BastardKing
BastardKing
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As I do every 2-3 weeks when I get sent to Lerys, I am posting a request for an anti-epileptic option. I have gotten it twice today, Badham once, and my vision is starting to blur and I have a migraine. They made the flashing lights in Lerys, inside buildings, and coming from generators MUCH worse, and there needs to be an option to turn off the flashing/sparking.9 comments 61 views last activity
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My usual post about how the game needs an anti-epileptic mode. Lerys and Haddonfield are almost unplayable for me due to the much higher number of flashing lights.5 comments 41 views last activity
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So, I don't know if it is a default thing right now, or if this was map/add on specific, but with this combo, whenever I used Viktor, switched to Viktor, Switched the Charlotte, or Viktor was killed, the sound of a generator finishing would ring.4 comments 41 views last activity
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I just got a successful hit, confirmed by hit noise and effects, and the player just got to ignore it. No other game I have played has such egregious disconnect between success feedback and features actually working. Edit: It also hit before they started Deadharding. Like, the noise for a successful hit and the cooldown started, but then they deadharded, and they got to ignore the damage. Th0 comments 11 views last activity
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Just got into a Rotten Fields game, and could not unbind Viktor. I was using the Toy Sword and Tiny Fingernail add ons.1 comments 21 views last activity
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I legit tunneled someone to death that I thought was hacking my first game witnessing it because of how many times I hit him, saw blood, and got hit by the pallet. It's not like it's a close "Oh, you barely hit, but they pallet hit you, so...." It is almost an add on's level of time difference on some of these hits. The amount of times you get hits that get cancelled now, and the fact that the hi21 comments 101 views last activity
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I don't know if this is something new, or I just haven't encountered it before, but a killer with Franklins hit someone who was unhooking, then hooked them at the new hook, and picking up their item took priority over unhooking them. It got real bad, because you could only unhook from one awkward angle that pinned you in, and already having an item meant I just got stuck in a loop of picking up t0 comments 1 views last activity
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I tried crouching, rotating, moving back and forth, standing, nothing. This totem didn't use to have this issue, but I cannot seem to break it this patch.0 comments 1 views last activity
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So, I have heard rumors that the next killer is supposed to be a vampire. Don't know if it is or isn't, but I had what I think is a cool idea for a vampire themed killer; Blood On My Boots: When a survivor works on a generator while another survivor is hooked, hook progression increases by 30/40/50%. This can stack up to 3 times. At rank 3, this reduces it to 40, 30, then 24 seconds.1 comments 11 views last activity
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Zombies have seemed pretty weak, and given that it is a common occurance for multiple gens to pop at once, minimizing the value gained from this Ultra Rare Add On, I had a proposed change; Moderately increases Zombie speed. Zombie speed permanently increases slightly each time a generator is completed. ~3, they are at their "Considerably Faster" and after all five are powered, the add on makes1 comments 21 views last activity
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So, I had two areas where I could not understand how survivors were vaulting through my traps. I checked placement, and they were lined up perfectly. Then, I saw it in person. When someone did a medium vault against my trapper at a trapped window, on the side they were vaulting from, he got halfway through the vaulting animation before the trap sprang on him. On fast vaults, they could sometimes0 comments 1 views last activity
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I just used Trapper's Tar Bottle Add On, and do not notice any visual difference. They were very readily noticable, even in grass. I think the graphics update may not work on the trap darkening add ons, or there is so little difference that it cannot be visually noticed. (Tar Bottle used to be a MASSIVE difference)0 comments 2 views last activity
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So, more often than actually winning a chase, I have found my biggest issue is traversing large maps or inside maps with weird door openings. There are only about three places in the game left where I actually need bloodlust to win (Main House, and the Hell Houses in Haddonfield and Badham). What if, instead of blood lust being gained IN chases, it is gained out of chases, and decreases once you2 comments 21 views last activity
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For Tome VII, I was catching up on some of my survivor challenges, and the last challenge before Epilogue on Level 2 is to take 15 protection hits or 15 safe unhooks..... Then the first challenge of Level 3 is to do 20 of the above. There are, at most, 6 unhooks per game. And protection hits can only be farmed to a small degree, as being injured can stop you from getting unhooks. This meant th0 comments 11 views last activity
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Just had a match on the Game. My power would be fully charged, make the noise indication, and I would try to rush and... would just keep walking. Wasn't close to anything. No reason I shouldn't have been able to rush. But I couldn't. It cost me several hooks because I couldn't use my ability to catch people off guard while undetectable. No clue how to recreate, but I suspect it may be related to5 comments 21 views last activity
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That's it. These are actual points too. I have gotten more than 32k in some games.1 comments 11 views last activity
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For all the claims of 'inclusion', this option has been brought up since Haddonfield and double downed on since the generator update and Lerys updates. I literally just had to quit a game because it was Lerys because I cannot play on that map. Not 'oh, scratch marks are hard to see because that color isn't visible to me'. I will experience biological harm playing that level. I just make sure to b0 comments 11 views last activity
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I would rather deal with the old Swing Chains than the new ones. New Swing Chains, for those who do not know, increase the sound of footsteps by 50%. Except DbD doesn't make it so sound is unique for the killer. It increases relative sound for everybody. I just played against my first Freddy using Swing Chains, and it was on Red Forest. ...It sounds like toddlers mashing their feet on a floor c2 comments 41 views last activity
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So, I have noticed it more frequently in my games lately, and seen it in a few streams, but it could just be confirmation bias. Is anyone seeing the gaps between hooks being wider lately? It feels like every down requires a 10 minute walk.14 comments 131 views last activity
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So, I am noticing that every week, a new spot is found where you can 'accidentally' be downed and the killer cannot pick you up. I am not talking safe pick ups, I mean you straight up do not have a prompt, you are invincible until another survivor comes and picks you up. Even when they fix one, it seems a new one is somehow introduced. Since this is kind of a frequent issue, can BVHR just expand0 comments 1 views last activity
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So, the recent nerf to D-Strike really does help bring it way more into balance, as it makes it so it isn't 60 seconds of immunity from consequences. However, there is still one thing survivors can do, and aggressively so, when they have D-strike, with no consequences; Flashlight. I have seen a pretty sharp rise in people with DS following killers around flashlighting them when they get other su2 comments 31 views last activity
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So, I am not going to write out a full lore story for the chapter, so much as just give a brief concept, because specific lore can be expanded upon. A set of characters with a linked past of the leader of a group of marauders and a village they were sacking, and a member of the town standing up to him. Two people who actually sat on opposite sides of the conflict one started. A killer who sees1 comments 21 views last activity
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In the spot the Kate is in, she could not be picked up. Basement is in the main house. She proceeded to exploit this every time she was chased, so she could repeat it at least once (Second time she tried, she didn't reach it).0 comments 31 views last activity
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You can just barely see her forehead. At first, I thought she was a hacker, but eventually, her entire team found me and let me kill them because we couldn't get her out. So, we just started the end game collapse and used that to end. I had heard her cries of pain, so I am assuming she was crotching near the flesh pile to try and hide from me when she fel0 comments 11 views last activity
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I am just suggesting this again. I do regularly, especially when they talk about accessibility. The game was fine for me when I first started (Spark of Madness was the newest DLC when I joined), and other than a small amount of issues near police cards in Haddonfield, I didn't really have problems. But now, with reworked gens sparking a lot more, Haddonfield's police lights still existing, and Le0 comments 1 views last activity
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So, there is a lot that can be done to buff the Trickster, but my big question is, what can we do to him that doesn't just make him a lot more like an existing killer? Well, thanks to that_lich, who mentioned that in his lore he put the screams of his victims in his music, I came up with an idea that fits his theme as a pop star, and the concept of him being a 'trickster'. So, here is my sugges1 comments 31 views last activity
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I just post this whenever I come by this forum. Please give me an Anti-epileptic mode. Treatment Theatre is unplayable. Haddonfield is problematic. Gens in dark rooms are irritating. There doesn't need to be this much flashing light in a horror setting.0 comments 1 views last activity
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What it says in the title. There are a lot of things in the game that have limited to no counter, and it leads to what causes the game to become so toxic. It is basically an example of Paul Piff's Monopoly experiment; when you give one side a distinct advantage over another one in Monopoly, the side with the advantage progressively becomes more arrogant. If you ask the sides why they won/lost, th15 comments 121 views last activity
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Recently noticed both in my games and on people's streams, survivors are sometimes inside each other while unhooking, which makes exchanges way more difficult for killer because you cannot get a good idea of who the game actually thinks you are hitting. Even on the side the survivor is unhooking from, hitting can hit through them and get the person on the hook, putting you into cooldown. I have a4 comments 31 views last activity
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I had a survivor walk through a cloud of tonic while not affected by any other cloud, and she didn't scream. However, when I hit her again, a short time later, she did scream. Confirmed in the after chat she did not have Calm Spirit. Not a major one because I still had eyes on her, but it could have been, since it was a corn map. The same survivor walked through a cloud, shrieked, but did not m0 comments 11 views last activity
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I could not see my traps on Ormond. I moved around walls to see if that would make the auras dark enough to see. Still nothing. I thought I spawned without them and quit. In the after game, a survivor confirmed they passed one. The auras of gens and totems were fine and completely visible.0 comments 1 views last activity
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We have color blind scratch marks, which is nice, but difficult to see scratch marks doesn't make the game unplayable. Treatment Theatre and Haddonfield make the game completely unplayable for me. My left eye's vision is blurred, and I have migraines now, and had to quit playing the game after one session, because those maps are FILLED with flashing lights. As killer, it is rough. As survivor, I3 comments 41 views last activity
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Star Struck should be changed so that it does not reveal the exposed until you get hit, like Devour or NoED. The duration is too short for it to be useful if the survivors are aware that it has happened, and the cooldown makes it even more difficult to utilize. It really feels like it is meant to be a 'gotcha' perk, like the first time you get someone with Spirit Fury, NoED, or Decisive, where th3 comments 41 views last activity
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I grabbed a survivor on the hook, right as they started pulling someone off the hook, I stood there in the grab position, they successfully grabbed and walked off, didn't even turn into a hit.5 comments 61 views last activity
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Survivors can still hide under hooks and be impossible to pick up. I know the generator bug was fixed, but they are still exploiting the under hooks bug, especially with Unbreakable. Last group was so smarmy about it, they tried to say its not cheating if the Devs leave the bug in. Great community, Devs.2 comments 31 views last activity
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Generator Auras show once the last gen is completed. Not really much more to say about this one. They finished the last gens naturally, so it wasn't hatch. BugReport07.png0 comments 1 views last activity
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While spectating, if you switch from the person it originally makes you spectate, all sound is lost, even if you return to the first person.0 comments 1 views last activity
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When flashlighting hag traps, I can hear the burning sound, but they no longer glow slightly to indicate they are there, so you cannot tell where the trap is, only that there is one within the cone.0 comments 1 views last activity
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In my last match, Bubba's chainsaw made no sound as he was revving it. He did not have tinkerer or anything that would be suppressing his sounds. He did still make noise while swinging, only the revving noises were missing.0 comments 21 views last activity
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BugReport06.PNG So, I got all golds in red ranks, and safety pipped, except it still gives me a +1. I was pretty sure all golds was a pip, so I am not sure if the marker is in the wrong spot, or if it is actually incorrectly ranking me up.1 comments 31 views last activity
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I post this every so often, and I am posting it again after a really bad Springfield match. There needs to be an anti-epileptic mode that reduces the flashing lights, especially on the indoor parts and generators. I cannot even do certain generators in certain rooms and maps. If one of the last gens in Lerys is in the Treatment Theater, well, GG guys. There is legit nothing I can do besides hope0 comments 11 views last activity
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I grabbed a survivor as killer. It was so long that I was held in the animation for .75 seconds, they saw it, left, and by the time it stopped and turned around, they reached the vault. Didn't even get a hit on what should have been an instant down. I am aware this happens a lot, but I am going to just report it each time it happens.0 comments 21 views last activity
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Played a few games of Ghostface. Sometimes, I was looking right at the survivor, so it didn't matter, but a few times, I was stealthed and got broken out. I got the white pointers, for what use they are, but after I get broken out, there is no killer instinct. It pulses, but nothing highlights the survivor with the pulsing (Not the aura, but that web like pulse), even when I find them later and c0 comments 11 views last activity
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When I tried to Lunge in Frenzy when a survivor and I were going off a hill, it didn't give me the extended lunge, and instead only gave me Legion's regular lunge range. This happened twice.0 comments 31 views last activity
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Similar to the hook bug where the killer cannot pick up the survivor, on Sanctum of Wrath, in the concrete square, I downed a Yui who could not be picked up from any angle when I downed her next to the gen. However, she could be healed, worked on the gen, and left the gen. She seemed to be aware of it, because she moved into that position.1 comments 21 views last activity
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I just got Head On-ed by a Claudette with 3 idle crows. I literally found her because the noise notification from the idle crows all resting on the locker.1 comments 81 views last activity
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So, this is pretty basic, and cannot understand how the game has made it this far without this very simple change. When a killer DCs, each survivor is treated as if they survived and gets 5k survival points. If a survivor DCs, the killer gets 625 brutality points. First off, brutality is easily replaced. If I want brutality points, I can let the survivors heal a slug and get an extra hit or two2 comments 331 views last activity
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Since they don't seem to be fixing it, I am just going to make a report every time that I grab someone, be it from a gen, a locker, a totem, or a vault (Pallet or window), just because I want to actually keep track of how many times this hugely detrimental event occurs. Also decided I am just going to start quitting the matches when it happens. Want to see how much matchmaking lock I rack up due0 comments 11 views last activity
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There are NUMEROUS pictures of the Swamp maps having random fat shames with the trees, and there is a killer only one on the small boat. Since they aren't fixing them, they need to disable the maps till they can get fixed. Just in the last game I was in, I got a free down, and lost two downs, to fat shames, all at different locations. It is nigh unplayable because you can never tell if you can go15 comments 71 views last activity
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So, the perks that have to do with hooking and downing survivors should not have cooldowns, because that is not something 'chosen' to do at any given moment, so much as the end goal. It makes no sense to not be able to use your perk because you hook or down a survivor too fast. That is why I am suggesting that the cooldowns be removed from Surge and Hex: Blood Favour. I am also pretty sure (But2 comments 41 views last activity