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JnnsMu

JnnsMu

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JnnsMu
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  • SUMMARY OF THE ISSUE: Picking up a survivor and opening a locker are bound to the same key. Picking up a survivor takes priority over opening a locker. This means that a survivor in the dying state can prevent a killer from opening a locker. Survivors are abusing this by going down directly in front of a locker that their teammate is in, protecting that teammate by making the killer unable to op
    0 comments 101 views last activity
  • Platform: Any Description: When the Mastermind approaches a window during Virulent Bound, he is supposed to either vault the window or, if a survivor is vaulting through it, hit that survivor. However, he sometimes does neither and instead just bounces off of the window. Steps to reproduce: play the Mastermind charge Virulent Bound have a survivor vault through a window in your direct line
    1 comments 31 views last activity
  • In my previous matches both as killer and as solo survivor, there has been at least one rage quit per match in more than half of all matches. This results in everyone losing blood points and being stuck in an unfair, unenjoyable match. If these rage quitting survivors had disconnected, I could at least rest somewhat easy knowing that they're timed out for five minutes and their penalty will incr
    8 comments 161 views last activity
  • First of all, here is my definition: Tunneling is the practice of repeatedly targetting one specific survivor in order to fully sacrifice them as quickly as possible, even whenever ignoring that survivor would be more beneficial for overall game pressure. I've noticed that in my recent killer games, I've gotten more and more after game messages from survivors that complain about me having tunnel
    24 comments 491 views last activity
  • Steps to reproduce: Step 1: Play as the Cenobite Step 2: Perform a lunge, then immediately move your camera left or right while still lunging (most noticable at at least 90°) Step 3: Notice that you keep moving in the direction that you were looking when you originally started the lunge. This bug is making the Cenobite unplayable right now. It's most noticable in indoor maps or at short lo
    1 comments 11 views last activity
  • Step 1: Boot the game Step 2: Play as the Legion and equip Hysteria or any other perk that makes survivors Oblivious Step 3: In-game, hit a Survivor with Feral Slash while another survivor that is affected by the Oblivious status effect but not by the Deep Wound status effect is in your terror radius Step 4: Notice that said survivor is not highlighted by Killer Instinct Excerpt from the L
    5 comments 151 views last activity
  • My first thought when skimming over the text for Fast Track was that you consume the tokens and each token that you consume gives you the bonus progression once, on the skill check that you consume it on. However, the perk reads "Each token consumed grants a bonus progression for Great Skill Checks when repairing generators." Note the plural on "Great Skill Checks" and "generators". Does this m
    0 comments 41 views last activity
  • The Legion are, in my opinion, the killer with the best costume designs and still a lot of potential for more. Approximately half of these costumes are made for the female Legion members and most of them also look really cool. Unfortunately however, playing a female member of the Legion is just not viable. Their idle breathing when standing still or walking is really frequent and, since the Legi
    0 comments 131 views last activity
  • With heavier speed penalties for doing generators together, I think that we need to talk about how you earn blood points in the objective category as a survivor: The most reliable way too fill your objective category is doing generators cooperatively. You need to repair a ridiculous amount of generators in order to fill your objective category if you're repairing them on your own. This has always
    0 comments 21 views last activity
  • The Struggle Phase is not a bad idea: It conveys the panic and stress of the hooked survivor's situation to the player without being too forced or annoying. As the hooked survivor, I'm not even really bothered by it. However, there is one huge issue with it: It gives people a way to ragequit without being punished. Sure, you could say the same about the first hook stage. However, attempting to e
    7 comments 271 views last activity
  • Summary: When running Monitor and Abuse or Shadowborn on the Deathslinger and aiming down sights, the gun looks weird. Description: When using the perk Shadowborn or using the perk Monitor and Abuse and being out of chase on the Deathslinger and aiming down sights, the Deathslinger's gun's model does not reach the lower end of the screen. Instead, the part of it that would not be on screen wit
    0 comments 21 views last activity
  • There is no good reason for Second Wind and Inner Strength not to activate while you are broken. With more temporary broken effects coming to the game, it only makes sense to be able to use that time to cleanse a totem or heal someone while broken. Obviously you should not be able to use them while broken but it makes absolutely no sense that you can't activate/charge them.
    6 comments 81 views last activity
  • I have had too many matches in which I would've gotten 4 kills but then one survivor disconnects and the other one instantly escapes through the hatch. I understand why the hatch is in the game and it's fine as long as it behaves as intended. However, giving the survivors the ability to open it on demand is just ridiculous. There is zero counterplay to this as a killer. My suggestion for a fix w
    3 comments 91 views last activity
  • Feral Frenzy, the Legion's power, has a bunch of drawbacks. Some of them do not make any sense. This is my attempt to categorize them and maybe get some of them removed. First, we have the drawbacks that essentially make sense but aren't appropriate considering how weak Feral Frenzy is right now: You can not see survivors' scratch marks and blood pools in Feral Frenzy Missing an attack ends F
    27 comments 291 views last activity
  • So I just saw this in my bloodweb: Now I have to take Discordance II because the entity isn't active yet. Just imagine this happening at P3. It's ridiculous that the perk still gets worse when you upgrade it. It wouldn't even be that bad if you could either refuse to upgrade a perk or choose between all unlocked tiers in the loadout screen. However, stuf
    9 comments 242 views last activity
  • For a while now, I have been irritated by how inconsistant bear traps feel. Survivors can either get out of them immediately or stay in them for 3 minutes solely depending on RNG. I think that an interesting way to address this issue would be implementing skill checks. The survivors would have to hit a few tremendously difficult skill checks in a row. The exact numbers would obviously be left to
    1 comments 22 views last activity
  • You get a few Deviousness points for infecting the survivors but after that, the only way to get them is by puking on everything you see even though everyone is infected anyway. You always have to slug for the 4K and the bonus "Noone Escaped" points but you still have very little Deviousness. Meanwhile, strong killers can play super efficiently and still gain full Deviousness points even before "
    7 comments 521 views last activity
  • Feral Frenzy's movement and vaulting speeds are underwhelming and the cooldown stun is long enough for any hit survivor to reach a loop. Additionally, the cripplingly long recharge time makes it impossible to use the power for mobility. Even when you use it perfectly, you need the survivors to be really close together to even injure more than one survivor. The best any realistic Legion player can
    0 comments 21 views last activity
  • If I use add-ons on the PTB, they won't get lost on the live servers just as the progress I make won't, correct? I'm just making this post to be sure.
    2 comments 151 views last activity
  • Having to have only the 3 unique perks equipped is clear. Am I allowed to bring add-ons? Do I need to get a double pip or do I just have to kill every survivor? If it's the latter, can I mori them? I have had some inconsistencys with the Ghostface achievement so I'm looking forward to you guys' intel.
    17 comments 381 views last activity
  • I just had a match in which I saved a survivor from a hook while an exit gate was opened. The killer came and tried to hit him but, being healthy and the good teammate I am, I stood in front of the killer so that he had a harder time getting through to the survivor. The survivor and I escaped and in the end game chat, the killer yelled at me for body blocking and said that he'd reported me. Now,
    3 comments 131 views last activity
  • Disconnects have always disrupted the flow of the game greatly. Survivor disconnects usually mean an automatic loss for survivors and way less points for killers. Killer disconnects completely end a game that might have been fun to play. And lately, disconnects seem to be happening more and more often. In my opinion, the points that you get in compensation for the huge loss that you get for a DC
    1 comments 51 views last activity
  • With Exhaustion only recovering while not running, I feel like giving Vigil a small number buff would be appropriate. When the perk came out, Vigil's main use was shaving 8 seconds off Sprint Burst for multiple Sprint Bursts in one chase. This synergy was really strong which is why any more than a 20% decrease would've been too much. However, now that that is no longer an option, the 20% just don
    3 comments 41 views last activity
  • When The Legion was changed, the goals were to make them stronger while making them more fun to play against. In my opinion, the changes failed phenomenally: Feral Frenzy is incredibly weak and the 4.6 m/s might be nice but they're not enough to justify a power that's only beaten in uselessness by The Wraith. The vaulting and running speed in Feral Frenzy is so low that even if you find three peo
    1 comments 31 views last activity
  • I really like the concept of No Mither. A viable risk-reward perk would be super healthy for the game by making it more exciting. However, No Mither isn't viable at all. The risk, while not being enormous since I don't usually run Self Care anyway, just doesn't get compensated by the reward which, since No Mither is so damn obvious, might as well be "force the killer to pick you up within a minut
    4 comments 41 views last activity
  • I haven't played The Huntress yet but I want to learn her. I know that I'm going to run BBQ, Ruin and Iron Maiden but I'm not sure what to take as 4th perk. Any Huntress players with suggestions?
    2 comments 52 views last activity
  • According to the HUD, the perk gives a 6% progression penalty per stack (max. 24). According to the patch notes, the perk gives a 4% progression penalty per stack (max. 16). In addition, I unfortunately haven't checked the precise number before the update. So my question is: What does the perk actually do now and did they just undo some buff from the PTB or is it actually a buff/nerf in perspecti
    0 comments 52 views last activity
  • When Discordance activates, it highlights the generator that at least two survivors are working on in yellow for 8/10/12 seconds. As it has no cooldown, you will see wether the survivors are still on the generator after that time passes. This means that Discordance on perk level one will give you an update on wether the survivors are still working on the generator every 8 seconds while perk level
    0 comments 561 views last activity
  • Well, I grinded for the last two days and I just reached 990 Iredescent Shards. Now I'm not if I should keep them at 1000 or spend some Blood Points and transfer 550 of my Shards into new ones, as that would require me to play 55-60 matches before the shop gets released. Do any of you guys know wether or not the shop will be released with the next DLC, and if it doesn't, wether the Shard cap will
    6 comments 81 views last activity