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Bard

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  • Hoarder Upon hooking a survivor with a held item, their item will be relocated to a random chest. If the chest was unopened, the item will replace the loot that would have spawned. If the chest was already open, the item will be placed in it and the chest will shut. If the chest was already open, but there was still an item resting in it, the prior item will be ejected to the floor in fron
    11 comments 91 views last activity
  • What I mean here is that, if there's a problem to do with how players are approaching the game, the devs should implement solutions that don't intrude on gameplay to make it impossible, but that they should implement solutions that make the problematic playstyle suboptimal. Okay, let me give an example. Back in 2016, Trapper could make it impossible to safely unhook by placing a bear trap at
    0 comments 21 views last activity
  • No gameplay changes. If you punt or Head On Victor, he goes flying like a hatchet. If you rip him off your back and slam him, he bounces. If you pallet stun him, pancake.
    6 comments 61 views last activity
  • Unless you have Third Seal applied to everybody with an impossible to find totem against a full team of solos, the status effect is just ######### garbage.
    6 comments 81 views last activity
  • S tier None Nothing is overpowered. A Tier Toy Sword -25% pounce charge time An absolute godsend. Allows you to pounce at tiles where it would otherwise be impossible. Silencing Cloth Retain the undetectable status for 12 seconds after returning to Charlotte If you hide Charlotte a little bit, you can go for some really strong stealth plays if you can make solid guess
    0 comments 821 views last activity
  • This is a simple consequence of where your sibling ends up in the aftermath of a hook. If you hook somebody while Victor is dead/bound, you will end up walking just far enough to get past the anti-camp mechanism before releasing Victor to pressure the map. As a result, you end up leaving Charlotte pretty damn close to the hook, meaning the moment an unhook happens, she's right there to punish.
    3 comments 111 views last activity
  • Custom lobbies are only useful for players who want to play outside of matchmaking. If we could enter them alone with bots, we could use them to practice. Finding pinholes you can shoot/throw through. Exploring new maps Finding good spots to place beartraps Getting footage of specific interactions
    6 comments 101 views last activity
  • New Mechanic: Fear Upon being unhooked, gain the fear status for 100 seconds. If you are put into the dying state, the fear duration is paused for 15 seconds. When you are picked up by the killer, instantly convert each remaining second of fear into 1.33% wiggle progress (instant escape if you have 75 seconds of the status remaining). Certain events will calm you, erasing the fear sta
    52 comments 2,072 views last activity
  • The extra "open time" is now applied as a separate action that must be performed after the first "open" action rather than as an action speed slow. This has one important impact: If a survivor opens a gate, but doesn't do the first action all the way, they don't know they still have to work through Remember Me. 16 extra seconds is no big deal if you can work through it in advance. If
    6 comments 161 views last activity
  • Trapper 4 years later, and Traps are still such a massive timesink that by the time you've even set up your traps, it's already gg. Hell, thanks to Dead Hard, even a good trap is liable to just leave you stuck in a dead end. Hillbilly Billy was fine at base, but had problematic add-ons. Instead of fixing his add-ons and leaving the base, they decided to gut his add-ons and hit his base for
    90 comments 3,641 views last activity
  • Change 1: Reloading now additionally occurs passively The Clown now has two ways of reloading. Every 10 seconds, a single bottle is regenerated. Press and hold LCtrl to slow your movements and reload all your bottles. Active reload duration reduced from 5 seconds to 3 Because Clown's power has such an intrusive reload mechanic, it isn't always available to him. This can work for kil
    11 comments 271 views last activity
  • 1) Lockers If a survivor gets into a locker while you're chasing them as Victor, you can literally do nothing. This, fortunately, is a very easy fix. Let Victor open lockers, downing survivors inside. Since Victor can't carry bodies, this would result in the body falling to the ground. 2) Kidnapping If you latch onto somebody as Victor, they don't have to remove him. They can just stea
    0 comments 91 views last activity
  • https://media1.tenor.com/images/6e8c2552e8d95f1396ab7d478bf7880c/tenor.gif?itemid=8754405
    13 comments 461 views last activity
  • DC Penalties for Survivors vs Killers are different beasts (though neither of them are particularly good). On survivors, you can argue that they are at least slightly improve average match quality, because by forcing a RQ player to kill themselves instead of just leaving in under a second, you force the player to wait a couple seconds and cool down a bit. If they decide to go through with dit
    0 comments 11 views last activity
  • We already knew Demo wasn't the best, but the stats released in the QnA were even worse than expected. Despite being pretty fun, he has one of the lowest pick rates. Despite being somewhat easy, he has one of the lowest kill rates. Seeing has he's far from "new", the natural conclusion is that he's just... kinda bad. I'm going to list these changes in order of how easy they would be to use. Cha
    29 comments 651 views last activity
  • Cleansing Changes Survivors can now only cleanse at the fountain furthest from where they were infected. Cleansing at a fountain no longer corrupts the fountain Cleansing will cause a loud noise notification that notifies Plague of your location. This noise bubble is visibly different, similar to how Tinkerer, Scream Bubbles, and Spies from the Shadows show the subject in the middle of the
    1 comments 151 views last activity
  • Why? The devs first attempt at a Billy update was, at face value, mediocre. Before the update, the community had a consensus on Billy Baseline Billy was fine Billy's add-ons were too strong After the update, the devs had made changes to Billy that addressed those points, but not very well. While the update was not a large nerf to Billy, the overheat mechanic was just an unnecessary ch
    1 comments 41 views last activity
  • Blight is actually pretty balanced, so I don't think he'll need much in the way of Balance changes for his focus update in the Chapter 18 midchapter. The only direct changes he needs are a bunch of tweaks to make his power less clunky to use. The Blight changes Raised Blight's camera slightly (same POV as Freddy). Lethal Rush attacks no longer break pallets or breakable walls. Slams now h
    5 comments 151 views last activity
  • When you enter the killer's terror radius, see their aura for 1/2/3 seconds. When you exit the killer's terror radius, the killer sees your aura for 3 seconds and the perk goes on a 10 second cooldown.
    22 comments 191 views last activity
  • If somebody brings up how it's literally just impossible for a killer B-tier or lower to win against a good survivor team, y'all start moaning about how "Well actually most survivors aren't like that! Not every SWF is seal team six, so BT/DS/DH/Unbreakable are fine." ...and then in the same breath you'll say that Nurse, Spirit, Deathslinger, and Pyramid have zero counterplay because the best p
    63 comments 1,601 views last activity
  • New Realm: Seattle The city at midnight is a beautiful place... or it normally is. When the lights are out, the streets empty, and the sound covered in an eerie fog, the constant rainfall becomes more ominous than charming. New Map: High Rise Hope you're not afraid of heights. Two adjacent skyscrapers connected by a fallen crane, which acts as a bridge between the two. The stairs to the gr
    0 comments 31 views last activity
  • Like, this perk is already dogshit, but this just makes it confirmed dead. DMS blocks gens until 45 seconds after the hook happened. This has some synergy with the current Pop, because you can force survivors off of a gen to block it and prevent it from getting done, and then you can chase the survivor and come back to it later, since you'll have a 15 second window between DMS ending and Pop
    5 comments 51 views last activity
  • Other stealth killers can maybe play around Spine Chill by looking to the side, but Myers and Ghostface don't have that option since their powers require them to look at survivors. Maybe Ghostface can opt out and just go for an M1, but Myers (in tier 1 especially) does not have that option. Stealth is basically all Wraith has, and even then it's a pretty terrible stealth since he can be seen
    70 comments 1,712 views last activity
  • Platform: PC Description: If Freddy M1's a survivor who has Borrowed Time active on them, they do not fall asleep. Steps to Reproduce: Have a Freddy M1 a survivor who has Borrowed Time active. How often does this occur: Every single time.
    0 comments 21 views last activity
  • No. 1: Straight Buffs Increased value per token from 3/3.5/4% to 4/5/6% Each token now also reduces the duration of pallet stuns Each token now also reduces the cooldown of missed and successful attacks by the token amount (attack recovery bonuses from different sources do not stack) No. 2: Temporary God Mode When a generator is completed, the perk activates for 20/25/30 seconds. Whil
    1 comments 51 views last activity
  • The lob feels completely off. Bottle throws always had a bit more upward lift than a Huntress Hatchet, but it's been hiked up to the Nth degree this patch for whatever reason. It feels like bottles are coming out 15-30 degrees higher than they're supposed to be. Takes an already weak killer and makes him feel borderline unplayable.
    1 comments 11 views last activity
  • The current version of Freddy has... a lot of problems. This killer has a skill floor and skill ceiling that are both 2 meters below sea level. His gameplay is basic as hell and has very little room to express your skills. He doesn't fit the license. Freddy is somebody who can't touch you while you're awake, but is an all-knowing unstoppable beast in your dreams. "The Nightmare" just feels li
    29 comments 331 views last activity
  • Seriously, escaping the grasp with a 2 second stun is all the perk needs to be. It's still a crazy good perk if used correctly, it's just that if it's used carelessly it will be largely ineffectual.
    29 comments 341 views last activity
  • PC While Myers is in EW3, he passively holds his knife as if he was at the start of his swing animation (blade down instead of up). Pick Myers, get EW3, look in the upper right corner of your screen. Every time I've played Myers so far.
    5 comments 31 views last activity
  • Deep Wounds Changes Deep Wounds is now a mechanic unique to The Legion . All other mechanics that currently use it have been updated. The effect has been turned into a simple Bleedout Timer for Borrowed Time and Styptic Agents. The effect has been replaced by a simple endurance effect for Soul Guard. It has been removed entirely from The Deathslinger's Redeemer, with the associated
    9 comments 251 views last activity
  • Power Changes Cloak Increased base cloak speed from 5.04 m/s to 7.0 m/s The Wraith now gains total invisibility to survivors further than 16 meters Noises made by the bell are now global and directionless. "New" ability: Wind Rush Hold the power button and release after 0.5 seconds while uncloaked to trigger Wind Rush, granting a 50% speed boost for 1 second. Wind Rush has a 12 seco
    0 comments 181 views last activity
  • Power Changes Hatchets that do not hit a survivor are now lodged into the ground or wall in which they landed. They will remain for 30 seconds, and The Huntress can see their aura within 12 meters. The Huntress can recover lodged hatchets by approaching them and pressing space to perform a short action. For the most part, Huntress is fine at base, so just minor changes will suffice. The
    28 comments 1,101 views last activity
  • With every new release, the grind increases exponentially. (This is assuming it takes 1 million BP to level 1 to 35 and 1 million for every 15 levels past that) When the 21st killer comes out next month, we will have to: Bring the new killer from level 1 to prestige 3, which will cost ~5 million bloodpoints Once at prestige 3, max out the new killer, meaning 220 perk ranks (75 perks times th
    0 comments 31 views last activity
  • For the following "Exposed" effects, the current system is fine. Tier 3 Myers Ghostface Mark Haunted Ground Rancor Make Your Choice Iron Maiden This is because, for all of these Exposed effects, there's a very obvious notification that "Hey, you're in deep #########". For the following "Exposed" effects, you could argue either way. Iridescent Coin Redhead's Pinky Finger This is bec
    18 comments 1,291 views last activity
  • 0 comments 11 views last activity
  • Platform: Steam Description: When enough survivors have cleansed at Fountains that all of the fountains have been corrupted, what's supposed to happen is that one random fountain becomes "normal" again, and Plague is automatically gifted Corrupt Purge In game, whenever this happens. EVERY fountain is consumed. Steps: Have survivors use up every fountain and look around at the fountains.
    1 comments 211 views last activity
  • Stats 4.4 m/s movement speed 24 meter terror radius. Power: Feral Pack Divide and Conquer The Legion starts the trial alone, but has the other three Legionnaires on call. Press LCtrl to summon a Legionnaire at your current location to stand watch. Any survivor who comes within 16 meters of your watching Legionnaire will be revealed by Killer Instinct. Watching Legionnaires ha
    7 comments 131 views last activity
  • Survivor Perks (Buffs) Aftercare Buff is no longer dispelled from all survivors upon being hooked. Buff is dispelled from other survivors when they are hooked. Autodidact No longer grants tokens on successful skill checks. Now grants tokens upon a completed healing action. No longer modifies skill checks or skill check rewards. Now grants -15% healing speed (on other survivors) and gra
    11 comments 81 views last activity
  • PC The first lunge of a match often does not receive the lunge speed. Load into a match as Wraith, uncloak, and try to lunge. Almost every match.
    0 comments 31 views last activity
  • When I play Demogorgon, one thing about him is ever present; the footsteps. Unmistakable, booming. Like a bass drum at 120 BPM. Y'all did a great job on this. Clearly put a lot of effort into it. Could you put a similar amount of effort into making sure downed survivor moaning can be heart consistently, and that generators can always be heard through walls/floors?
    2 comments 31 views last activity
  • I'd post this in the Bug Report section, but frankly I'm not angry about the bugs. I'm angry that these bugs have been outright ignored for so goddamn long. First of all, momentum loss. When you teleport, you lose all forward momentum, meaning you're slow as ######### for a solid second and basically cannot lunge. Strictly speaking this could be framed as an intended feature, but if so
    4 comments 71 views last activity
  • Breaking a pallet takes 2.6 seconds. In the 2.6 seconds it takes to break the pallet, they opened a gap of 10.4 meters. Because you close that gap by 0.6 meters every second, this means that (after accounting for the break time) every single pallet break buys you 20 seconds. Through similar methods, we can deduce that (after some rounding): A Stun+break buys you 35 seconds. Your post-hit ha
    16 comments 672 views last activity
  • For somebody like Legion, I get why they don't change him. He's kinda impossible to balance, so they basically just have to rework him. For somebody like Doctor, I get get why they don't change him. His power is complicated, and adjusting it will indubitably cause some spaghetti code to pop up. Clown, though? No. He has a simple power that has simple problems with simple solutions. If you want
    9 comments 171 views last activity
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