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RainehDaze

RainehDaze

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RainehDaze
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  • @[Deleted User] said:

    I don't know. You tell us.

    I'm really confused, because if you can accidentally DO it, then it's clearly controlled by some variable somewhere, so it should be easy enough to trace back and bloody fix. <_>

  • Yup, maps are spawning basically everything right now. Sucks for everyone.

  • @sulaiman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3276905#Comment_3276905

    it works for me often enough. But i dont care about the discussion anymore, if they ever change it, we will see who is right. If stealth dies in this game, i will play just killer exclusivly, or not play at all. If they change it and it doesnt impact stealth play, well then its a good change.

    Just to clarify, you're saying 'stealth' gameplay that's just relying on the other person not swinging their view back and forth but comes at the cost of some people being able to stomach playing Killer at all (literally! See the motion sickness complaints on that thread) is a good trade?

  • The real question is why this thread missed the lore forum xD

  • @sulaiman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3276838#Comment_3276838

    Because thats not how it works. Its more like turn a corner, crouch down, and when the killer turns that corner sneack past him and go back the way he came.

    yeah, that's what I mean

    It relies entirely on the Killer having zero peripheral vision, and it generally doesn't work ANYWAY because everyone's swivelling around to correct for the fact that Killers apparently have a cast on their neck

  • If Eruption gets fixed, the ability to do gens in 30s in any method needs to go somehow. You can't keep deleting all slowdown and 3gen potential and leave so much stackable gen speed.

  • @C3Tooth said:

    https://forum.deadbydaylight.com/en/discussion/comment/3276836#Comment_3276836

    You may 4K team A with similar skill by tunneling.

    Then you 2K team B with higher skill than you. You need to try harder, proxy camp, 4 slowdown to 4K team B.

    Now you vs team C that has even higher skill than you, you try everything and noway you can pull 4K on them. You can only 2K them, keep your MMR being high to vs only team C and stress out.

    Me at lower MMR keep 2K vs team A, chill game and everyone has fun.

    I only start killing after 8 hooks, the number of kill doesnt matter. Im not going to put my MMR where I should not be

    In the end, both you and me still have 2K on average, when you're at your peak MMR of course.

    Maybe, but that assumes that possibilities are evenly distributed across various MMRs, and that MMR actually works correctly all the time.

  • @Starrseed said:

    It's funny that you often find people. Under post like this that say it would be op if the killer has more fov and that it should be earned through a perk cause stealth would be dead but these are the same that curse out imersive survivor and say chase is best

    i don't know how much stealth is in "stand directly beside the killer" anyway. it fails 90% of the time

  • @C3Tooth said:

    What are the reward for 4K can I ask? Increase MMR to vs sweat squad and complaining on forum?

    The only rewarding for going for 8 hook and 0 kill I can think of

    • More BP
    • Drop MMR and matched with easier team
    • No stress
    • Everyone has fun

    I admit some players just tbag in the end. But its on the players, they would still be toxic if they play killer. I dont let these players affect me and ruin the game for others in later match.

    sacrifice BP?

    Honestly, the thing is that focusing on kills is snowbally, right? So if you go for an easier game (i.e. get someone out early), you're more likely to snowball into the 3k or 4k.

  • That only works if people can see MMR and therefore work towards it. The thing is, nobody's going to work towards hook-based MMR if it's invisible. In fact, if working to kills over hooks gets you easier games, that's going to encourage people to minimise hooks.

    On top of which, focusing on spreading hooks out makes games more difficult for killers. So, you make the game harder for yourself, which then gets you higher MMR and harder games...? Not a winning combo.

  • @Brimp said:

    Yeah idk why the fov is so low currently. Like they try to make a trade off with M&A but you lose the extra FOV while in chase so that doesnt work. And as for the whole "it'll give an advantage" argument is just very silly. Like yes it CAN give an advantage but most people look over the fact that the more information to process the more chances to gloss over some survivor in the middle of the screen because you're trying to look at the edges more.

    The way it works is also tied to flashlight stun range. So, increasing FOV (or allowing increased FOV) also means leaving people more susceptible to flashlight saves unless they changed how those work. TBH, I think it's entirely possible that there'd be no safe way to look.

  • Well, I think the latter says more about your MMR bracket than anything.

  • @fake said:

    Using perk slots to increase FOV is silly and dumb.

    But DbD is in some ways trying to balance this by stressing the killer, and besides the FOV, the developer has stated that the loud chase background music is to drown out the sound of the survivor. The sparse scratching is meant to confuse the killer... Hmmm.

    Yeah, but this is the only perk-tied feature that could be considered anti-accessibility. Pulsar's not the only person I've seen complain about motion sickness in first person, so I imagine the low FOV often makes it worse.

  • At this stage, I would pay money to have a 5th perk slot that can only take shadowborn or any other perk that literally just does basic setting QoL features. At least I'd get something then.

  • @Pulsar said:

    Please just give me more FoV so I don't get motion sick.

    I will literally play MORE.

    Yeah, I've never gotten motion sick, but with the way so many tiles are spawning right now, I am starting to get dizzy. <_>

    You need to turn way too fast for how restricted the FOV is, and it's not like a wider FOV wouldn't also give survivors some positives (flashlight related) without game changes, on top of y'know, making playing Killer less disorienting.

  • @AetherBytes said:

    Honestly, before I used to not care, but having been playing less and coming back now and then, it's extremely evident how downright disorientating the FOV is.

    it gets really, really bad when running around super tight loops, and the amount of junk spawning right now...

    and if I want it to slightly improve I need to spend a day or two just farming Wraith prestige so I can run the perk? FFS.

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3276647#Comment_3276647

    that is why people use it only on mobility killers... like blight with his blighted rushes but those killer work with 4 slowdown perks as well.

    I meant that it often doesn't tell you anything because map geometry means people are still within its annoyingly huge radius. Like, if you're anywhere near the middle of the map? Forget it.

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3276589#Comment_3276589

    information perks? I mean nowhere to hide is 24 meter aura reading for 5 seconds after damaging a generator. BBQ is global aura reading after hooking. SC: Flood of rage is global wallhacks on unhook. Discordance triggers when 2 survivors on a generator. Whispers can help find the last survivor in the trial, though no way out does what whispers does but better. Surveillance highlight a generator in yellow when a survivor touches a regressing generator. Infectious fright makes survivor scream in terror radius. I would not say the info perks are under-tuned in the sense they do not find people.

    it is more that finding survivor is not main struggle of killer. its just base-line to be good at killer in my opinion.

    Without the BP bonus, BBQ kinda sucks. It only tells you about people far away, who A) might move anyway, and B) are, y'know, far away. It's not repeatable without more downs, and often gives no real useful info.

  • @GrimReaperJr1232 said:

    DH? Explain because my brain defaults to "Dead Hard" after all these years.

    ... Devour Hope?

    Really, though, this seems a weird build to complain about. Zero regression, all information is relying on the chain hunt. It's just slowdown and a particular desire to get the box.

  • @JustAnotherNewbie said:

    https://forum.deadbydaylight.com/en/discussion/comment/3275905#Comment_3275905

    I don't even know if lowering MMR works. Like there are times when I win and next game I get a Meg prestige 1 who dies last but somehow manages to get less points than the Jake who died first (this really happened, I have it recorded) and then I play again and get better teammates somehow despite having lost.

    I think after some time searching for suitable participants the game just picks whoever is waiting to be matched, and big part of that is small numbers.

    Even though League has probably 10 times or even more the amount of daily players I still have to wait 1 min or more at times like night etc, or when I have people in my team who are very low MMR. But DBD still is much faster at matching you, although League's players are more numerous because it actually takes MMR into account.

    When I saw the steamchart recently it was a real Lightbulb moment for me and when I take into account the logistics of this I feel less frustrated because they really cannot do otherwise. From now on maybe we should be seeing less threads about MMR and more about how DBD is supposed to attract new players AND retain them, which would make the overall experience better AND in time we could finally get the correct implementation of MMR. It's just that with bad MMR new players get stomped and we have the problem of retaining them afterwards. Overwatch 2 and League are free to play, no need to buy them but of course you can always spend money on cosmetics and passes etc (for League that is), which I think might be appealing for many newer AND younger players who may not have the money to buy a game even if 20 bucks especially in other countries with a different currency. Of course in that case cheating and hacking would have to be addressed a lot more as it has the potential to become more prominent if the game is free. So it's really a balancing act all in all.

    As for killers, I do sort of agree with you. As in, the same way people used to call Dead Hard a crutch for average and bad survivors I think the same can be said about many bad and average killers. The game has definitely nerfed chases for survivors but buffed the ability to down a survivor for killers (see DH rework, reduced distance gained when hit, buffed Bloodlust). Chasing is the more interactive mechanic compared to kicking and regressing gens or holding a 3-gen and proxy-camping. So as a result those perks that slow down the game a lot have gotten stronger not only because they are reworked but because their "counter" for solo survivor which is not going down has been nerfed as now survivors are supposed to go down at some point (unless the skill level between survivor and killer is completely unmatched). So a killer who just got into a 2-gen chase can still turn the game around by slowing down the game for the last 3 gens especially if resources like pallets have been halved. And if the guy he downed first was the strongest looper, well now it's easier to down the guys hiding behind gens. And even if one of them is decent if there no more pallets left but 2 gens or 1 gen left to do, good luck trying to get the killer to chase you or lasting in chase enough (depending on the map). It feels sometimes killers are stuck in different patches where killer was probably more difficult maybe (I cannot know for sure, maybe it wasn't and they were biased back then as well).

    Plus if solo gets nerfed by nerfing looping (because to be honest that is the best time to save time and tyhe more exciting one) and teamplay is buffed for SWF but solo can't follow, then it's to be expected that at higher levels killers will also face SWF more often as those teams have the tools to deal with the current meta best, which seems gen-focused to me.

    I also play builds that probably can be really bad. If I run DH, Blastmine, Flashbang, Residual Manifest (which I do run cause duh fun) then if enemy brings Lightborn, I'm only left with DH lmao. Would I like it if this combo was stronger? Yeah, of course. I would like it if Blastmine progressed faster if you worked with a teammate (currently it progresses only by how long you spend on a gen, not how fast that gen works) or if you used a toolbox, same with Flashbang. And I would also love it if Flashbang could be carried with other items and you didn't have to drop your item to get the Flashbang or being able to store 2 and maybe Residual Manifest having a little bit of extra (like either longer Blindness duration or also making the killer unable to see scratchmarks). All those perks also require good timing (except maybe Blastmine) and feel really rewarding to get right, and I'd definitely be an advocate for them to be stronger for solo queue because as it is you really have to be super good at flashbangs and Flashlights and this build still suffers if the killer brings 4 slowdown perks. Regardless I still run it because I find it extremelly fun and rewarding when even part of it goes right. And again like I said, a single Lightborn can really counter it. And even then for Flashbang and Residual Manifest you kinda have to play a bit sub-optimally by going into lockers to craft your flashbang every time and searching for chest to get your flashlight for Residual Manifest.

    Also, a lot of the more fun (and sometimes meta) perks are lurking on licensed characters. So, not only must the game be bought, you either need to wait for a lucky shrine selection or pay more for a DLC pack or auric cells for that character.

    Although, I have to point out--Survivors are meant to go down. They've always been meant to go down in a chase eventually. It's why most infinites were removed way back, why windows get blocked, why Bloodlust was introduced... if a Survivor can't get out of a chase, it's supposed to eventually lead to their getting hit.

  • @IamFran said:

    That depend of the mindset you play the game. If you try to achieve a 4k at all cost it promotes bad gameplay, but if you play chill and just want to have fun chasing survivors (as my case) the gameplay is good. Unfortunately a lot of killer players are obsesed with the 4k and play like scumbags taking the game too "competitive". In my case is more satisfactory to hook the survivors 8 times and by winning chases and mindgames even if they scape than killing the four survivors by tunneling, camping and usind disgusting perks like NOED. I only tunnel and camp when they rush gens and I almost don't have hooks for obtaining a little satisfaction at least.

    I have more time and leeway to enjoy chases when there's fewer people left and it's not "take too long on this one chase, everyone's immediately out, the game took less than five minutes, and you get no BP".

  • @JPLongstreet said:

    I was chatting with a fellow Xbox player who was the Bubba in my last surv match, asking why hard camp at 5 gens. They said they always make the first two hooked survs go into second stage every trial, and tunnel them both immediately out. Much easier match to win they said.

    I asked if that wasn't boring af to play that way, and they said they get no more stressful matches. Still curious I asked if they enjoy that gameplay when playing as a surv, and the response was "I have never played as a survivor.

    Although, if you think about it, you are basically saying "why don't you make your time more stressful and give your opponents a better chance in a competitive multiplayer game".

    It is not, and has never been, the role of the opposition in an opposed game to make it more fun for you. It's the developers that are responsible for trying to keep it fun for both sides despite the inherently antagonistic roles being played.

  • Almost nobody, but not because the effect still isn't useful (no-involvement regression? Sure, it'd still be perfectly viable as an all-purpose slowdown that doesn't require three-genning or taking time off to kick); it's just because it explodes instantly.

  • @HugTheHag said:

    https://forum.deadbydaylight.com/en/discussion/comment/3275839#Comment_3275839

    "No one is forcing you to play that way if you wanna have fun, you're the one limiting yourself because you want to win."

    I think you sum it up quite well. A lot of killers* will complain that their games are too sweaty and no longer fun, but instead of letting go for a bit and accepting a few losses to remain in a bracket where they can mess with chill builds... they'll double down, say "to hell with it" and bring the most sweaty builds they can, not realizing that they're running headfirst into sweat city, which is precisely what they were complaining about in the first place. And the longer they'll spend fighting fire with fire, the furthest they'll be from chill brackets when they'll finally be tired of all the sweat and salt. Same with players doing 100 win streaks, and then complaining about sweaty games when they're back into chill mode.

    *I'm saying killers particularly because unless full SWF, survivors do not gain anything by lowering their mmr, only worse teammates.

    This does make the assumption that everyone is good enough that they can do that and fall into a better MMR (when that even works).

    From my weird experiences with matchmaking over the course of playing at random times of day, if I threw every match against people competent enough to realise "split up and sit on gens" is efficient, I'd wind up playing where I might as well not bring perks. Seen one too many games where the only perk that actually factored into anything was Lethal Pursuer by default of applying at game start. <_>

  • @Rudjohns said:

    https://forum.deadbydaylight.com/en/discussion/comment/3275721#Comment_3275721

    I already suggested multiple times for Hexes to only spawn after they are activated once (there are exceptions)

    Ruin? Let a survivor stop repairing for the hex to spawn in a random dull totem

    Devour? Spawn after the first token

    Blood Favour? Third Seal? After the first hit

    Crowd Control? After the first vault

    At the current state, hexes locations are decided during game load. For this change, it would be during the actual game. So even if 4 dull totems are cleansed, the hex will still activate on the last totem

    For the Hex with different mechanics:

    Undying: Activates after a survivor is in range of a dull totem/Another hex is cleansed

    Haunting Ground: After 1 minute of gameplay (to avoid survivors already realizing that hex is Haunting Ground in the first few seconds of the match)

    NOED: It's fine how it is now

    Plaything and the Knight perk are also fine how it is.

    So, Ruin basically goes instantly anyway, in that scenario. Tap gen -> someone goes and destroys it.

  • @Adaez said:

    https://forum.deadbydaylight.com/en/discussion/comment/3275581#Comment_3275581

    The only reason survivors touch totems now is to boon them.

    Hexes are dead,90% of them.

    Only one I bother with is Plaything because it forces someone to go do something else or miss the massive overdramatic music that comes with Wesker's ginormous terror radius.

  • @JPLongstreet said:

    https://forum.deadbydaylight.com/en/discussion/355981/map-offerings-should-be-a-game-forfeit

    That map must have done you dirty one too many times I'd wager!

    It's not the offerings themselves, it's the imbalances of several of the maps that infuriate one side or the other. That's where the work needs to be done.

    Besides, imagine running poop-yourself Myers in the corn 🌽🌽

    It's both. Being sent to an unfavourable map repeatedly is frustrating (and particularly when it's not just been picked for being favourable but because they've built around it), but being sent to the same map to the point it verges on being the majority of games is just as bad. I feel like every time I don't run an anti-pallet build, out comes the five game sequence of playing on the pallet smashing simulator.

    I still don't get why Sacrificial Ward is just as rare as any of the individual map offerings... and not refunded if it's not needed. It's the one way to guarantee fair RNG selection rather than just trying to counter it with your own and turn it into a coinflip, but you need literal prescience to utilise it?

    green rarity bp cost, for nada

  • @Rudjohns said:

    Good

    No game of DBD should be longer than 8 minutes average

    The cooldown on a successful attack is 2.7s. So, in a theoretically desirable 12-hook game, that's already (assuming Survivors heal), over a minute spent just waiting for basic attack cooldowns to end. Even if those aren't lunge attacks, the speed boost from getting hit gives another 5.8s to catch up to someone running in a straight line with no obstacles. That's another 70s. So, even before looping, hooking, or finding survivors comes into it, that's 2 minutes with zero missed attacks in a game.

    And it only takes 3 minutes of time spent on gens for them to complete (3*90, 2*90), ignoring multiple survivor efficiency etc.

    So, a massive amount of slowdown and pressure is actually needed just to keep up with the difference from animation cooldowns and on-hit speed boosts, let alone anyone playing well or using perks to extend it/speed up the gens.

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3274260#Comment_3274260

    Well it entirely relies on interrupting that first gen and wasting their first minute or so of progress. It's a coin flip, like nearly everything in this game.

    Point is, not running regression perks isn't a forfeit of the game.

    See, that just comes across as 'my strategy works if they don't scarper for multiple gens immediately'.

  • @WesCravenFan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3274443#Comment_3274443

    What was stopping you from getting I'm All Ears from the Shrine?

    Wasn't playing that week? I only came back to the game last week.

  • @scenicpickle said:

    https://forum.deadbydaylight.com/en/discussion/355831/so-both-killer-rift-paths-need-ghost-face

    its like 4 bucks and he's been out for 2 years just go ask momm for credit card

    I don't want to pay for something I'm not interested in using. Kinda farcical.

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3274064#Comment_3274064

    I recently started running a meme build on Ghostface (my highest prestige next to Dredge) because I was getting bored of my Jolt / Thrilling Tremors / I'm All Ears / Lethal Pursuer build, which did me pretty well and often puts me against 'good survivors'.

    I think some call it GoCart Ghostface: Agitation, Play with Your Food, NOED and a wildcard, in my case Mad Grit, plus the add ons that increase movement speed while crouched and reduce my terror radius when crouched. If you're understanding it correctly, it's about moving as fast as possible, particularly while crouched, it's quite fun.

    I never expected it to work all that well, because as you say, good survivors crank out gens and easily out loop an M1 killer. But the thing is, 'good survivors' also play very altruistically and make bold rescue plays. The amount of pay off I got from Agitation and Mad grit alone is insane. As 'good survivors' see 'weak prey' in the form of a revealed Ghostface and fearlessly run right up to me to bodyblock, only to go down by the hook.

    Instead of getting genrushed, I frequently get several hooks before the first gen is done, which puts me in a decent position to utilise NOED when the exit gates are powered and they all run right up to me to reveal me and steal my power. I never even expected to get any use out of NOED, as I never run it usually, I only picked it for the movement speed buff. But when your dinner presents itself to you it's not polite to turn it away.

    Honestly I'm not sure why you thought to pull the "you're not as skilled as you think you are" card when MMR is as unreliable as it is right now. You can't really gauge your skill by the survivors you face when you can go from potatoes one game to P100 Neon Nea's the next. But the fact that you argument is that "you can't succeed as killer without slowdowns", yet I do... would seem to put a dent in your argument.

    Don't get me wrong, I get my fair share of frustrating games against survivors who simply play everything correctly and teabag me at the exit gates. My point is, in my experience, it's not reliant on the use of or absence of slowdown perks. It's usually my mistakes that lead to it, committing to chases I shouldn't, whiffing hits at the worst times, etc.

    I think the part that's unbelievable is regularly getting multiple hooks before any gens go, because it sounds like you're playing against Survivors who've developed a phobia of doing the objective.

  • Amongst other things, because a single regression perk tends to only knock off 15s of progress at most (obviously some can get multiple gens in the right situation) and the regression can be stopped instantaneously, which is barely any longer than the cooldown on most powers. Seems like it's self-explanatory why more and more would be stacked when a single one just about covers the time to get into a chase and three gens can go before you can even proc the first one (as Ruin is pretty unique in not needing either a down and/or the player to find time to kick it).

  • @Emeal said:

    So what does a good map look like to you guys?!?

    for a start, not with two dozen palettes and a lot of red lines in the background details that look like scratch marks

  • @HoodedWildKard said:

    https://forum.deadbydaylight.com/en/discussion/comment/3273195#Comment_3273195

    As in the one that comes up on the loadout screen after a match?

    Yes. The one that's part of the game, at least so far as I am aware, having only played the Steam version.

  • @HoodedWildKard said:

    https://forum.deadbydaylight.com/en/discussion/comment/3273133#Comment_3273133

    Per platform. On xbox I can't chat with PC or PS4 players. In fact we don't even have an endgame chat. Idk about playstation though. Tbh it wouldn't be great. Typing using a controller isn't great.

    I meant Steam/Epic communication for endgame chat, not PC/console

  • Caveat: if someone's got a prestige level on a single character higher than all my character prestige levels total (and with some multipliers added), I do have to wonder if we've been paired because of time windows, or if they just learn very slowly.

  • Huh, I guess the language barrier might then explain the total lack of endgame chat. Or is that per-platform only?

  • @Katzengott said:

    Pretty sure there're more console players overall, EU and NA.

    Xbox One, Xbox One X, Xbox One S/X, Play Station 4, Playstation 4 Pro, Play Station 5 and the Switch.

    Yeah, but I normally see SOME PC players. Nothing but crossplay about now.

  • @not_requested49 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3273073#Comment_3273073

    Idk this post was made yesterday so im not sure why it took them so long to say smthn abt it lol

    because i stopped playing shortly after her release until just a few days ago?

  • @Clockwork_Enigma said:

    https://forum.deadbydaylight.com/en/discussion/comment/3273067#Comment_3273067

    It DOES tackle the source of the interaction. It's literally the box that causes the interaction to happen, not the perks. You can probably prevent the perks from doing their thing as long as the BOX isn't being camped.

    The perk combo basically shuts off doing totems at all if nothing is cleared before it starts, Pinhead just gets an even more absurd benefit out of it. Pinhead doesn't need a kit change, the interactions need revisiting.

  • @Clockwork_Enigma said:

    https://forum.deadbydaylight.com/en/discussion/comment/3272820#Comment_3272820

    Considering that Pinhead could make the games last a potentially incredibly long amount of time when this occurs BEFORE the patch, it's the Power that needs a significant change.

    Besides, the intention to use the Lament Configuration is to instantly either start its main effect or the Chatterer's Tooth effect. Not camp it out and make peoples' lives miserable.

    https://forum.deadbydaylight.com/en/discussion/comment/3272832#Comment_3272832

    The reason I'm only mentioning it and not outright SAYING what the builds are is because I'm not going to tell people what to use and what to exploit.

    When you have a problematic interaction, you should fix the source of the interaction. Not whack in a bodge job elsewhere that A) doesn't properly address it (i.e. that only the person cursed could pick up and solve the box) and B) leaves a random piece of balance nonsense elsewhere in the code.

    Like, the issue is a combination of interactions that prevent anyone else from solving totems etc. etc. Twiddling Pinhead's power in a weird way is not a solution.

  • I enjoy playing Sadako, but she's kind of lacking in the ability to do much. If she didn't have the bloody lullaby, it might help, or if teleporting out of TVs let you stay undetectable for a few seconds so you don't immediately announce "HI I'M HERE IF YOU MISSED THE STATUS EFFECT CHANGE".

  • He's one of those Killers graced with a power that has more drawbacks than benefits.

  • that nerf doesn't even make sense as a proposed fix for your problem.

    If the issue is perk interactions, the solution is not "randomly make an object teleport if the Killer is nearby it".

  • I've been too busy playing catchup with prestiging old killers I bought before the rework so I can get their perks; really wouldn't want to start on a new one with no BP saved up. Especially not with how meh his power looked when I was watching earlier.

  • The bots are nice

    weirdly good at dodging powers, though. Like, of all the things they're disproportionately skilled at, juking powers? lol

  • @Rudjohns said:

    One of the most killer sided maps in the game. Just never respect and break the pallets, you should be good once the whole map becomes a dead zone

    I did say predrop (it's even more annoying because I've actually got enduring for once because there's also pallet central just dumped in the game; come on people, let me use Spirit Fury)

    Hell, I keep not even finding people in the middle. I've not once had a good game on this, before or after it was split in two.

  • 1) no-power bug needs fixing

    2) ai pathfinding continues to be potato

    3) because the ai can't chase anyone down in the time allotted unless they straight up run back into it, he's just turned into an m1 killer who can occasionally multitask

  • @[Deleted User] said:

    I did not play yet, how many pallets lol?

    I counted a casual dozen on one half of the map, not even right at the edges. Although some of them might have been windows (zanshin tactics auras)

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