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Rivyn

Rivyn

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Rivyn
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  • Especially the spacing of the fourth survivor. I can actually see what they're holding! Nice job, devs. I approve the change.
    0 comments 31 views last activity
  • When he's out of range for awhile, madness lowers. But it doesn't completely disappear for the rest of the match. Why?
    13 comments 291 views last activity
  • What would you consider to be the most 'balanced' map at the moment? It's Haddonfield, isn't it? Fun times. But really, which map is balanced? And what about it makes it so balanced, compared to others? What could be done for the other maps that could follow suit?
    4 comments 41 views last activity
  • I know totems rely on RNG. Personally, I've been having very bad luck with Ruin for the last week and a half. Keeps spawning in open spaces. I don't see it getting any better, unless the devs rework the entire totem system. So, to give it a little boost, why not add Oblivious to the cleansing? It's not a big change, but it at least adds a layer of danger.
    12 comments 142 views last activity
  • From Jeepers Creepers. Any chance of that thing making it into the game? I've always been a fan of it's style, as well as the whole concept of ' Whatever it eats, becomes a part of it.'
    7 comments 61 views last activity
  • Yesterday, I had a bleh match against a streamer as my Plague. He, and his swf team, dced early. I found the stream, and watched our match from his point of view, to figure out why. Turned out to be the usual toxic stuff. Bad choices on their part, yet it was my fault, of course. There was one part, though, where I was coined 'sweaty.' What is considered a sweaty playstyle? I thought I was having
    16 comments 161 views last activity
  • Originally, I wanted, and still want, keys to only allow the holder to escape. Feels like a rip off to be going through the match, only for whomever is left to escape through the hatch. Was told there's an achievement behind a four man escape through the hatch, thus any changes in that area to be near zero. So. What if we added a progression bar and skill checks, much like everything else? May
    1 comments 31 views last activity
  • I'm honestly curious. I see a lot of posts regarding buffs to most of the killer cast to bring them up to speed, but not what kind of buffs other than Leatherface. Wraith, for instance. How would you buff him to bring him up to at least B tier? Or Trapper? Doctor? Hag? Clown? Etc?
    18 comments 241 views last activity
  • Just came to me after seeing a thread about bringing back the horror vibe to the game. What if the fog increased every time a gen was completed? Maybe a few more crows spawn as well with each gen, to give more of the spook factor. Personally, I like the fog on the map. I really like it when somebody uses an offering to increase the amount generated. Being a survivor and seeing a killer come ou
    0 comments 21 views last activity
  • It's rather easy to tell who's swf and who isn't. The level of coordination and communication put on display makes it obvious. Yet, 'I'm solo' seems to be the prevalent remark when called out on it. You can't double check on their profiles, because they always keep them on private. I don't play swf myself, no friends interested in the game, and a killer main on top of that. So, I don't have the m
    27 comments 401 views last activity
  • Not before a match, but after a match, between post lobby and character screen. From my understanding, the infinite loading before a match is somebody quitting, or failing to connect, and the game goes into a loop. But what's the case about it AFTER a match? You're just disconnecting from the server, right?
    4 comments 21 views last activity
  • Why is this a thing? Why not add a no spawn location around important map areas, like generators? Thankfully, the match itself wasn't bad. Feng, the hook, died shortly after this (she kept trying to heal in the basement). The Claudette rage quit on hook. Farmed with the last two, so this particular spawn location was more amusing that infuriating, which
    22 comments 992 views last activity
  • First dude rage quits not even a minute in. He thought he gave me the slip, I puke on him, rage quit. Nea, of course, and they were my DL obsession! On top of that, they had that weird glitch where the model is still standing there as if idle, puking all over the place. The next two rage quit on hook. Not sure why the one was registered as dead yet no po
    24 comments 1,281 views last activity
  • Is it balanced from high rank down, or low rank up? I was just thinking about the basekit Nurse nerf. It comes off as okay when against low ranks, since they're still learning and the killer doesn't have to sweat as much. But at high ranks, a few seconds breathing room can change the match. Where that puts her when she goes live, I won't hazard to guess. I figure Spirit is next, seeing the 10,001
    4 comments 51 views last activity
  • First time this has happened to me. Dude has a key, escapes through the hatch, I close it. One dude had dced early, so I hung the third, they died. Hatch pops open for the last. My question is this. Why does it open again? They had their chance to use it, and blew it to a degree. I didn't even get points for the second closure, which bugs me.
    1 comments 41 views last activity
  • Infinite loops, poor totem locations, Yamaoka Estate, gates too close to each other, etc etc. Has it been mentioned as part of the to do list, or do we just have to suck it up?
    2 comments 21 views last activity
  • Honestly, yet another game where I managed ten hooks, two kills, five gens punched, six pallets stomped, and about eleven minutes worth of match time as Plague, and I barely, BARELY, black pip. How many more years until we get a decent scoring system in place? I just can't understand what it wants me to do.
    2 comments 51 views last activity
  • On the main screen, show how many players are online, then split it to show survivor/killer lobbies which are active. That way we have at least some idea why wait times are so long. I'm typing this now while at the seven minute mark in my killer lobby. My previous match had a six minute lobby time (it was also a squash match, another four man with comms that felt the need to gloat about their s
    5 comments 101 views last activity
  • Honestly, it pisses me off. Not when I'm killer, but when I'm survivor. Here I am, looping the killer, waiting for them to get the gates, and they leave it at 99%. I don't know that, I'm just assuming they're lost or something, so I buy as much time as possible. Just looping while I wait for the go ahead. But no, it's at 99%. When I'm eventually hooked. I can see them crouching behind something,
    37 comments 1,592 views last activity
  • I see posts from time to time about raising the cap. I, however, don't know why they're capped in the first place. It's not like you can spend them on anything tradable, nor can you flush them into a player economy, so it's not like there's inflation. So, why the cap?
    8 comments 101 views last activity
  • Why isn't there one that gives a sound notification when a portal is starting to be destroyed, instead of after it's destroyed?
    12 comments 141 views last activity
  • As in 'recent players.' What, devs think only killers can be toxic?
    1 comments 41 views last activity
  • I just don't get it. Talk about balancing all you want, I'd say matchmaking takes the cake. And yet, for whatever reasons, devs just cannot get a handle on it. Why? What makes it so difficult to get a halfway decent matchmaking system in place? I know SWF throws a monkey wrench in it, when you can drag low/high ranks into things and screw over killers/solo survivors, but at it's core, why is it b
    7 comments 101 views last activity
  • The majority of survivors that complain about NOED, are the same survivors that would rather teabag the killer at every pallet instead of cleansing totems.
    7 comments 111 views last activity
  • Sometimes you just want to re position them, especially if they're in a bad spot later in the match.
    2 comments 81 views last activity
  • Why not let it start off as a dull totem, and only become lit after first hook?
    1 comments 51 views last activity
  • It happens from time to time, but I've had two today that had me curious. My last match was me as Hag. Was able to stack Devour about eight minutes in. Three gens had popped, had some decent chases. Start killing, dude dcs. Find another, dc. That's at least 15k points on their end they just lost for that. Earlier today, on the other end, was against an iri head huntress. Nothing too crazy. Every
    15 comments 171 views last activity
  • Just the ones being brought in by survivors. Hide their rarity, of course. Specifically, keys. I have a tricky time, depending on the survivor, making out if anybody is bringing them. Especially with survivors on the far right, when they're right hands are hidden behind the third survivor. So, maybe just have an item icon pop up above their heads, in lobby only?
    10 comments 111 views last activity
  • I don't get it. He's not great, but he can insta down you, or a whole team at once if they play stupid. Sure, he can be countered, I don't deny that. But that instadown potential puts him above Wraith, at the least.
    38 comments 1,022 views last activity
  • It doesn't happen often, but I do come across a match or two where it can be noticed. And yes, I can usually tell the difference between it and just general lag. Just came from one with a Spirit, of all killers. So, with dedicated servers on the way, I figure lagswitching will be a thing of the past, seeing as the killer isn't hosting? On a side note, is anything done about lagswitch reports?
    1 comments 71 views last activity
  • Most multiplayer and team based games I play have this feature. Why doesn't DbD? Edit: I mean a page that pulls up a list of your previous matches. Clicking on any of them would bring you to the post game score screen or something, so you can see points, builds, if you pipped or not, emblems, etc etc.
    1 comments 31 views last activity
  • That feeling when your team, as a solo, breaks all totems before the final gen, thereby not allowing it to activate. It's an incredible moment, especially when you do find that they were running noed. That is all.
    3 comments 61 views last activity
  • Just a thought. I've got an ever growing collection of stuff on both sides that I don't intend on using. Why not sell it back to the Entity for bp, something of which I always need? Or even shards, for the ultra rare stuff.
    5 comments 51 views last activity
  • I'm tired of slugging matches. Unbreakable only helps every now and then when the killer isn't camping. Why can't we just have a 'give up' option half way through the bleed out process? Like on the hook. Yeah, I know there are try hards out there who enjoy wiggling around for three minutes because they're masochists, but some of us don't. And since it would just be an option, maybe tied to the M2
    29 comments 381 views last activity
  • WALL OF TEXT, YOU'RE WELCOME I'm burnt out as killer. The amount of work needed to be put in at high ranks in order to just keep out of the black pip? Sure, I can run iri head and omega nurse, but then it's just too easy. So, I'm giving a run at survivor. Only rank 16 atm, been that way for months, so the starter rank. Going for those pesky perks that annoyed me as killer, like Adrenaline and
    0 comments 11 views last activity
  • How will these be affected by Plague? Won't she be the counter to these perks, seeing as max infection denies the healing they would do?
    5 comments 512 views last activity
  • When a survivor sandbags another, it's the killers fault for going through with it. When a survivor unhooks somebody near the killer, then sprint bursts/lithe/balanced landing out of there, the killer is apparently tunneling. When a survivor runs laps with the killer around a hooked survivor, or circling the area knowing the ultra altruistic survivors are right there, the killer is camping. There
    19 comments 511 views last activity
  • 0 comments 71 views last activity
  • Just a thought. There are just some maps that are NOT killer friendly, depending on the killer. It's incredibly frustrating sometimes to actually play when these maps pop, especially when the survivors choose it. Maybe the killer can vote on one or two maps that aren't picked, unless overridden by a survivor's offering?
    31 comments 611 views last activity
  • In the lobby. That way the killer and solo survivors don't have to go digging through Steam profiles in order to see it. If you're in a SWF, you have an icon letting others know.
    32 comments 441 views last activity
  • Has it been done? Little salty right now over my previous match as such. Want to see if a dev has done it, and their take on it, instead of just 'crunching the numbers. Without playing as the top three. I'd love to see an that in action on their part.
    54 comments 862 views last activity
  • Where are they pulling the data from? The game as a whole, or are they looking just at certain ranks? Is the escape rate lower or higher at high ranks? Just curious, as I see that 'but survivors rate of escape is under 50%' thrown around left and right when it comes to perk balancing.
    116 comments 4,161 views last activity
  • So, the biggest suggestion to counter NOED is a totem counter, so survivors can see how many totems are left. Had a thought on how, if implemented, that could be made immersive. Doesn't seem to fit the theme of the game if you had a counter on your hud, after all. So, what if a counter appeared as a board somewhere on the map? Could be on the side of the maps prominent location, or even near the
    8 comments 81 views last activity
  • Could be big, could be small. Mine is getting that final hook on a toxic survivor. When they've been hounding you all game with their little flashlights, then throwing a fit when you don't chase them by vault spamming. Getting that third hook on them and hearing the entity nibble on them afterward is music to my ears. On the other end of the spectrum, when a fellow survivor is able to body block
    16 comments 201 views last activity
  • Three puddings today, and in every usage, first down dcs, second rage quits on hook, and third follows suit. I'm tired of wasting these things when survivors just completely screw you over. It's hard enough earning bp as it is.
    0 comments 31 views last activity
  • What if only one of each was allowed to be brought in? One medkit, one tool box, that kinda thing. If two people want to bring in the same item, a simple coin toss will decide who gets what.
    0 comments 11 views last activity
  • I feel like I'm behind the times on this. Lately, I'll be in a chase, and they'll jump pop into a locker. I thought it was for Head On, but they jump in just before I reach them. Doesn't stop me from hooking them, though, and Head On needs three seconds to activate, right? So, what am I missing?
    6 comments 241 views last activity
  • Just an idea I had in a match earlier. What if lit totems required skill checks? Just about everything else does. Edit: I figure lit totems should have a bit of risk involved when cleansing them. Killers are risking a perk slot for whatever hex they're running, give it a bit of protection.
    14 comments 141 views last activity
  • Was just curious. A thread yesterday peaked my interest. Now, he may never be introduced, with money and rights and all in the way. However, if he was, what would you think would be the perfect representation of Jason in the game?
    12 comments 191 views last activity
  • I play Plague for the most part. Ruin never lasts more than 45 seconds in my matches, and I'm tired of running only three perks. My build atm is Monitor, Thana, Pop, and Ruin, but again, Ruin never lasts long enough to make it worth it.
    23 comments 301 views last activity
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