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PureHostility

PureHostility

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PureHostility
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  • To keep it short, I think both players should stand on the Genmat platform at the same time to activate the second stage; dispense the genmat. Right now, one can grab it while other stays far enough, to see if anything cheeky comes up, meanwhile a solo player usually would need* one or two more tries (wipes) to figure stuff out (or just use the shield weapon or tool). EDIT: Fixed a missing w
    2 comments 31 views last activity
  • Removal of movement speed boost killer gets after it activates. Exposed status is completely fine. I do not think this perk is OP or anything, as it is a reason why it isn't as abundant in red ranks due to being quite easy to nullify it, I just do know that it is quite common at lower ranks. As everyone knows, these ranks are infested with new killers who try to camp most of their hooks and
    1 comments 43 views last activity
  • Well, apparently this challenge (kill all survivors by any means in a single round) triggers as being completed if some survivor disconnects mid loading into the game; when game backs you off to the lobby. Nice... .
    3 comments 72 views last activity
  • Quite a simple work around/suggestion for the current hatch stand offs. How about a new debuff/status effect that applies to survivors when being hit as long as all gens are powered or only one person is alive and hatch is open. Said debuff would disable interactions with the hatch for the next 5 seconds on top of that (optionally) disable the possibility of leaving through gates for said du
    0 comments 22 views last activity
  • The proposed change to Sprint Burst that was revealed on Q&A #2 isn't really going address its main issue and what makes it so strong and picked by so many survivor players. Currently, Sprint Burst allows survivors to instantly burst into a 3 second run speed of 150%. That power alone with addition of aim assist on killers melee attacks can create an effect similar to the Dead Hard's, wher
    1 comments 50 views last activity