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LordRegal

LordRegal

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LordRegal
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  • The only thing I can think of at this point is their internal region(s) to develop and test must differ heavily from production. It’s the only reason I can think of why they release things that actively break the game on every release - their testing servers are fundamentally different in some way. It’s that or they just have no QA at all.

  • PC, Steam, I must've got in game right before things went down, but I'm unable to find a match. it also takes a very long time to transition between sides (tried both sides in case it was a queue thing)

  • The best way I've found to fix this is to have the person who is receiving the heals crouch and not move. A survivor who crouches off of the hook as I save them is much more likely to get a consistent heal off without the weird reset time.

  • @Moxie said:

    https://forum.deadbydaylight.com/en/discussion/comment/2117290#Comment_2117290

    Oh, let's not forget 2016 Dead by Daylight:

    Two windows in shack, Entity Blockers didn't exist, BT working on the Unhooker as well, Trapping under hooked peoples feet, legit facecamping...

    Am I missing anything else the Dev's fixed?

    To be completely fair BT existing at all was a 2017 thing, but yeah, original BT was completely broken. Though I do somewhat miss the black and white screen effect you'd get.

  • I think Myers is more fun to play but Ghostface is unquestionably the more effective.

  • Confirmed as well, hit a Yui through a pallet that she'd just thrown. Felt awful about it.

  • @KateMain86 said:

    Nope. And the change isn't enough. The mere fact any killer has an addon that makes anything they do have an instant down is overpowered and not fun to play against. Seeing a huntress down 3 survivors in the first minute or 2 with an instant down hatchet is not fun. It causes lots of survivors to leave the match or give up on first hook. Its a miserable experience for survivors to go up against instant down hatchets and I have NEVER and I mean NEVER once enjoyed or had any fun whatsoever against a huntress that used an instant down hatchet. In fact it has caused me to stop playing the game more than anything. I can't tell you how many times I closed the game out after an instant down hatchet huntress match. Its just not fun to play against and makes people hate the game. The addon needs to be entirely removed from the game or completely changed into something else. Its too much power even if it will now just be limited to 1 hatchet. Every huntress will just reload after a down, then hook and rush after the next survivor.

    Let me start by saying - I agree with you, Iri head is not fun, and I think it should have not kept the free insta-down. I think it should have gotten the range requirement everyone thought it should get, and here's why:

    Deathslinger also has an iri add on that lets him instadown. The catch? He has to catch you at the far edge of his range to get the power to use it. That means he's got to know his range and have there not be much in the way to reel you in since the chain can't take much beyond a full length reel in in order to down you in one shot. It rewards skillful play and I don't think I've seen anyone complain about it ever.

    So...if Huntress had to snipe from 20 meters or more away to get the instadown, farther than Slinger needs to shoot to get it to work, why not let it have the effect of instadowning them? 20+ meters is enough time to react, would reward skillful play, and let the add on keep some of its power. I think it's not the fact it instadowns that's the problem, it's the fact it instadowns without any extra effort on the Huntress' part. Fix that, and it's fine.

  • The pip system is based off of playing the entire game. If you slam gens and get out asap, before a single hook happens, you didn't interact with the game so much as played M1 simulator. The killer played poorly and should absolutely depip since their job is to stop you, but you also didn't perform unhooks, you didn't get chased and show your mastery there...you did the objective and survived. That's half of the game. The other half got ignored. At most that's a safety pip, but really if there was no killer interaction at all then I do think the survivors don't deserve to consider that a good game.

    If the killer's AFK then obviously punishing the survivors for that is unfair, but in a regular DbD game this kind of "game" is poor for the fun of all five players and I don't think discouraging it with the emblem system is a bad thing.

  • I generally go in and see how they thought I played after the fact...if they were particularly nice in their commentary that I watch _after the game_ I may throw a few bits their way...I used to say ggs in chat right away and give bits based on that reaction but I got burned a couple times when I went back into the VOD and got trash talked during the game in ways that weren't particularly fair. I always like seeing how I played from the other perspective, and helps me see mistakes I made as well. It's honestly a bit of a disappointment when I go check them out and it turns out they weren't live though.

  • I have had Kindred in my builds since 2017. It's an amazing perk and even on comms it makes for much easier shotcalling. I find it hilarious how many people have requested the effect be basekit, aka realizing it's a good perk and a strong power to have...but aren't willing to take it as a perk. It's been a staple of my builds for 4 years for a reason guys...

  • I would argue it makes Mad Grit better. I farmed the achievement to down people while holding someone else 30 times with a Trapper build of Agi, IG, Mad Grit, and Starstruck. The combination allowed me to twice (different games) pick someone up in the lower floor of Coal Tower, carry them up to the gen up there, down the person working on the gen, and then fall out the window and slam dunk them on the hook.

    Had a Rotten Fields game where I was bringing person 2 to the basement as person 1 was saved. Didn't have starstruck up. Hit person 3 trying to flashlight save once and hit them again as they assumed I'd respect shack pallet and I did not. Hit the saved person who clearly had BT stalling for time and to refresh Mad Grit's no wiggle time, and Starstruck came up just in time to instadown the saving survivor who assumed if he took a hit my backpack could wiggle free (despite not having been able to wiggle for most of this time).

    It's a meme build, but it does work scarily well sometimes. Starstruck definitely does not invalidate Mad Grit.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2061446#Comment_2061446

    With the argument that its an 18+ game, I'm all for the chat filter provided it actually worked. Blocking out slurs and other really racist #########, all for it, 10/10, go BHVR.

    But the word "bond" is censored.

    How is that anywhere related?

    I had a game where I was trying to say I felt bad for the remaining survivors because "Kate killed herself on hook." As you might expect, the first three words of that quote got censored. While I understand it's an attempt to stop the "#########" toxicity because yes, that is 100% unacceptable and should be blocked and punished, in a game where being killed or avoiding it is the focus, the game needs to have a very intelligent filter for that kind of scenario. I wasn't trying to be toxic, I was trying to be apologetic for the Kate ruining the other three's game...wound up being frustrated as I worked to find a way to say it without being blocked. Finally managed it with "Kate died intentionally."

  • @OniWantsYourMacaroni said:

    https://forum.deadbydaylight.com/en/discussion/comment/2090959#Comment_2090959

    Yeah,i'm pretty disappointed about "Main Event" too.

    Like,look at other power burst abilities (e.g Myers Tier 3,Plagues Corrupt Purge or Onis Blood Fury).Those powers are scary to go against.You know those are powerful and you get a map wide notification aswell once they are activated.

    "Main Event" is just pathetic compared to them and a HUGE missed opportunity to make this character feel more individual

    It's just weird to me that they don't seem to realize that a lot of the time you're making an objectively poor choice in activating Main Event...plus you can't hold it so most often you'll get it right as you don't need to throw any knives anymore. When I was working on his achievements I popped Main Event three times. Twice it was a mistake. The third time if I had had more practice with it I probably could've downed two people but failed to do it for either. Every other time I had main event it wasn't even a consideration to pop it. That's really kinda sad given it's supposed to be his big thing.

  • @TragicSolitude said:

    https://forum.deadbydaylight.com/en/discussion/comment/2090602#Comment_2090602

    That's wanting the benefit of the perk without having to run it.

    DS works by threatening the killer: there's an obsession, if the killer tunnels off the hook he risks wasting time and getting stabbed. If the killer does not tunnel off the hook, then DS is working. If the killer does tunnel off the hook and you're the one with DS, you get to make good on the threat. If the killer slugs to avoid DS, it's still working because now your teammates have a chance to pick you up and you don't lose a hook state and get closer to death.

    Either run DS to discourage tunneling and protect yourself in case the killer tries anyway, or accept the risk that there might not be an obsession.

    This is why I've ran Blood Pact ever since I unlocked it. I don't care for DS, never have, but by virtue of me bringing a perk I actually do like the function of (free aura reading on one other survivor if either of us are injured) it forces an obsession. That way even if none of my teammates bring DS, the killer has to assume someone has it. Makes for better games for everyone.

  • That's literally how I play survivor since I don't like them being skins. Nea, Bill, and Cheryl have been my survivor mains over the years as a result.

    Killer would be a lot harder to choose...might wind up becoming a Nurse main again since NC is one of my favorite perks. Dropped her due to the long-standing bugs and the charges, while not hurting her effectiveness, destroyed the fun factor in her for me, but I can't think of another killer I play where I like using their own perks on them.

  • You definitely still slide off an infuriatingly large number of objects, that's for sure...

  • The coloring on Autohaven maps. Even with my colorblind filter it is hard to track movement on that realm, survivors have genuinely asked if I'm ok after the match because I was losing them way too easily. It's all just so washed out in green...I love Autohaven maps normally, it's been a shame to see them fall so far for me.

  • Wraith on a Macmillan map in January 2017. Back when rank was bugged so rank 20s were weirdly likely to go against rank 1s specifically. It's a wonder I kept playing after that first match I got dumpstered so bad...that was back when you didn't get perks until level 5 either so perkless, old Wraith.

  • All you need to do is be in chase. That time between the "survivor found" and "chase" scoring events. Just run behind them and you have it.

  • I love Blood Pact for the information. The haste is nice at the end of the game specifically when you'd be running to the same place anyway, but really it's for the aura. Plus as the other user said it's a two way street, they get a fifth perk absolutely free.

    I also like a lot of non-meta things on the survivor end so grain of salt is probably needed.

    Edit: I forgot about another great reason to run it: it makes there be an obsession. Perfect if you're playing solo since you make it look like someone has DS even if no one does.

  • @mintchapstick said:

    https://forum.deadbydaylight.com/en/discussion/comment/2080874#Comment_2080874

    Yeah, I thought that too, but she wasn't. :\

    Edit--or maybe I was wrong and misread the HUD? I haven't really played new Freddy.

    did she have the static aura (looks like static all over her) around her? If not, she was awake and would not be affected.

  • I'm someone who is very in favor of the DS nerf, but I disagree that them being healed by someone else should deactivate the perk. Healing under hook is very common, to the point that a lot of times I will need to tear myself away from the rescuer trying to farm me for 2000 altruism instead of 1500 because the killer is coming right back to the hook. If the other player is being heal-happy and preventing me from leaving as quickly as I'd like, that would be an awful way to lose DS. I don't run DS, but an overly-altruistic survivor healing me for a half second and me losing the perk would be infuriating if it did happen.

    Honestly if you're downing someone within a minute and they were being healed by someone else, that does actually sound like tunneling at that point. They hadn't put themselves back into the game yet and were in fact making another survivor take themselves out of the game to heal them as well. You could've easily gone for the healer at that point and chose not to. That's on you, not on them.

  • @DawnMad said:

    I don't see why people should be able to use offerings to grant themselves an advantage. Map offerings suck because of this reason, you can't do much as most killers if a good swf sends you to Haddonfield.

    I'm happy with moris being more of a fun thing rather than a "I want to kill some survivors without putting in effort so I will use this" item now.

    The main issue I take with moris nowadays is they in many cases hurt you. If I'm playing normally, when someone is on death hook and I could mori them, it will take more time to mori them than it will to pick them up and hook them. I don't get a Pop if I'm running it, don't get Thrilling Tremors or BBQ to show me where to go next, etc, etc. Why would I bother with a cool animation when it's actively detrimental to me now?

    I wasn't one to run moris normally anyway since I understood why they weren't fun for many and the scummy playstyle with them that was depressingly common was a problem and miserable to face as a survivor, but they're just absolutely pointless now. I laugh when I see the killer bringing a mori now, and then promptly forget they have it because who cares?

    Devour Hope is about the only way I think moris are ever worth it now, and I don't like that logic since a lot of the animations are cool to see now and then.

  • Saw him twice yesterday in 3/4 hours of survivor playing - one gave up after 3 gens with no hooks, and I don't remember what happened the other game which probably means it just got filed away under "another meh Trickster game". I've seen only one game where the killer playing him did well, and it was on Haddonfield because long fences actually make him good.

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/2079162#Comment_2079162

    Ok, two self-healing survivors does equal the same amount of time. But how often do you see two survivors healing themselves at one moment with Self-Care? A much more common scenario is a healthy survivor healing an injured one. And it’s way better to have someone completely healed in 16 seconds, compared to having one or two injured survivors potentially go down in a 32-second self-healing window. It’s half a hook state and almost half and a generator completion. It’s so dull to watch.

    Who cares if it’s an infinite self-heal, if it takes an absurd amount of time to complete each instance? But mathematically, you are correct.

    A few scenarios where self care is objectively better than someone else hopping off a gen to heal them:

    Ruin exists. In those 16 seconds, the gen regresses 8 seconds. Which means then it takes 8 more seconds for that one survivor to put it back up to where it was, which now equals 24 seconds of wasted time for that one survivor when they could have been on a gen. If the injured survivor instead self-cared and let the person on the gen keep working on the gen, that's 32 seconds of gen time given to that healthy survivor, or just shy of half of the gen. That's extremely powerful from a game perspective - you now have an extra half a gen done, and the killer is denied a lot of Ruin value.

    A gen is within 32 seconds of being completed. A health state can be taken away, a gen cannot. Few things frustrate me as a survivor more (a couple things do, but not many) when a survivor gets pissy with me because I'm prioritizing a gen that I have mostly done over healing them. If you hopped on that gen and we got it done, that's progress that cannot be reverted towards our goal. If I get off that gen and spend 16 seconds healing you, then get back on the gen, you've given the killer 16 more seconds to find my gen and chase me off it, potentially Pop it, or otherwise stop that gen from finishing, which means that health state you needed has now potentially lost us the game. If you instead went and self-cared in a corner, at the very least you're not interfering with that gen popping. It'll go off as quickly as it can, and that's an objectively good thing.

    End of game scenarios - if the killer's camping the open door and you're injured, spending the time self caring lets you out for free. Simple as that.

    And here's the thing - the first two scenarios can happen as many times as you want them to in a game because it's an infinite heal. You can use it as many times as you want. If you're good at losing the killer after you take a hit, you can waste so much of the killer's time all while gens pop despite Ruin or other slowdown perks they have.

    I don't run Self Care personally, because I don't mind being injured in a lot of situations. But I also don't ######### on people who use it when it's used well. A person who runs up to me, sees that I've got a gen going well, and starts self caring next to me while I pop the gen is A Ok in my book. It'd be better if they got on the gen with me so it popped sooner, and then I'd heal them, but the self care option is the second best there. Tbagging me because they can't stand being hurt is just frustrating.

  • I only buy them if I finish them. That way I get them for free. Paid for rifts 1, 3, and 4 so far, still using the same cells. I would like to get this one since I really like a couple of the skins on the paid track, but I'm at 55 right now with only a handful of challenges left, and Monster Hunter Rise is taking up a lot of my gaming time right now (no complaints there though). Grinding to the ends of rifts 1 and 4 both prompted me to take a break from the game, so I'm completely fine "missing out" if it means I'm enjoying another game.

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/2079113#Comment_2079113

    Huh? You’re equating two survivors healing each other to the time spent healing oneself with Self-Care? Genuinely confused. That’s two heals in the same time as one heal. No matter how you cut it, half speed is half speed. Another survivor heals you in half the time, freeing you both to move on to other tasks 16 seconds sooner.

    I’m not suggesting it be full speed, but for taking a perk slot I don’t think a 33% reduction only is too much to ask.

    No, I'm equating one survivor healing you verse you healing yourself. If you then heal the person who healed you then that's equivalent to you both having self care and self caring next to each other for 32 seconds each, totaling 64 seconds of survivors off gens.


    Think of it like this:

    A survivor health state, assuming no buffs to healing, takes another survivor 16 seconds to heal. However, two survivors are now healing (the healer and the one being healed) so it's 16*2 seconds, so 32 seconds in all. If you heal yourself with self care, it's half the speed, so 16*2, so 32 seconds in all. It's the same amount of time. You with a medkit or if someone has a buff to healing (We'll Make It, etc.) is objectively better, but 1 person running self care is no better or worse efficiency wise in the greater scheme of the 4v1. In the 1v1 someone else healing you feels quicker since it's twice as fast as self care, but you're stopping the other survivor for 16 seconds as well as yourself, so it really ends up making no difference in a 4v1 state of mind.

  • @Mister_xD said:

    https://forum.deadbydaylight.com/en/discussion/comment/2079082#Comment_2079082

    much much less than when you 3 hook them.

    basically, a hook suicide gives me:

    200 "Caught" Sacrifice BP (first hook stage triggered)

    500 "Hooked" Sacrifice BP (hooking the survivor)

    200 "Entity Summoned" Sacrifice BP (second hook stage triggered)

    200 "Sacrifice" Sacrifice BP (third hook stage triggered)

    that totals out to 1100 Sacrifice BP overall.

    however, if i were to 3 hook someone, i'd get all of the mentioned above, plus two times 500 "Hooked" Sacrifice BP (so 2100 Sacrifice BP), aswell as countless of Chase, Deviousness and Brutality points due to all the chases i was never going to get when the person suicided on hook.

    and for emblems its pretty much the same.

    What I was going to say as well, yeah.

    Answering the OP, I'm assuming you're talking about if someone suicides at the beginning of the match, so my comments below are reflective of that.

    For me, if I'm killing I will literally hear a wind down noise in my mind, and at that point the fun is gone. My desire to stay in the game is just minimal at that point, and I'll either AFK or try to kill the rest asap to get us on to the next game depending on my mood.

    If I'm surviving, I just lose any interest in the game at all. It was one thing back when you'd get to spawn in with less than 4 survivors and the game would balance accordingly (you can see this in custom games), but suiciding just deprives us of a game, and to make matters worse if it was the first or second hook the survivor just screwed us out of benevolent emblem points since the emblem cares a lot about the first two hooks.

    It's a dick move, pretty much. If you're the first one hooked you're genuinely just ragequitting for having been found first, so why bother queuing up at all?

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/2078236#Comment_2078236

    A half-speed heal for the cost of a perk slot? I don’t think so.

    A half speed self heal is exactly as efficient as a survivor healing another with no buffs to heal speed. 32 seconds total spent healing, either all on one or 16 on two each. It's the same amount of time off of gens/doing anything else. Plus it's an infinite medkit. Definitely worth the perk slot if you're the type to hate being injured.

    I remember the old days where the meta was "throw pallet, heal for a second while the killer breaks it, run to next pallet, repeat" and you could do that and heal fully before taking another hit and repeating. The current state of it is genuinely balanced perfectly numbers wise and I'm happy with it.

  • @miketheratguy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2073279#Comment_2073279

    Okay then yeah, I'm seeing that this is definitely happening to people to different degrees, but apparently with different maps. What are the odds that a map will repeat itself twice in a row in as many days (my case) or three times a row in a single session like with you? Something's up, something about the algorithm was affected by the update. I'm sick to my teeth of playing Autohaven and Macmillan yet you guys aren't even seeing them. Meanwhile I'm BEGGING this game for an indoor map just to break up the monotony. I know they're relatively uncommon but before this last week I was at least made aware of their existence.

    I ran the odds, and came up with 1/35937 (33 maps enabled currently, so 1/33 * 1/33 * 1/33). I also forgot I didn't see swamp or dead dawg at all today now that I had to go look at all the maps to see how many existed and are enabled. Pretty nutty, honestly.

  • The last time a Ghostface grabbed me it was in the House of Pain at the very beginning of the match, when I found his totem and in the two seconds between my scans he showed up, and the bad audio occlusion kept me from hearing him. This was some time before the Silent Hill Chapter came out, and I know this because I was still playing Bill (I have this recorded) and I've played Cheryl since that chapter.

    In general it's really not that hard to hear the stealthies coming, and once they've revealed they're a stealth killer it's not that crazy to keep your eyes open. Generally if it's been 30 seconds, no one's been hit, and I haven't heard a TR I assume a stealth killer and act accordingly until I'm told otherwise.

  • I got Disturbed Ward three games in a row without any map offerings being played...in the multiple hours I played today I saw Autohaven, Midwich and Haddonfield once each, Macmillan twice, Coldwind 4 times, and the rest were Crotus Penn or Badham. Didn't see Yamaoka at all (which I'm fine with, I don't enjoy those maps), nor did I see Lery's, The Game, or Hawkins. I'm a bit tired of Badham specifically at this point...would've loved to see more Autohaven or Macmillan.

  • I would be 100% fine if they let you heal yourself/get healed without it deactivating. But if you feel safe enough to heal someone else or hop on a gen, you're not being tunneled. You're just not. The rest of the perk is absolutely fine as is. Locker DS should've gone as well.

    in P Comment by LordRegal
  • Oh, great. So to get his adept I'm going to need to play powerless 4.4 killer? Sounds like a wonderful time...it was already going to be painful but that's just going to be worse...

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2041834#Comment_2041834

    Thing is, when games release new content, many people who play it happen to be full time working adults who tend to spend their money on the game. Most gaming companies are transparent with their customers. They let them know about upcoming content and when to expect it. They inform their customers if there are issues in getting things released on time so that they can prepare for that.

    The reason that transparency is so important, is so that the player base isn't left floating around, digging for scraps on information so that they have a rough idea of how to prepare for a release. I have seen multiple people on different platforms comment that they took time off work in order to play the new content. Working gamers do this all the time in anticipation of new content. For BHVR to lead these people on, and then at the last minute, get a fog whisperer to announce the delay, is a huge insult to those of the community who devote their time and money to the game.

    They stated themselves that PTB>Live timescale was moved from 2>3 weeks, that timescale ends today. It makes sense for people to plan ahead for that release if BHVR themselves have given us no further information than "coming soon", which frankly, could very well mean the 23rd. Anybody who says "they didn't give you a date, stop acting so entitled" is simply deluded and not seeing what the real issue is. A lack of transparency causes confusion and distrust towards the developers. It's as simple as that.

    Your first point is I think an underrated one. Adults take time off work to play new content all the time. To use a different example for a different community I'm in, Monster Hunter Rise is releasing this Friday, and there's at least one company in Japan that's literally declaring that day a day off work because so many of their employees were planning on using PTO for it. Over here on this side of the Pacific, my wife and I are both taking time off to both focus on our move and still have time to play Rise when it releases. Imagine the backlash if Friday came and went and the game didn't release without Capcom saying anything? That would be absolutely abysmal PR.

    There is a bit of a difference here where BHVR didn't declare the release day, but as rational, reasoning adults it makes sense that no communication would lead to people thinking it came out today. And the backlash could've been avoided or at least minimized in multiple different ways. Say what you suggested later in the thread, that they're not giving a hard date. Say once you realize that you can't possibly release on time that bugs have delayed the chapter...I've been an advocate for them not rushing patches for ages because of how many random things break each patch, so I'm all for them making sure it's ready to roll, but you also need to communicate that to the players. Radio silence is not good PR.

  • I'm not a main based off of your initial post, but Autohaven's coloring is absolutely terrible for my colorblindness as either side. I struggle to see movement on it anymore, it's all just washed out. That one's gotta be my least favorite rework since I loved the realm before.

  • I love going and watching the VOD after the fact to see how I played from their perspective, but I wouldn't leave them up...that would just feel unfair.

  • @Kei_Ra said:

    @Pilot yeah exactly seemed far more brutal unlike the instantly hoisted onto the shoulder one we have now. I wonder why they changed it

    I think it was largely because of how long the animation took. It took a super long time where the killer was locked in place, made flashlight saves easier than the current grab world. It was a really cool animation but it hurt gameplay so I'm not going to say I'm super sad it's gone, in the end.

  • Ghostface has become this for me...not because I find him super hard to verse, but because I find more people who play scummy as GF than any other killer. Things like I run directly at him after an unhook where he came back to check at the time I chose to save and he flat out ignores me in favor of the unhooked person kind of scummy play.

    If we're talking "I just don't play well against them" then it's probably Leatherface...the very first game I went against him after his rework I did extremely well and I remember thinking "wow, I don't know what people were talking about when they said he was harder to win against now" ...and I've proceeded to be terrible against him ever since.

  • @Toxicboii said:

    https://forum.deadbydaylight.com/en/discussion/comment/1995523#Comment_1995523

    Hah, now that's just pathetic, honestly.

    At long last, the DS perk has finally been taken off it's throne.

    Maybe it's not that far down, but now, it's an actual anti-tunnel perk now.

    It's still just as strong as it always was, you're just not allowed to put yourself back into the game and progress it without acknowledging that no, you are in fact not being tunneled, so the anti-tunnel perk shuts off. That's perfect. Stops actual tunneling and doesn't punish efficient killers for downing someone else, hooking them, and then finding the initial target on a gen when they go back to gen patrol. If they're on a gen, they're not being tunneled.

  • EST nighttime is just miserable for solo survivor, agreed. Awful queues and because queues are awful matchmaking doesn’t exist by the time you find a game.

  • As a survivor, Kindred. Don't care if I'm in a 4 stack, Kindred is on. It's just too useful information wise and lets me shot call without needing to hear where everyone is.

    As killer...the one I think I run on most of my killers nowadays is Surge, actually. Have it on PHead, Wraith, Legion, Slinger, and Demo, and that's most of who I play nowadays...only don't on Blight because you get so many power hits. It's just such a nice time saver.

  • It does change the killer's red stain, I can confirm that. What do you mean by highlights specifically though? Not entirely sure and I did run some fairly heavy tests on the two types I have last night.

  • I mean, I wrote an in-depth feedback thread about colorblind mode since it's something I've asked for since 2017, most of it positive, so you're not totally alone in this. And I've expressed happiness over Wraith and Blight as well in others' threads...we are out there.

  • I love how it's improved, but I still wish I could set things individually...I have both Deuteranopia and Protanopia, and while the Protanopia is my preferred overall, it's the worse of the two options for scratchmarks. Protanopia is better than no filter for them, but I do follow Deuteranopia scratchmarks better, even as the protanopia auras are better.

    Regardless, extremely improved and I am thankful for that.

  • @ThonMaïs said:

    No access to the PTB for the moment, can you summerize or pass me a link the changes, plz?

    Wraith moves faster while cloaked than having purple windstorm used to as a basekit thing. In exchange he slows down more while uncloaking, making it more situational to uncloak mid-chase. Still, an overall buff to a very deserving killer.

  • @MasterGrit said:

    The shaking is a bug

    Can you give a source where that's said? Looked through the PTB bugs and I don't see it in there at all, let alone in acknowledged.

  • image.png

    A more thorough translation than Google translate (not mine)

  • Clown has his own map, the Chapel asylum map is officially his.

    Leatherface, Blight, and the Twins also don't have their own map in addition to Ghostface.

  • If I'm playing solo survivor - I run Blood Pact. This forces the existence of an obsession, even if none of us are running DS. The difference in how the average killer acts when there's an obsession is palpable - the mere possibility of DS turns them off of tunneling, or at least leads them to slug, even if none of us have the perk. If the possibility of a perk being in the game changes how the game is played to a noticeable degree, even if it's not there, that's a problem.

    Meanwhile the last time I've bothered running NOED on any killer was for that No one Escapes The Endgame challenge in Tome 1, and that was really just there as a failsafe, I got more value out of Blood Warden that game. And if I encounter it as a survivor, it's really not that huge of a deal as it's the end of the game, even if it's me dying on hook because of it. It's more of a laugh for me than anything else because it means they've been running on three perks all game for that one extra hook in the endgame, oh well.

    Besides, all the DS change does is make it a true defensive tool. If you get actually tunneled, you get to use it. You just can't get off the hook and get back on your gen next to it and be invincible for a minute. That's a fair nerf. There's nothing more infuriating than to hook someone, go and chase someone else, down them, hook them, find the first person on a gen, and get hit with a 59 second DS because I "tunneled" them. I had no intention of doing so, anyone at that gen was getting chased, it just happened to be the one I hooked recently. Not my fault they put themselves back in the game in under a minute.

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