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anarchy753

anarchy753

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  • That's pretty good. The issue with Calm Spirit is it has no tangible effects against killers who don't make you scream. It's so difficult to use crows to track already so it's barely an effect.

  • My thinking is that with Demogorgon and Oni, it's part of that "bridging the gap between solo and SWF."

    Both of them ######### yell all the time about everything they do. It tells solo players when they're chasing someone else, when they're about to use their mobility powers and all that stuff that lets them react in a similar way to SWF.

    That said, even as a solo player, that ######### is so annoying.

  • @DarthRane said:

    https://forum.deadbydaylight.com/en/discussion/comment/902625#Comment_902625

    Billy has access to his chainsaw all the time, it's easier to control and actually hit with, yet you're saying he has better snowball potential than Billy. I'm starting to think you're just trolling, because he definitely does not have better snowball potential, he has to actually warn his ability and unless you let people bleed for a while you have limited access to it throughout the game.

    The ONLY thing he does better than Billy is he can actually strafe with the charge which again is w/e when his club is god awful to hit with.

    I don't know what you're doing wrong that the club feels "god awful to hit with" because for me it feels like I barely have to do anything and it'll smack them. I have literally hit people going the opposite direction to me at a distance. Almost every swing from the charge is a down as long as you pick correctly between right or left.

  • @Spooky13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/902396#Comment_902396

    The thing that sucks though is that any nerf Oni gets will make him even worse than he is on consoles. Pretty sure devs have said they are making Oni's turning worse somehow, which makes me worry because Oni is already much worse on console, and this will hurt his viability even more. They have to take I to account all platforms.

    Ideally they would just be able to limit the angle he can "flick" to something like a 90-180 arc in directly in front of him. Rather than being dependent on the sensitivity of controls, cap how far PC can turn while keeping it in the realms of what console can hit.

  • I'm saying this as someone who's played a large amount of both survivor, and Oni recently.

    On PC he's definitely pretty ######### gross. I don't think I've seen an Oni have a bad game yet, myself included on him. This is a brand new killer, and he shouldn't so quickly just be 4king seemingly every match against decent red rank survivors.

    He snowballs incredibly fast, and there's almost no downtime to his power. He downs someone, then picking them up and hooking them there's like 5-10 seconds before he's recharged and back at it.

    His power has far too much control for how powerful it is. There's no penalty for hitting anything, even to the point where you can hit a solid object, maintain the charge while forcing him to turn, and then keep going on your way.

    The strike has far too much reach and spin on it. At the end of the charge I've been able to run along a wall, have someone get to the end of that way, 180 and run along the other side in the complete opposite direction, and still been able to hit them. Most of the time it feels like if I just swing in their general direction, it does most of the work and downs them.

    He only takes a short time to get off the ground, but becomes a vastly better Billy basically permanently, but then also has Legion levels of mid-game stalling by forcing you to heal or constantly reveal yourself.

    He has too much of everything going for him, and I really hope they already have some nerfs in line for him. I really hate these people that respond with nonsense like "killers finally have something fun and you want to nerf it??!!1!" Yeah, because you're only finding it "fun" because it's broken in your favour.

  • @Peasant said:

    Let me know if I left anything out. (I know the Stranger Things Chapter releases tomorrow, not today, but I marked it anyway since it's less than 24 hours away at this point.)

    https://us.v-cdn.net/6030815/uploads/643/IAZGGZPH1R6D.jpg

    You missed ticking off "matchmaking improvement."

    The recent patch note of "fixed survivors being able to see how broken matchmaking is ahead of time" is as close as we're getting to that.

  • It's been a great read. I know I personally have loved having someone around who both participates in the community side of things, as well as gives in depth insight into the thinking of the devs.

    Are there any killers/perks that you personally have big ideas for rebalancing that aren't necessarily on the top of the team's list?

  • It's also minorly annoying to have nowhere nearby to avoid BBQ.

  • Ok, well look at your build;

    Ruin - A temporary perk that you KNOW can be removed 15 seconds in.

    Nemesis - A chase perk that really doesn't do anything. They're already in a chase with you, being oblivious is REALLY not a bad debuff.

    Rancor - Minor detection.

    BBQ - Detection.

    Nothing you have is particularly good for stalling except ruin. I really can't see how you'd get 0 gatekeeper though, but with the amount of chases and hits (and the fact that someone bled out) I'd guess you either did a lot of slugging while people did gens anyway, or many of the survivors died in 1-2 hooks. Gotta keep that pressure up and he can once you snowball with blood.


    Edit: Oh jeez, I just realised the whole point of this build is to switch the obsession and rancor mori multiple people, and you're complaining that that doesn't defend gens well enough.

  • I'm still not fond of it at all. His power is pulled in too many directions and he doesn't do any one of them better than other killers.

    His shred is useful in a chase, but it's telegraphed and survivors can dodge it pretty easily. A lot of the time it's just not worth losing the ground a missed shred loses when you could wait 3 seconds and lunge instead.

    His portals are really bad for mobility. Unlike other mobile killers, he has to walk to where he wants to go the first time. To use one he has to take the time to place another, and doesn't have enough to place them willy nilly.

    He has tracking, but only when survivors can see the portal and KNOW they can be tracked, so the value of that is pretty minimal. He can also be stealthy to approach, but can't use his tracking is he's going to do so. If you could read that a survivor was near a portal then come out of it stealthily to attack, that'd be great, but as it is, they're aware that there's a portal there and you loudly announce "SURVIVORS, I AM NOW TELEPORTING, LISTEN FOR MY SQUELCHY PORTAL NOISE AND THUMPING FOOTSTEPS BECAUSE I AND NOW STEALTHY FOR 3 SECONDS!" which tends to get people to pay enough attention to ruin the benefits.

    As someone above said, too, everything he does has a global noise. Survivors get so much information that he's busy with someone else, or giving up on a chase and burrowing so they always know they're safe on a gen.

  • Yeah, in the past couple of days I've been accused of both "only playing killer" and being "an entitled killer main," as well as "only wanting to remove everything that's fun for killer players."

    You can't have an opinion without someone taking personal offence to it, and suddenly you're Satan and out to ruin their game.

    What a surprise, some people play both sides and want things to be balanced rather than just wanting to play nothing but the most overpowered killer that removes the other team's input and skill as a factor, or wanting free escapes as survivors.

  • Scaling rewards. Why make higher difficulty challenges and set them up in "tiers" if they're all giving the same crappy 3 fragments?

  • @Dr_Loomis said:

    Completely agree: it should of been Hoffman. Said it many times before.

    He was a far more convincing antagonist and as others have noted, a legit badass.

    I'm a big Saw fan and Hoffman would of been a much better fit for DBD.

    There is even a mention in the Saw series where Amanda is believed to be behind a certain murder, but a detective points out she wouldn't of been strong enough to lift another (slightly heavier) female in to position. That's because she was assisted by Hoffman. If a small woman who's physical state has been damaged through drug abuse, cannot pick up a slim female, how is she meant to hoist up the likes of Jeff and Jane? Or are just putting that down to the 'power of the Entity' making Amanda the DBD equivalent of The Undertaker and his urn?

    Hoffman is physically intimidating and also displays moments of glorious murder where he takes out several adversaries in short succession.

    Hoffman's fate is also unaccounted for and could have been turned in to an interesting lore in DBD.

    The physical strength argument is redundant. We have Hag, Julie and Susie, etc. The Entity doesn't just plonk people in as-is, it gives them power and strength.

    As for the power, Hoffman is just a big dude, he's not really iconic in the same way EVERYONE knows Amanda's scene from Saw.

    Amanda allowed them to use a smaller frame to create a stealth/ambush killer which is far and beyond perfect for "the Pig" being represented from the movies.

    Her personal connection to the Reverse Bear Traps also make her far more suited to placing them on survivors. Hoffman had no real links to a specific saw trap that could have been used. Yeah, he got an RBT eventually, but Amanda is what made them famous. If we got him, and he ran around using RBTs, people would question why it wasn't Amanda just the same.

    Let's not even venture into the area of the discussion where the original few movies had some great mind-######### twists, including Amanda herself, that changed the whole meaning of their movies, where Hoffman's whole run was a just an absolute convoluted mess of trying to one up every other one in the series which mostly just ended up being downright dull, or copied from 2.

  • The emblem system is not designed JUST to rate your game, it also serves to promote fun and interactive playstyles, unlike camping and slugging.

    Basically you're not rewarded for doing this because it's incredibly dull to get slugged all match.

  • Hoffman had all the expression of a plank of wood, and about as much character development.

    He was just some selfish, murderous ass who only worked with Jigsaw initially so that he wouldn't be one of his victims.

    Amanda has a much more interesting and tragic backstory, and she's more intertwined with Jigsaw himself. Most of the scenes that we actually see a Pig, it's her too. Hoffman uses the mask later on but there's almost no abduction scenes with him in the costume at all.

    The game also got bundled with the first Saw movie on Steam, so it's possible they wanted it linked into the early characters more.

  • @thesuicidefox said:

    They need to revert the post-phase speed curve changes. It feels like you hit a brick wall and just come to a full STOP coming out of phase. However I think this might be a bug on Xbox, because watching TrueTalent's recent Spirit video he seemed to have a normal-ish speed curve post-phase, and he did not have Saya or Tsuba either.

    If it is a bug they need to fix it.

    Alternatively, revert the base kit change completely and then make Saya/Tsuba have a new effect. Something like a combined baby Unrelenting and baby STBFL for post-phase attacks.

    Amulet change I don't like. The add-on feels worthless.

    Everything else I'm fine with really. Doesn't hurt her much if at all.

    Amulet was "makes everything MUCH better without any form of downside." Anything is going to feel worse by comparison.

    (Fingers crossed for Carby Guide next.)

  • Billy. I get 0 joy out of going against him.

  • @TragicSolitude said:

    https://forum.deadbydaylight.com/en/discussion/comment/899637#Comment_899637

    This. Absolutely this.

    Multiple Trapper mask charms and multiple charms of the same perk... it's just lazy. They could have done charms for each of Trapper's and Claudette's three perks, for a start.

    And I don't understand why there's a Feng Min perk in there. It's so random

    They're not even a perk, it's just leaves. Botany Knowledge is different.

  • When there's 5 perks for the two characters that were not used, and this is the FIRST rift so their ideas should be brimming, it's kind of sad that we got 8 recolours of meaningless icons.

  • This patch's thrill has worn off faster than usual.

    None of the perks make me go "hey I could use that with X, Y, and Z and make a fun build" and all of the Oni's add ons are boring stat increases. I've played the killer, I know I don't find him enjoyable, and there's no special playstyles unlocked by add ons that make him more interesting. It feels like nothing of huge value was added to toy around with for me.

  • Survivor perk.

    Disables your allies "Self-Care" perk.

    For each ally disabled, the entire team gains 5/10/15% healing speed towards others. Does not stack with other instances of this perk.

  • I really want them to add each of the character's perks who the rift is about. We only got Empathy, we're still missing Botany Knowledge, Self-Care, Brutal Strength, Unnerving Presence and Agitation. At this rate we'll NEVER be able to make complete sets of teachables.

    I also want them to unlock them from killer/survivor. I want to show charms I like on both sides not "oops that vaguely relates to Trapper, David can't use that!"

  • @Marcus said:

    Her whole design is to not give feedback to survivors. Devs don't seem willing to change that aspect and they are probably done with Spirit at the moment.

    Also, Iron Will trumping Stridor would make Stridor entirely pointless. The only purpose of Stridor is to counter Iron Will, take that away and you nerfed to the ground an already weak perk.

    Stridor makes regular breathing louder to the point that it's a much more reliable tracking tool. It could honestly use a rework because it's almost never used on any other killer, but on Spirit it literally just removes her only weak point.

  • His halloween outfit is MOSTLY shirtless.

  • Peanits said it very well when the patch happened that made the darkest clothes lighter;

    Being able to hide from the killer is skillful. Being in the center of the killer's screen and not being seen just because you're so dark that you don't show up is not skillful, that's just abusing poor design.

    You aren't "playing stealthily" you're sitting out in the open and you should be seen because of it.

  • @Rin_is_my_waifu said:

    https://forum.deadbydaylight.com/en/discussion/comment/897289#Comment_897289

    I don't know what else to say. If you don't practice and always DC, it's pointless to discuss things

    It's nice that you've decided to pull the fact that I DC out of an orifice, but no, I can have an opinion that something is broken WITHOUT quitting the match, thanks.

  • @Rin_is_my_waifu said:

    https://forum.deadbydaylight.com/en/discussion/comment/897256#Comment_897256

    I always run iron will and spine chill because they are great against all killers. So after I get injured I usually run in circles to make scratch marks really messy. Then I I slowly vault a window or try to hide behind a tall object. It works 90% of the time even if the spirit has Stridor.

    Also I listen for her footsteps to know if it is safe to say hidden or go to the nearest pallet

    Oh yeah, sorry, silly me, I forgot to go and tell the killer with Stridor that they should ignore that information like yours do. How did I not think of that counterplay?

  • @Rin_is_my_waifu said:

    No. We don't want another trash killer because you like looping killers for 5 gens

    For the record, I have zero issues versing her cause I know what to do.

    Stop crying and Dcing and you will eventually learn to play against her

    We get it, you play Spirit so Spirit nerfs are illegal and she's perfectly balanced. You've still offered nothing to contradict the issues she has except that you magically aren't affected.

  • @rd_dex said:

    Kinda not related but I have played like 30-40 survivor matches since the update and didn't face a single Spirit, looks like just a thought of a nerf turns off players from playing a killer.

    Sometimes it's just luck. I rarely faced Spirits when everyone else was saying she was all they ever saw, but I'm seeing more of her now than ever.

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/896991#Comment_896991

    All depends on if this is all true..and if this static blast is only good for annoying flash lighters...not sure how that will go down...hes losing a lot just by losing the static field..so getting him to be better than present will require some substantial polish..if stance swapping is gone then maybe this will be what he needs..but that's on the assumption it is gone..even then..I dunno..its really a toss up at present

    I think losing the static field is justified. It takes no effort and is a constant source of annoyance. He still has the capacity to do the same thing with blast, but it takes actual thought. It will also be a bigger chunk of madness which means you can potentially bump 2-3 survivors into madness 3 at once without going around individually zapping them, meaning survivors 1 and 2 are snapped out of it before 3 is in it. It is a MUCH more reliable form of stalling outside of a 3-gen situation.

    There's also the positive that he isn't countered completely by terrain. Before survivors running up/down stairs would dodge the zap entirely. If it can now be launched based on terror radius you can play around that better.

    If he doesn't have to swap forms, it's also a major buff that you can alternate zapping and hitting without being a 110 speed less-than-m1 killer, and you can react to situations much better. It also means you don't have to choose between moving across the map quickly or having your power working on hidden people, just run and drop a blast when you think you're close, or use whispers to guarantee a zap.

  • It seems really good to me so far. Based on what's in the descriptions and what's gone;

    No more passive terror radius buildup, that means no tracking just for existing at the start of the game. Survivors can react better to get into a locker when they hear the terror radius without being on a guaranteed 5 second timer before they tier up.

    No more "modes," you can zap, and you can attack. That's WAY more user friendly. That also means no more slowing yourself every chase just to build up the stalling aspect of your power which is a really small stall anyway. Also, no grabs by spamming M1 in treatment mode while facecamping. It also means his zap-stun into an M1 is a much more fluid combination as you don't need to wait for a mode switch to swing, and hope they haven't recovered or just run away while you're slow.

    The "Static Blast" is a cooldown based TR-wide attack to shock all survivors nearby, allowing a better controlled buildup that's likely to actually tier people up, rather than the slow passive TR effect on everyone nearby that you aren't in a chase with, even if you know they're there. The cooldown sounds fine, as I'm assuming you can still use his default zap in the meantime.

    Overall he sounds much healthier. He's more fluid for the killer player and less cumbersome, and he can actually build up tier 3 on multiple people more reliably to stall people he's not currently in a chase with. On the survivor side, you have better options to avoid gaining madness by getting in a locker at the start and not needing to stay until the terror radius is gone. His calm add ons will also amplify the terror radius when a blast is coming so you can react, as they increase TR ONLY when the blast is off cooldown.

    Really this sounds like an excellent rework that addresses most of the issues I have with him from both the killer and survivor sides.

  • I honestly just don't. I don't enjoy hinging an important part of the game on a perk that might not even activate, and I have no way of knowing whether it will or not until that moment.

    I would generally just prefer a less effective perk that's active all game over one that has a very small window of value.

  • @LordGlint said:

    I dont report normal raging and excuses, but if they start telling you to ######### and such...report that.

    https://us.v-cdn.net/6030815/uploads/003/UAAQG4H9B71A.jpg

    I save salty sceenshots and will gladly report my own teammates when I play survivor too.

    That's just factually incorrect. The "bad wordtress" is the term used to refer to the iridescent heads and infantry belt build.

  • @SunderMun said:

    https://forum.deadbydaylight.com/en/discussion/comment/896836#Comment_896836

    It's way too obvious that you only play one side. The number of BS hits I've gotten on survivors is astounding.

    The fix is pretty obvious: stop forcing dedicated servers on us when they're blatantly not ready and only getting worse.

    "ANYONE WITH AN OPINION DIFFERENT TO MINE NEVER PLAYS THE OTHER SIDE!"

    https://i.imgur.com/raR6n3y.jpg https://i.imgur.com/JzrdeqT.jpg

    Dedicated servers aren't to blame, and even if they were there's always going to be a delay between the killer and survivor player, and guess what? That's not ALWAYS going to favour the survivor (like grabs that magically turn into swings as the survivor runs away.)

    Hits like these have been possible long before dedicated servers. Yes, dropping a pallet puts you in an animation that puts you in the center of the far side of the pallet. Yes, the stun time is not the instant you press the space bar. Yes, you can take a hit. No, pallets don't have an imaginary forcefield that prevents the killer attacking while you make up your mind whether to drop it or not.

  • @SunderMun said:

    https://forum.deadbydaylight.com/en/discussion/comment/896799#Comment_896799

    Helpful troll.

    Yes, running to a pallet for the first loop,. realising you can't make it, and so putting it right down, but they get the hit despite not even being near the pallet or having an animation for a swing. Yes, totally the survivor's fault.

    People with an axe to grind like you totally disgust me..

    Seriously, what do you think the fix is then? Pallets should slowly move towards survivors in case you ever get caught out of position and can't make it through one in time?

    You weren't close enough or didn't react fast enough to get the drop without taking a hit. Move on and play safer next time.

  • @LoverOfDemogorgon said:

    https://forum.deadbydaylight.com/en/discussion/comment/896792#Comment_896792

    What encouraged the downwards spiral or no return was due to devs being silent and making changes they COMMUNITY DIDNT AGREE WITH. Remember when they made the mistake of buffing drop rates and everyone loved it? And major outcry happened when the devs changed it back and didn't listen? Remember when the devs wen't silent for months post release during a critical time of tension leading to MASSIVE player drop off's? Yeah I remember it too.

    Lol, no, I just kept playing Warframe and let that trainwreck crash and burn on its own.

  • @SunderMun said:

    https://forum.deadbydaylight.com/en/discussion/comment/896672#Comment_896672

    easy to say when most hits are through pallets that survivors have JUST ran through and they pressed space instantly.

    You mean when the killer is in range to hit them? Nooo, how could hits happen then? In fact, most of these hits happen because survivors think they can juuuust squeeze a 7th loop out of this particular pallet and it turns out it was more like 6.95 loops of distance. Make a mistake and you can get punished for it.

  • @LoverOfDemogorgon said:

    https://forum.deadbydaylight.com/en/discussion/comment/896776#Comment_896776

    You keep acting like i'm asking for the devs to always follow every thing the community asks them for, to the letter. I'm not but you seem to be dense so I'm done trying to convince you of anything else.

    As far as it being the devs game, yeah I know that but you seem to be ignorant to the fact that investors exist that divy up the rights to the game, then publisher contracts, then players which dictate if the game even continues to be MARKETED and to EXIST, player bases will MAKE OR BREAK YOUR GAME. ASK ANTHEM.

    Anthem failed for more reasons than "lack of communication." A lot of it came down to being insanely money hungry when trying to break into a niche already occupied by an incredible free-to-play game.

  • @LoverOfDemogorgon said:

    https://forum.deadbydaylight.com/en/discussion/comment/896720#Comment_896720

    You run a company like that, especially a video game, it get's run into the ground. Look at anthem or fallout 76 for an example of what lack of respect and clarity to your community, we respect them by giving them money to increase they quality of the product we invested into, if they want that income stream to last they BETTER respect us just the same and give us transparency to better suit OUR interests as we are the ones that invest into and play their game keeping it alive.

    I think you're severely missing the difference between "respect" and "bending over to every demand."

    It's their product, their accomplishment and careers, and first and foremost their view for what they want to do to their creation comes first. You don't produce the backbone of a game then suddenly the players dictate everything from there out.

    To be frank, we have plenty of feedback make it through to changes in the game. Yes, there's always a vocal minority that will oppose every change, especially when it's to something they like. That doesn't mean said changes weren't a net positive and improved the game for most people.

  • @LoverOfDemogorgon said:

    https://forum.deadbydaylight.com/en/discussion/comment/896705#Comment_896705

    This I feel is you are answering the wrong question here, the devs community managers never respond to the controversial or hot pressing matters for the reasons Ulven quoted above, because of "Bias" and "Emotion", of course there is going to be emotion and bias in everything but that does not exempt it from a read after a MAJOR patch. Many of these decisions seem to be made because they devs don't look at the majority of proper criticism because they classify it as said above. Imagine if they asked or polled a community on ptb or upcoming changes they would like to implement? Imagine how healthier and more concrete the changes would be because they asked their own community what THEY wanted, because guess what, it doesn't matter if it's their game, WE GIVE THEM MONEY, THEY WOULD BE NOTHING WITHOUT OUR SUPPORT.

    Ok, but people chuck a tanty every day of the week on here over every single thing. Nobody had to open that thread to get "Legion nerf bad" from it.

    "Imagine if they polled the community on changes" Yeah, imagine if they polled a community that has to maintain roughly 4:1 play rates of 2 teams which changes should happen. Do you think problematic perks like Balanced Landing would ever get touched? Of course not.

    You also make the assumption that many game forums do that the absolutely miniscule amount of people here, who are the sorts of people a poll would actually reach, let alone would respond to it, actually reflects the community as a whole.

  • Because absolute transparency makes the community feel like they have the right to demand this, that and the other thing even more than they already do. It's still the devs' game and it's up to them what happens.

    Also a lot of what we see comes through community managers, we get responses when there's an agreed upon response to be had. It's probably the same reason we don't see a lot of devstreams any more, they get sick of saying "That's an interesting idea, but it's not on our radar at the moment."

    Peanits does a lot of responding, and is more often than not the voice of reason on "nerf X" posts to point out why suggestions are simply not a fair change, but they don't need to respond to every single thread to be active.

    When there is a severe issue, and people are demanding answers or changes, it's probably better for them to stay quiet than to say something uncertain and be held to that later. Like the Tome changes, there were pages of threads on it, but there's no sense saying "we're looking into it" until they actually knew for sure that changes would be made, or they may have to return with "nothing's changing" which would feel worse with false hope.

  • Maybe drop the pallet sooner? Going for a stun is where they become risky, you want your 1000 stun points then you're risking the animation pulling you into the hitbox of the swing. You can always put the pallet between you and the killer, stunning is where it gets risky, as it should be.

  • "Both sides got some alright perks."

    Yeah ok, good joke.

  • The new map is pretty garbage as a killer player, there's no visibility, the main tower thing has so many ways off it's not funny, and the little statues everywhere making chasing a pain, let alone swinging.

    It's the first chapter in a long time where I don't think any of the perks on either side are something I'd ever consider in a build. Nothing of Yui's is good, let alone strong, and nothing of Oni's feels impactful in the slightest, let alone worth running over tried and true perks.

    Basically the only content that I don't dislike from this patch is the Oni himself, and he's certainly not the sort of playstyle I enjoy. (ie. I don't like Billy, why would I enjoy Billy 2.0) He's also not exactly enjoyable to play against. You take a single hit and it's like old Legion, no matter what you do or how well you play, it's impossible for him to lose you and you ARE going to go down. Someone else takes a hit and he can charge across the map, and spin 180 degrees to one shot you around a wall. Then, yaaaay, you get to be slugged every single time, because that's what makes a fun killer.

  • @Bravo0413 said:

    I got adept Yui yesterday................. The Oni dropped me on the hatch....... EZ

    I got adept Yui and Grim Pilgrimage because the Doctor literally camped the basement while 2 people basement-bugged died. They had kindred too so we saw him the whole time in the doorway.

  • @Almo said:

    I haven't been on the project long enough to know for sure about the old adepts (that was a long time ago!). But it's possible that was before we were on consoles. Steam doesn't care, which is why we were able to change Skilled Huntress to 20 there from 100.

    About new adepts, we wish to keep these consistent across the board. It's possible we could change what "Merciless" means, but then it's a matter of priority.

    I agree these are unbalanced in terms of how hard they are to get compared to Survivors's adepts, so I hope to address this at some point in the future. I just can't make any promises about it.

    Thanks, you're the best.

    Edit: Looking through patch notes it looks like console always used the 4k (then merciless) and PC was updated with Clown to change the old ones to match.

  • Maybe they're done with those "don't play the game very well" tome challenges?

  • I'm just gonna say, I'm kind of tired of these powers that can break pallets, but it takes just as long as walking up and pressing space anyway.

    At least Billy and Leatherface you feel like you gained something, with Demogorgon and Oni it just feels like an alternate animation.

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