Predated
Predated
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Now, lets be fair in this situation, the quality of life would be towards survivors mainly, which technically makes it a nerf, but I dont consider it to be a nerf to Spirit. Anyway, here is a list of changes I think would make Spirit more fun to play against, without making her (too) weak. Her passive phasing only works when she has her power available(and make it known to killers when they14 comments 101 views last activity
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The central hill on Blood Lodge, is spawning too low on the map, allowing survivors and killers to get stuck in place. I've tested it out on multiple occasions, its always the central hill, always the right side of the uphill ramp, and always calf deep. I will check if I can find a screenshot, but I think the description alone should be enough in this case. As to replicate it: enter a0 comments 1 views last activity
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Now, lets hold this conversation. DC penalties are bad and good. Personally, I think a dc penalty needs to be in the game, but not in the way it is right now. DC's are bad for killers and survivors when they happen just whenever, however, you also have people who literally build the most toxic slug builds just to waste as much time as possible while trying to make everyone DC. Now, personally, I38 comments 1,093 views last activity
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Ok, Midwich Elementary. Right now probably the worst map created according to 99% of the community, and looking at the hallways alone(especially with OoO), I would be inclined to agree with them. But can we all take a moment to appreciate that this is probably the most fun map in the game when it comes to 1v1 scenario's? There are only 1-2 loops that I would consider too large for an unsafe pa1 comments 51 views last activity
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I mean, at this point, I am fairly certain the whole community would agree on this: Swapping Shroud of Binding and Shroud of Seperation. I mean, for survivors, it tends to be bad to all spawn together, and for killers, its really bad for survivors to spawn seperately. So I think the game is in a state where it might be beneficial for both parties to have these offerings swapping sides. Giving t2 comments 31 views last activity
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Yeah, thats basically all there is to this bug. The killer hooked me, a husk of who I used to be was left on the hook and I entered a 3rd person killer perspective. The killer was still registered as carrying me, but we ended up fixing that later by stunning the killer, so the killer at least could keep playing the game, sort off, but I remained stuck inside, and in the meanwhile crows appeared0 comments 21 views last activity
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So I had a game, which wasnt exactly fun, but for reasons I'd say are 100% toxic behaviour and IMO would fall under keeping a game hostage, but I'd want more input. So trying to put any bias aside, let me lay down the situation: He found me early on in the match, because I made a mistake of not being properly hidden and he could bodyblock me for an instadown(billy), fine, bit of an annoying st28 comments 421 views last activity
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I'm not talking about getting a flashlight(altho, there are too many fixed animations that allow easy flashes), I am talking about a survivor shining at the back of your head and somehow still blinding you. It wasnt a hacker either. I didnt have any proof and just instantly DC'd(I mean, who'd blame me on that, I literally lost all the momentum as I've been pushing a specific slippery survivor4 comments 61 views last activity
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I personally do like breakable walls and I do hope they get introduced to all existing maps, however, breakable walls and pallets only can do so much to some maps. So here is some of my ideas on things that could be added to maps, some of them could function both inside and outside. Pushable crates: This would be the anti-pallet, a crate that a killer could push towards a vaulting location to l0 comments 1 views last activity
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I personally think he will. Deathbound, while not the strongest perk on its own, has great synergy with Nurse's Calling and Iron Maiden. Leaving only a small donut shaped circle with a width of 4 meters where you could heal up without informing the killer. And even though you dont always need to heal to win a match, its not always possible to go without heals. Self-care is essentially #########,23 comments 671 views last activity
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So, I've had a game with an extreme toxic sandbagger who literally sandbagged me to prevent me from doing my tome challenge. Pointing the killer to where I was, going for the "rescue" so that other people wouldnt come my way and tbagging in front of me untill I reach second stage, then unhooking me and trying to lead the killer to where I was again. Now, what was the killers response to this? "n21 comments 121 views last activity
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Lets be real, the biggest reason DS is used in the first place, is due to the massive amount of hooks that are within a 50 meter range practically anywhere. Basically, in the current state of the game, there is not a single hook in the game that is far enough for someone to wiggle off, even if we're including Flip-Flop at max recovery, Breakout, bodyblocking and sabotaging hooks, odds are still p3 comments 61 views last activity
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Lets be honest, its gonna get a nerf. Its basically everything whats annoying with looping a huntress, except that walls are non-existant. Essentially being unloopable. Which would be kinda fine, if it wasnt for the lack of charge. It's essentially Freddy and Clown being relatively unloopable, but infinitely longer. Then you also have the ability to avoid flashlightsaves and DS, which on its own49 comments 751 views last activity
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Not gonna be about nerfing or changing anything about it, just perks that are so boring to use and/or face against killers that you practically assume the killer is running it as soon as you know who the killer is(combo's excluded, but enduring and spirit fury tend to be interchangable here). My list: Billy and Bamboozle Spirit and Stridor Doctor and Distressing Oni and Infectious Fright M65 comments 711 views last activity
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Putting it here once again, before im gonna have it shifted to the suggestions, just to get more community feedback: Reworking it completely(ebony mori only. Ivory is fine and Cypress might need a buff IMO): Remove the 1 hook requirement. Add in a token system. Each hook=1 token. Each completed generator=1 token 2-3 tokens=1 mori(I'd want to say 2, because that would mean 4 hooks and 4 gens=6 comments 181 views last activity
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Like, not even that much and perhaps triggering from a larger height, but it just doesnt make sense to me that a survivor needs 2-3 seconds to recover from a massive height before they can start moving again while a killer can be charging at 110-115% from with 0 punishment. For example: jumping from thompsons house(I do love the new window tho, thanks for finally making that upstairs hook a t110 comments 2,231 views last activity
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So, when a killer carries a survivor, they lose the ability to lunge. However, when a killer picks up a survivor, they have a moment where they CAN lunge, this is a problem, because pallet pickups are meant to be a risk and being able to lunge allows you to get out of the stun range before the stun could free the survivor. This removes all of the risk obviously. I am fairly certain its a bug, b2 comments 12 views last activity
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Like, why give any killer basically a perk as singular addon? Huntress has so many balancing issues. You have basically NOED as an addon. You also have STBFL as an addon. On a killer thats already theoretically an infinite range M1. I think this game can be summed up in 1 sentence: Nerf huntress reload/instadown addons, nerf freddy, nerf spirit, buff/rework bubba, buff pig's dash addons.59 comments 561 views last activity
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Seriously, had 2 games where I had moments where I got too close to a killer and 1 game where I got too close to a survivor, couldnt do ######### for 10 straight seconds, because the player came from the opposite side of the world. Either that, or make vpn abuse a serious offense to the point of a permaban.11 comments 61 views last activity
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I kinda feel like Bubba and Billy should be having an interaction cooldown when they decide to stop revving. Not a large one, but now one of the ways to dodge their chainsaw is jumping in a locker(which, thanks to dedicated servers, is still no guarantee). Yet, all they have to do is just rev their chainsaw hoping the survivor jumps out or stop revving and instantly open the locker. Hell, you can8 comments 101 views last activity
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So it's been confirmed some time ago by the devs and in-game testing that Add-on order matters. Which actually was quite a big deal, old syringe reduced charges by 50%, so if you had the old Brown Medkit, Gel Dressings 1st slot and Syringe 2nd, you would have 9 charges, but old Brown Medkit, Syringe 1st slot and Gel Dressing 2nd slot gave you 14 charges. So you would always want Syringe in the f6 comments 1,551 views last activity
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Seriously, dodged 5 hatchets with massive distance and still got hit. Dedicated huntress is already strong as she is, but high ping dedicated huntress is a whole new can of worms that absolutely needs fixing. Fix the netcode bois, stop making new skins for a week and just fix it. Games with 10x the amount of players can prevent dedicated hits with worse servers. At this point, either nerf hu17 comments 441 views last activity
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So I was playing survivor on Backwater Swamp, got hooked next to the hex totem, close to 2 nearly finished gens and practically camped this is fine, just extremely lucky killer RNG in this case and nothing some teamwork cant fix. However, when I got unhooked, the killer was able to block me from moving an inch, locking me under the hook while waiting out the BT, giving me literally 0 chance t0 comments 21 views last activity
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So very recently, like the past week, I noticed that sometime my wiggling gets cancelled for no reason. I dont change the wiggle rhythm and it continues onward after 1 second or so. I mean, what the hell is wrong with the server's netcode that it even affects wiggling? What's next? Dedicated genfixing? Dedicated healing? Dedicated skillchecks?0 comments 21 views last activity
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As a survivor main, who enjoys playing killer, there are only upsides to this, as the only downside can be countered: Bloodwarden recieves an indirect buff, and quite a strong one at that without being game breaking. Someone bodyblocking an injured survivor doesnt become a free escape for a survivor who doesnt exactly deserve an escape. little to no room for BM as a killer can infact instadow89 comments 2,001 views last activity
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I mean, it might send the wrong message51 comments 1,821 views last activity
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T'is a simple but very effective suggestion: gates that spawn very close to each other should only have 2 lights instead of 3, meaning you can prep the gate 1/3rd before a single light glows up, giving the survivor a slight bigger change of being to escape when the gates spawn too close to each other. gates that spawn very far away from each other, should have 4 lights instead of 3, meaning su4 comments 61 views last activity
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Really, I wonder why straving is practically impossible. Thats not how physics works. If you have a straight force and apply a force sideways, you dont keep moving straight, yet this game, physics appearantly doesnt exist. I get that straving too much can be too strong, but on the other hand, you should be able to move more than 5cm left and right. What else is the point of a breakable chain, wh17 comments 161 views last activity
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Seriously, I see no reason why Dying Light stacks work so differently from STBFL and Remember Me. Both STBFL and Remember Me are already stronger than DL yet get to keep their stacks when the obsession dies. Right now the only way to keep the Obsession from getting a healing boost is adding a broken status to everyone(making DL only really kinda work on Plague), or slugging the obsession. Conside0 comments 41 views last activity
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I was actually wondering why Head On has the 3 second requirement. I personally see no downside in jumping in a locker to dodge a killer attack and then stunning them without the 3 second requirement, pretty much all exhaustion perks will give people a way to gain distance during a chase, Head On being the only exception as you already need a lot of distance to be able to pull it off. Its a prett35 comments 1,183 views last activity
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Wouldn't it be fair for survivors to be able to click on the name of the killer in the lobby? I mean, as a killer, I can look at the profiles of survivors, check if they happen to be a tryhard SWF or who is playing with who and I have the time to set up a game plan, even possibly dodge the lobby if I dont want to face a tryhard group at the time. But as a survivor, I am unable to see if the kil17 comments 221 views last activity
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Long post ahoy! Here's the thing. The current state of the game is at a point where everything is too balanced for new perks to even have a real effect. Look at the strongest perks available, and you'll see the game hasnt really changed that much in years, to the point where weaker perks are made stronger by nerfing the stronger perks. On Killer side, at best every 3rd killer released after the11 comments 131 views last activity
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I have had way too many games were survivors were slugged and left to be bled out. Sure, not all killers are like that, but the fact that there are killers who try to force survivors to either disconnect, which they cant do without recieving the penalty(so being forced to stay 2 minutes in an unplayable game, which should be bannable for keeping the game hostage, even though its "just 2 minutes"81 comments 2,031 views last activity
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With the amount of afk basement killers I found that indirectly make survivors depip due to the lack of ability to gain Chased and Altruism points. Personally, I feel like these emblems should start off at iridescent, just like unbroken, and once someone gets injured, the benevolent emblem should be reset, and once found, Evader should be reset. One of those two alone would already fix the issue8 comments 1,061 views last activity
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Before killer mains start freaking out, no, I am not suggesting the old "2 hooks" before being allowed a mori. No, I have been thinking about this for quite some time. Personally, I think 1 hook per survivor is too little, but I think 2 hooks is too much. So how can we reach something that is more than 1 hook per survivor yet less than 2 hooks per survivor? I'd say its rather easy: add in genera2 comments 191 views last activity