ThatRyanB
ThatRyanB
About
- Username
- ThatRyanB
- Joined
- Visits
- 1,673
- Last Active
Comments
-
You raaaang? I can confirm that the planned fix is for May 20th (i.e. in a few days).
-
@HolyDarky said:
https://forums.bhvr.com/dead-by-daylight/discussion/445322/8-7-1-bugfix-patch
Can we expect another hotfix? Some killers are still really buggy like Artist still has many bugs and even the one you said is fixed is not fixed.
Yes! A second hotfix is planned, although we're not sharing info on its contents quite yet. While I can't promise it will be part of this hotfix, let me flag this pesky Artist bug for the team. To confirm, this is in relation to the audio and visual of crow swarms hitting a Survivor being delayed, right?
-
@femboyfin said:
Wasn't this supposed to be a nerf in PTB?
Increased the Dog's vault speed during Chase Command to 0.65 seconds. (was 0.45 seconds)
Thanks for catching that! This should have said that the vault speed was reduced. We've updated the patch notes accordingly.
-
There's been a lot of great points brought up about Abandon outcomes here, particularly with folks discussing the impact of draws vs. losses. We're actively monitoring this feedback (as well as the more granular questions folks have raised, as they help to highlight where this feedback is coming from) and bringing it back to the team.
-
In addition to the conversation going on in this thread (which we're closely following - thanks for being so in-depth with your thoughts!), I wanted to pose two other questions:
1. What do you feel is the most complex-to-understand aspect of this Killer's gameplay flow here?2. What would YOU name the Drone Buddy? 👀
-
@NotJared said:
I think this sounds incredibly fun, actually!
She does feel like she has an ample focus on creating a web of information, while creating new emphasis on the direct danger posed by her Tools of Torment!
Here are my thoughts:Unique 2-Skillshot Position on the Roster:
I love love love love the idea that this is going to be a killer that has multiple types of skillshots/projectiles to use. That actually sounds really exciting, and provides a HUGE opportunity for a large skill ceiling.
That she might have multiple skill shots will put her in an incredibly unique spot on the roster, and if both projectiles have their own movements and patterns, it provides a lot of opportunity for skill mastery.
It truly feels like The Skull Merchant will have a full arsenal of high-tech tools (of Torment) at her fingertips to take down her prey!
Direct Confrontation, Slugging Concerns Minimalized:
This design also provides the opportunity to move her away from an M1 killer and makes her a lot more direct and confrontational, which is one of the biggest complaints she has received for years - that players dislike taking passive damage.
I appreciate the removal of the Drone's ability to down Survivors - this removes Slugging concerns, but also it does something else…
Full Kit is Encouraged to be Used:
I love that this design encourages the full breadth of her mechanics to be used. I think an issue with the live Skull Merchant design is that she can be played entirely like an M1 killer for the most part.
This iteration upon the last Design Preview makes her feel like the embodied fantasy of a high-tech hunter, as all aspects of her kit will need to be used to play efficiently! You can't down or use EMP Darts without the Drones, and even without the EMP Darts the Drones will provide passive information, creating a dependence cycle that demands all of the kit be used. And once using all of these different aspects, I'm certain players will feel quite powerful and wieldy!
Intuitive Counterplay:
I am actually a huge fan of seeing the comics depicting what appears to be the return of the eye-shaped tracking icon while Survivors are trackable or detected by Global Detection Event - I fully believe this will make her ability to track more intuitive, and prevents her from feeling like a killer that casual players will go down to out of sheer unawareness of how to use her power.
https://us.v-cdn.net/6030815/uploads/MHCKRZ1A9RFD/image.png
Additionally, if we're adding multiple skill shots/projectiles to Skull Merchant, on top of a global detection event, I think it's incredibly reasonable that Drone Scan Lines are made visible, and I'm very glad they're being tightened up visually to make it clear and obvious that you can try crouching under them.
Since we are shifting the Drones to be projectiles, they are now associated with danger. Visually, I like the thematic idea to make the Drone Buddy over her shoulder Drone-like: This will keep the idea of projectile-based danger in mind when players see the Drone Buddy, reducing the amount of visual information that players need to parse into logical quick reactions.
Concerns and Considerations:
- Do be mindful of not making the AoE EMP not feel too much like Unknown's projectile. This current version of Skull Merchant tows a very careful but unique multi-skillshot line in the roster. (A place that, let's admit it, could only be rivaled by the possible arrival of The Predator lol)
- Narrative Dissonance could foster Gameplay Dissonance:
Make sure that the Drone Buddy is drone-like to evoke the idea of danger while reducing the amount of types of visual information Survivors need to parse while versing, but still make it visually distinctive enough from the placeable Stealth Drones so that, narratively, players can deduce that there's a reason why Drone Buddy can't just ram into players like the Stealth Drones.
I think this will not just turn Drone Buddy into a distinctive, affectionate, and beloved pal in the Trials, but also create a gameplay narrative that makes it feel like her two-part skillshot makes sense from a gameplay standpoint.
Otherwise, I fear narrative dissonance could spill over into gameplay dissonance: "Why can't I just down Survivors with the done on my shoulder?"
Suddenly, she would start to feel convoluted rather than multi-tooled. - It sounds like there's a possibility for Skull Merchant to place Drones in loops in such a way that Survivors may have no choice but to loop directly into them. I have concerns that the time it takes Skull Merchant to take control of a drone gives Survivors time to react before she can detonate the drone, but also doesn't take so long that she feels clunky to use power mid-chase. This is going to tow a very fine line.
- The Global Detection Event could potentially be incredibly oppressive and frustrating when 1 survivor is left standing. If the whole team is hooked/slugged and the Killer is determined to find the last one trying to sneak in for the save or trying to avoid detection, or if the Hatch is closed and the last remaining player is gunning for the Exit Gates while they're being patrolled…
To compare this situation to current mechanics, Pinhead/Cenobite has a global power (Chain Hunt) that doesn't affect the last standing Survivor: Maybe it's worth considering disabling the Global Detection Event when one survivor is left remaining, similar to how Chain Hunts don't harass the last standing Survivor.
It feels like a fair rule of thumb that all global Powers don't affect Last Standing Survivors.
I don't know if this will honestly be such a big deal once implemented and commmunity counterplay is learned, but conceptually it does already give the Survivor in me a headache just thinking about going against it. - DBD has 9 years of mechanical complexity and counting. It's expected that things will be reworked, but often many many changes can be super easy to miss unless you're an avid fan of the game and keep very close tabs on socials. But I'm sure we know many players only come in every several months.
Such large reworks as this, while fine and necessary, can confuse players who pop in like twice a year (a lot of players are still confused on how Sadako works). I think it may be worth considering creating some sort of in-game notification system that indicates to players when mechanical reworks have happened since they last played: when Killer's Power (or Perk's functionality) has received an overhaul. Such as, some sort of ping/tab/notification on the Perk or the Power in the main menu and on the post-game tally menu (and a new tag/text that says "this Perk/Power has received an Update since you've last played." This could draw attention to reworks, and hopefully notify to players when mechanics don't work like how they remember from a year or two ago.
In response to some comments I've been seeing on different platforms, I do think that this version of Skull Merchant slightly shifts her identity, but in a way that is necessary. It does not shift her thematically, but in fact makes her identity stronger: A high-tech hunter whose tools you should be actually afraid of.
As one of the most vocally despised Killers in the game, shifting her identity is a huge part of the goal of this design rework, and I think something truly befitting Dead by Daylight without losing sight of the original fantasy of a High-Tech Killer is coming along here.
Overall, I'm LOVING the direction that this is going in! She sounds really exciting to play as, sounds significantly more intuitive, direct, and less frustrating to go against, and offers a skill ceiling that I'm honestly kind of salivating over thinking about mastering.
I appreciate you taking the time to break this all out, noting both the aspects that are vibing with you and the concerns you have. There's a lot of nuance to this (and the many incredible comments in this thread), so the pulled back perspective is helpful!
- Do be mindful of not making the AoE EMP not feel too much like Unknown's projectile. This current version of Skull Merchant tows a very careful but unique multi-skillshot line in the roster. (A place that, let's admit it, could only be rivaled by the possible arrival of The Predator lol)
-
@jesterkind said:
It's better, I can see how changing the drones from just a health state period to only being able to injure would be less abusable, but it still has most of the old issues from the first design preview and a few new ones.
At this point, though, the thing I want to really point out is… if your goal was to make her simpler and easier to understand, you're going in completely the wrong direction. This version of Skull Merchant would be just as complicated to keep track of as the current one, if not moreso, because the various things to keep in mind at once aren't all stacking versions of the same concept (being scanned makes chases harder), they're genuinely separate parts of her kit.
Additionally, while this version of Drone Propulsion is better, it's still ultimately trying to polish a concept too flawed to properly function. Pilotable drones is one thing, a lot of people would enjoy that even if I myself find it unnecessary, but changing Skull Merchant to a projectile killer is bad for her identity and being able to place down projectiles like this is questionable for any killer.
I have some concerns about the EMP Dart being rejected by players for similar reasons to her current kit being rejected, but broadly I do like the idea of Claw Traps existing to set up damage/debuffs from an active ability, that part seems cool. That part being a projectile also seems less objectionable to her identity, even if ideally it shouldn't be a projectile there either.
Ultimately, though, my big feedback is this: If the goal is to shift Skull Merchant into an easier to understand and more actively-controlled niche, this rework is going to fail, no two ways about it. This version of Skull Merchant would be just as complicated, more overbearing, and would carry practically no upsides outside of the novelty of people who like projectile killers trying her out briefly. It also still obliterates her identity, just slightly less so than before.
TL;DR, Drone Propulsion isn't going to work out and you're putting more bells and whistles on this power than she currently has, making her just as complicated to keep track of.
EDIT: whoever did these drawings deserves a raise, they're great lmfao
Thanks for taking the time to lay all of this out. Your comments about complexity are something we're carefully considering on our side as well, especially if there are ways we can help guide players in their understanding of potential playstyles. I'll be sure to share your notes with the team
-
A "held interaction" refers to an action that requires you to hold it for a short period before it completes. In other words, think healing.
-
Thanks for taking the time to share this in such detail. I've made sure to pass this along to the team.
-
@melissayeti said:
Well since you guys haven't figured it out, others have figured out how the bug happens so hopefully this helps. sorry i don't have logs as haven't done this but maybe it'll lead you guys in the right direction:
https://www.tiktok.com/@nxsxul_/video/7495980019852791083?_r=1&_t=ZP-8vlTao8WCD8
Thanks for following up on this. I've made sure the details you shared here have been shared with the team.
-
@YaB0iSt0rm said:
I've experienced this several times, where I did not have a way to interact with anything anymore after that "grab"
Thanks for confirming. I've passed this info onto the team as well.
-
Thanks for sharing your details in this thread, folks! The team is looking into this bug.
-
Wanted to step in here to confirm that the team is aware of this and have been actively looking into this and are evaluating a fix for an upcoming update.
-
Thanks for flagging this! I've passed this bug report on to our team to look into. To confirm, have you experienced this multiple times, or was this the first time you'd run into it?
-
Hey there. Thanks for re-flagging this - your patience really is appreciated. I can confirm that the team is actively looking into this bug.
-
Hey folks. Popping in here to confirm that the team is aware of this bug and are looking into a potential fix for an upcoming update.
-
@Nephil1682 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3911816#Comment_3911816
the rare and very rare and tier two and three respectively
Thank you! I'll pass this on to the team!
-
I'm seeing a lot of theorizing about the value of the new perks here ahead of going hands-on with them. To be clear, that is appreciated because it gives us a first look at what folks think. BUT! Please do give them a try on the PTB.
If you're not vibing with any of them after trying them out, we'd love to know what's not feeling great to you - the more specific, the better! Does it feel like it's a simple value change standing in the way of this becoming a viable pick for you? Or is the Perk simply not something that interests you? Specifics like these help us direct the feedback to the right folks on the team.
-
@Nephil1682 said:
the new rarity colors are awful for color blindness people I can’t tell any difference between the some of the tiers now so I really implore the devs to take a look at the changes or possibly adding a feature to change the colors to a more accessible style like the original.
Hey! I want to make sure I best reflect your experience when sharing this feedback - would you be able to confirm which tiers you're unable to tell a difference between?
-
@Ricardo170373 said:
And about Trickster Reowrk? any news?
We'll return with more information about the Trickster when the time is right, but don't have anything to share at this time.
-
Two weeks ago, we shared a Design Preview focused on a proposed rework for Skull Merchant. We saw so much amazingly in-depth discussion come out of this and your participation in the survey helped us dig deeper into how you felt about the specifics of the preview!
Looking at these survey results, 51% of respondents were satisfied with the changes and 24% had a more neutral outlook. That’s a great starting point! It shows we’re on the right track, but that there’s room for adjustments. First, let’s look at some of the interesting points we saw come up:
- There was a lot of love for her drones! The two most positively received mechanics were the ability to control drones and the Drone Propulsion action.
- While the concept of drone hacking was well-liked, we also heard your concerns that the value of this action felt like it could skew towards Survivors, specifically because it would reveal the Killer.
- The global detection power sparked a lot of interest, but its practical value wasn’t totally clear. We’re taking these points into account!
So, what’s next? Drawing on your feedback, the team is taking this rework back into the workshop to make some adjustments. In a couple weeks, we’ll be back with an updated preview and look forward to hearing your thoughts! Specifically, a few of the key topics we’re investigating are:
- Focusing on Skull Merchant’s identity as a crafty Killer who meticulously tracks her prey with high-tech tools.
- Balancing her map pressure so she has (and can benefit from) wide awareness via her drones, without the playstyle feeling like it supports camping, slugging, or 3-gening.
See you in The Fog!
The Dead by Daylight Team
-
Thanks for flagging this. It's something we're aware of and the team is looking into the situation.
-
@Langweilig said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3909188#Comment_3909188
Asking this here because I don’t want to create an extra discussion for this short question.
Are you going to adjust all haste perks (dark theory as well) or only certain ones?
Good Q! The small adjustments will be focused on certain perks that relied on stacking - not all haste perks will be affected. We'll make sure to note these within the patch notes so you have all the info at your fingertips when jumping onto the PTB!
-
@caipt said:
In this morning's dev update, the notes state that you aim to distribute power across tokens rather than having its main draw on token 1. Could we get some clarity on the specific values for this change? For example, is pentimento now 6% repair debuff per token, making it 30% at 5 or something? Thanks.
We'll be sharing the exact value changes as part of the patch notes, which will release next week alongside the PTB.
-
@PixelBush said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3908619#Comment_3908619
That's good to know; thank you. Your transparency in this process has been appreciated.
If it can be noted, I found the survey we were given to fill out was a little limiting in terms of what we could express and how we could. A lot of the questions were framed in a way that assumed the changes were doing what they intended to do, or that that was a good thing. E.G. the survey asked "does this rework giving the drones more counterplay increase your enjoyment as Survivor?" and not "does this rework give the drones more counterplay?" Because if we believe the rework does not give additional counterplay and in fact removes a lot of it, we haven't got a way to effectively express that.
Same with the "passive/active playstyle" assertion. The survey took for granted that the rework had fulfilled its design intentions when I and many others do not believe it did, but the survey had no room for us to express that. It didn't help that there was no "Anything to add?" text box at the end to add our own written thoughts in more detail, and the survey questions were overwhelming focussed on the Survivor experience playing against this new power and didn't acknowledge the Killers who would have to play with it, or would lose the Merchant we know and love for it.
In the case of future surveys with regards to Merchant and other Killer reworks, it'd be nice to feel less pigeon-holed into positivity and more capable of lodging concrete design criticisms with the changes themselves.
These are all really good notes! When it comes to the handling of the survey side of things, you can rest easy knowing that we're not stuck in to one method. In addition to staying on top of how folks are talking about the rework itself, we've been following survey feedback as well.
In particular, the note that the survey felt more focused on the Survivor perspective is one that I've made a big note of on my end. A rework such as this obviously impacts both roles, so it's important that both those POVs are feeling equally heard and represented. While it's something we've been careful to keep in mind while working through feedback, making sure that's felt in future surveys is something we're also giving thought to.
So once again, thanks for the this!
-
Howdy folks! I wanted to pop in here with a lil update. We haven't forgotten about this - I may have just been a little bold with my estimation on when we'd have an update to share.
We've had some great chats behind the scenes about the next stage of this Design Preview and will have more to share about it shortly, so stay tuned!
-
As of this week's 8.6.0 update, we updated the map pool to remove map variants from the main 1v4 queue.
But as you noticed, yes, map variants were re-added to Custom Games after we encountered a minor bug. Our intention with this decision is to preserve these variants within Custom Games so players can continue to play on them if they so choose.
For that reason, I'll be updating this ticket to "not a bug".
-
@SmotheringCuddles said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3904418#Comment_3904418
Glad to see it's being looked at! Here's footage of the first bug, provided by Lynxi: https://x.com/LynxiTwitch/status/1907835952153645448
Appreciate you sharing this! I've made sure to pass this along as well.
-
Thanks for sharing this! I've passed this along to the team for you 😀
-
Happy to help!! Thanks for taking the time to report it :)
-
Popping in to confirm that this is, in fact, a bug. The team's aware of it and are looking into it.
-
The team is aware of this and are actively looking into it :)
-
The team is aware of this and are actively looking into it. Thanks for flagging it here!
-
Thanks for bringing this to our attention! We're looking into this.
-
Thanks for flagging this! We're investigating this right now.
-
Popping in to confirm that, yes, all variants are removed as part of today's update.
-
@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3901530#Comment_3901530
Hi Ryan, would it be cool to interject a Question about that multi-tiered process, which is mostly about the third part of your comment here, which maybe Im just not getting why this preview is the start. The preview is a rather fleshed out idea, which you are now getting feedback to, based on people's preferences. And I'm thinking rather than that, could we not get a people's preferences first in another way? Maybe a survey to ask us what ideas a Skull merchant Rework should entail or like what concepts we think her power should be? Why this route to do this and not another? As a nobody, a survey makes more sense to me, am I mistaken?
My intention is as a player also Im well interested in the Skull Merchant Killer ending up in a good place as much as you.
Much Love.It's a good question!
The simple answer is that our wonderful Design partners bring invaluable expertise to the table. Design decisions typically begin with them and then evolve from there. It's in these later stages that feedback is used to help inform what's working and what might need some work.
The slightly more complex answer is that, while your suggestion of bringing the community in at the ground floor to offer ideas of what a rework should entail is an interesting one (and I'm sure it would yield some interesting ideas), it's also an issue of scale. The DbD community is wonderfully massive, so a survey like this - putting aside the initial point for the moment - would yield a wide range of info, but would lack in the laser-focused specificity that helps inform the changes and refinements we're looking for.
So, while we're absolutely open to looking at different forms of feedback gathering in the future, there are certain limitations that influence how we tackle topics like this.
-
Thanks for the extremely useful feedback in this thread! We're always open to refining our survey approach in the future, so notes like these help with that.
One thing that we will be sure to better highlight in the future is the intention of surveys like this. We understand there's only so much a person can glean from a written rework design vs. gameplay footage. The reality of opening the floor to feedback at such an early stage of design like this is that it typically falls before the prototyping stage, meaning gameplay footage simply isn't available. This is only one step in a multi-step process for us, so we absolutely don't expect folks to have a fully-formed, immutable impression of what we've shared. Heck, it's alright if that impression evolves over time!
What we're most interested in at this stage is understanding how the information, as presented in its early preview state, makes you feel. Are there things that sound like they'd be fun? Are there others that worry you? These initial impressions help inform the next steps of design and improvements. From the survey, we gain valuable data we can take back to the team, and from discussion spaces like this, we gain the granular feedback that helps provide the very human context of how folks play and experience DbD.
So all that to say, we fully don't expect you to have a fully-formed impression of this design. At this early stage, we're most interested in getting your first impressions, whether they feel clear-cut or a little more conflicting!
-
Thank you to everyone who's taken time to share their thoughts in this thread and across the community these past few days! It's always great to see such in-depth responses, so please keep 'em coming! The more granular the info you provide, the more useful it is to us, so seriously, thank you!
@Masterninja said:
Stealth drones (VERY GOOD): these were always a very cool feature and fun as a survivor having to pay attention to the lights coming out of the drone to not get scanned. So is a great decision to put back the Stealth mode.
Hacking changes (VERY BAD): hacking drones is very very easy, there shouldn't be any reward for survivors. Actually you should increase the minigame steps number from 5 to 7-8, because hacking drones is way too fast.
Deep wounds, Hindered and Broken effects removal (VERY GOOD): both Skull merchants and survivors would agree that this was very obnoxious.
Claw traps removal (VERY BAD): they were always a very cool and unic form of tracking so please do not remove them. Claw traps should only reveal survivors location in the radar and no one would complain.
Changing scan rotation removal (VERY BAD): this is a very cool feature, please do not remove it.
Controlling drones (GOOD): it would be great to have some way to pilot the drones and make them move around. But not in the way the devs proposed.
Propulsion, kamikaze drones (VERY BAD): Skull merchant should be a tracking/trap/stealth killer. She doesn't need to be another "I throw something to injure you" type of killer. There's already plenty of killers with damaging projectiles and dashes. This is very unoriginal.
Red light, green light (NEUTRAL): it sounds cool and fitting with Skull merchant abilities, so why not?
Here is my rework. Is just basically a mix of the Skull merchant older and newer versions:
Drones start in Stealth mode. Now you can also deploy them by holding the button and release it to make them fly away (the longer it's hold, the further goes) up to 16m. Now you gain Undetectable by staying inside a drone area for 2s (not near hooked survivors) and lasts 3s once outside. Hacking drones gives claw traps (20s).
Survivors getting scanned for the first time are tagged with claw traps (40s). Claw traps now only reveal survivors in the radar. Once the battery dies, do the (up, down, left, right) minigame to remove them. Claw trapped survivors getting scanned are revealed by killer instinct and get Exposed for 20s (doesn't reset until the timer run out).
Hacked drones (white aura)
Stealth mode (yellow): the area of the effect shown on the ground is invisible for survivors. Survivors inside are revealed in your radar. Laser beam rotation of 90º/s but the drone only shows a small light.
Scouting mode (red): laser beam and area of effect visible and rotation speed of 120º/s.
Haste removed. Changing scan rotations puts the power in a 3s cooldown.
Coming back to this one, I appreciate you breaking out your specific thoughts for each piece of the preview! On the controlling of drones, I see you mentioned you like the idea of this, but not the proposed version.
Is there something specific that you would find rewarding if it were wrapped into the drone control mechanic?
-
@xGodSendDeath said:
Not a fan of hacking the drone giving aura reading. SWF can just have someone follow her around disabling them like Trapper and basically having constant aura on her. I'm sure the drone will control like crap for how easy it should be to hit conceptually.
No strong feelings towards Skull Merchant either way but I'm not a fan of designing everything towards the bottom of the barrel survivor players that can't be hard pressed to even think for 5 seconds while killers in this game are designed to be clunky and feel awful to use, especially on console.
On the topic of drone hacking, is there a different approach - putting aside aura reading - that you feel would fit into this interaction while still maintaining a risk vs. reward?
-
@jasonq500 said:
I'm really not liking the idea with this skull merchant rework, as a skull merchant main, you're basically just removing lots of aspects that I and other skull merchant players enjoy and turned it into pinhead dash type killer that can injure survivors from a far
Would you be able to elaborate on the specific aspects that you, as a Skull Merchant player, enjoy and aren't seeing in this so I can note them down on my side?
-
I appreciate that today's message has resulted in some detailed feedback from y'all! Let me collect these and pass them along to the team.
-
@SanelyOsp said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3894291#Comment_3894291
Yeah sure, I got the videos just now, but it won't let me upload them directly in here, what's the allowed or needed way of doing this through here?
Ahh, are you running into a file-size error? If needed, zipping them may help.
-
Hello there! We're currently investigating this error. To confirm, this is the error banner that says, "Save Game Error," correct? If so, and this might help, I've seen players find success rebooting the game a few times.
-
@AetherBytes I'm glad to hear you were able to get back in!
@SkeletonDance I've flagged this to the team so they're aware and can look into this. If you're able to get back in, please don't hesitate to let me know.
-
Also, to confirm, when you say you can't access the PTB anymore, is this error message the point at which you aren't able to get past?
-
@AetherBytes said:
https://us.v-cdn.net/6030815/uploads/VZM2WX7CR684/image.png
Came out of a private match with bots checking out the new killer, can't access the PTB anymore.
Thanks for flagging this! Would it be at all possible to get your player log from that session? I'll pass this along to the team.
-
@OrangeBear said:
Bit of a typo for the tokyo time i think… 😅
slowly backs into bushes (good catch!)
-
As always, we'll be keeping a close eye on the community after the PTB releases, so don't hesitate to share your thoughts on how the change feels once you've had some time to try it out!
-
I'll never not be jumpscared by the Midwich locker. Every. Single. Time.