Peanits
Peanits
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- Peanits
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@indieeden7 said:
It was probably because we have the ability to invite friends in the "play survivor" lobby. It wouldn't make sense if you could switch to killer in it.
Pretty much this.
It could come back one day, but it wouldn't work with the way lobbies work right now. We would need to accommodate for the fact that you can invite players to your lobby and then switch. This is also why the button wasn't available in SWF before.
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@yandere777 said:
@Peanits, sorry to @ you but could you clarify something for us? Does oblivious get rid of the red stain?
No it doesn't.
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@Mookywolf said:
agreed, it was pointless to remove it.
Definitely not pointless. The lobby flow has completely changed with this update and the button would need to be reworked in order to accommodate it. Otherwise you would be able to switch to killer with friends in your lobby, for example.
It may come back down the line. I'll bring the feedback to the team and let them know that people miss it already.
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@Hoodied said:
https://forum.deadbydaylight.com/en/discussion/comment/692526#Comment_692526
Trusted members have the Red-pfps, meaning they are good bois/grills
Just not that red profile picture. People with that one are bad bois/grills.
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@Bravo0413 said:
Imma go ahead and say it..... The SAW dlc is what brought me to the game and from the start NOED worked with the ambush...... for the devs to attempt to say that this was a bug just makes me think of when they attempted to change flashlight saves and pallet saves..... the ambush working with noed was intended you can't just say after like 2 years that "btw this was a bug" ........... the devs should have just stated "guys we wanna have consistency with the ambush and the pounce and we strongly believe that the pounce with NOED is going to be too strong" or whatever they tell us as long as their upfront.....
This type of shiet---> saying it's a bug when players that have played the game know it wasn't is bad for the the image of the company.
We have stated exactly that just recently. This is what we were talking about when we changed the ambush to no longer be considered a basic attack a little while ago. Before that change, this bug was just the attack working as intended. Once it became a special attack, NOED was meant to not work with it.
EDIT: Double checked, it was 3.1.0 where the ambush was changed to be a special attack. This became a bug then.
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There's nothing to fix: It's by design meant to only work while you are uninjured.
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@FishFry247 said:
https://forum.deadbydaylight.com/en/discussion/comment/692599#Comment_692599
https://forum.deadbydaylight.com/en/discussion/comment/692583#Comment_692583
https://forum.deadbydaylight.com/en/discussion/comment/692597#Comment_692597
They plan on bringing it back according to @Peanits but its we are just gonna have to wait a bit
To be fair, I never said that we would be bringing it back, I've only said that it's possible that it may return down the line.
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/692200#Comment_692200
Ok am I not understanding what this bug is about? To me it sounds like Pig was able to one hit down survivors with her ambush attack whenever the bug happened. Or am I wrong?
Basically:
- NOED works on basic attacks.
- A few months ago, ambush was changed to not be considered a basic attack.
- NOED still worked on ambush, although it wasn't supposed to.
- This was just fixed.
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@FishFry247 said:
https://forum.deadbydaylight.com/en/discussion/comment/692368#Comment_692368
Hey Peanits I know this isn't a thread related question but will they be adding back the Survivor/Killer switch button?
Possibly down the line, but it'll need to be redone to work with the new lobby flow.
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@White_Owl said:
https://forum.deadbydaylight.com/en/discussion/comment/692485#Comment_692485
Just for curiosity, do you devs consider attacks after a blink/phasing/etc (m1 attacks done after the use of a power) as basic attacks or special ones?
One of the designers would probably be able to word it better than me, but the distinction is: Is the power attacking someone, or is it just moving you? In the case of the Nurse, your power is just moving you. Blinking right up to a survivor doesn't injure them. (Also, good luck ever hitting a basic attack with the Nurse if blinks prevent it.)
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This is a bug fix. As mentioned previously, her ambush is not considered a basic attack and as a result is not supposed to trigger NOED. The same goes for other killers as well, like the Huntress.
@Carpemortum said:
https://forum.deadbydaylight.com/en/discussion/comment/692186#Comment_692186
Yet, as someone pointed out, even though her ambush wont/shouldnt work with exposed, chainsaws with the limiter, DO.
So why not fix them all across the board, or allow lunges/special attacks that use your SWINGING weapon, to apply on hit affects.
This is the long term goal, but it takes time. Something like NOED working on a speed limiter is incredibly niche so it's a lower priority.
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@Kycer said:
https://forum.deadbydaylight.com/en/discussion/comment/692183#Comment_692183
What got buffed about his portals?
They're quieter now. You can only hear them from about half as far as you could before.
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Wow, now that's a sneak peak of some post hotfix gameplay right there.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/692319#Comment_692319
That's just the thing. When hitting those multiple gens it still doesn't add up to being as good as PGTW.
1 gen = 8%
2 gens = 16%
3 gens = 24%
4 gens = 32%
5 gens = 40%
You aren't getting more than 5 gens really ever.
Most of the time you'd be getting maybe 2-3 gens. That's a rough average of 20% regression.
And it's on a cooldown
And PGTW is still 5% better
And that's only if the Survivor can't run into a dead zone
And that's only if multiple Generators were being worked on in that area to begin with
And it's unlikely to work like that on a large map
Just one gen popping being less than PGTW is fine, I'd expect that obviously. But even when it's fulfilling it's purpose it's STILL outclassed by PGTW. THAT'S the problem.
This is also assuming that someone is working on each one and stops the regression immediately, but that's not always going to be the case.
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Questions & Answers
This list will grow over time.
Q: When will stealth killers gain the undetectable status effect?
We will be rolling out the undetectable status effect to other killers and perks in the following updates. We aren't able to give an ETA on this just yet.
Q: If a survivor is affected by the Oblivious status effect, will they be able to use perks that only function in the terror radius like for example Borrowed Time, Diversion and Stake Out?
No, they will not. For all intents and purposes, Oblivious means that anything with a terror radius stipulation will not work.
Q: Can you buy Nancy, Steve or the Demogorgan with shards?
Since they are licensed characters, Nancy, Steve, and the Demogorgon can only be purchased directly through the DLC or separately with Auric Cells.
Q: Why does the Demogorgon have to go through portals first in order to activate the killer instinct reading on survivors around it?
The portals do not appear for the survivors until the Demogorgon uses them at least once. It would be confusing to have a portal that you can't see reveal your location.
Q: What is the difference between a Survivor being Oblivious and a Killer being Undetectable?
Oblivious is an effect applied to a survivor, making them, well, oblivious to the killer's terror radius. They don't hear the terror radius, and they aren't affected by any terror radius perks. One survivor may be oblivious while others are not.
Undetectable, on the other hand, applies to the killer. It removes their terror radius, red stain, "stinger" sound, and prevents their aura from being read.
Q: Where did the pre-lobby chat and switch roles button go? Are they coming back?
With the 3.2.0 update, the lobby flow has changed, allowing us to automatically regroup survivors after a match and seamlessly go from playing solo to playing with friends. As a side effect, the switch roles button that would previously appear when playing alone and the pre-lobby chat that would appear in SWF no longer exist. These components would need to be updated to work with the new lobby system (e.g. Prevent someone from switching roles when playing with another person).
The pre-lobby chat should be returning soon. We recognize that it is an important detail when playing with friends without voice chat. The switch roles button may return down the line, but we can't guarantee that it will be returning just yet.
Q: What exactly is the advantage/buff of adding oblivious to sleeping survivors with the Nightmare?
This change is not aimed to be a buff to the Nightmare. Survivors already would not hear the terror radius, but the oblivious status effect was added for consistency. This has certain advantages and disadvantages. A perk like Coulrophobia will not work on a sleeping survivor, however, a perk like Borrowed Time also will not active if the rescuer is asleep.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/692302#Comment_692302
I am aware.
The main issue is that most of the time those generators are already being worked on (otherwise they wouldn't have progress), so you will only get the 8%, which is outclassed by PGTW.
It's main advantage then becomes it canceling out the travel/kick times and allowing slugging, which would be great but just 8% AND the cooldown just make it ultimately not worth it.
That's the thing though; it's not meant to do the same thing as PGTW. If you're aiming to regress a generator that's being worked on, PGTW is the perk for you. If you're looking to hit multiple generators- but not as hard- Surge is for you.
PGTW already takes out a quarter of the generator. Having too much more on top of that would be excessive and just feel really annoying and boring to play against.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/692293#Comment_692293
Side grade.
Not what it needed tho, 8% just isn't enough to be good.
12% wasn't either with the 24 meter range
It's worth noting that it's 8% and starts regression. As long as nobody's working on it, it's going to keep regressing until someone touches it again. This way, it's more focused around hitting multiple generators and keeping them regressing over hoping there's a generator near where the survivor goes down and really hammering it (that's more PGTW's thing).
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https://forum.deadbydaylight.com/en/discussion/87825/
You could also find them at the top of the page. The changes from the PTB specifically are at the end of the patch notes.
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@BBQnDemogorgon said:
https://forum.deadbydaylight.com/en/discussion/comment/692114#Comment_692114
Can shred not be cancelled at all?
If its fully charged can you stop it? If not thats going to be a bad change.
It's just like the Huntress: If you decide not to lunge, you can't attack until the animation is over.
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@BBQnDemogorgon said:
I'm confused about the can't cancel bit.
Does that mean they removed Demos ability to fake a leap lunge? It has to be committed to?
That nerf wouldn't be worth the pallet break imo
It just means that you cannot attack if you decide not to lunge. To give a comparison, it's exactly like the Huntress when she cancels a hatchet.
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Huge asterisk: Not NOW, but in the next hotfix.
Before y'all go in game and start jumping face first into pallets.
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@8obot1c said:
wait but if they have that as default whats the new ultra rare add on?
It will be replaced in the same hotfix.
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I would also suggest reading this: https://forum.deadbydaylight.com/en/discussion/comment/692045/#Comment_692045
He'll be getting a buff as well. His ultra rare shred add-on is going to become baseline. Unfortunately we couldn't get it into this update on time since we would need to create a replacement add-on, so that change will be a part of an upcoming hotfix.
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Stranger Things RELEASE SCHEDULE
3.2.0 UPDATE
Players can access the Stranger Things characters with Auric Cells in the Dead by Daylight in-game store.
The Stranger Things DLC will not be not available for purchase on Steam, Microsoft Store and Playstation store at that time.
Please note: In order to receive the bonus cosmetic, you must purchase the full DLC when it becomes available on your platform.
PLATFORM
PC / PS4NA / PS4EU / PS4Asia / XBOX
PLANNED ETA
September 17th, 2019
11:00 EST
Stranger Things CHAPTER RELEASE
PLATFORM
Steam / PlayStation Store North America / PlayStation Store Europe / Microsoft Store
PLANNED ETA
September 17th, 2019
12:00 EST
PLATFORM
PlayStation Store Japan
PLANNED ETA
September 17th, 2019
21:00 EST
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You are definitely within the killer's range in this clip. You're close to the edge of the attack cone there, but without a doubt still in range. Adding to that, the killer is also the host, so you can expect a little bit of latency. Even 100 ping is a tenth of a second. A tenth of a second when you're moving at 4m/s is 0.4m, to put it into perspective. Latency is not something you can ever get rid of it, it's a fact of online games.
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@OMagic_ManO said:
https://forum.deadbydaylight.com/en/discussion/comment/690393#Comment_690393
I'm saying in the interest of the people, never be specific about when you release things and it's much better to say, "We'll have it out when it's done and we'll keep you informed". Never wrong to have a general date but also remember that maybe they need extra time, in my opinion they should have used the soon™.
I do understand what you mean, but that's also how you set yourself up for an entire year of questions where the only answer is "soon." That's not something that anyone wants. We gave a very rough estimate to set expectations, and while we were on track to meet that target, we decided to delay it for another month just to iron out a few issues. We would rather miss the release date slightly than put something out before it's ready.
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If you want to check off chapter 13 already, you can check off party management as well. It'll be included in the same update.
Otherwise, you've got it. Switch will be launching next week. Matchmaking has also received some improvements, but that's something that'll always be improved over time. Not sure when you can ever mark is definitively as "done".
@OMagic_ManO said:
Devs: Hype up Dedicated Servers for the end of summer all year.
Also Devs: We are delaying dedicated servers.
Thanks Devs.
If you prefer, we can completely disregard feedback and put it out anyway before fixing the issues, but we felt it was better to swallow our pride and push it back slightly to make sure it's ready.
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/689883#Comment_689883
I have no idea of how gaming programming works, so this is probably a stupid question, but couldn't the hitbox of injured survivors be slightly slanted to fit the position of their model better?
It could, but currently the hitbox is also used for movement. Slanting that hitbox would make it so you get bump into walls and get stuck constantly. In order to do that, you would need to completely rework hitboxes so there's a separate capsule for movement and hit detection. At the same time, you'd be messing things up for other killers, since you would need to be closer to a survivor that's injured and leaning forward to hit them.
Basically, is it possible? Yes. Is it easy? No. It would probably create other issues for most other killers as well.
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Totally depends what you're looking for.
In terms of raw power, Myers for sure. It's longer, it's for everyone, and it makes your lunge longer.
Ghost Face definitely has the weaker stalk, I don't think there's really any disputing that. But as a tradeoff, his stealth abilities are better and he stalks faster.
I prefer Ghost Face, personally. I love the fast stalks and being able to sneak up on people. Myers is a pretty sneaky boy with M&A, but not quite as sneaky.
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/688469#Comment_688469
Is it really that important what those loops are called though? I've seen many people argue on posts like these that refer to infinte loops that infinites no longer exist. But I mean like it's pretty obvious what people are talking about.
I do think it's important to make the distinction. Infinite means forever, as in the killer can never catch the survivor no matter what they do. That's a big problem, and for what it's worth, they shouldn't exist anymore. A strong loop is a different story.
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They'll be released tomorrow shortly before the update.
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Mangled.
Why do you want me to do generators instead of healing? 😭
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@AetherBytes said:
https://forum.deadbydaylight.com/en/discussion/comment/688660#Comment_688660
0.25 is a lot more than you think, especially in a chase.
Not saying don't nerf, just saying a lot of people don't seem to recognize how close chases can be sometimes.
It would translate to a little under one meter. I would never say that anything is insignificant in a chase, since a split second could make the difference between getting a hit or not, but I'm willing to bet that if you weren't going to hit them at 2 seconds, the amount of scenarios where the extra quarter second would make a difference between getting a hit a very slim.
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Unfortunately the option is only available on the desktop version of the site at the moment, but if the browser you're using has a "Desktop mode" option (most do), that should do the trick. Once you enable that, you can head to your profile and click the button below your profile picture.
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That second one was definitely in range. The window does not make you safe.
Regarding hatchet hitboxes: They were changed to not be spherical a while back, but the change needed to be reverted (as others have mentioned in the thread). I'll have to bust out my amazing drawing skills. This is what the hitboxes look like:
The survivor has a "capsule" shaped box around them. This determines where they can run and whether or not the killer can hit them. This hitbox does not change, the only exception is that it's a little shorter when you crouch. If it did change, it would cause all sorts of issues in a chase. You would be bumping into stuff constantly.
The hatchets, on the right, have a spherical hitbox.
Why?
When a survivor is injured, they're slouched over as they run. In the example above, you can see what that's important. The hitbox of the hatchet overlaps with the hitbox of the survivor, so the hatchet hits.
Now if you were to make it more closely match the size of the hatchet, you'd end up with this:
In spite of the hatchet going right through the survivor (visually), it does not touch the survivor's hitbox, and so the hatchet would miss. We have tried this change and the past, but it was reverted because it caused a lot of issues like this.
To go back to the first hit, this is the scenario that played out:
This is what the killer sees. It looks a little weird because of the survivor's animation, but the hitboxes overlapped. But then you need to factor in latency:
This is what the survivor sees (with what the killer sees faded out). Latency sucks, you can't really get rid of it. It's a fact of life with online games. There's always going to be a slight discrepancy in online games. Since the hit is currently handled on the killer's end, even 100 ping can make a difference. (Survivor running at 4m/s x 0.1 = 40cm difference between what the killer sees and what the survivor sees.)
The ultra short version: Hatchet hitboxes can't change unless the survivor hitboxes are completely reworked, but latency is also in play.
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@Nenkie said:
https://forum.deadbydaylight.com/en/discussion/comment/684766#Comment_684766
Why survivors have to run multiple perks that most of the time doesn't work anyways just in case the killer decides to proxy camp/camp/tunnel?
It takes no skill, perks or anything to camp and it gives too much of an advantage, it should be fixed from the base game, not perks.
And please don't tell me camping it's not viable, EVERYONE proxy camps in red ranks.
You're arguing against yourself. You say that the perks aren't always guaranteed to work, but then go on to say that everyone in red ranks proxy camps.
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This is true. Anything that's not considered a basic attack does not gain or lose stacks. It's a silver lining when something like shred or ambush are declassified as basic attacks.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/685256#Comment_685256
I'm talking before you walk into the range.
Kinda like how Well Make It shows an icon to the unhooked Survivor so they know not to immediately leave.
So the second someone with the perk is hooked in 2nd stage, all survivors are shown the perk icon to indicate that they can pause the timer by getting close.
It's possible, but there's two problems:
- There's no good way to show it. If there's two people on the hook, how do you know which person has it?
- It doesn't actually take effect until someone enters the range anyway. You don't just get more time, you need to enter that range to trigger it. Typically someone will go for the save at some point anyway before realizing the killer is camping.
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We don't ban for alt accounts unless they're being used for ban evasion. Everything else is down to the platform you are playing on (though if you have multiple profiles on a PS4, for example, that's well within the rules).
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/684788#Comment_684788
Can you at least have an icon that shows other scavs that they can wait a bit longer so longer to save if needed?
Once someone enter the range, their sacrifice meter on the HUD will flash to let you know that their timer is paused.
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I'll let you speculate away, but just to clarify, we've never said that there won't be a new survivor with the next chapter.
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@Shad03 said:
https://forum.deadbydaylight.com/en/discussion/comment/684830#Comment_684830
My jaw just dropped. What the actual hell?
This was right after the game came out. Back then, We'll Make It could stack up to 300% and worked with Self Care, which was 80% speed. Botany Knowledge was Botany Knowledge. With three stacks, you could Self Care without a medkit in only 2.8 seconds.
Granted, your stacks would run out sooner or later, but fun times. This was one of the first things that was fixed.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/684847#Comment_684847
When can you share some details about the Nurse changes? Do you plan to launch PTB to test her out after that?
Chances are we'll show off the changes once they're a little closer. They will be on the PTB first, yes.
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There are no plans to change the base kit for the Clown in the immediate future. It's definitely possible down the line, but I don't want to get your hopes up just yet.
The killer's we'll be taking a look at in the near (or at least near in terms of the roadmap) future can be found here: https://forum.deadbydaylight.com/en/discussion/77678/
Q: Could you talk about who you're planning on reworking/updating next?
A: We cannot give dates on when these changes will happen, but we can share some information on which killers we are looking to update. We will be taking a look at the Nurse and her add-ons (primarily her add-ons) and the Doctor. We would also like to review the chainsaw killers, the Shape, and the Pig, and more. Some may receive smaller changes or add-on passes while other may see more significant changes.
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Aw man, I messed up at my two window jungle gym. Better heal up.
https://youtu.be/G0K3uvG6b4k?t=57 -
@Mr_K said:
https://forum.deadbydaylight.com/en/discussion/comment/684766#Comment_684766
Should remove the requirement for a survivor to be within a certain distance then. In a camping situation other survivors should be grinding gens.
Perk does not mention a killer requirement. It simply gives another survivior more time to pop an important gen or break a nearby hex before going for a save.
Removing the range requirement would give you more time to finish a generator before saving regardless of if the killer is camping or not, which is not something you'd want to do. You don't want to make saving the other survivors a leisurely thing that you do whenever you feel like it, that would take all pressure away from a killer.
With the range requirement, you need to go for the save. If the killer's camping, the perk activates, you gain way more time, you go back to doing generators. If they're not, you save, it's like nothing changed. This way it only affects people who are camping.
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@Mr_K said:
Don't think the Devs intent for the perk is to screw over campers. Regardless what it will end up being used for.
That is what the perk is designed to do. If the killer is not camping, unhooking the survivor would be preferable anyway.




