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Ryuhi

Ryuhi

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Ryuhi
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  • Its been a while since they were made louder, and they're ear piercing when wearing headphones, while some of us live in apartments where we can't exactly have loud blood curdling screams coming through the speakers. If the reasoning behind not having an option to turn them down is "But then everyone would do it," then it's probably not at a good volume to begin with.
    1 comments 31 views last activity
  • It's... absolute horrendous. I have to be that blunt, because its very clear that an attempt at something new was made, but that it only has half developed ideas strewn about and ignores many problems currently in the game. To start, here is a bad pixel art grid of an overhead view of the map, trying to match scale and distances of everything as close as possible (kept having to pause and rep
    1 comments 91 views last activity
  • Honestly, we need more events like the famous Cote hag match. I have absolutely no doubt that many of the devs play the game, nor even necessarily about their skill or knowledge of it. I do think there are constantly overlooked elements that they would absolutely benefit from being forced to experience, as the tidal waves of pointless complaints they get as feedback outweigh the constructive or
    5 comments 11 views last activity
  • Perk synergy is nothing new, and is overall a good thing. Having perks be able tow amplify one another rather than work against each other is generally a good thing, both design wise and balance wise. Things like Spirit Fury + Enduring have been in the game for ages, but there's a pretty big difference between combos like that and newer synergies in how they get handled in balancing, and the ch
    0 comments 51 views last activity
  • ...If the devs are willing to try to tackle the perk in a decent way. Make CoH healing apply hemorrhaging (until fully healed of course) if the perkless selfcare is the method of healing. This is the bare minimum I would recommend to address the perk, especially since it does nothing if the survivor is not interrupted in their healing. Now for what would make this much better: Healing with
    6 comments 141 views last activity
  • Having it be the same button as interact (pallets, gens, etc) is an absolutely awful idea, you can tell when someone is playing on controller because they throw pallets while trying to break chains, or vault right back into pinhead's face (especially if he's using the iridescent that damages uninjured players) due to the double map oversight. It feels like you're playing vs the controls more tha
    0 comments 1 views last activity
  • First of all, thank you for working on it! Visual issues have been making the game less playable over the years, especially in regards to the visual updates. They look really nice, but it is getting harder to see things clearly with every update, when before they had more of a "less realistic, but more clear" visual style. That said, the only things I've seen discussed about it so far are in
    Mod
    4 comments 91 views last activity
  • ....why don't scratch marks show on grass and such? Since scratch marks are supposed to be a visual augment of a survivors "tracks" as they run through an area and disturb it, foliage should be the first thing to show scratch marks, instead of downright hiding them half the time. Actual tracking is done by looking for disturbances, after all. I'm sure it started as a limitation or oversight to
    2 comments 101 views last activity
  • Its been like a month now, why hasn't the collision mesh for hills been hotfixed yet?
    3 comments 61 views last activity
  • You've heard the player base ask for it for literal years. The graphics updates you've been doing have made it harder and harder on colorblind players. It's long, long, long overdue. Can we please get an honest response other than "people might use it to cheat", "go buy an Nvidia card", or other nonsense? Or the trademark silence on the issue? Many of us can't see scratch marks at all, or ve
    5 comments 61 views last activity
  • I could swear this used to be an option, but I can no longer find it. Since I don't have a dual monitor setup, changing the window size can be handy when I want to do things like have twitch chat open while ingame. I remember it used to be in the settings, but now I'm having trouble being able to change it at all.
    4 comments 961 views last activity
  • I get that you guys like the hatch still being a thing and the end game collapse existing, but the only way to reliably get the challenges involving them is generally to play as toxic as you can. I hate the "get X of Y emblem" ones, but I'd take them anyday over ones that encourage players to let teammates die or leave the last person slugged so you can look for the hatch to force the EGC before
    0 comments 31 views last activity
  • So this has been happening a lot, booting me from games (If I can even get into them) or just preventing lobbies from forming or crashing on the map loading screen. As an added bonus, sometimes it will randomly claim there is no network connection while this is happening. Have validated local files successfully and restarted steam, but now its doing it constantly.
    2 comments 572 views last activity
  • My biggest issue with daily rituals currently is how difficult some of them are compared to others, especially in regards to specific killers. You can reroll them sure, but there is nothing preventing you from getting the same ones multiple times on alternating days. To prevent this, it would be nice if, when rerolling, the rerolled rituals would be put into some kind of "do not populate" list.
    0 comments 1 views last activity
  • Many addons follow a system where they follow a trend of "same effect, higher rarity = higher potency." Meanwhile many would argue that the weakest versions of these addons have a very underwhelming effect, and end up sitting in the player's inventory by the dozens. It would be nice if there was a way to combine them to make a higher level version? It could even be done in two different ways:
    0 comments 12 views last activity
  • What if the killer was able to trap the trapdoor? Instead of closing it, they can place some kind of trap on the hatch, requiring the player to disarm it? The disarm time would be short to provide balance, but it would effectively reduce the frequency of a standoff substantially. This way if a survivor find it in a chase they will have to lose the killer instead of just running up to and stand
    8 comments 62 views last activity
  • Fixed an issue that caused a hook in front of the warehouse to gloat in the Coal Tower map. That made me imagine if there were hooks that would taunt survivors who are on it for the duration they're hooked, or taunt killers who run by them without a survivor on their shoulder. :chuffed:
    2 comments 92 views last activity
  • Everyone knows that this combo is absurdly important on any M1 killer that has no anti-loop mechanics. You don't necessarily NEED it, but it addresses their main weakness to a massive degree. It honestly makes it very difficult to not use. Most games as the Pig/Wraith/etc you usually have this combo, Ruin (lets be real for a second,) and a detection "flex" perk (BBQ, Discordance, Nurses, etc)
    3 comments 411 views last activity
  • For some people who have been playing since release, it doesnt feel as bad since they're mainly unlocking teachables as new characters some out, and just maintaining addons/items. But for people who are still newer to the game, it can feel downright insurmountable at times, especially since one's ability to get arguably vital pieces to builds is beneath layers of random chance. Buying your way
    2 comments 21 views last activity
  • I get not wanting to add extra utility to it like bbq and chilli, and i definitely get not increasing the cap again, but getting stacks feels very counter intuitive to good gameplay right now. Survivors always want to stay close after someone is hooked to avoid bbq, and go in for those sweet sweet unhook points rather than actually do things (work on gens, totems, distraction, anything) and the
    2 comments 42 views last activity
  • Want to make people stop complaining about Legion being underpowered, yet not make them too gdlk? make it so a second frenzy hit on a deep wound survivor makes them require another player to mend, or at least a medkit (not self care.) Keep the stun, and even the paused countdown mid chase, but impose that limitation. it will scare the piss out of survivors, and will keep Legion from getting to
    Dev
    6 comments 201 views last activity
  • Before we start, no, I'm not talking about OH YOU HIT ME MORE THAN ONCE IN A ROW THATS TUNNELLING or other juvenile bullshit. I'm talking about taking a single player and expressly forbidding them from being able to do anything in the game outside of a chase and eventual hook. I feel like this is most often brought on by survivors who play like #########, in SWFs teabagging, flashlighting, and
    30 comments 611 views last activity