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Luigifan64

Luigifan64

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Luigifan64
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  • @Bentcheesee said:

    When I was last playing, when I hooked Zarina with this outfit, her torso dropped a few inches off of her body and I could see between her head and torso.

    Huh, I have not experienced that one yet... Although I haven't faced a Zarina with this outfit yet either.

  • @Ihatelife said:

    It will resolve the problem when killers and survivors dc from the matches and it would eliminate a queues a lot :)

    Would be down for it, and then they could remove DC penalties because the game could still play out semi-normally. Killers would still get their points and survivors would at least have the bot to do things (even if they aren't the greatest). As for the killer leaving, the survivors would probably have more boring match, but at least they could still get points from it.

  • @ThisGuuy83 said:

    I think DS needs a small nerf, and I'm sure plenty can agree. My thought is once a survivor is un-hooked and it activates, the moment they start doing an action like gen repair, or healing someone ELSE, there DS should deactivate, because obviously there not being tunnelled if they have time to do that stuff. Would make it more strategic, and would stop killers who don't tunnel still getting hit with it.

    Or just decrease the timer to 30 seconds, BUT the timer pauses when the survivor is in a chase or if you go down. This way it will no longer just be "60 seconds of invulnerability" and will strictly focus on if a killer tunnels you; 30 seconds is short enough to make sure that if a killer hooks another survivor, the DS timer will run out. However, if the killer does hard tunnel, the survivor will be able to rely on it instead of just sitting on the ground for a minute.

  • @Aznee22413 said:

    https://forum.deadbydaylight.com/en/discussion/140066/mettle-of-man-doesnt-work-when-activated

    Not sure if this matters or not, but when he hit you at step 5, did he m1 or did he shoot you? I ask because maybe there is a bug here since he shot you the first time, you already had to mend, and when you got downed it didn't put you in the bt/mend state because you were already in it.

    Shouldn't matter, MoM doesn't make you mend

  • That'll be a 5 minute penalty ;)

    Oh what's that? Our servers crashed randomly? That'll be another 5 minutes ;)

    Hmm? You weren't having fun with that game because it was a forever Freddy, a farming team, or you get someone VPNing from China? That'll be 15 minutes bud ;)

    Game randomly kicks you and you still get the penalty? That'll be another 15 minutes ;)

    You encounter this same bug again because it's REALLY common? Looks like you're up to 30 minutes ;)

    What's that? You say you don't do this often? Well looks like you'll have to wait a whole 24 hours in order for your penalty to go down one peg ;)

    Hope you don't DC before that full 96 hours is up because you'll have to wait even longer ;)


    Good lord DC penalties are ######### stupid.

  • Did you hard rest the PS4?

  • Same with Steve, he has a lot of cut lines too :/

  • Yup I lost all 4 (Kate BBQ skin, Propain Hammer, David's red jacket, and Hound mask) and still haven't gotten them back. It's super frustrating but hey what else can you do.

  • It should still work when you escape (I know that it doesn't currently) because then it'd be on par with the killer's Black Ward.

    Personally the addons you bring in or take from others shouldn't be lost when you escape anyway, but clearly they don't really care about that seeing as it's in the game now. Just gives killers the ability to keep their addons if they do well enough, why punish survivors for doing well when they have WAY more to grind in regards to both items and addons. Such a dumb change

  • @Fen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1158865#Comment_1158865

    Soon™

    Also this issue (With hair transparency and etc etc) is less noticable on higher settings. But Spirit and Oni are still balding during lobby readying up despite what settings you are on. And Spirit's hair animation is broken anyways. Eh... That's just sad.

    I guess it looks worse on low just because Anti-Aliasing turns off once you switch to low settings. Mehh

    Not anymore it doesn’t :)

    and I hate it.

  • @Fen said:

    Summary:

    Spirit's hair is bugged on literally every her cosmetic.

    Description:

    Currently there are some issues with Spirit's hair: It's too transparent, it's animation is broken and the texture of her hair looks unfinished. This issue happened with the release of the Stranger Things update, correctly - after the global hair cosmetics update, which mostly hurt Spirit's hair. It doesn't even look like a hair on most of her skins.

    Step to Reproduce:

    Just select Spirit in the shop and slowly rotate her while equipping any of her hair cosmetics. The same effect you can get by selecting her on the killer select screen, where you can fully see her bugged hair while slowly rotating, too.

    Im playing on fullscreen all the time with 100% resolution. My monitor's resolution is 1600x900. This issue appears on every graphic's mode: From low to ultra. It doesn't matter.

    Occurs on:

    All platforms.

    Attachments:

    How Spirit's hair used to look:

    https://us.v-cdn.net/6030815/uploads/175/IQPY1VL5PLZU.jpg

    How it looks now:

    https://us.v-cdn.net/6030815/uploads/046/865KRIFPESDW.png

    How her other bugged hair cosmetics look like:

    https://us.v-cdn.net/6030815/uploads/802/W8YM1IDD343H.png

    https://us.v-cdn.net/6030815/uploads/598/GH9I7UJY7HTT.png

    https://us.v-cdn.net/6030815/uploads/280/NG2ODQXSGZGH.png

    How it looks when you are in-lobby:

    https://us.v-cdn.net/6030815/uploads/560/K2SZ3BDVAYF5.png

    https://us.v-cdn.net/6030815/uploads/943/RTXNEGTWKJR0.png

    Yeah, unfortunately this happens with a lot (and I mean A LOT) of different hairs; not just on killer but on survivor as well. Just look at Nea's two default heads or her pixie-cut ones, it's like someone took a cheese grater to it. Adam, Claudette, Kate, Bill, Feng, David, and Quentin all have this same see through hair issue on MULTIPLE headpieces. It's really comical to me that they now completely force AA on the game when it does nothing to improve how things look. Hell even on the characters that DON'T have the cheese grated hair they still look worse than how they used to. It looks way more patchy and poorly modeled, all because they're supposed to be "optimizations". Well I can tell you from playing for over 3 years now that these "optimizations" to the hair have literally done nothing but make both survivors and killers look worse with NO visual improvements. If it's to the point that you have to make the game super blurry and ugly to look at just to have no actual performance improvements, that "optimization" should be scrapped and just revert things to how they used to be.

  • Update: Have since gathered photos of Legacy 1/Legacy 3 Nea to show my point about that as well. Will keep the photos in this comment in order to reduce clutter of the original post. The main point I want to highlight in these two is her hat and how it no longer has the shine on it anymore; unfortunately I was mistaken and had misremembered her Legacy 1/Legacy 3 having more shine to her lower neck. Her prestige still has the neck issue, but her legacy doesn't.

    old legacy.jpg

    Old Legacy 3

    20200314000801_1.jpg

    New Legacy 3

  • @Steve0333 said:

    I brought a red key to the match. The killer had Franklin's but I've never seen Franklin's prevent a key from working on a hatch.

    Anyway there were three of us left and only one gen. We all three find the hatch and pick up the key that was dropped. However when I went over the hatch there was no option given for opening it. I tried to get in front of the hatch but no matter where I moved I couldnt open it. All three of us took turns trying to open it and none of us could.

    I think it's because of where the hatch spawned. It spawned in the narrow hallways with the lock facing the wall. So I think we couldnt get in front of it to unlock it. That would be my only guess.

    Unless I'm wrong and Franklin's makes keys unusable but I'm pretty sure I've escaped before with a key after being hit with franklins.

    Yeah this sometimes happens on farm maps too when the hatch spawns at the hay balers. You can only open the hatch from one side (the front) and if you can't get to that front side the hatch isn't able to be opened. They'd probably just have to rotate that hatch spawn location slightly to make it so that you could open it correctly. In theory it'd be a simple fix depending on how RNG their spawn system on that map is.

  • @Rezblaze said:

    https://forum.deadbydaylight.com/en/discussion/comment/1150190#Comment_1150190

    You realize you can stack bloodweb points from both killer and survivor, right? If you're concerned about it, play killer. Or play some games without an item for a bit.

    You can literally collect items so easily. Especially if you deliberately not use one in matches and keep escaping with chest finds.

    But I already do that, and the addon gain is considerably slower. Items have never been hard to get, I'm talking about the addons. Also I very rarely use items, but when I do, I'd rather not lose my addons if I get out. Losing them even though I won the match is dumb, and I don't want to spend those points to get back what I should still have.

  • @Desh said:

    https://forum.deadbydaylight.com/en/discussion/comment/1150190#Comment_1150190

    Then level only one survivor? Survivors are honestly interchangeable. They have no special powers, only perks that you can learn and distribute to everyone else. One you learned all the perks, max out that one survivor and put everything into him.

    No they don't have special powers, but they all sound and look different, which impacts more than you might think. Not to mention playing the same character over and over again gets really boring after a while. Same goes for killer, if I play the same killer I get bored out of my mind, I need some diversity in there; and at least I can really easily get what I want for killer, survivor doesn't have that same luck.

  • @Marcavecunc said:

    https://forum.deadbydaylight.com/en/discussion/comment/1150251#Comment_1150251

    Didn't say survivors had shared add-ons pool.. sorry if it sounded that way when I mentionned the fact that killers didn't share add-ons between them, it was a counter-argument to your argument about leveling 3 separate survivors.. which is your choice, not a problem with the game's design.

    I do agree that getting points on survivor is much harder than killer. I'm all for an increase in how many bloodpoints different survivor actions give, or having more ways to gain points, to both level faster and get more stuff from the bloodwebs.

    If you want to get survivors teachables you have to level them (trying to wait on the RNG of the shrine to get a complete perk setup is far too random and time-consuming to be consistent). Sure you don't HAVE to play them after you get to level 40, but the amount that you would have put into just a singular survivor to get every item and addon you want is far greater than trying to level a killer in the same way. On top of that, that's just getting a couple of the addons you want, if you want to get a stockpile of them, you have to have several thousands of hours to do so which is not optimal. Also seeing as how you can no longer take other peoples addons with you now have no way to get the stuff you actually want without wasting countless bloodweb points. Sure it still exists on killer, but it is not NEARLY as bad and I can almost always double what I had before after one killer match. It's not even comparable nor is it "more fair" now that they lose their addons too, even if the escape and even if they don't use the item once.

  • @KingFrost said:

    Nah, losing their add-ons makes sense. I mean should the killer get to keep theirs if they 4K? Or even get merciless? Imagine infinite Iri Head Huntress.

    Yes, thats what I'm arguing, but it should be tied to emblems, not kills. If it was, an Iri Huntress would be really hard pressed to keep that addon; plus they're going to nerf it sometime in the future so that situation would become a non-issue.

  • @Marcavecunc said:

    https://forum.deadbydaylight.com/en/discussion/comment/1150190#Comment_1150190

    I don't see the point of counting every survivor to make it seem as if it's so bad for survivors. So you can level more than one survivor at a time. Well guess what, you can also level more than one killer at a time, and killers also don't share add-ons and offerings. And most killer add-ons and a bunch of their offerings are garbage, but they're all wasted after a game, no matter if the killer wins or loses. It just makes things more balanced that way that's all.

    The "making it more fair" argument is dumb because it already is far easier to get those good addons on killer. If you read my previous post at all, you would have know that I am FOR killers having the ability to keep their addons through just playing the game regularly. Idk how you think survivors have shared addons, but they don't each survivor has his/her own addon pool that is far bigger than any killer; just getting one addon you want (I mean yellow and above) is a crazy waste of points that I could have spent leveling another survivor or getting a whole bunch of killer addons that I want. Survivors have equally as many bad offerings as killers do, but the only thing killers get are offerings and addons (which is from a MUCH smaller addon pool, meaning they can get what they want easily). Killers also have a much larger point gain (even if they do badly in a match) meaning that those lost addons can be easily bought back, so it balances itself out.

  • It doesn’t equate though, killers have like what, 15 total addons that can be obtained far easier due to their less cluttered bloodwebs. Survivors have triple that in addition to items, and that’s if you just count one survivor, trying to do EVERY survivor (or hell just 3 of them) is ridiculous. Also seeing as how you taking someone else’s item means you won’t get it’s addons, you’re going to get even less because now the only way to get them is in a bloodweb where you can literally waste 500k and only get one addon you want.

  • @DwightOP said:

    Am I the only one who finds it kinda silly? I'm bursting down my addons like nothing even tho I escape. I'm sitting on a bunch of items but without good addons anymore lol.

    Wasnt the whole idea why survivors keep their addons after escaping because they will lose more if they die (item+addons) and also earn less bloodpoints in general than killers?

    At least you should only 1 addon, not both when escaping.

    Yup I agree, instead of removing survivor addons, they should have just let killers have the option to keep theirs (say if they get at least a 3k or if they double pip). This new survivor change is really dumb seeing as just ONE survivor has triple the addons a killer has, not to mention they have way more clutter in their bloodwebs.

  • Demo easily, and while I really like DeathSlinger, Demo’s 80s sounding synth chase is sooooo good.

  • It should be automatic with the option to let go if you press space. Another option I wouldn’t mind is if Camaraderie just auto-struggled for you, really anything added to that perk would be good.

  • @Fibijean said:

    No one knows exactly how it works, because the devs have very intentionally not disclosed that information. All I can tell you is that it appears to reset completely around 24 hours after the end of your last lockout.

    Ok, have just tested it and this is not the case, I waited a whole 24 (and a few more) hours before DCing again, and I still got the 15 minute penalty. Based on what other people have said I believe that you go down one level every 12 hours, not completely reset every 24

  • @FireHazard said:

    @Luigifan64

    I wouldn't worry about the times anyways, if you don't DC than you won't have issues with it. The first DC is 5 minutes, but that's all I can say.

    I don't know the other times anyways, and even if I did, I wouldn't say it publicly for obvious reasons.

    I know what the times are already, but my goal is not to DC at all. Unfortunately there’s always 1 match that ######### that up due to a number of different factors that make a match super unfun. I could play a whole day (12 hrs) of matches, DC once and I’d still get the next penalty. It appears I have just been unlucky and been DCing too soon before the 24 hour mark.

  • @Fibijean said:

    No one knows exactly how it works, because the devs have very intentionally not disclosed that information. All I can tell you is that it appears to reset completely around 24 hours after the end of your last lockout.

    Thank you :)

  • Agreed, don’t know why they don’t just show the killer’s connection to the server as well; the amount of laggy ass people using a VPN in China is crazy. I’d way rather be back on peer to peer, it was so much better than this #########.

  • It should let you select items from an item wheel and get a tremendously higher chance of getting the item that you selected.

  • @Prex91 said:

    Commentate this post if you think decisive can be a better antitunnel perk, or different anyway, or even if you like it like is now. Post your ideas. I start with recap some users past ideas and some mine. So like now but with this changes:

    - Decisive deactivate if you touch a gen (making it surv doesnt abuse invulnerability to accelerate the gen progression/end of the game)

    - Make decive give you both deep wound and borrowed time effect for tot sec (at least 15, take the killer away from killer, making the surv the possibility to make distance, go to a loop and full healing with a medikit, evading the stressful start match tunneling until you die)

    Now some question for the communty, based on past users idea. Do you think decisive still have to work with lockers? The 60 sec immunity is still good? Remove or make the skill check esier can be a good idea? Maybe you can use it 2 times per match? Make basekit?

    Please comment, make devs read and see what community have to say. Thanks!

    Or you just make it a 30 second timer that pauses in chases or while you’re on the floor.

  • @Deadeye said:

    Like in every discussion about that. It is about 2 hours or 6 games per day and it is just about cosmetics, if you can't finish it, you lose nothing. Their average gametime across all players is about 2 hours and therefore it is designed. Some play more, some play less. It would be boring af for a lot of players if everyone could achieve it. I got all the challenges done in the first week, while having to wait another week for the next challenges. I'm fine with it.

    For me there were several challenges in last tome's level 3 and 4 that they reduced too much because they were not difficult, it just took 2 games longer to complete. There were just a few master challenges that were too hard to achieve. But I'm also fine with that.

    @Luigifan64 12 games a day is just necessary to get a level if you don't count in the challenges. The level 1 archive gives you 10 rift tiers as reward, so you have 2 weeks to get 4 tiers to stay on track. Including the time to finish the challenges. And they are designed roughly that the time you need to get the 4 tiers is equal to the time you need to finish all challenges

    6 games? Lol I wish, it takes 10 games (without tome challenges) to get a single rift shard; but seeing as not every single game you play is a perfect one, you aren't guaranteed a full rift shard. With that in mind, it takes about 12-15 games (including the bonus you get from 1st survivor and 1st killer games) to get one level of the rift done. Granted I have not fully tested this yet seeings as my Rift 1 started off at level 6, but based off of that the challenges don't quite seem to be enough to bolster how long 1 rift tier takes.

  • @kooldude65 said:

    I feel like progression in the tome is way too slow.

    Even if you do challenges which a lot are egregious in their length anyway sometimes, it takes forever even tier up once sometimes and if you want to keep on top of progression, that is to get at least a tier a day a lot of the time. Some people including myself don't have the time to put in the hours every day to rank up and I feel like it's done like that purposefully so you are pressured into buying more aurics to buy tiers.

    I love this game, I have been playing since of flesh and mud and have all the chapters but i'm getting real burnout with the amount of time I feel like I have to put into the game to rank up. I feel like the amount of shards needed to rank up should be halved, have it 5 per tier up, or half the amount of XP needed to get a shard through game play, hell i'd be fine if they made the battle pass a little bit more expensive to get a boost.

    I know the devs have to make money but a lot of it seems like greed and maybe it is, maybe it isn't but it just seems like that the more I play.

    They said they've taken the slowness into account, but I think that means they'll make each tome have more challenges to level it up faster. While I would prefer just faster general leveling (like seriously 12-15 games a day to just complete one level?) I wouldn't mind just getting more points from the challenges.

  • @MysterTal said:

    Unless I misunderstood or missed something, I believe this is how it works:

    A gen that has been hit with Surge can't be further regressed. In other words, Surge can't affect the same gen twice in a short span of time.

    Surge only procs on downs, which don't tend to occur back-to-back as a matter of course. They might happen, probably won't - all depending on what Killer is in play (if the Killer has a Power or ability that allows a quick one-hit down or a multiple-down, for instance), which map (meaning how much safety is available), etc.

    Surge could be used and even if hypothetically another Survivors goes down within a few seconds, the same gen cannot have Surge stack again.

    This means you can just take away the cooldown on Surge.

    It should just make it so that the gen regresses normally after Surge is applied unless if a survivor touches it; the cooldown would still be there, but at least it would mean something.

  • @RGplaysDBD said:

    Make sure to be specific.

    I want to see Jennifer Simpson and Scissorman from the Clocktower series in this game. I had a few perk ideas for Jennifer and a power for Scissorman, but I haven't ever fully completed either because it just seemed like it would never happen. I really love the Clocktower series, but it's not that well known, so I doubt they'd consider getting the license because there's not a big name behind it. I can elaborate on what I have thought of so far for a Clocktower Chapter, but I'd rather just keep it short for ease of reading; plus this is and IDEA of who we want to see, not what they're full loadout would be.

  • @ppo8820 said:

    I’ll admit Michael Meyers gets me every time. I’m not easily scared in video games and no other killers in dbd can jump scare me like Meyers. The creep, the white face stalking, and if he’s using the jump scare build, I can’t handle it.

    I know ghost face is similar but he’s just more annoying vs. scary.

    Which killer has jump scared you the most?

    Ghostface because of how terrible his reveal mechanics are; I swear he is always working against me no matter what side I play

  • FIXED HITBOXES AND DEDICATED SERVERS THAT AREN'T ASS


    (Also buffing bad perks, but having BASIC game mechanics is way more important)

  • None of these, Plague all the way. She's the only killer my game will *cough cough* mysteriously crash *cough cough* that I go against. Oni is a close second because they brought his flick bullshit back and if you have no means of healing you're just giving him his power AND giving him your location at all times. Honestly just ######### both of them. Other killers have annoying parts, but none of them have a whole power that is annoying like those two, at least in my opinion.

  • @PhantomMask20763 said:

    ASMR videos always make me so uncomfortable, I don't like the eye contact and quietness of it all, makes me feel...unsettled

    That's why I use a simple life hack: Don't look at the screen. It makes ASMR 100x more bearable.

  • Yeah, meanwhile in game Jeff is the loudest somabitch you'll ever hear. Even Iron Will can't save him xD

  • @thenegativone said:

    Creepy...

    Whaaaaaaat, noooooo..... Totally not creepy at all >:)

  • Will there be any way to play on the old hospital map after the update? Even if it’s only available in KYF it’d still be nice so that you could see what the map used to be like.

  • @Knuckles2099 said:

    https://forum.deadbydaylight.com/en/discussion/comment/978210#Comment_978210

    "UNSKILLED SURVIVOR MAIN" I'm glad we can agree on something...

    I bet you spend more time talking about the game and how you think things should be changed rather than putting in the time to improve.. But hey, you do you.. Just leave the rest of us 'that don't spend all day on these forums' alone to play the actual game before you keyboard warriors go and F* ** it up. SOME of us actually put the time into playing a game and mastering it/ it's characters.

    And have you actually played the new updated character? You obveously never use this character since you think this update makes her "more powerful".!?!.. THE ENTIRE REASON THEY ARE CHANGING THIS CHARACTER IS BECAUSE PEOPLE LIKE YOU ARE COMPLAINING ABOUT HER BEING TOO HARD TO BEAT!!!

    Obvious bait post is obvious.

  • @Knuckles2099 said:

    It seems these game developers cater to survivors that do nothing but complain about the game due to their lack of skill.

    I play as a killer for my main.

    The more you nerf, the more petty killers have to be.

    Hope all you "SURVIVORS" enjoy tunneling and hook babysitting. Because that's what this game has come to.

    Nerfing the Doc and Hex:Ruin at the same time...?!?

    I've played this game since its release in 2016 and it's becoming less enjoyable to play as a killer with every update.

    All you survivors can NUT UP OR SHUT UP!

    Looking forward to seeing you in the game!

    Xbox: PAULIEXKNUCKLES LVL1 KILLER

    PC: KNUCKLES2099 LVL 4... for now;)

    https://us.v-cdn.net/6030815/uploads/622/NL4UROQX6YDQ.jpg

    If you were playing since 2016 then you'd know how much more difficult it was for killers back then and how much easier the game is for them since then. But hey, the one major time a braindead killer perk gets a nerf I guess the game is as bad as the 2016 days where killer actually took skill. ¯\_(ツ)_/¯

    Another thing, this is a Doc Buff, idk what you're smoking but he is more powerful after this update. Oh wait I guess I'm just an unskilled survivor main.

  • Aren’t you glad they’re adding DC penalties, even though dumb ######### like this happens. :D

  • @FriendlyGuy said:

    https://forum.deadbydaylight.com/en/discussion/comment/929730#Comment_929730

    I think i got a cure for your sickness, play killer for a while. I'm sure after the third blackpip because of a hatch escape in a row you'll change your opinion.

    Good thing I don’t care about pipping because it’s entirely pointless xD

    Pips mean jackshit, total amount of points earned in a match is what’s important.

  • @ad19970 said:

    I really like all these changes. Though personally, I feel like Lucky Break would still be a pretty bad perk even if it was permanent, unless you run it with Iron Will.

    Personally, I would decrease it's active time from 180 seconds to 120 seconds or something similar, and also have it reduce the noise of your grunts of pain by 100%, or something close to 100%. It would deactivate sooner but it's effect would be really strong.

    Honestly that might be quite good, it’s like No Mither on a timer; but I’d rather have it work forever instead of having 2 effects on a timer.

  • @FireHazard said:

    @Luigifan64

    I went the extra mile for you answers and made a video to put your suspicions to rest... if you had any doubts.

    It was just to be 100% sure, so I went back to check and no... it's just as I thought. I checked again to just make sure I wasn't hearing things or mis-heard stuff, but no it's still the same unchanged socks... that sound like shoes.

    https://www.youtube.com/watch?v=_DvyYQ2gsyI

    Thank you for doing that, but man, that sucks that they didn't change it even slightly ;(

  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/931603#Comment_931603

    https://forum.deadbydaylight.com/en/discussion/comment/931580#Comment_931580

    Come to think of it, comparing the two they sound different... but the elf pants barely sound any different from regular shoes, at least in my opinion.

    But no, they're not the same.

    They sound like when your character walks/runs on carpeted surfaces, which is significantly quieter than normal footsteps. Granted they also have the slight jingling of bells, but that's also pretty quiet.

  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/931557#Comment_931557

    I can get like, a video if you want.

    But I don't think anyone is on to help me with that, so idk.

    No you don’t have to, I believe that you’re not lying about the socks sounding like normal running instead of padded elf shoes.

  • @FireHazard said:

    @Luigifan64

    They did not no, it's still the same.

    If they did, than it would be on some sort of patch notes in the near future, but I can tell you that it's still the same.

    Well just because they didn’t have patch notes for it doesn’t mean they didn’t change it; however if you say they don’t sound different, I believe you.

  • @Heartbound said:

    I use the camo pants sometimes with socks. I've never noticed footsteps with them but I've also never really listened for them. The killer can probably still hear your footsteps.

    Well if you end up using them again could you tell me if they sound different? I don’t think they did change the sounds, but I think it’d be a really nice attention to detail if they did.

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