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Kitsone

Kitsone

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Kitsone
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  • Dying State Gameplay Give survivors more options after recovering to 95% (30.4 seconds) in Dying State. Bleeding for 4 minutes at the mercy of others in Dying State is the opposite of good gameplay- most especially if no help is conceivable. Expediting bleed-out would even be preferable to essentially doing nothing for 3.5-4 minutes. Hopeless bleed-out represents the most boring situations
    0 comments 31 views last activity
  • [BUG] Infectious Fright's radius seems to be farther than terror radius. [Balance Suggestion] This perk is VERY strong with instant-down effects so it should have a cooldown. 60/50/40 seconds would be the most obvious time ideas.
    9 comments 102 views last activity
  • Basically make toxic behavior less viable with baseline system mechanics instead of relying on perks to counter toxicity. Since the Killer typically determines the pacing of toxicity the majority of the time it's easy to target some toxic Killer strategies to start with. But not to let this fundamental idea be restricted to only targeting toxic Killer strats. Anti-Camp ideas: (To clarify this
    2 comments 34 views last activity
  • Survivor disconnecting can have advantageous effects for the survivor team that can be mitigated and likely lower disconnect rate. A few examples are- disconnecting to deprive killer perks such as BBQ&Chilli/Lullaby or open hatch instantly for the last remaining survivor. This disconnecting has become all too common in my experience and should be seen as a form of griefing. I frequently see
    10 comments 372 views last activity
  • Often times survivors will disconnect simply because it's advantageous to the survivor team to do so- not just to deny the killer points. Survivors disconnecting when their downed and on deathhook to deprive the killer of BBQ aura reading their teammates or to open the hatch instantly for the last survivor are just a few examples. This has become a common occurrence in my experience and it's e
    0 comments 4 views last activity