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konchok

konchok

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konchok
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  • I feel like him not being able to see the cage should be added for overall fairness. However, that reduces the amount of advantages that the killer can have and would act as a nerf. Therefore I feel that he should be buffed in some other way to compensate.


    If the cages of torment had a reduced timer compared to a hook, I feel that would be fair. Survivors should feel a sense of urgency to removing the survivor from the box, in addition to that all stages of the box should have skill checks and those skill checks should be more difficult than the current skill checks.

  • I've had a similar idea, but a bit different. Perk slot can only have a tier 1 perk (If you have a higher tier perk they become tier 1 in that slot) Perk 2 becomes a tier 2 perk, perk 3 is a tier 3 perk. And the 4th perk must be one of the killers/survivors own perks or a default perk and that perk would be a tier 3 perk as well.

    I know that they'd never implement this, but I think that this would really get people to experiment with different builds and add a bunch of variety to builds and play styles.

  • I made this suggestion a long time ago and I stand by it.


    "Standing within the killer's terror radius while not in a chase for 45 seconds activates object of obsession.

    Once object of obsession is activated, press the Active Ability Button while standing and motionless.

    After activating object of obsession, you become the killer's obsession.

    All survivors see the aura of the killer while inside the killer's terror radius for the next 30 seconds.

    Your aura is revealed to the killer and the killer's aura is revealed to you for the next 30 seconds.

    -------------------

    What this does.

    1. It makes it so that you have to earn the effect of object of obsession
    2. Object of Obsession is good for SWFs while being bad in solo play. This makes it so that the benefit is the same for SWFs and Solo
    3. Just like the current object of obsession the purpose of the perk is to draw the attention away from your team mates to yourself. This is why I've given team mates the tools to loop killers better while the effect is active.


  • Yes, please show your immaturity to the devs.

  • @xEzekanarioX said:

    Another "plz remove moris" post lmao. ts like im going to spend 7k bp to do some cool animations on a death-hook survivor. Yeah, not gonna happen.

    I would gladly spend 7k for that. I avoid moris like the plague. (not the Plague, love that priestess). Whenever I do use moris I'll only use them during EGC. But I avoid it even then because many survivors with kill themselves on first hook and that just ruins all my fun. At that point it's just kill everyone as fast as possible to get to the next game.

  • @NuclearBurrito said:

    Better way to disable the perk: Leave

    Whenever I use NOED and get kills with it, it's always because the Survivors keep playing altruistically after the gates are opened/99%ed or whatever.

    Don't try and save the 1 guy on the hook. Just leave the damn trial and get a 3 man escape.

    That's what I do as a Survivor and I never die to NOED unless I'm the first one found in the endgame.

    Those WGLF stacks aren't going to make themselves.

  • @Demonl3y said:

    https://forum.deadbydaylight.com/en/discussion/comment/1335125#Comment_1335125

    even then it could be too strong. Also this would mess up the spawns. This could also goes into killer favour when the extra gens spawn close to another gen due to limitet maps, so 3 gen tactic would be even stronger.

    I'd love both of these add-ons. Just have it so neither stack. The mist add-ons can be a benefit or detriment depending on the killer and I don't have an issue with that add-on. I'm all for more variety in games. I'm all for it.

  • I really do love watching these. And these videos are really good references for exactly when to try to "mind game" when standing still. That said, these survivors were really bad.

    1st chase, when the spirit goes through the window the survivor just stops dead in his tracks and lets her hit him. He then puts himself into struggle phase in the first hook.

    2nd survivor hides in a locker several seconds after the hook revealing that they went into a locker. That's 3 hook stages gone and that's before he used any "mind games". 

    After getting unhooked, the 2nd survivor runs right at him and gets hit (maybe because she was trying to suicide). Not sure.

    1st survivor goes down and dies.

    and 2nd survivor kills herself on second hook.

    After that there's some decent game play, but at that point the game was already lost.

    It's really cool that he does these videos, but I feel like there might be some cherry picking going on where he probably doesn't upload the games where it doesn't work.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1334868#Comment_1334868

    Except he's done it plenty of times with pretty much the same result.

    Guess everyone has an off-day on a Killer you can't tell is using their power or not, though.

    Alright, I'm loving these videos. Post another one :)

  • @[Deleted User] said:

    She's pretty easy to play in my opinion. Half the time you can literally take your hands off the keyboard and stand still and people will literally run into you. And before any Spirit main bitches, yes, I've played her. A lot.

    Basically Zubat's game here is a prime example of how easy she is the vast majority of the time:

    https://www.youtube.com/watch?v=TMp8_2869q4

    Now imagine if he had been actually using his power.

    She's hard to master and that much is very true. But being difficult to master is not the same as being difficult to play. Billy is easy to play but hard to master. Trapper is easy to play but hard to master.

    I wouldn't call her Freddy's level of easy, but there's a reason she's boring to the vast majority of survivors and that's due to her lack of any real counterplay other than Iron Will and maybe Spine chill which survivors have to predict the future and equip to counter her or just run both of those perks all the time and it still doesn't help if said Spirit equips Stridor and that makes her easy because survivors have virtually no defense against her power aside from just two perks or hoping the person playing her does not have a pair of headphones.

    That was a highly entertaining match. However, I think those survivors were having an off day. I don't think I saw any of them run a loop with any amount of success. Against a 110 percent killer. I don't think that that video is proof of anything other than just an embarrassing match for those survivors.

    Streamers do all sorts of gimmicky things because it's entertaining. And that's all that video is is exactly that entertaining. Those survivors played themselves.

  • @Yung_Slug said:

    https://forum.deadbydaylight.com/en/discussion/comment/1333851#Comment_1333851

    I'm saying that avoiding the first hit doesn't help much since a good spirit can still pinpoint your location.

    I'm a red rank spirit that runs stridor and I won't phase until you've been hit. It's too much of a gamble. Now I'm not saying I'm the best spirit, but I'm also not the worst. My statement is 100 percent accurate. If you're in a chase against a spirit and you're not hurt, you're at a pretty big advantage. Stridor is pretty lackluster in a chase with a healthy survivor and you've only got 3 other perks that are hopefully accomplishing something while you're chasing someone at 110 percent. And if you phase and you ######### up, you'll be at 110 percent, no phase, no hurting survivor. At that point I'd be looking to change targets.


    So, I'll reiterate what I said. If you're healthy and you're being chased, you're at an advantage.

  • Suggestions need to have a vote mechanic, similar to the bugs session so that we can support suggestions that we'd like to see in the game.

    It's too bad that this is a generally well thought out post and there isn't much to add or argue about and it'll be lost to the sands of time.

  • @Yung_Slug said:

    https://forum.deadbydaylight.com/en/discussion/comment/1333845#Comment_1333845

    Stridor makes your breathing louder even when you're healthy.

    Wow, I'm glad that you just described to me what the perk does. Yes, perks are intended to give advantages to using them. Did you know that Nurses allows you to see the Aura's of healing survivors. Isn't that amazing!!!

  • @Yung_Slug said:

    Well if you have a good headset, good ears, and Stridor, survivors can't do much to avoid you.

    Avoid the first hit. She's literally just like Oni and you should play against her the same way. If you're not hurt you'll be at an advantage in chase.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1317601#Comment_1317601

    No no NO.

    It’s an anti-slug perk. I.e. it’s SUPPOSED to tell the killer to not leave you on the ground. This allows the survivor to make plays that makes the killer have to choose between harassing another survivor or immediately picking you up.

    And it will, after you've been hooked once. This would make it an even better anti-slugging perk because if you only slug and never hook, then you won't know if they have no mither.

  • @MegaWaffle said:

    https://forum.deadbydaylight.com/en/discussion/comment/1315981#Comment_1315981

    I still think No Mither should start you off healthy but not allow you to be healed in any means (work as it does now), this way you have at least a chance to get yourself up without the huge " I'M RUNNING NO MITHER" icon above your head right off the start.

    I fell the same way with Huntress Lullaby that basically screams "I HAVE LULLABY HEX" before the perk has even gotten a single token.

    I think no mither should start you off as healthy, you become broken after the first hook, and you lose the broken status affect after the last generator is powered.

  • When a crow flies see the aura of that crow outside of 40 m. terror radius. spies from the shadows has a cooldown of 15 seconds.

  • The perk itself is fine. The double BP is what's broken. Killers shouldn't be running pink and purple add-ons every game. But if you run BBQ you can.

  • Give her back her old Windows Vault, Buff the passive phasing add-ons and fix the bug where survivors can hear her whooshing noise while in her terror radius. If you do all that, I wouldn't have an issue with losing her scratch marks. Otherwise, I think that spirit's in a good place right now.

  • 526 votes and 39 comments so far on Reddit


    This is a video where a huntress is using it to gain an advantage.

  • This is still a thing. It's been more than 2 months.

  • Honestly I wish Pallet Freddy was the only Freddy. At least that's more interesting, decently strong (though not as strong as snares) and has some counterplay by survivors who pay attention to which pallets are real while they're awake.

  • @Exerlin said:

    I think that it would be better if for each dull totem still standing, the killer's movement speed would increase by 1% when the exit gates get powered. That way, survivors get a little bit if they don't cleanse all the totems, they still benefit from cleansing totems at the end-game, and killers get a slight boost as long as at least one totems still stands (or a large boost if the survivors did not cleanse any dulls).

    I'd be down for that, but NOED would need to have the speed boost removed, otherwise NOED + this would be insane.

  • @GoshJosh said:

    Spies from the Shadows, in its current state, is a very underrated and already powerful perk. I would choose it over Whispers any day. Actually sitting here wondering if it's even been fixed.. it had/has had no cooldown for the longest time.

    The sound notifications are annoying. If it showed crow auras instead, I'd like it way more.

  • @Rin_is_my_waifu said:

    If you go against a team of solos then it is beneficial, but if it is an SWF, it does more harm than good, as they know when you're phasing

    This is very wrong. You just change the play style. Don't phase to mind game the current survivor. You phase to mind game the team. "The spirit is holding still, is she phasing" "yes, she is" OK I'll run to the next loop. "######### she just pulled me off the gen, I thought she was chasing you!"

  • Top 3 Actual Best not Theoretical BS. Meaning that while it may be true that the perfect AI could create an unstoppable killing machine with the Nurse, for 99 percent of humans she's garbage tier. And for .9 percent she's good, and for .1 percent she's the best killer. But lets be honest, I look forward to Nurse games because they tend to be easy wins.


    Top 3 -

    Freddy is number 1, because for how easy he is too play he's simply the strongest. Sure the best huntress player, or the best nurse player maybe better than the best Freddy players. But there are 10 Freddy red rank killers for every Nurse or Huntress or Spirit.

    Spirit is number 2, the skill floor and skill ceiling is a bit higher then Freddy but she's much easier to master than Nurse or Huntress and you'll be able to keep up with even the best SWF (Assuming you've mastered Spirit)

    Hillbilly is number 3, the only reason he isn't one is because he's complete dog doodoo on certain maps. But his mobility, instadowns, and overall ease of use secure his position in the top 3.

  • @Rivyn said:

    If killer is 'laughably easy,' why do survivor players outnumber killer players?

    Unless you're at rank 1, personal skill plays a larger role than balance or perks. The biggest problem this game has is poor matchmaking rather than poor balance. If you've learned how to rank up despite not deserving to rank up as killer or survivor you're going to have a bad time because you'll be matched against other people who play more casually that are legitimately better than you.


    All these threads about killer is OP, survivor is OP, are all from players that try to f-ing hard and get in over their heads, and their over inflated heads come onto the forums and complain. It's annoying as all h-ell.

  • I didn't realize that Tofu was your neighbor and that you're pulling at the exact same time.


    Sarcasm aside, I agree with you somewhat. I think that a slight tweak that would make all the difference is to make rank 1 killer and survivors wait a little longer before matching them.

    What's happening right now is to red ranks right now is...

    Check to see if there is a rank 1 - 4 group to vs rank 1.

    There's not a rank 1 - 4 available at this very second, ok then just put them with anyone.


    This logic works if you're near the middle of the bell curve. But really falls apart for the edge cases.


    If the logic was more like. Are you near the middle of the bell curve or the edge.

    1. Middle, then if an appropriate match isn't found right away we'll just find a group
    2. Edge (meaning ranks 1-2 or ranks 17-20), spend 2 or 3 times as long looking for a group. if an appropriate match isn't found we'll just find a group.
  • @batmanscar said:

    ok I'll try to ask my question again . If I play wraith and I turn invisible but I am standing 3 meters away from hook and I have MYC perk , would it still activate since my terror radius is zero since I am invisible , and the same applies to insidious .

    No it would not activate because you are less than 32 meters away from the hooked survivor.

  • @nursewannabe said:

    https://forum.deadbydaylight.com/en/discussion/comment/1222899#Comment_1222899

    Regarding the first 4:

    1. no
    2. no
    3. no
    4. eh, yes

    regarding the other 4:

    1. no
    2. no
    3. no
    4. no

    get

    good

    Nurse is only viable on the PC. This is not a matter of getting good but rather tuning Nurse to being viable on more than 1 platform.

  • Nurse needs to have quality of life changes because right now the only platform where Nurse is strong is on the PC and even on the PC she is unfun (even if she's powerful). She needs to be easier to play so that Nurse is viable and intuitive/fun to use on all platforms. Now, that may mean that she may need to be nerfed more than she is already. But I really think her skill floor needs to be increased and the parts of her that are unfun need to be removed.

    1. Get rid of her exhaustion
    2. Make the add-on that allows you to see where you're blinking base kit
    3. Increase her movement speed to 110
    4. Give the ability to cancel a blink (still uses up a blink charge)

    So, yes I get that these buffs would be incredibly OP on nurse. And so nerfs would need to be put in place to stop nurse from being too powerful.


    I'm going to suggest a number of different nerfs, but really only 1 out of the list is needed to keep her balanced.

    1. Reduce her to 1 blink (without add-ons and have max blinks to 2)
    2. Remove the ability to attack immediately after blinking (do not apply the exhausted just remove the ability to attack)
    3. Greatly increase how long it takes to recharge her blinks (exact times can be experimented with)
    4. Reduce the distance of her blinks by about 25 percent.


  • I would like to see a 2 vs 4 game. But not 2 killers vs 4 survivors.


    1 Entity + 1 Killer vs 4 survivors.

    I'm going to layout the base game without going into every detail or try to resolve every flaw.

    Entity gets more powerful the more hooks. Entity has full visibility of the map, but cannot see/hear survivors. He can however, setup traps and help out the killer.

    Right now the game has 3 stages.

    1. Complete generators
    2. Open the exit gate
    3. Find the hatch

    I would like to see the following changes

    1. Survivors gather resources and setup defenses
    2. Jungle Gyms are blocked off resources until generators are completed or by completing a secondary objective during stage 1
    3. As the killer gets more hooks, The entities power becomes stronger and he can lock tiles that favor survivors and create passages that help the killer navigate the map. (specific details to be determined) And the entity can possess inanimate objects and animals. (dolls, animals, etc, varies by map)
    4. Once 5 generators are powered, EGC starts immediately (but with more total time than the current EGC) The timer does not get slowed down for any reason. However, when the timer hits zero it's not an immediate death. Instead the entity itself enters the map and is a super killer with powers meant to quickly kill the remaining survivors.
  • It sounds as if you've become boosted. It's not your fault. It's too easy to rank up as survivor and now you're playing mid-level tactics against high rank killers.

    The problem with stealth is that at high ranks a killer isn't going to spend time looking for your stealthy ass, they'll just wait til you're out positioned. If you're too good at stealth, it'll just lead to you getting 1 hooked at the end of the game. And because you can't run, you'll get tunneled if you're caught because you're the weak link.

    If you've managed to get to red ranks on your stealth, you're on the verge of becoming a really good player. That ability is going to remain useful, but you need to round out your set of skills. To do this, run just 1 perk. Windows of opportunity. Let yourself derank naturally until you're versing killers that are about as good as you. And learn to play the game through running rather than hiding. After you feel somewhat comfortable add an exhaustion perk to your build. And finally, after you've done that rethink what your survivor build and get back up to red rank. This time you'll enjoy it way more.

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/comment/1206955#Comment_1206955

    yeah, but it would buff the purple key like crazy. Some addons on keys are quite strong already. Strong enough to make a green key quite powerful.

    As for Mori's being related to gens, it might actually make sense lorewise too tbh: "you rage at the thought of displeasing the entity and decide to take matters into your own hands".

    Besides that, do you even know why 2 hooks for 1 mori is considered too weak and why 3 is even outrageous? I'll give you some reasons:

    1. the hatch opens instantly if you mori a survivor while giving them a deadhook requires to finish the sacrificial animation for the hatch to open.
    2. It takes less time to pick someone up and hook them than it is to mori them, so if someone is dead on hook, there is no reason to mori them.
    3. You literally need to waste twice the amount of time to get a mori done, which can be a good thing if its a dumb survivor, but if you have a decent survivor, you're looking at at least 2 full minutes of chasing.

    It's super obvious that 1 hook per mori is a bit too strong and plain boring for most players, but including gens would allow a more fluid system where you could face an optimal competitive 4man swf and mori 2 people without ever being required to hook someone(because an optimal team can literally prevent you frm hooking anyone the entire game). So Ebony's funnily enough, are extremely weak vs the only team that you would need an Ebony for. Adding in gens buffs Ebony vs optimal teams, but nerfs it vs more casual players.

    My suggestion for Moris would be stronger than if devour hope didn't have a totem. And somehow that is weak. That's like having an extra perk that's stronger than any of the perks in the game and it's too weak. You're entirely entitled. And Moris should not be an easy win, regardless of who you're playing against. You should earn any win you get.

    I want moris to be in the game because it does make the game scarier. But the current implementation is more a tool to bully or to gain an extreme advantage against so called "optimum teams".

    I'd love to be able to use Moris without feeling like the game was handed to me.

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/comment/1206884#Comment_1206884

    You do realize that green keys cant open locks right? They are just there to use the key addons(which can actually be really good). So why even remove them. The whole reason the purple key has low aura readings is because its just meant to open the lock. Skeleton key is best of both worlds. Giving the purple key more time to match the green key essentially gives you a skeleton key.

    As for the ebonies. I dont understand your logic there. Ivory and Cypress are actually quite balanced for the game overall. Perhaps Ivory should require 2 hooks in general instead of 1 hooked survivor, but against some teams(like an OoO team) you want 1 person out of the game ASAP.

    Ebony mori is the only one that has a problem. 1 hook is too little, 2 hooks is too much. So you saying 3 for 1 is simply insane. Personally, I rather include the gens. That way you can have a point system. 5 gens+3 hooks= 4 mori's. 4 gens being rushed, no hooks=2 mori's. That way, a killer could actually want someone to rush 2 gens for an easy mori.

    Removing the green keys would simply remove the subpar items from blood webs and it would make it clear that 100 percent of the time an individual with a key can open the hatch.

    I don't feel that moris should be related to gens in any way. Having it based off of hooks is a good way to reward good killers and could be used early game with fewer moris or late game with more moris.

  • Have it so that Cyprus Mori is base kit for all killers.

    Remove Ivory Moris (Rather than removing ebonies, remove ivory to keep moris as a rare item)

    Ebony Moris power up based off of the number of hooks. 3 hooks (1 mori), 6 hooks (2 moris), 8 hooks (3 moris). Once you use a mori it's locked in, you can't earn more.

    Make it so that moris offer more rather than less blood points.

    ---

    Keys

    Remove Green Keys entirely

    Dull Keys - only allows one individual through the hatch (consumes the key). Increase Aura reading time to 30 seconds.

    Skeleton Key - permanently opens the hatch. Cannot attach add-ons

  • @Dzeikor said:

    This is just wrong,they said they fixed the good loop but its still a god loop lmao,gg ez godloop if you dont use bamboozle.

    This isn't a god loop, it's an actual infinite.

  • @witchsy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1205174#Comment_1205174

    What? Have you tried hitting a survivor through a window, when their feet are on the ground? You hit the window when you do. Am I missing something here?

    You're anywhere from .1 - .5 seconds delayed compared to what the survivor did before. As a killer if a survivor is 90 percent through a window or pallet you shouldn't be able to hit them. While it may feel like they are right there, the reality is that what you're seeing is the old them. Now I'm not suggesting to create lag compensation for the survivor, I'm simply stating that having a faster vault would reduce how often you feel cheated as a survivor when a killer hits you through a window as you're running away from it.

  • @xTalon32 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1205154#Comment_1205154

    I get that, but vaults are already fast. If I'm vaulting a window and the killer is within hit range of me I expect to get hit. If I'm just landing the vault I expect to get hit (in a window, not a pallet).

    A lot of the hits that feel unfair are due to a combination of lag and generous amount of time to hit through a window. By reducing the amount of time that can be hit through a window it also counters lag to a certain extent.


    Let me do a play by play to explain. Getting hit at a window only feels unfair if you started running away and then get hit. By increasing the vault speed let us take a look at a common scenario. The scenario where you've gone through the window and have started to run away.

    You get to a window, go through the window, and you gain traction and start to move. In the current version the killer has several frames where he can hit the survivor once they've hit the other side and before the game registers the player moving. But with the change, if they've made it to the other side, you'll only have one or two frames.

    Part of what makes a good killer is knowing when you'll get a hit and when you won't. Good killers won't even attempt those close calls, removing the issue entirely.

  • @xTalon32 said:

    It's not just latency.

    Say I'm the killer. I have an arm, around 2-3 feet long. Add a weapon which is another 2-3 feet. That's a reach of 4-6 feet in front of me, so hitting a survivor just outside a window, or someone crossing a pallet is normal. While it may seem like you should have got away, that's not always the case.

    It could be reduced substantially just by increasing fast vault speed by 20 percent. Might need to remove the speed bonus from Resilience to not make it too powerful. But faster vaults would mean a smaller (more accurate) window where killers would need to meet to actually hit you through a window or pallet.

  • "Can Anyone Explain What I Did Wrong Here?!"


    Mistake clearly explained.


    That's not fair, I didn't tunnellllllllllllllllllllllllllllll.


    Meanwhile, playing with chainsaw charge time add-ons which are generally considered actually OP.


    Here's the answer to your question. You're a hypocrite for calling something OP while using actual OP add-ons on one of the most powerful killers in the game and immediately going for the 4k by slugging all survivors (which is obvious from your build).

    This video more than anything is a great example of everything wrong with Billy rather than what's wrong with DS. Which was successful in extending the game somewhat and making the game just a bit fairer for the survivors.

  • no

  • The person running prove thyself is under the effect of prove thyself. "Increases Repair speed for all repairing Survivors by 10 % for each other Survivor within a range of 4 metres."


    This is basic reading comprehension and it's very easy to verify. 2 people on a gen without provethyself is what color? it's red. 2 people with one person having prove thyself. What is the color? Color is white. 2 people on a gen and they both have prove thyself. What color is the status bar showing gen progress? IT IS WHITE. Seriously don't make threads if you don't understand the mechanics.

    in Nothing Comment by konchok
  • There is zero difference from one person with prove thyself (2 people on a gen) and 2 prove thyself (2 people on a gen)


    Increases Repair speed for all repairing Survivors by 10 % for each other Survivor within a range of 4 metres.

    Gain 50/75/100 % more Bloodpoints for cooperative Actions.

    Survivors can only be affected by one Prove Thyself effect at a time.

    in Nothing Comment by konchok
  • I like this change. It's just hard enough that you need to earn it and if you really go out of your way, might get it twice in a match. It's decently high risk with getting put into a broken state. Hope that the devs see this suggestion.

  • All individuals within the range of prove thyself get the bonus. More than 1 person having it on one generator offers no additional benefit.

    in Nothing Comment by konchok
  • @Trollthem said:

    Can you decrease the gen speed when being alone too? because now the meta will be everyone alone on 1 gen and if the killer chase one guy 3 gens will pop so it may be worse with the changes.

    I doubt this will change meta all that much. 2 people on a gen was already a bad idea because of discordance. The only change I see is that 3 or 4 person stacking will become entirely non-existent. We'll see when the PTB becomes available.

  • @Chrona said:

    Honestly, as someone that plays mostly survivor, with a friend, I'm ok with most of these changes. HOWEVER, the big problem I have is that windows and pallets are simply broken right now. Go completely through a window, and move away, take a hit. Drop a pallet, get the stun (hearing the killer's reaction and getting the point event), get hit. Go completely across a pallet, get hit.

    Sure, take away some of those infinite loops, but at least make the windows and pallets USEABLE first. Windows are more of a trap now, than something that helps.

    People stay on topic. If your comment isn't on topic create a new discussion. It's not that hard.

  • Prove thyself doesn't stack. Offer feedback only if you understand the game mechanics.

    in Nothing Comment by konchok
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