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VantablackPharaoh91

VantablackPharaoh91

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  • Very cool idea and I would LOVE to see Dexter Morgan come to DBD as a Survivor. However I think Dark Passenger as stated here is too much - that's like five perks in one perk. It would need to be seriously toned down and have a heftier downside.

  • Some more irritating things:

    • As Survivor, I really do get more annoyed by my teammates than the Killer. I don't understand why I can't heal someone who is crawling, that's annoying, please let me pick you up friend.
    • As Killer, I'm sorry if this makes me look like a noob, but WHY can you get blinded and then come out of the animation into another blind? There's a cooldown between a Head On and a Blind, why not here? Why is it possible to point a beamer this way? I don't like being blind-farmed like this, it's stunlocking. Stunlocking is antifun.
  • @Rickprado said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3735329#Comment_3735329

    @Brightened

    Think that most of the killers that use aura perks are more casual than those who uses anti-gen perks. Killer who really want to sweat will use two to three anti-gen perks. Most of the time when i want to just have fun in a match - most of my matches - i use an almost complete aura build, specially when playing killer like the Artist or the Unknown.
    Limiting the type of perks which can be used in one build would lead to an even staller meta and would be very unhealthy for the game.

    This is true, aura read is less sweaty than gen hold.

    I love all-seeing stalker type builds on Ghostface and Myers, they're my favorite thing to run because I love going for the ambushes and cool chase mindgames. I am also super casual. Like extremely casual, to the point I take a 1k as a win because I didn't technically lose and the whole team didn't escape, therefore I win because I did my job as Killer.

    I do run gen hold… as a technicality because otherwise, games run too fast and I get destroyed before I can have any real fun.

  • It's a decent healthy tracking perk especially for learning mindgames, but I agree it needs a cooldown reduction to be good. I also think it should work on ANY action, not just rushed. You're All Ears, you would hear someone sneak out of a window.

  • NGL I'm not that interested in a permanent 2v8 mode, I think that should be its own game. Make Chaos Shuffle the permanent mode, and have other modifiers rotate it out as a special thing. Like say, one month we have an event special mode, another it's Lights Out, another we have something similar to My Little Oni, etc.

    I'm sick of there being no mode where it's balanced out for everyone, base DBD gets boring because nobody actually picks their perks as intended. They all just pick the same strong perks, every time, on both sides, and it's so tiresome.

  • The Devs just nerfed regression perks, all of them, at the same time as they gave Survivors a generator perk (albeit a weak one), buffed a perk that makes all gens 80 seconds (albeit a perk that breaks you for using it) and can be done in less time than one generator AND sped up, and they also gave Sabotaging a massive buff nobody asked for and that it didn't even need to make hooking even harder… at the same time as we have a map where there are only two hooks on one level of it, promoting bleed-out playstyles. Excuse me if it looks like that is a "Devs favor Survivors, or at least this patch does" thing. Because it really does.

    Also the Devs have stated they want Killers to be the power role. They want the game to be slightly Killer-sided, that doesn't mean they favor Killers and don't keep helping Survivor more than is probably fair. The kill rate being 60% is intended and not unbalanced because remember, SWFs exist and they constantly especially a 4stack hit the 40% winrate… and there are still a few Killers that barely eke out above that rate at all. And a reminder, as Chaos Shuffle and Lights Out showed, when perks and items are removed… then yeah, that's about where the killrate balances - two dead, two alive.

    Isn't that arguably what we want? Killers strong basekit, but their perks weaker? Don't we WANT all Killers to be viable at all levels of play so me and my SWF aren't just seeing Nurses and Blights with four slowdown every round after a point? I'm confused and judging by your other comments here it looks really bad faith of you to make all these statements.

  • @Ohyakno said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3736847#Comment_3736847

    That's not what they are saying? They're saying make them good. I've seen several killers run furtive chase with friends till the end. The synergy is there.

    This, thank you. This is what I was saying. I was saying do SOMETHING to make the perks function and do SOMETHING that works with other perks. Shadowborne may not be good but it DOES have a use and have synergy now. Furtive Chase might not be meta but it DOES have a use and have synergy now, a lot better than its old "just slowly reduce the TR" thing it had going for it.

  • Map is really busted.

    Bad infinite possible against M1s in the Dungeon. Two strong pallets in that strong area of the Dungeon. Loss of Bloodlust through portals, can't send Killer powers through portals, can't hook in the Dungeon more than six times because only two hooks. The Cage Room could be used by players both sides to block people in that room and hold them hostage. Bad design overall.

    Topside there are weak loops everywhere, every portal has a gen nearby. No reason to ever defend Shack gen because it's strengthened by two slightly weaker pallets. There's a pallet with a gap that is useless to use as defense, period. There's a spot where two pallets spawn one on top of the other. Not a single safe gen on the map. Map itself is too big for M1s to do much with and the indoors is hard for any ranged or speed Killer to deal with due to so many collision spots. Spawn logic for Players, Killer items, Hatch, and other crucial things is broken.

    Oh, and there's a broken spot with the pillars leading into Vecna's lab that Ghostface and Myers can clip into and stalk through without being seen, to the point they will never be noticed and Ghostface never revealed there.

    Killswitch this map, fix the glitches, tweak it to be smaller, rework the portals and the hook and Killer Interactables spawns, then put it back in rotation. Ideally BEFORE Masquerade.

  • I just think make all addons and items at the same level, ideally weaker than perks, which should be weaker than powers, which should be weaker than player skill period.

  • @Zaydin said:

    Because BHVR is biased in favor of survivors. It's not up for debate anymore.

    After this chapter? Oh hell nah it's not in debate anymore.

    Anyway they do desperately need to fix the way Survivors can take the endgame hostage like this or cancel out achievements like Evil Incarnate. It's kinda unfair and it's gotten to the point that if I see this as Surv, I give myself up on principle.

  • Myers and Freddy badly need an update. Ghostface NEEDS his Reveal mechanic made less janky, and maybe given some more QoL or small buffs so he doesn't struggle as much. Knight, Singularity, and Doc need various kit aspects fixed. Xeno needs tail jank fixed but isn't high priority. Dredge has needed help involving how bad locker placements on maps can be for years now, but isn't high priority. Both Sadako and Xeno can have their TVs/Tunnels spawn in ways that can get them trapped in some maps and that IS high priority. Pyramid Head and Nemesis have trash addons save a couple. Wesker has a collision glitch after throwing Survivors sometimes. Nurse needs a total rework; her power is too strong and breaks the rules of modern DBD too much. Legion still has a "stuck" glitch involving Frenzying and pallets. Pinhead still has a camera FoV bug with his chains.

    In short? A lot of Killers need QoL or some love.

  • I agree, Shadowborne is still bad, but at least it does SOMETHING. Predator and Beast of Prey do literally nothing functional if you're halfway good at the game.

  • @ad19970 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3736837#Comment_3736837

    I don't necessarily disagree with every killer here, but in general I agree that a lot of killers are in a good spot, and only some need buffing or nerfing.

    I personally think Singularity and Doctor don't really need any buffs, or any major buffs. Especially Singu can be pretty oppressive when played well.

    I also don't find Unknown to be op or anything, but I agree that Billy needs some small nerfs.

    I think my main issue with Singu is how easily he can be taken out of power, and the fact he's very complex to play in a way that isn't really intuitive. He just needs to be made a bit smoother. Otherwise he's OK. Just some tweaks.

    My issue with Doctor is that although his info and antiloop are decent, the antiloop is pretty weak overall. I also think he really only has two good addons and the rest need some help. Nothing major, otherwise he's fine. Again, just some tweaks and he'll be perfect.

    Unknown has some jank similar to Ghostface's reveal jank that should be looked into, also it's kinda odd that the teleport is that fast when other teleporters don't get anywhere near that quick. Just tone the speed down on that slightly. Also the teleport noise is way too loud and hurts my sensitive ears. :(

    Ghostface needs help with his chase (though it's OK because he's an ambush predator not a chasedown predator), and his Reveal mechanic needs a rework IMHO. I also think some of his addons could become basekit or partial basekit. Just some light chase help to give him some antiloop, maybe some addons basekit/partial basekit, and fix the Reveal to be less punishing for his otherwise light kit, and he's golden. I actually posted about what I think he needs in another post here under Suggestions.

  • Really depends who I run. I'm pretty casual - like, I count a 1k as a bare minimum win and a 2k10 hooks as the perfect "I definitely won but I'm chill enough to let the rest go" type of casual. I don't really play for the 4k. I usually let the last guy get hatch. I am extremely. EXTREMELY. Casual, I play Killer for funsies.

    I still get people DCing, and it's entirely dependent on who I'm playing as.

    Pinhead? Oh all the damn time, way too often, the second the "Box just spawned in" bell sounds. Especially if they end up being SoloQ. my guys I just wanna do sick chain hits, I'm not that good at him, I've played this guy for maybe four months and am still very baby. I just know good Killer micro and macro in general. I once had a whole team give up except this one poor Feng-Min who just wanted a normal game. I killed the two bots, the last Survivor gave up on first hook, so I let her go.

    Wraith? The second they hear my bell they're out. Legion? Only if I brought Legion Pin or it's clear I am decent at the game. Demo or Myers? Almost never unless I brought tombstone as Myers, which I extremely rarely do - I prefer low TR builds on him. Nemesis? Not once. Dredge or Onryo? Never for some reason even though I play more competitively with them.

    Ghostface? Well that's my Main and I'm good at him, I do pretty decent as him unless I run into one of his weaknesses - SWF or strong chase perks/genrushing. I actually would say I rarely don't get at least 2k as him. People don't usually DC against him though, until they realize I know how to 99 and keep my chases fast as him, mindgame, and run perks to help his weak chase. Then they get mad and DC. I'm not mean and I don't usually tunnel, slug, camp, or do anything too nasty at 5 gens, so it can't be that I'm an #########. That, or maybe they think because I know good Killer play, that I somehow tunnelled them? Like, I'm sorry I keep finding you out of position and not your friends? Why do you all keep healing under hooks against a Stalker? Why aren't you playing more cautiously and alert knowing the Killer can go Undetectable? Is it the Reveal mechanic, are you mad at that? Is it because I play Ghostie seriously and not as le goofy funny haha meme teabagging Killer? What is it?

  • @ad19970 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3736815#Comment_3736815

    Yes I agree. Low tier killers definitely could use some buffs, at least some of them, but quite a few killers are already in a decent spot.

    I do get that gens can go very quick though, it's something one can struggle with. But most teams just aren't efficient enough on gens to have no chance against them as killer, and the game can't be balanced around the top 1% of players.

    I also do believe there are a few killers that need to be toned down just a bit. Nurse obviously, but in my opinion they also overbuffed Hillbilly slightly.

    I do hope that we get an update with a bunch of perk buffs in a future update though, because Chaos shuffle really proves the yearning for a more varied meta.

    Killers that need buffs: Ghostface, Singularity, Doctor, Freddy, arguably Myers and Trapper.
    Killers that need full or partial reworks and/or addon changes: Myers, Nurse.
    Killers that need to be toned down: Skull Merchant, Hillbilly, arguably Unknown and Blight (again)

    Everyone else is fine. If they're A, B, or C tier, they are balanced and fine, and need possibly only light tweaks. If they are S or D tier, they need significant help. This has always been my opinion concerning tierlists.

  • I want a permanent Modifier Queue where when there is no special mode, the modifier is Chaos Shuffle and when there is one, it's that mode. I have never played more DBD every single day than when Lights Out and Chaos Shuffle were on, both sides. I enjoyed it both sides.

    Chaos Shuffle or 2v8 basekit for casual Mode, with rotating out of others like My Little Oni, Lights Out, whatever happens with the coming special mode for Masquerade, and any new less popular modes that happen to come about being rotated in and out occasionally. Event on? Have a special mode for the event AND the base game like Masquerade will have this year. Return Lights Out for Haunted by Daylight, create a snowskull fight mode for Bone Chill, make Blood Moon have a mode about causing the most pain and bloodshed (or avoiding it) instead of Kills and Escapes, have a prop hunt mode for April Fool's.

    Modes only make the game more fun, let Killers not traditionally seen as good and other Survivor playstyles besides looping shine, and give us more variety to choose from. Modes should be the casual queue, and then we can make the base game ranked like it sort of is right now for those who want that challenge.

    Modifier queue must be permanent. Occasional modes are not enough. I promise, if be BHVR makes modes always an option in a separate modifier queue with rotating modes - hell call it the Aberrations Queue or something - more people than ever will play there and a dedicated community of only those who play the modes will develop. People will play more, for longer, and perhaps buy more stuff giving BHVR more money. There is no possible way this can backfire for anyone. BHVR would be interminable fools not to do this.

  • @Cali88 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3735528#Comment_3735528

    ^

    Pop/pain res eating a third of a gen in mere seconds in conjunction were too impactful and deserved to be toned down. At this point we need to await more basekit buffs to C tier killers (more traps able to be carried on Trapper, a Myers revamp etc) for increased variety, which might be on the horizon given the most recent Bubba buffs

    Every single day I hope, pray, eagerly await, get on my knees begging crying and screaming for something, ANYTHING to help Ghostface not have to crutch on slowdown.

    Please BHVR. My boy. I appreciate the QoL buffs, really, but he needs more, this isn't fair. You did Pig, you did Bubba. Now they can hold their own.

    Please, please help Ghostface. If anyone deserves the help and some looking at his clunkier bits of the Reveal as a popular M1 Licensed Killer, it's him. Especially since it's pretty clear you're never touching Myers.

  • I nearly made this same post.

    I am a Ghostface Main. I've played him for nearly two years now. I've played him at high, mid, and low MMR. I know this problem all too well. It feels bad playing as him with it. It feels bad playing against him with it. It is clunky and janky and for some godawful reason, works through walls. I'm certain it's got to do with either his ping, your ping, or something else. The character's head blocks a reveal, but a tiny low wall you barely peek over and by definition your character shouldn't be able to see over or through doesn't? Why? For what reason does that make sense?

    In my opinion his Reveal needs to work the way Unknown's staredown Mechanic does - you have to keep your eyes on him in chase, and it can't just be randomly taken away through a wall in 1.5 seconds. Why does he even get revealed so quickly to begin with? He's C tier, he doesn't deserve all this extra counterplay when stealth is basically his only tool.

    Increase his Reveal to take 3 seconds basekit, rework those two addons that make it 3 seconds into doing something else (they only promote camping which is bad for the game), and make the Reveal work like Unknown. Keep that Survs can't remove a Mark this way, because Marked Survs can't reveal him anyway and he just isn't strong enough to warrant that sort of extreme counterplay.

    Oh yeah, and since this is the counterplay, make his Shroud less punishing to lose. Too often someone just follows him around all game so he can't even use his power, what other Killer even HAS that issue? Remove revealing him by doing this or at least make it punishing for someone to do it for too long by giving them a minor Exposed a la Starstruck, he can see them right there and they're foolishly out of position, after all. Then make Walleye's Matchbook either basekit or partial basekit; 18 seconds is viable and if you make Matchbook basekit, it can do something else even more useful. It feels really, really bad to have to use a Shroud addon to make Ghostface feel good in chase, and yes I GET that the point isn't to chase so much as ambush, but you cannot avoid chasing every round forever and doing so means the other fun part of him - mindgaming - is lost.

    Tweak this. Adjust a couple addons and rework the problem ones, maybe give him something for hs chase… and he will feel and be amazing, maybe even a mid to high B-tier.

    Make my Florida Stalker Dannyboi amazing again. Make him at least as strong as Wraith can be played well. He needs to be next in line for buffs alongside Singularity and Doctor, both of which also have very low Killrates. Ghostface doesn't need to be overpowered, but as one of the most popular Licensed Killers, he also really doesn't deserve this.

  • @Rulebreaker said:

    Would someone be kind enough to tell us why info perks are being so hated lately?

    Because there isn't anything else better to complain about because generator control got nerfed recently?

    @Yharwick said:

    Seems weird to complain about this now when it's been like this for 2 years already. As far as Lethal goes I'd actually argue it's a healthy perk, it fixes games where survivor just spawn on top of gens and killers can't really do anything about it. The actual problem is with killers like Nurse, Blight, Billy that can act on the info so quickly that you're basically in chase 5 seconds into the game. So the perk itself is hypothetically fine on most killers it's just a problem on stronger killers but you can't ban perks on certain killers. It's a problem we've had for years tbh but for some reason BHVR refuses to balance Nurse.

    Nurse, I am convinced, just needs a full on power rework. It's absurd in the game about looping that we have a Killer that hard counters the most fun aspect of the game, the chase.

    Anyway, Lethal Pursuer is deadass not a problem on 95% of the Killer roster. The problem is, as Yharwick pointed out, really strong Killers using it. The solution isn't to nerf Lethal, it's to nerf those Killers' ability to use Lethal.

  • @ad19970 said:

    I heavily disaagree. I think the game is in a great state for killer. Sure, gens can still go fast, but on average, unless you are playing a low tier killer, you can still keep up if your chases are short enough and you apply enough map pressure.

    This is not meant offensively, but if you have just started playing the game again, don't you think that you might also still need to improve some more? I get that feeling, especially when considering your second point. There are no big speed up perks that don't cause exhaustion, and while exhaustion perks can sometimes be a bit annoying, they are not op in any way or form. If anything, matchmaking hasn't been your best friend at the moment.

    Also, hope doesn't activate until end game. So you chasing that Kate for 5 minutes straight is indeed a skill issue, not a balance issue.

    I'd even argue as a low Tier Killer the game is pretty OK for Killer right now. When I can run Myers and Ghostface with the right perks and keeping my chases as short as possible, and still do moderately okay as long as no meta is in play - even win - the game is in a fine state for Killer. If anything, a few Killers still need some buffs, and others maybe need to be adjusted to be a touch more fair. It's not unbalanced at all.

    The game is actually really well balanced if you cut the meta out. Chaos Shuffle proved this. I was getting more varied and even games both sides than ever before. The issue isn't Killer strength, the issue is this handful of meta perks both sides that need adjustment.

    Killers got their meta reduced recently, Survivors got SOME meta changed. Now it's time to address the other aspects of Survivor meta and balance those out. Do that and buff the Killers that have a Killrate well below target (and aren't already strong like Nurse), and we'll be in a great spot.

  • The perk made chases less fun and unoptimal to go for, so Killers always had to second guess every chase. It made lunging impossible and gave free distance that Survivors shouldn't have had for a perk.

    No. It doesn't need to come back. Please just admit you want an exploitable free healthstate that gets you to a loop you didn't deserve to hit because you got caught out of position again.

  • All these maps badly need to be consolidated, hook spread needs adjustment, and the loops need to be weakened overall. It's just not a good Killer map for anyone and dragging people to this map with offerings is a war crime.

    I hate it as Survivor too because the high line of sight means I pretty much can never lose a tunnelling Killer UNLESS I go down in the boiler room of the school, and that's ONLY if the basement doesn't spawn there. It feels really bad to HAVE TO abuse a broken too-strong main to get anything out of the map.

  • I personally do not think items, as a whole, should be near as strong as perks. Toolboxes in general can already be strong with the right addons and the sabotage buff just made them the obvious Survivor "I wish to win" tool, especially in a SWF. I've seen people bringing more of them than ever before. My SWFs I run in are just stacking Commodious with BNP+Spool than ever before since the generator regression perk nerfs. That's if they don't just bring a sabo box and send us all to Badham or something. It's an issue, and one I think could be addressed by simply giving toolboxes the medkit treatment - make them all have equal charges, if you want more put addons on or run Built to Last, and have some ONLY do Sabo as an option and some ONLY repair as an option. Not both.

    And Perks should not be used to cover up or cover for a lack of player skill, they should be used to facilitate a playstyle as Survivor and Killer power as Killer. For example an M1 might need chase perks, an M2 probably doesn't need them as much. Ghostface doesn't need as much aura reading as someone like Huntress might. Trapper and Artist can use Zanshin better than someone like Myers who doesn't need it. It's okay for some perks to be better on some Killers and fit some playstyles better.

  • I think if they just move one of the god/safe pallets out of the Dungeon and adjust the timing on how frequently the portals can be opened, it would help with zoning down there a lot. It might even make it quite strong for some M1s, particularly stealthy ones like Ghostface. At the least it wouldn't hinder Killers like Artist, Pinhead, and Huntress so much. Those portals really can and do make an infinite against M1s used well, and screw up aiming on everyone relying on it.

    Honestly, I don't know why there's not just many portals in, but only one out. Going down there should feel dangerous, it's a dungeon crawl area in a Dungeons and Dragons map. Dungeons are DANGEROUS for adventurers, that's what makes it an adventure and not a cakewalk. Any Dungeon Master or GM for a tabletop game can tell you this. There needs to be risk. This area of the map currently feels low risk because all of the areas you COULD be trapped in, like that beautifully dangerous and thematic cage room, are optional.

    There's also the little issue that for some ungodly reason, there's only two hooks in the TORTURE DUNGEON. Of all the places to have tons of hooks, it should be the dungeons of a Lich that experiments on and kills people to get raw material to do necromantic magic on.

    But this all kinda emphasizes the problems M1 Killers in general have, so I'll leave it there. BHVR needs to work on helping M1s, especially those without antiloop, be able to do okay.

  • @MarbleThrone said:

    Weave Attunement and Franklin's, apparently.

    I'm seeing complaints about Knockout, Aura reading, and even certain Killer powers now too.

    I think some people just won't be happy until the game is heavily tilted in their favor, and that is true of both sides.

    Meanwhile we have a bunch of Survivor perks that are okay but could use some love, and Killers like Doctor, Singularity, and Ghostface all struggling because the meta they needed got nerfed and they STILL have only gotten minor QoL tweaks. Never the actual changes these things need, only minor changes and then these perks and Killers get ignored.

    And what about reworks to some Killer perks to make them viable? Dying Light is abysmal, all of Wraith's perks are trash except MAYBE Shadowborne, Huntress doesn't have a good perk in her kit, nothing is ever going to make most people run Dark Arrogance or Rapid Brutality. Perks like these could be helped, the fixes to Crowd Control and Coup De Grace made THEM viable if niche. Why is it there is just one Killer meta, slowdown? Well… that's because there's nothing else useful across the board to replace it.

  • Playing to win is valid on both sides. Playing to goof is valid on both sides.

    The problem is there's no real space for the goofs to hang with just the goofs, and the comp people to play with just other comp people who wish to be serious.

    Then there's people like me in the middle who play some Killers/Survivor builds ONLY to be silly and have fun, and some Killers/Survivor Builds in a SWF ONLY to be competitive, and neither jive well with what I want. When I'm playing Shred-Only Demogorgon or a silly meme build as Nic Cage, I don't want to go against the sweaty 10k Hour Blight Main or SWF Team Six. When I'm trying to have a serious Cenobite round or play my aggressive generator build with my SWF as Nea, I don't want to go against people who only have 100-1000 hours and are still learning or running meme builds. That's not fair to the other side.

    I feel like the Modes are the solution, it's really hard to actually truly Sweat too much when the game says "no perks/no items/no addons" or "we choose these things for you". It evens the playing field. Did people sweat in the modes? Absolutely, but not nearly to the same calibre as I see in regular matches of DBD.

    I would just like my games to feel balanced and fair. I'm not THAT good a player. I'm maybe 1.3k hours. I'm not phenomenal, I'm not Ayrun or Otzdarva, I just want to be able to play what I like and still have a chance. And more and more, it feels like without the Modes? I never stand a chance, no matter how well I play.

  • Bully squads definitely are a thing but I'm not sure this was one of them. It sounds like they were just trying to play the game, albeit they were playing to win.

    It's also possible they were playing "protect the president" for funsies in a SWF. The answer to that is just sorta… to slug them or keep pressuring them with chase because they will never do a gen? It's not really that deep.

    Now if they all kept going for only blinds, only stuns, only sabotages, then that might be a bully squad, but it doesn't look like it here. Also you won the round. I get it, winning against teams like this feels frustrating and unfulfilling, but it's truly not that deep, they weren't toxic, they did nothing wrong here, and body blocks aren't hard to deal with unless they all bring endurance perks or something - and even then it's only a problem once those perks are activated.

  • That's fair enough, Smoe, but it seems like the Devs may have removed this on purpose, which is why I said it wasn't a bug.

  • I'm not a fan of the perk in general, it could easily become too powerful done wrong. 60 seconds with people being able to shorten it further feels too short; I think 80-90 seconds could have been fine as that is about the time it takes to do a gen basekit and would have made sense - you give up time on a gen to put some less charges on all gens, but also end up broken. It'd just be asking people to do another "gen" instead of going to the first generator they see. And it could be easily reduced with Invocation perks or with multiples doing it like a gen, so it's not a problem.

    120 is definitely too long, but 60 seems too short. My fear is this could be used further with Commodious + BNP + Spool at a time when gens already go quite quickly and gen regression/hold was nerfed. I'm not sure it's overly fair to make a Killer take time out of what could already be a very stressful round, especially M1s like Ghostie or low mobile Killers like Pig, to randomly check basement on the off chance it's used.

  • Confirmed, not a bug. This has been there forever.

  • I've noticed this too just today playing some Customs with friends to test the new perks and learn the new map somewhat. This is definitely a visual glitch.

  • It appears that this glitch may also occasionally get the Survivor trapped inside of the locker. I've accidentally gotten trapped until Endgame Collapse this way. I could not leave, nor could the Killer pull me from the locker.

  • Pitching in to add that this is occurring also on the following Skins:

    • Monochrome Maniac
    • Red Hot Ghostface
    • Ice Cold Ghostface

    If It has floating elements, it's glitched.

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