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NekoTorvic

NekoTorvic

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NekoTorvic
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  • As soon as I saw what the grimoire was about I was instantly hooked. I am pleased to say that overall I adore the chapter, the theming, the art and, my favorite part, the killer. Firstly, I want to thank the devs for such a cool experience, seeing the process, I hope we get something like this again at some point in the future. Now, I would like to give feedback from my perspective, which comes
    1 comments 40 views last activity
  • I really like the general idea of this mode. But I think the killer experience could be improved somewhat. I think survivor footsteps, breathing sounds and injured sounds should be a little bit louder. It is just way to easy to lose track of survivors with chase music blasting in your ears. And I think these tracking methods could be pretty cool and immersive for the mode. Blood pools could b
    1 comments 20 views last activity
  • I love that you are pointing out that elevation differences are a factor to consider against Flight of the Damned. But I'm not super sure the text is clear. The text says " Use elevation to your advantage to make Skeletons fly lower, so they're impossible to crouch under" This is nice, but it might be odd due to how it's phrased. You don't make the skeletons fly lower, they're at a fi
    7 comments 120 views last activity
  • Mehcanically, the power seems perfect with no notes. But there are 3 things I think could be changed with this killer to make them a little better. 1. Give Divine Light a lingering trail on the ground starting when the killer shoots it, make it have the same radius as the pillar, thinner during the delay, and wider when it properly fires. This trail will be purely cosmetic, and it should ling
    0 comments 110 views last activity
  • A lot of people are liking the reveal, and to be fair, it was an interesting move to do it that way. I kind of wish you guys hadn't announced the stream and had just done it as a surprise. But announcing it was going to happen at a specific time for it to then last that much was a little excessive and somewhat inconsiderate of people's time, in my opinion. Maybe you could have streamed the
    20 comments 471 views last activity
  • I am a former Blight main, for context. Played him a lot since he came out until like maybe 2 or 3 years ago. Love the changes, he needs to be brought down a bit and this is a good way to start doing it. A second part of the changes they have planned for him was mentioned in the stream. I beg of you devs. PLS PLS PLS PLS give him back the ability to control whether he slides on surfaces by
    8 comments 182 views last activity
  • Devs, please I beg you, PLEASE if hillbilly or Blight, or any killer whose power requires open spaces is in the lobby, PLEASE make it impossible to get indoor maps. In regular queue, it is tolerable to have a killer's power not be the best in certain maps. It's not ideal, but it's part of the randomness of DBD and it's okay. In 2v8 THOUGH?! PLEAAASE I BEG OF YOU have these maps not be a thing
    6 comments 121 views last activity
  • I LOVE the new Vecna. I was a Vecna main, and now I am a Vecna main. His power is incredibly well designed, it's fair, but punishing and it just clicks with me in a way that other killer powers havent in a whiiille. I LOVE feeling like I'm in a survivor's head and perfectly predict their movements, and conversely when a survivor is in my head I feel like I'm getting properly outplayed and read li
    0 comments 351 views last activity
  • Hi! First of all, the livestream was really cool! I know the community can be a bit…harsh sometimes, but I really appreciate you guys hopping on a stream, and having more of the devs speak about what you plan to change and I especially appreciate the insights on what the logic behind these things is. Super cool. W stream. Now I'll address my first impressions of the things mentioned in the stre
    0 comments 52 views last activity
  • Cuz if it doesn't, those 40 seconds of endurance are just way too powerful a thing to have during end game, essentially a free escape regardless of how badly your team messes up a rescue.
    4 comments 201 views last activity
  • I was kind of afraid she'd turn out this over-tuned because I didn't want a killer that was hated and who I can't play because there's no point in learning her before she gets her inevitable changes… Well many people are making suggestions, I'll add mine to the pile. I actually think her projectile is really really cool and fun to use so here's what I'd do to it: Make it so that a direct pr
    6 comments 141 views last activity
  • …where survivors just stand at the pallet you just lifted and throw it in your face again before you can actually attack? This is silly and I thought you guys made changes specifically to address this but apparently its still not working like this. Just have the hand hold the pallet for like half a second longer after lifting it or something. Survivors can already counterplay by making a read
    15 comments 251 views last activity
  • I think Vecna is way too forgiving to survivors on vaults. I had a match where a survivor vaulted a window, I predicted they would vault back so I faked going through the window and canceled flight. The survivor, indeed, vaulted back, but then had the time to vault back AGAIN before I could swing, even through a medium vault. I think this is silly. Like, I think if this happens with Dracula
    4 comments 61 views last activity
  • The focus on these changes are to incentivize multiple hooking, and give survivors tools to deal with the killer's strategies as a team. Slugging: When 3 survivors are slugged, the remaining survivor gains the a status effect "Desperation". While they have Desperation, they gain: a 5% Haste, Endurance, they will no longer scare crows around the map, they will not scream (so Infectious Fright
    0 comments 51 views last activity
  • Like the title says. Slinger was my main when he came out, and since the quickscope change I have not touched him because his ADS feels horrendously sluggish to me. Also it just annihilated the feel of the character for me, as being able to quickly shoot on target made him feel like a proper gunslinger. Could we have an addon that allows him to have the quick ADS, but in return, if he lowers hi
    2 comments 41 views last activity
  • Disclaimer: Yes, a lot of these are buffs, but i'll try to justify them. I basically play 95% Vecna since he came out. I'm an alright killer and I participate in discussions about this killer with other people who main him. Though not all of these changes are my ideas, in my opinion they'd make the killer better in a healthy way. Generally speaking, I think Vecna is a knowledge check killer
    7 comments 481 views last activity
  • I've been obsessed with Vecna since he came out. I love him. He's my favorite now, and I have been playing him so much in the anniversary. The remote hook thing you can do in the anniversary event, in my opinion, fits with him SO well. It feels awesome to magically send a survivor away. It makes me feel like a sorcerer who can't be bothered to take the survivor to the hook manually so I just
    10 comments 161 views last activity
  • It's endgame, and you decide to just stay under a pallet slugged. The killer has no way of knowing if you have power struggle/flip-flop or not. So it's either letting you bleed out for 4 minutes, or potentially giving you a free escape. I know I, for one, will always let you bleed out. If you don't wanna bleed out, get out from under the pallet. If you don't wanna get out from under the pallet,
    53 comments 1,121 views last activity
  • Why is the stuff density so high in McMillan and Azarov's? It looks awful, it feels so dense and claustrophobic and it messes with killers like Wesker and range killers cuz survivors now have 500% more stuff to put between you and them. Is this really necessary? it doesn't even look good. You can see like 7 copies of the same tree right next to each other. They also spawn so close to tiles tha
    0 comments 101 views last activity
  • So I like the changes from PTB. Looking forward to seeing how he performs on Live. I'd just want one thing. Is it possible that whenever despawning your guard by pressing M1 on them we don't simply get the Knight slashing through his loyal guards to make them disappear? Can we get a short animation that causes them to despawn? Maybe a quick version of his summoning animation where he kneels wit
    2 comments 111 views last activity
  • So does this mean we're gonna get more killers that actually have moving legs and proper animations for their bodies in first person? It'd be really nice to not see a stiff motionless body whenever you see your shadow as the killer in first person and actually be able to see your feet moving. I feel this is a aspect of polish the game has been lacking a little bit and it's exciting to think t
    0 comments 62 views last activity
  • Is the most fun thing for me in this event. It is so fun to be able to move fast around the map and still have your power to move fast. You know those times when you hook a survivor and try to bound and then realize you only had one token? Completely gone. You just get to move fast, and then you get to move fast again. I don't think it's OP, but i absolutely love it. I wish we could keep the
    5 comments 211 views last activity
  • Honestly I think, mechanically, this killer is pretty stellar. He's ridiculously fun, has good counterplay, counter W, pretty awesome. His Mori animation looks very stiff and the camera angles are too janky, it's almost impossible to line it up decently, but that's relatively minor. Mechanically I'd only change one thing about him: I'd reduce his cooldown to recover Bound charges by 1 second.
    0 comments 61 views last activity
  • When can we expect to have a tell that a survivor is going to turn in a specific direction so we can rEaCT to it? As we know, the only actual, real form of counterplay in existence is reacting to things that you can see coming. This is a known fact and proven by science. Since Deathslinger got a 0.4s telegraph to survivors, it is ONLY fair, that survivors give killers at least 0.4s of informati
    0 comments 31 views last activity
  • I'm back playing after almost a month break since MMR came out. I'm trying a variety of killers because they broke Blight's collisions and he feels awful to play. I was playing Nemi, which I don't use too much, and I chase this survivor. This survivor, made interesting plays, they used windows amazingly, they made right read after, after right read and it was super fun to chase them. Obviously,
    4 comments 91 views last activity
  • Here's the thing. I think generators are a big problem in this game, and this problem is in part exacerbated because gen perks can stack with each other or sometimes are strong enough on certain killers that they make it so that if you nerf gens, you'll just leave the survivors at the mercy of all of this gen regression which will make the game impossible for them. I genuinely think that if you
    43 comments 1,141 views last activity
  • So the killer must find them, and after wasting their limited time interacting with them they don't just outright destroy the totem, they just turn it back into a dull totem so survivors can bless it again? For real a survivor can just endlessly reapply the blessing to the same totem and the killer will have to go and deal with it? So let's say, the totem grand some effect, a poor Legion is pa
    44 comments 882 views last activity
  • You know when you get hit by a pallet, end up on the same side as the survivor, they try to vault in a panic so you do a 180 and hit them instantly? Just yesterday I pretty much got an instadown cuz the survivor got hit, dropped the pallet and got hit again. If so, this is an unfortunate thing about this pallet hitbox change.
    4 comments 141 views last activity
  • My Killer games go as follows: -Survivors hack...I've had at least a third of my matches include at least 1 hacking survivor. Gotta love wasting addons and offerings going against hackers, and not being able to do a damn thing about it because every time you find them, you have to submit a ticket and spend 20 minutes uploading the match clip only for it to tell you that the upload timed out, so
    2 comments 31 views last activity
  • I started recording my games because my first match of the night was against a team of people who did all 5 gens in less than 1 minute and insta opened the exit games. I believe I played against them one more time in Ormond, this time I just left the game, I noticed there was hacking because I could hear gen repair noises all around me(which at first i thought was just a bug), then I couldn't h
    2 comments 31 views last activity
  • When you try to blind killers at pallets, you're pointing the flashlight at their face, it starts the blind but then stops, it's likely that the killer is looking down to avoid the blind, don't waste your flashlight, and try to wait for the pallet break animation if you want to get the blind. I've seen so many survivors just completely waste their flashlights and a few ttvs complaining about it
    1 comments 51 views last activity
  • I like watching VoDs when I face ttvs cuz it helps me see how the match was from their perspective. Some of them are cool and chill, but it's amazing how as soon as you display the slightest bit of game sense, some streamers immediately think you're sniping them, and if it's not that they think you're hacking XD It's like...ok I hook someone, see someone going around the big structure in Torme
    20 comments 501 views last activity
  • In my opinion, the addon system is the second worst thing this game has, right after gens in general. This is pretty subjective though, so if you like the addon system and like the variety and different playstyles it brings then that's totally cool. Most addons imo fall in one of 3 categories: 1- They make the killer power better or make it so the killer can use their power more, in
    5 comments 151 views last activity
  • If possible, I'd like some clarification on how hits are registered. I've seen a lot survivors complain about hits when they're behind a killer or when it otherwise doesn't really look like the swing itself landed, I'm not necessarily on about range. As far as I understand it, when a killer presses the attack button, an invisible cone appears in front of them. Regardless of the animation for t
    3 comments 121 views last activity
  • I quite enjoy these killers and I wanted to give my two cents on what I think could be changed about them. I'd be interested in hearing anyone's thoughts on these. THE TWINS: -Victor will stumble and have a 5 second cooldown after a missed pounce. -A pounce that lands will have a 2 second cooldown (was 5). Crush time reduced to 0.3 s (was 0.35) -Bloody Black Hood default, meaning swit
    3 comments 101 views last activity
  • I just started playing with them and I'm having decent fun. The only thing I find weird is how quiet Twins matches are, since Victor does not start chases. You guys with more experience playing them, would it be too bad if chasing with Victor also started the chase music? I ask cuz Victor can't see scratch marks, so he might need clearer sounds more than normal killers, but their chase music
    8 comments 201 views last activity
  • I was just playing a match with Blight and looked at the ground to see my shadow...it looks stiff as hell and his legs don't move, because the shadow I see from the killer perspective is the shadow from the first person model, whose animations are made for first person only. Please devs, is there no way for us to see the cast shadows from the 3rd person models instead? They look so much more or
    1 comments 21 views last activity
  • I've been thinking about this for a bit. Tunneling and camping are valid strategies and all, but it's very unfortunate for the survivors who get tunneled out of the game. Most of the time it's very annoying for them. I don't think punishing killers would be the right approach, and I don't think the point system is the way to go either. At least, from experience, I don't care if I leave a matc
    14 comments 161 views last activity
  • It was a few patches ago where they changed it so that Demo and Oni have the same chase music for the killer and survivor POV. I think it's unfortunate cuz the music being different from both POVs was interesting. Did they actually put it in the patchnotes or did they just sneak that in and then we just accepted it as the new norm? I'm genuinely curious cuz I dont remember... I honestly thou
    0 comments 72 views last activity
  • In my case, it really bothers me when survivors body block with BT when I'm actively trying not to tunnel. When it happens, I forsake the entirety of the match just to get rid of that one survivor... it's so stupid...and I wont do it 100% of the time, but it is a petty thing I do.
    6 comments 111 views last activity
  • Title. TLDR: If possible, it'd be nice to see the 3rd person model shadows when playing killer instead of the 1st person model's. I feel that the first person models that we see when playing killer were made with the intent of having their animations be nice and clear in first person. The model itself looks very weird and stiff in third person, as we all saw when we had the bug where killers
    2 comments 51 views last activity
  • As the title says...I've seen three instances of Blight hitting a hatch that hasn't spawned in 3 different maps. I experienced it on Midwich on a hallway. And reported it as a bug.. Scott hits invisible hatch collision on Bloodlodge: https://youtu.be/-xg8tm0mgjg?t=122 Tru3 hits it on Groaning Storehouse: https://youtu.be/Waacp4dvgf0?t=15 What is this game?! Pls feel free to share
    3 comments 91 views last activity
  • Platform: Steam Issue: Blight's rush and lethal rush can still slam with the place where hatch is going to spawn in Midwich Elementary hallways. How to reproduce: Run around in the middle the lower floor hallways with Blight's Rush, you will hit a hatch that hasn't spawned yet. Whether it's a specific part of the hallways or whenever the hatch spawns on a hallway, or if it's a general issue w
    0 comments 21 views last activity
  • This is the worst thing about the new UI for me. The fact that important info is massively spread out is already a problem, but the fact there's important info on the TOP half of the screen is the single worst problem for this new UI. Please, I beg of you, do not put important information on the top half of the screen, most important info being, power tokens and gauges, gen count, survivor state
    0 comments 11 views last activity
  • 0 comments 41 views last activity
  • As title says...do the devs really want people to play on low where the game looks ugly as hell, just so people can see things? Every single shadow in this map is the void...is like they upped the contrast by a billion for no reason... and now that there's more tiles because of the latest update there's more shadows, ergo you cant see #########.. To be fair, i dont even care too much if the de
    7 comments 151 views last activity
  • TLDR: The Twins are an interesting example of what causes killers to adopt strategies that make survivor experience worse (camping, slugging and tunneling). When a killer is too slow to compete with how fast gens can go if survivors just hold m1, these tactics become way more prevalent. ________________________________________________________________________________ So after a day, people are s
    69 comments 5,621 views last activity
  • I'd like to make this a post where anyone who plays him can just state what stuff they either slide off of or stuff they hit when it's barely even in your FOV. I'm sick and tired of losing chases or wasting time recovering my power because I slid off something or hit something I can't even see, and I hope a list like this gets the devs attention to specific items that need fixing. I'll start wit
    2 comments 31 views last activity
  • I personally like NOED, but i see the problem people have with it and I don't like that it can be used to come back when you've been completely useless throughout the match. And since I've continuously seen posts about it, i wanted to chime in on the conversation... So what if NOED changed like this: -Apply exposed status effect on each survivor you've hooked throughout the trial when the gate
    3 comments 21 views last activity
  • I don't mean a thing that lights up precisely at 32 meters from survivors. I mean the noises the entity makes when whispers is active. Those noises come in intervals and are not as precise for tracking as the perk lighting up. Do you guys think it'd be too much? What survivor perk would you say should be base kit if this were to happen? I think it could be pretty cool to have the entity whisp
    7 comments 81 views last activity
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