Nicholas
Nicholas
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- Nicholas
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You end up with a lot of low-value items. I usually target the syringes, and just last week, I did about five prestige levels in one go and received under 10 in total.
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@Mr_K said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3949513#Comment_3949513
What you are bring forward is what can be considered as edge cases. You cannot expect perfect sync between players over vast distances. Even two players in the same neighborhood won't experience it.
Many PvP shooters are great examples of this. You get "shot" but were clearly behind a wall. Well you weren't behind the wall to the other player. The servers job is to validate that hit took place given the infomation at that time based on latency. If it didn't work this way then every killer would have to swing where the survivor should be in 100ms. Survivors would need to be making adjustments based on where the killer could be.
Until we are able to open wormholes between our PC, it's going to look off to someone.
You're conflating. I never mentioned anything about perfect sync or any of the points you've raised here. There is no silver bullet for online gaming, but you don't have to favor one side over the other. I said moving to the server authority would make things fair and neutral. No more 'Favor The Killer' would be a good thing.
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@100PercentBPMain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3948288#Comment_3948288
if i am power struggling you can 100% bet I'm denying the heal
Yes, when I see someone under a pallet making a 'no' gesture with their body, I know it's either Flip Flop and Power Struggle and/or Boil Over, etc. I leave 'em.
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@MaTtRoSiTy said:
Never mind banning VPN's, that is never going to work. Instead impose ping limits, particularly on playing the killers side, as that gives you a significant advantage that is very unfair and horrible to play against.
I see this very often in recent times and people are clearly abusing ping as they could be playing on servers far closer to them.
Eliminate 'Favor The Killer' and move it to full server authority. Let the server decide hits and interactions. You'll see how fast people stop inducing lag and using VPNs (for whatever reason), including to gain an advantage.
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@Mr_K said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3949506#Comment_3949506
Look, in the terms of normal game play there's not much room to adjust. You can't have the killer swinging at ghost and you can't have survivors getting injured out of nowhere. The main complaints on hit validation come from vaulting which stems from not realizing that a window is not a wall.
If you want to talk about cheaters, then there are plenty that BHVR can do but don't do on the server side that we can discus.
Survivors are already getting struck at impossible distances and sometimes with delays. There's a lot to adjust. With or without VPNs, it is extremely easy to induce the right amount of lag to gain a perpetual advantage in the Trial. This is due to hits being handled on The Killer's client. Move the game to full server authority, so all hits and interactions are managed by a neutral party: the server.
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@Mr_K said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3949450#Comment_3949450
Like you stated, there is server side validation. Not only for your hits but also your position. Thus rubberbanding and blood splater without injury. You cannot compair that with P2P when the killer had 0 latency and survivors lagged out.
The right amount of latency as you discrbe it, would be using other tools outside a VPN.
Validation is a joke - easily circumventable; it's better than P2P, but still insufficient and inherently unfair. The name of the system is 'Favor The Killer', and that says it all.
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@Mr_K said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3949425#Comment_3949425
I personally don't know how having high latency is an advantage. Back before dedicated servers yeah. When I play with higher latency I have rubberband issues and my hits don't register.
Little changed even with dedicated servers. Hits are still handled on The Killer's end, and there's 'Favor The Killer.' We have Server-Side Hit Validation, which kicks in at a very high ping (a massive advantage to killers), but not Server-Side Hit Authority, which is what most assume we have. This is why killers love to induce the right amount of lag - enough to trigger the advantages but below the threshold for validation to kick in. If the game were to adopt Server-Side Authority, we would have a fairer, more neutral authority on hits and interactions (the server), and it would eliminate 90% of cheats. That's also how cheats work so easily, are inexpensive to buy and implement, and challenging to enforce, because hits are handled on The Killer's client. There's a source selling mods for cheap, that are easy to install and nearly guarantee no ban. I won't provide the source to avoid spreading cheats, but it's easily accessible for PC players.
Dbd Extended Aura reading mod $8
Provides an aura reading mod on survivors even those with Aura shielding perks or add-ons liked distortion or Boone Shadow step. This works within a 45 M range of any Survivor in any state however, because there is no perk that provides this information and there are survivors who run Aura suppression perks, it would be wise to exercise caution with very specific and deliberate movement towards the Survivor. We recommend Killers patrolling the area and checking other lockers before zeroing in, to give them the impression and illusion that you don't know where they are and that it was mere coincidence, you happened to stumble upon them. To further the deception, it's best practice to patrol the area and then intentionally leave the area, acting as if you're unaware of their presence. As with all of our other mod purchase and use this mod at your own risk.
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It wouldn't be an issue if devs stop rewarding people for having laggy connections. That's the real issue. No one would care if it were fair. The reason people induce the conditions for high latency is so they get a permanent advantage in the match.
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I can't get it to work on Epic Games version of the game. It never recognizes it and I have verified the linking.
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@I_CAME said:
They don't need to kill switch the system. They need to delete it entirely because no one asked for it. Just admit that it was a mistake and move on from it. What people wanted was for people to stop going next on the hook. That's all we needed and then we could have looked into something more if it turned out to not be enough. This kind of draconian crap is ridiculously harsh and is never going to work the way that Behavior thinks it will.
I'd honestly make the same argument for the new point system that requires you to play TWENTY games to lose part of the penalty. Do people realize how much time twenty games is? If you assume a match is twelve minutes then that's FOUR HOURS in game alone just to go down one level. Not even counting the time you spend in queues, menus, loading screens, etc. Also remember the penalties no longer go away over time anymore. This kind of stuff is only going to drive people away in the long term.
This is how the devs operate: they don't implement measures that are narrowly tailored to address community feedback. The devs are too eager to address input broadly.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3944257#Comment_3944257
You didn't state that in the OP. And you have no nothing, no screenshot, no video.
If The Killer had sufficient tokens for the Devour Hope Mori, I would not have posted this topic. And what's there to prove? If you think this scenario doesn't exist, you're free to go test it out yourself.
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@Reinami said:
i think you should reread what devour hope does
We were at the Exposed status effect stage. He didn't get enough tokens but that rescue would have been number five. Perhaps it is you who needs to reread it 😅
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@I_Cant_Loop said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3944015#Comment_3944015
The bonus is nice, but at least for me it’s not enough incentive to play survivor right now. For one thing, it’s literally Springtrap ever single match (not exaggerating - I have not seen a different killer yet), and two, the insanely broken new AFK and DC penalty systems are punishing normal gameplay for survivors. Playing killer isn’t even an option due to the queue times. I’ll be on vacation soon and I am not all sad that I won’t be playing for a while.
The crow system is too sensitive and overtuned.
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@OrangeBear said:
It's definitely a good anti-tunnel perk again. 4 secs definitely feels a lot better for killer, 5 was just excessive, people would t-bag and still make a lot of distance. However i feel like the perk has become a must have again. Also, as killer i hate when survivors stack anti-tunnel to use it offensively.
All these things need to be addressed with the anti-tunneling quality of life update they are doing. Perk reliance for the matter, and it's exploitative nature.DS is a chase extender. The four seconds, of which 1.6 or so are stuck in the release animation, are mediocre. It's a one-time, limited perk with a laundry list of deactivation triggers and a particular and narrow window of use. If the tunnel falls outside this window, then it won't be helpful. And if you're unfortunate enough to get rescued after the generators are completed, it's useless. I don't see value in DS because it doesn't work when you need it most - if you're a capable chaser - and barely works in other circumstances.
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@I_CAME said:
The 500% bloodpoint bonus that survivor is going to get due to the 30 minute killer queues.
Yeah, it's gonna be a borefest versus the same killer over and over. 500% won't even be enough if it's awful, like The Ghoul, with 99% of matches being him.
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Some of the cheaters are concealing their actions by bringing in aura perks, sometimes all four. I've been running Distortion more, and sometimes The Killer will still locate you. I remember a Trial versus The Houndmaster in Haddonfield, and she was cheating, always finding everyone but being smart about it. Kicking gens or opening lockers first to create the illusion of using Nowhere to Hide or Darkness Revealed, and the deception works unless you're running Distortion with tokens. The token gets consumed, but she still knows exactly where to find you.
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I agree with the sentiment. This is why the developers need to ascertain why people want to leave a match and address those issues. Go-Next is a band-aid for the symptom but doesn't address the cause. I want to go next when The Killer is laggy! Fortunately, it's not every match, but regardless, it's not enjoyable or fair.
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@RJoyYourJoy19 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3932863#Comment_3932863
That's the funny thing about this game. They somehow keep making it worse and worse for survivors which is insane considering the stats pointing to the fact that it's already not in a good state for them. They couldn't have just made survivors always spawn in pairs if they wanted to change the spawn logic, no, they had to make them all spawn together to guarantee that the early game becomes killer sided even tho early game is when the killers are supposed to be at their weakest and survivors at their strongest.
Exactly. In every event I see, the Survivor bonus is triple-digit, and the standard queue is always at least 50% for me. I wish the devs were this determined to get rid of cheaters.
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3932963#Comment_3932963
they already put out surveys asking how players feel about the state of the game. They don't need one for rage quitters. If you want to rage quit you get punished. If you aren't enjoying the game at all stop playing.
This oversimplifies the issue; not everyone is a rage quitter. People can enjoy the game while not enjoying every aspect of it. That's why they solicit and welcome feedback.
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3932960#Comment_3932960
there's no single reason that keeps people going next. Frankly you would kill the game trying to cater to rage quitters. Plus you weren't getting a bot before and it was just forcing you into a 3v1.
I never said there was, but why not explore the topic? The devs should want to ascertain the reasons, and they can determine which are valid and consider how to address the pain points that lead to it. They have surveys asking the same questions every few weeks, why not one based on why players commit DC or suicide?
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@CrypticGirl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3932844#Comment_3932844
Yep, this is exactly what will happen. And this kind of behavior upsets me more than going next ever did. I'd rather let them go and see what happens. Sometimes the Killer will show mercy, and if not, at least the match will be over quickly.
Yeah, and the developers still won't focus on WHY people want to go, but they will try to implement more ways to keep you in the trial. It's annoying, but I would rather have a bot that wants to do gens, heal, and eventually open the door and run out versus a player that is trolling, wasting pallets, and sometimes sandbagging. And no one cares about BP's; most of us are swimming in millions anyway, so offering more BP isn't exciting. At least, as you point out, sometimes The Killer will farm, or it is so bad that a 3v1 is still winnable.
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@mecca said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3932782#Comment_3932782
They are not doing this for survivors, it is for killers. The comp Blight doesn't have enjoyment rubbing salt in the wound. They literally, in the same patch, putting all four survivors together so the same Blight can down all four within a minute using the broken Lethal Pursuer perk. I really couldn't comprehend the game getting worse but it actually does.
I forgot about LP. It will be highly problematic versus high mobility killers, especially with Infectious Fright. Most of these changes seem to be about The Killer's perspective and experience, with no consideration for the Survivors. The devs focus on 'Let's find ways to keep Survivors in a match' versus 'Why do Survivors want to leave?' is a classic case of symptom over cause—just more band-aids for the symptoms that don't address the root problem.
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The Survivor changes are focused on the symptoms and not the cause, this is a terrible design approach.
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@Rokku_Rorru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3931779#Comment_3931779
Agreed and I feel more needs looked at on the survivor side in future to make it more enticing to play, it feels really odd they are ignoring the survivor experience to the point its painfully evident, the fog crystals don't even hide auras which is a huge oversight for example.
IDK, I'm thinking back to lights out where Legion ruined that too.I agree, and bots are not the solution. 1000% bonus won't do it either.
They could start with the excessive aura reading. It comes up too often, especially at bad times like when a Survivor is getting rescued, and then they are sometimes tunneled. It should protect newly rescued Survivors from aura reading for a short period. I remember that with Lights Out, which I hope returns because I have a new display and I want to experience the darkness with it.
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I don't touch 2v8; it seems few do because mine always offers a 300% bonus. You're right, The Legion is super annoying, but I have other issues with the mode that make it unfun. I would play The Killer, but queue times are insane.
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- I agree with this section, but you didn't explore the server issue further, which is significant. Many don't realize that hits are still handled on The Killer's end, even with Server-Side Hit Validation (SSHV). SSHV only seems to "validate" hits at the 250-ms or higher mark, which is exceptionally generous and subject to abuse. And some killers exploit this. Not to mention the myriad fairness issues with a network philosophy they call "Favor The Killer." The game needs to move to Server-Side Hit Authority and full server support, so hits are handled by the neutral server. They also need to increase the tick rate. I would say 1/10 because the developers have previously acknowledged the frustrations of Survivors with fake hits and latency, but are more concerned and sympathetic with The Killer. A lack of awareness by the majority also doesn't help; some prolific streamers believe the game is full server authority.
- I like these ideas, but a more straightforward solution, perhaps even a temporary one, is to conceal the names until the end of the match; the names can be revealed simultaneously as The Killer's perks.
- As the developers focus on the symptoms rather than the problems, there's rarely a resolution, just more band-aids, so I don't anticipate they will do much here. So I agree with your assessment on this happening.
- They are too modest with balance changes; they knew what they were doing with The Ghoul launch and ignored PTB feedback. It gave the impression that it was P2W DLC despite their pronounced protestations.
I'm not too optimistic about the Survivor experience in the future. Survivors have been pretty stale for years; nothing new or innovative has happened since Boon Totems, which was an exciting addition. Invocation is lackluster, too. Each new killer has more powers, mechanics, and gimmicks. The developers also give the impression that there is too much reluctance to try new innovative approaches, and so far, the anti-mechanics are unimaginative.
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Sometimes you miss out on things, but it's okay. Let people have their exclusives for being there. It's enough that they bring everything else back, not everything should return. I missed out on many Deep Rift items, and that's fine. I wasn't there, missed the Rift, or was too busy, but I don't think it should return. Having some special or exclusive items is nice.
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Oh yeah, console-only cross-play would also be a dream!
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I would love for the game to fully move to servers, eliminate handling hits on The Killer's end, and implement Server-Side Hit Authority.
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This topic is how you know this community is one-sided by a significant margin. Who would be against implementing a fair and neutral networking design? The people (hint: not Survivors) that benefit from it - that's who. This is making Survivors not want to play, Favor The Killer needs to go.
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What exactly are they doing about slug, camp and tunnel? I cannot locate the new mechanic info anywhere.
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It's the same thing with the implementation of Go-Next before addressing why Survivors disconnect in the first place. The devs are primarily interested in addressing the symptom while rarely touching the problem.
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@TragicSolitude said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3924500#Comment_3924500
The main point of being able to dodge lobbies was to avoid high pings, and they removed the ping indicator (which sucks), so I really wouldn't be surprised.
Exactly, so now we're stuck dealing with a high ping killer that has a perpetual advantage over us, such as The Huntress and The Deathslinger, with hits through walls, around corners, and getting snapped into the projectile's path. So fun!!
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We need console-only cross-play to avoid having to deal with cheating.
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Incoming patch where backing out of lobbies will be bannable.
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Weird to see people downvoting something that would improve the game! I would love to see it implemented and some PS5 Pro Enhancements for the game. Before voting, check out
https://dev.epicgames.com/documentation/en-us/unreal-engine/lumen-global-illumination-and-reflections-in-unreal-engine -
I love the theme and the content; it's all beautiful. I wish we had a spring flowery event with flower overlays on the maps, etc.
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@Jadelysta said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3921841#Comment_3921841
This is what i said, but nobody sees the bigger picture. Forcing people to do things is hardly the answer, and instead they should look into WHY people are wanting to leave. It's 100% a balance issue, but nobody wants to admit it due to their allegiance for their side.
Oh, I didn't see that, but I did scroll up to read it, and it's a very fair point. Who would downvote such an objective point? It does seem very tribal in this community sometimes. This is why I participate less and less, but it can be very one-sided, and it drowns out any other point of view or perspective. Many threads and topics feel more like an echo chamber than an honest, meaningful discussion.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3921841#Comment_3921841
The root cause is the game has a quick and easy way for survivors to ragequit, that bypasses the DC penalties.
And zero people are forcing you to play a game you don’t want to play. The Go Next Prevention won’t literally force you to play the game. The only thing it will do is give penalties when survivors are clearly trying to bypass the DC penalties.
Every game in the world has a quick and easy way to disconnect, so that's definitely not the issue.
GN is about compelling people to stay in the match, the penalty serves as a deterrent. That's the whole point, to discourage people from leaving, which is another way of saying trying to keep them in the match. My point still stands: until you ascertain the why, people will find new ways to circumvent whatever system is introduced. DC penalties were supposed to remedy this issue, so players have pursued other means of achieving that goal. It'll be the same here.
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What do you mean by the vote feature?
One of the reasons I want to Go-Next is when The Killer is super laggy. Especially projectile killers, it isn't fun or fair and oftentimes wastes time. Nothing fun about getting hit behind cover, through walls, etc. You also raised some other points, and there are many other reasons for DC's. This is what the dev should be discussing with the community. We need a cure for the problem, not a Band-Aid for the symptom, and all of these mechanics are Band-Aids.
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This entire thread is what's wrong. The symptom is disconnecting, but what is the root cause? That's where the discussion should be. No game mechanic in the world can force people to play when they don't want to play. The real issue is the devs aren't trying to figure out WHY this happens! And it doesn't help when the community is determined to find ways to compel people to stay when they clearly don't want to. Make a survey on Survivor disconnects and find out why people do it. That's where you really begin to address the issue, not implementing ways to keep people in a trial they don't want to be in.
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I find that sometimes, so I'm okay with letting people DC at will. I'd rather have a bot that's at least trying than a live person wasting pallets, not doing anything, and just running around or AFK. I'm not sure why this community has this culture of wanting to force people to stay in a match. It's the same thing with people suicide on the hook; why even waste time rescuing them? They clearly want to go and sometimes end up being a nuisance by rescuing them and trying to compel them to stay. I've never seen a Survivor accelerate their death and hit the second stage, get rescued, and then become a productive player. This will be an issue with the game until the devs focus on the problem and stop bandaging the symptoms. For whatever reason, people will not want to play, and there's nothing the game will be able to do to compel them.
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It's useless; all they do is lurk outside the range and immediately swoop into the tunnel. The devs are clearly terrified of innovation and trying new things regarding The Killer. Everything they attempt is lackluster and modest; they could try so much more regarding tunneling, camping, and slugging, but are too afraid. The devs never address the problem; they focus only on the symptoms, so little to nothing changes. Are you trying to Go-Next? We plan to force you to stay, and we don't care why you want to leave in the first place.
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Another projectile that will always land due to Favor The Killer and how hits are still handled on The Killer's end! This sounds so fun and wonderful. Who doesn't like getting hit despite moving out of the way or around a corner?
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People don't want to play a hopeless match; hope is essential, but often extinguished due to many factors. Sometimes, players would rather 'go next' asap when the outcome is locked in. And then there's the lag advantage with hits. Favor The Killer needs to die already. Getting struck from an impossible distance and seeing my ping at 35ms and The Killer's at 200ms makes me want to leave! It's unfair and unfun how the game allows such hits, which can devastate the Survivor.
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@smurf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3921491#Comment_3921491
Agreed. There's no reason not to implement this. I don't care about it, but teabagging at the gate is one of the most common killer complaints. If at least one gate is open and all remaining survivors are in an unblocked gate, the killer should get an abandon option after maybe 20 seconds (so console survivors can celebrate together if they want since they don't have post-game chat).
That update would have essentially no negative impact, and would probably improve community morale overall. And the coding for it should be pretty easy.
If the gates are opened, The Killer should be able to leave early if they wish. On the other hand, it's two minutes, so this may not be a priority for the devs. Alternatively, if The Killer exits during EGC, the server should allow the Trial to continue for those remaining two minutes.
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Everything should be random. I'm tired of the same handful of killers in every mode and every event. Most killers bring the best add-ons, so there will be a massive power shift. When survivors get stuck with four useless perks, they effectively have nothing, but Killers can still rely on their base power and add-ons - which they control in advance.
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There are way too many aura perks. And if it wasn't effective, people wouldn't run them. During this event that's all everyone ran, majority were aura related perks. Distortion needs a buff. You should start out with more tokens and a bigger storage capacity for them. The best counter is playing with friends and everyone running Shadow Step.
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@ShyPirate said:
They should add a tab to the store called "Unviewed" which shows all pieces that have the red exclamation mark. It would make them easier to find.
That is a great idea or even a "clear all" option too.
@GentlemanFridge said:
It's a bit annoying, but quite a few characters have single pieces like masks and shirts that you need to go through as well.
I will check every single section later because I would like it to clear so when new stuff pops up, I can view it.
@Mooks said:
Pretty sure sometimes there are unreleased cosmetics that cause this and you cant get rid of it then.
Or its actually some single piece (weapon or surv head) that doesnt Show the exclamation mark on the character select view, which is beyond annoying (and probably a bug)
Yikes lol this is probably the case then.
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@ReverseVelocity said:
❗️
Now I have two to get rid of!
