.
Exhaustion was implemented to prevent you using multiple really strong chase perks back to back.
Well a similar system could be implemented for second chance perks. DS, Unbreakable, Deliverance. Using one of these perks gives a new shared status that prevents the use of self-same status perks. Basically meaning you won't be able to use DS, UB and Deliverance in the same game, so like Exhaustion perks, you won't want to bring them into a game together.
There was even a time when BT was single use only but protected the unhooker as well. I even thought of BT being a selfish perk so if you play soloq and you get farmed, you have a protection, but that a) doesn' t fit Bill's character at all and b) we've got DS for this.
I really like your idea. But only include 2nd chance perks (BT, DS, DH, UB and Deliverance). Other perks with similar effects (Soul Guard, Exponential, No Mither) have downsides or special requirements that make them less overwhelming. That would at least force the meta to change a bit.
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@Icaurs said:
https://forum.deadbydaylight.com/en/discussion/comment/2939257#Comment_2939257
The point is we know what would happen without these perks. Killers camp and tunnel more. Games become massively unbalanced because the survivor meta is very strong against weaker killers, but borderline mandatory against stronger ones. Survivors have been asking for changing how hooking survivors work to discourage camping for years, and it has not been changed. A lot of things in DBD exist, for certain reasons, and the game breaks without them.
Well.... then it would be time to change them.
A first step wouls be to nerf the meta.
For example (just brainstorming): DS deactivates when the EGC starts. DH is only usable 2 times. BT only works when the killer is near, UB loses the recovery boost (we have a boon for that) etc.
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@Rezblaze said:
https://forum.deadbydaylight.com/en/discussion/comment/2939264#Comment_2939264
The less breakable walls there are, the better.
Breakable walls was the worst and most useless iteration in the game.
Their idea is good, but the implementation is bad.
What they need is a survivor perk or mechanic which deals with these walls too so that is a back and forth.
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I would make it a breakable wall with a ledge.
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@GoshJosh said:
Might as well call it a killer lobby simulator weekend.
For myself, I would still play since I don't use Exhaustion perks (I never really have). And for the no meta weekend: I would use maybe something like WGLF or We'll make it instead of my DS. The other 3 perks are strong but not meta. If IW would be turned off, I would maybe switch my main (Jeff) for that time or use something like Off the Record.
@Icaurs said:
The problem with this, is that the survivor meta exists for a reason. Let's say you disabled BT/DS/unbreakable. What would happen is mass camping, tunnelling and slugging. Without the fear of these things, killers will increase in this playstyle. Even DH, if you disabled that killer would get downs, significantly faster.
It goes the same way. If you disabled gen slowdown perks for killers, the survivors will do generators way to fast for them to handle. Even without DH, killers will not be able to keep up, its not possible. Everybody complains about meta, but meta exists for a reason, and if you disable it, you risking breaking the foundation of the game.
This is the intention. To see what the game would look like without certain perks. So that certain mechanics can be adjusted and changed properly. The survivor meta is so old and unchanging because these are the best perks by far. There is no reason to use Alert (a good perk) over DS or DH. For killer it's similar, just the meta is not so far away from the rest of the perks like for survivor.
@CakeDuty said:
An "No Exhaustion Weekend" sounds interesting, but the "No Meta" test is just an invitation for killers to tunnel and camp with no repercussions. Killers have plenty of other slowdown perks (tho they're not as effective), but survivors don't have any other way to counter tunneling and camping.
This would be the time for the Devs to think about other anti-tunneling etc mechanics or penalties. I'm completely fine with tunneling or camping btw if it is needed (in the EGC for example).
@[Deleted User] said:
Why not just make a vanilla mode that has no perks for anyone instead of removing specific things people like to use
That would be another option.
@ReverseVelocity said:
For the 15th time, they do not need to disable perks as a whole because they have matches without those perks. Bloodlust was a different story entirely since it's a mechanic present in every trial inherently.
Try to find a high end MMR match without these....
@Valik said:
I want to get a DH killswitch weekend for sure.
People are talking like survivors will hate it.
And they might... for, like, 4 matches.
But, in reality, they're going to find that they go against much fairer survivors in the long run.
The vast, vast, VAST majority of players popping their feet into the deep end of MMR are NOT ready - they're just boosted by DH and spoiled by BT and other meta perks.
Once they don't have DH to boost them into the stratosphere - they will likely fall back into the average pool where they're better fitted for the matchups.
I'm honest to goodness sick of getting baby survivors in my lobby, then see them press E to not die at the last moment. It's like seeing a kid in a car with a crayola crayon drivers license. Like, oh - buddy - that worked for you back home... but that doesn't fly out here.
Killswitching DH for 3 days will probably be one of the healthiest things this game will ever see. Survivors will loop safer, play smarter, and the boosted kids that seep up to the big games with bad plays and bandaid perks will slowly trickle back down to their proper MMR ranks.
This is what I also see quite often when I play killer. People who make dumb plays and press E to get to safety....
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@pizzavessel15 said:
meh pretty good. the distance should be nerfed and there should be an interaction delay after using it, so you don't immediately vault or drop the pallet
I think this should be enough.
Most people who know how to use DH properly use it to extent chases for X. These are the problem. Not those who just use it because they heard that's a meta perk.
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@GoshJosh said:
I don't like the idea of removing existing items. No problem adding new stuff though. Just make the existing items more worthwhile (i.e., revert hatch nerfs).
I must say that I would not like to have to look out for swf with keys again who disappear into the hatch....
If they would rework keys so that they are only obtainable during a trial and/or personal (this way everybody would need a key for a 4-man hatch escape), then one could argue that reverting the nerfs could work.
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@ReverseVelocity said:
https://forum.deadbydaylight.com/en/discussion/comment/2936379#Comment_2936379
Onryo is more similar to Wraith than pre-rework Freddy to be honest.
I thought about her being temporarily visible when she comes near and manifests. Also her being Undetectable and completely invisible outside of her TR reminds me of Freddy. (something his rework should have had from the beginning). But yes she also has something in common with Wraith.
Here is an older post of my ideas for Freddy.
@LapisInfernalis said:
Dear people of the Fog,
I have been playing Freddy for a long time now. I already knew him, well before he got his rework. I surely hadn't "mastered" him back then, since I was a newish player. But I tried my best and came to like him. I loved the aura reading outside of the TR and that he was completely invisible to people outside of the dream. I understand that complete invisibility would be a bit too harsh, especially for new players, but being able to see Freddy (every couple of seconds) from as far as 32m is too much for my taste. Why? because Freddy comes without you knowing to trap you in his world. There is an add-on (Pill Bottle), which shortens the distance a bit, but does affect neither the TR nor the lullaby, which requires M&A to be used as well. Generally this is a nice idea, but it's just not "worth" it, compared to other add-ons. This is one example for many of his add-ons, which are just status effects or niche effects that are not worth their rarity (most of his very rares and Black Box) or generally too limited to be useful.
This is my attempt to make Freddy's add-ons more divers and more useful in general while reimplementing a lot of the "Old Freddy" I used to love in the old days. I want to make Freddy a bit more interesting to play as and against again, as well as to bring back one of the more meme-ish but fun builds that was called "Ninja Freddy" or "Silent Freddy".
Please remember, that this is just me brainstorming and probably won't be quite as balanced as it should be. I will do my very best though.
DREAM DEMON:
Outside the Dream World:
- Freddy is only fully visible when he's within 8m and intermittenly between 8m and his TR (24m). Frequency and duration depend upon the distance. The closer Freddy is, the more you can see him (similar to Wraith). Outside of 24m Freddy is "undetectable". This does implicate the status effect of the same name, but old Freddy could NOT be detected with any aura reading outside of the dream world. This would reimplement some of his stealth abilities without being too powerful.
- Freddy's TR is set to 24m.
- Game mechanics about micro sleep and clocks remain the same.
- His visibility changes with his TR, but cannot be lower than 12m to give survivors a chance to react. So M&A or Furtive Chase make im less visible, but perks like Tinkerer will not make him invisible. They will just set the maximum distance to 12m for the duration. (This could be too strong.)
Inside of the Dream World:
- The lullaby's radius is set to 24m.
Snares/Pallets:
- Freddy can use both simultaneously. By tapping the Active Ability button (CTRL), switch beween Snares and Pallets (similar to Clown). To be more versitile, both are counted seperately. Freddy can set 5 Snares and 5 Pallets before they get recycled. Since Pallets are the weaker type of power (need empty spots which are rare on many newer maps/reworked maps and are less usefull in the end game) and need to be set up before a chase, I think it would be ok to have 2 seperate counters for Pallets and Snares. This also opens up an Add-on set for new stuff.
Teleport:
- Stays the same.
ADD-ONS:
- "Block"-Family: Reduces the Micro-Sleep-timer by 5/10/15/15s + the "Wake-up action" is 12s (or whatever the maximum was) by default. This creates a dilemma for the survivors: Do i still go to the watch? Do I get waken up by a mate, do I purposely fail a skillcheck or do I not care? Here I used the idea of the old blocks, which made the Dream Transition shorter.
- "Drawings"-Family: Is totally fine. Kid's Drawing should be 1% reduction per sleeping survivor instead of a meme add-on though.
- "Dress"-Family: Interacting with a Snare or Pallet causes Incapacitated/Mangled/Exhaustion for 15s/until healed/5s. These status effects are way more useful.
- "Claw"-Family: Increases movement speed after teleporting for 15/20/25s by 5%. Inspired by the old claws.
- "Rope"-Family: Makes the Survivors question reality. Creates Freddy illusions (f.e. Freddy standing, fake lullaby/TR, Freddy walking, fake teleportation effect, the metallic scratching of Freddy's glove) randomly during the Micro-Sleep Phase for 1/3/5s. The illusion's auras are visible to the killer. (similar to Doctor)
- Pill Bottle: Teleporting makes no sound and generators don't splash blood. The blood pool where Freddy comes out remains.
- Class Photo: After teleporting, the Aura of survivors is shown for 4s if outside of 24m. Inspired by the old Class Photo and Freddy's old Aura reading.
- Red Paintbrush: All Survivors start in the Dream World. Only Alarm Clocks can wake them up. The huge time waster or buff for the killer.
- Black Box: Reduces Terror Radius and Lullaby radius by 12m. Reduces maximum visibility to 12m. See sleeping Survivors' auras in up to 12m around you. Reduces movement speed to 110%. Keeping Freddy 115% while he is literally invisible outside of his TR would be hell....
I hope you like this.
Stay healthy.
Edit: Forgot the aura reading for black box.
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I would like the same sort/hide function like with cosmetics in the shop.
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Scratched Compass (rare):
- tracks gens and chests in 8m radius
- shows Survivors in a 24m radius
-20s of use
Old Compass (very rare):
- tracks gens, chests and Killer's belongings in 8m radius
- shows Survivors in 24m radius
- 25s of use
Irideceant Compass (ultra rare):
- tracks all objects in an 8m radius
- shows Survivors and the Killer in a 24m radius
- 30s of use
Add-ons :
Common:
- add 5s of use
- +4m range
Uncommon:
- add 10s of use
- +8m range
- better efficiancy
- set marker
Rare:
- +12m range
- don't lose item when dying
- see obsession all the time/ obsession sees you
Very rare:
- don't lose item when opening the hatch
- objects are shown to all survivors
Ultra rare:
- can open the hatch
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@Lynxx said:
Only item in the game that does nothing on its own without add-ons - even a green map reveals gens.
It's even a poorer joke when it crops up in chest searches.
I had the idea to put a random addon on it: Eroded Token, Gold Token, Blood Amber or Unique Wedding Ring.
Or give it the effect of the Eroded Token and remove that addon (gold token is so much better).
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@ReverseVelocity said:
I just want an option to play pre-rework Freddy.
This would be Onryō. Kinda.
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@ThatOneDemoPlayer said:
House Of Pain has 2 God Pallets, that's cool
No more windows and ony one pallet is guaranteed btw.
I'm ok with these 2 pallets since there is a huge empyness in the middle and other loops are mostly mediocre.
It's fine.
Look at The Game: there are at least 10 god pallets
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@Chocolate_Cosmos said:
https://forum.deadbydaylight.com/en/discussion/comment/2883251#Comment_2883251
It is VERY different. They don't have 40+ perks, all best add-ons stuck together XXX times and wallhacks to know where everyone is 24/7. It's like saying "I don't think versing cheaters is that bad compare to the best killer builds". Wow.
Normal cheaters have these options too. They can see auras/positions at all times, get locations of objects etc.
But I get your concern
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@KingFieldShipper said:
So my laptop crashed when replying earlier to a few of the other replies here and I kind of don't want to type it up again but I really don't think SB takes an incredible amount of skill to use properly either, and fearmongerer actually makes it easier to 99 as well if they are not in a dead zone (remember, it's only 5 seconds). I would be interested to see everyone saying they'd rather go against 4 sprint burst users who manage exhaustion properly, it really feels a lot worse and I find it interesting some of you don't think so. *shrugs*
https://forum.deadbydaylight.com/en/discussion/comment/2881181#Comment_2881181
I'd enjoy this actually since I am actually against exhaustion perks (other than adrenaline)- I actually don't use exhaustion perks anymore when I play survivor.. since I think june last year? But realistically, I don't think they'd do this anyways because the only ones that are really problems are dead hard and sprint burst.
I have 4.8k hrs (I started in September 18) and I only used DH for about a year. Since then, I did not use any Exhaustion perk on a regular basis (archive missions are an exception). I'm completely fine with all exhaustion perks except DH and maybe Sprintburst.
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Survivors enjoy the same meta for almost 6 years now, whereas killers had to adapt to many nerfs (Ruin, Undying, Nurse, Spirit,...)
AND: Survivors can stack perks too. It's called swf.
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I don't play killer much since MMR got introduced, but I switch between Myers, Pyramid Daddy, Onryō, Pig and Spirit
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@KingFieldShipper said:
Mandy has said in the past they wouldn't because killswitch is reserved for perks that are bugged only.
But also, you know what would happen? Survivors will run sprint burst instead and killers are going to have an even rougher time. I sure don't want 4 sprint bursts, especially when I'm playing a m1 killer.
Then a no Exhaustion perk weekend.
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@Megmain80 said:
https://forum.deadbydaylight.com/en/discussion/comment/2879485#Comment_2879485
You’re really proving my point here… you won’t be happy until survivors have nothing to use. Also, calling survivor perks crutches is ridiculous.
They are crutches.
Getting outplayed? Press E.
Farming off the hook? Have BT equipped. (instead of doing a skillful unhook while the killer isn't lookingl
Getting farmed off the hook: succeed in a not so difficult skillcheck or press E. (this is not always your fault, so it's debatable)
Getting slugged?: use Unbreakable.
Do you need more?
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"won't stop until everything is nerfed to the ground"
Pro-tip: just use the same meta perks which have been meta for almost 6 years and you'll be fine.
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Ehhhh.... I hope they will fix it before it will be a huge problem.
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Wait... This is not an April Fools joke?
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@_RupTurE_ said:
Sure I mentioned the UI didn't show 2 hooks. There is a bug somewhere. Whether the UI is bugged or if you unhook successfully if you should still get counted as 2 hooks or not is not really my concern. Just that there is clearly a bug here. Everyone in the lobby was SWF and we all saw only 1 hook state. I couldn't communicate with the killer so I'm not sure what they saw on their UI.
In my opinion, if you unhook yourself you shouldn't get a 2nd hook state added but... that's just my opinion. I just reported it how I saw it. They can fix it (or not) however they see fit.
It happened one time when I was playing duo, that I unhooked my swf mate really late and on my UI it showed only 1 hook, but it was 2 on theirs.
This could have happened here too
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Silent as the Grave (Killer)
You have learned to move silently.
Breaking a Wall, a Generator or a Pallet is completely silent.
From the Ashes (Survivor)
Even if something is broken, you can always create something new with it.
You start the Trial with 1/2/3 tokens. Press and hold the Active Ability button to consume a token and reconstruct a broken Wall or Pallet. A broken object can only be reconstructed once per trial.
You see the Aura of broken objects in a 96m radius around you.
(note: this perk does not stack with other survivors, so it can't be abused by swf. in short: if your mate reconstructs shack pallet, you can't do it again.)
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Are they still bugged? And if so, could you please kills witch them until fixed? I ran into a lot of people abusing it
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I got only killer rituals for about 10 days!
Either let us chose what we would like to do (pick a killer or survivor challenge) or rework them so they are like some of those archive challenges which you cen do with both sides.
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@Marc_123 said:
You get surv rituals but only way way less than killer ones. Guess we need more killer players.
I think i get about 1 surv challenge for 5 killer challenges.
Back in the day, it would not have been problematic at all, but nowadays I play killer a lot less (also due to SBMM). So it is really frustrating to get only killer rituals
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lol.....
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Don't forget Opression. I was so sad when I saw it didn't syergised.
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Better look at certain maps with dense pallet/loop areas (f.e. Suffocation Pit) or many safe pallets (f.e. Lèry's or The Game) than reduce them overall.
There are some maps with very large dead zones (f.e. Wretched Shop, Shelter Woods) which would be even worse for survivors that they already are.