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Valimure

Valimure

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Valimure
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  • I don't know how, after years of people asking for this, there's still no hook spawn in the basement of the main building. I'm tired of survivors just running to the middle of the basement because they know there's no way you can make it to a hook when they go down. The map's already ######### enough for killers as it is. Put a hook down there already.
    4 comments 71 views last activity
  • This entire quarter of the map is useless; there's not a single generator in it, which means the gen spread for the rest of the map is way closer together than normal. Can this map get another pass, please?
    4 comments 71 views last activity
  • Krasue's terror radius music is way too loud and disorienting. The high pitched bells and ringing are particularly bad, especially considering they are part of the directional audio that makes it much more difficult to discern her distance / location compared to every other killer in the game. Please rework this music, and at the very least get rid of the directional audio completely.
    2 comments 41 views last activity
  • The last few maps have shown a severe lack of understanding of what maps need to be balanced for both sides. Dark Ruins is a cool concept but has major flaws. A lack of pallets, both entrances to the lower part of the map being right next to each other, and both exit gates being visible from the middle of the map. The FNAF map has a cool main building but completely forgot about Balanced Landin
    1 comments 51 views last activity
  • Just thought I'd try my hand at changing around some add-ons for Dredge to give him a couple different playstyles while also toning down his best ones and increasing the usefulness of some that are pretty lackluster. Brown Add-ons Mortar and Pestle: Currently, this makes you return to the remnant facing the same direction as when you teleport back, rather than the direction you were facing when
    0 comments 41 views last activity
  • SUMMARY OF THE ISSUE: On Backwater Swamp, I was chasing a Jane who vaulted a window underneath the raised wooden structure. On my screen, she immediately teleported back through the window. After that, the match seemed to be desynced for me; I was unable to hook another survivor despite being under an unbroken hook and eventually when I downed and picked up the Ace in the match, his body was just
    0 comments 21 views last activity
  • Just had a group (SWF I'm guessing) all DC and one had some… colorful slurs to throw my way. Problem is I wasn't sure which one to report since I couldn't see who was playing what… so just ended up reporting them all to be safe.
    2 comments 31 views last activity
  • I believe this is the only realm in the game where it's possible for there to be nowhere to use Balanced Landing. There's a couple "elevated" spots inside the main building, but they aren't high enough to trigger it. If the basement spawns inside the main building, it's also surrounded and unable to be dropped into which renders the perk entirely unusable. Could the elevated sections either be r
    2 comments 61 views last activity
  • I actually think removing the DC penalty has drastically improved the game. As killer, I've only had one match out of the last two dozen or so where people DCed early when the game was still "winnable," and that might have just been because it was on Hawkins which is a pretty universally despised map. I won every match except two, but they're all relatively close; most had only one generator le
    0 comments 71 views last activity
  • "When you are injured, you retain the movement speed bonus for 2 seconds longer." Overcome only works when you're healthy, and does not activate with the speed boost you get from Deep Wound / Endurance. That should probably be added to the blurb to make it a bit more clear: "When injured from the healthy state, you retain the movement speed bonus for 2 seconds longer."
    0 comments 21 views last activity
  • You made a more mobile version of Legion and gave it less of a cooldown on power. 2 seconds with virtually no slowdown allows Survivors to move approximately 8 meters. There is absolutely zero counterplay to this; even after vaulting a pallet, 2 seconds is not enough time to make it back around most loops to vault again. Increase the cooldown to 2.5 seconds, as Legion has, and add a hindered
    26 comments 521 views last activity
  • Not filing this in bugs since it seems like it's been the intended behavior for awhile now, but just wanted to have a discussion about the order of operations that occurs when a killer injures someone, or when a survivor unhooks someone. Currently, hitting a survivor with anything that causes exhaust means that Overcome doesn't work, which seems odd to me. I'd expect the order to be: Injured →O
    3 comments 41 views last activity
  • Can we pretty please do that with lockers for Dredge to actually teleport to? Thanks!
    4 comments 81 views last activity
  • Sometimes I actually want to give the 4 man escape away if everyone brought BP offerings / wasn't toxic / had fun chases / it's an event mode / etc., but I still like to play the game - so I'll usually go for 8 hooks and then just slug if I down anyone else. But just had a situation where it was clearly not a team on coms and no one was coming to rescue the person on hook. Tried to get her anti-
    3 comments 61 views last activity
  • My poor Dredge heart just keeps breaking. Can y'all please spread lockers out a bit better when you're making these maps? It's rough.
    0 comments 11 views last activity
  • There's already a small penalty for having multiple survivors working on the same generator and Discordance, but just thought it would be nice to have a killer perk that discourages gen clumping even more; essentially, it would be the "counter" to Prove Thyself and Friendly Competition. "Discontent" "Paranoia makes groups uncooperative. Survivors working together on gene
    0 comments 41 views last activity
  • Killers don't need more slowdown on already survivor-sided maps. Glenvale and Badham in particular have far too many walls that are essentially mandatory for killers to break. Just admit they were a failed concept, remove them, and leave the doorways open.
    11 comments 461 views last activity
  • Firstly, thank you for finally tackling this. It's certainly been a huge issue for awhile and leads to a lot of grudge on both sides. I recognize that they will not stack, however I'm worried it will still be abusable by SWFs who bring separate map offerings for Autohaven, Eyrie of Crows, Ormond, and and Springfield. Since the killer is only able to bring one offering as opposed to Survivor's f
    0 comments 283 views last activity
  • I'm fully aware people are running it and trying to bait it out but can't - and then the moment I do a short M1 tap they get a pixel perfect Dead Hard. Even if I later swing and miss on purpose, that's still precious seconds in a chase I'm losing. If there's really no perfect way to stop people from scripting it, then just rework the perk already.
    0 comments 41 views last activity
  • Coming from someone who primarily plays killer… Just opening up both sides is not enough to make the map balanced for 2v8. It needed extra outdoor areas connecting both sides. As it currently stands there are only three paths to the west wing and four to the east, making it far too easy for killers to essentially just hold one side hostage. With the built-in aura reading killers have, a smaller
    8 comments 191 views last activity
  • It's pretty annoying that people running Windows essentially just ignore Nightfall because they can just hold W to the next pallet or window. Nightfall is supposed to rob survivors of information - seems a bit weird that they wouldn't get some kind of Blindness effect when it's going on. Currently, Tilling Blade is the only add-on that really adds any option to blind during Nightfall - and it r
    7 comments 102 views last activity
  • I'd really love to see an option to set a hierarchy of add-ons / offerings that the AI would focus on buying when you click Automatic Purchase in the Bloodweb. Currently, it always defaults to Perks before then just going from the center out, buying the cheapest things first. Say I'm buying on Dredge. If I could set something like this as my preference: Field Recorder Bloody Party Streamers
    1 comments 11 views last activity
  • Lethal Pursuer + Bat Form lets him immediately enter a chase at the start of the match. Dredge has a 10 second "charge time" before his teleport becomes available; Dracula needs to have the same.
    1 comments 22 views last activity
  • Y'all keep nerfing his abilities into the ground but I'm still frustrated that flashlights are a waste of time against him. In order to blind him at a pallet, you need to be standing literally right next to the pallet, meaning you cannot put distance between you. Charles should emerge when the stun happens - and when he breaks the pallet - to provide survivors an actual chance to blind him. Hon
    4 comments 341 views last activity
  • Getting tired of being blinded by their buddy who's waiting around the corner because I'm forced to grab someone from the locker when they repeatedly enter / exit it instead of being able to actually swing and get the down. My options shouldn't be to leave the person I was chasing because they found a locker to jump in and out of or eat a blind.
    5 comments 91 views last activity
  • As Killer I really have no way of knowing if this has been used or not, as I already get a "loud noise notification" from an unhook happening which makes any screaming that would occur difficult to hear, especially if I'm a ways away. With no indicator of who's on what hook state, I'm basically just guessing blindly. Could there be a brief aura reveal or some other visual indicator that it's bee
    0 comments 11 views last activity
  • For an Iridescent add-on... Sacrificial Knife sure does suck. It's supposed to block all nearby vault locations when Dredge emerges from a locker, but it's more like "when Dredge regains movement control" which happens two seconds after he actually opens the locker, rendering this add-on virtually useless except in a few niche locations in various maps. Can this be reworked to actually do what i
    5 comments 101 views last activity
  • Remove the Oblivious status effect from this thing already. Killers already have your aura from being responsible and going back to pick up your item / move it - you shouldn't be unable to know what direction they're coming from at the same time.
    2 comments 61 views last activity
  • Decisive Strike and Unbreakable are the new meta and are being absolutely abused in higher elos to an impressive degree. I'll start by saying this is also a partial issue of the bug that has been in the game for over a year now that FORCES short M1 taps when a survivor is close enough to you. This means you as a killer cannot even swing around someone trying to body block - the game forces you i
    8 comments 181 views last activity
  • Hex builds are so hit or miss it's just luck of the draw whether your totem is actually going to spawn hidden in a nook somewhere or right next to a wall out in the open for the world to see. Totem spawns are long overdo for a pass to get rid of some of the worse spawn locations, while also ensuring that the killer isn't completely wasting a perk slot: Remove open spawn locations, or move them
    6 comments 211 views last activity
  • Platform: PC Description: Adam Francis was hooked once at the beginning of the match on a normal hook, as the down was quite quick and I didn't want to waste a stack of Pain Res. Upon downing and picking him the second time he used Decisive Strike, after which I downed him again and put him on a white Scourge Hook. Pain Res failed to proc. A token was not consumed, and no generator damage occurr
    2 comments 51 views last activity
  • Not counting the basement, the entire map has eight lockers. Eight. I usually just afk on Dredge or Huntress when I roll this map. Add more lockers, please.
    1 comments 21 views last activity
  • I kind of feel like these are extremely outdated and serve no purpose other than more unneeded slowdown for killers. Even after breaking them they're rarely super rewarding; breaking the two walls in the main building of Glenvale is basically required and even then it still remains the best loop in the map. Breaking walls should be a reward, not a mandatory side objective killers have to do at t
    5 comments 81 views last activity
  • I'm tired of needing to run Lightborn in every single match because of how prevalent Flashbangs are in higher elos. When someone knows the timing of them, there is absolutely nothing you as a killer can do to avoid being blinded besides slugging everyone. I get being blinded while breaking a pallet. I get being blinded if I'm out in the open. Hell I've even seen some good plays where I didn't kn
    30 comments 393 views last activity
  • If I bring a Sacrificial Ward and it cancels out a map offering… That map needs to be blocked from the roulette altogether. It's just incredibly frustrating to use an extremely rare offering, think you've countered someone's map offering… and then still load into that map. It's a bit tilting, and kind of makes me want to just DC.
    3 comments 51 views last activity
  • Just thinking about how unused Shadowborn is and wondering if it could be reworked to a Distortion-esque perk for Killers. We have perks that grant Undetectable, but nothing specifically related to your aura being revealed. Start with 5 Tokens, each time your aura would be revealed to survivor(s) consumes a token to hide your aura and red stain for 10 seconds. Recharge 1 token for each survivor
    4 comments 51 views last activity
  • I'm not sure if it got tweaked at some point but it feels even darker down there than on release. Any kind of screen effects like deep wound, Plague's infection, and Clown's invigoration / intoxication make it quite nearly impossible to see where you're going or what you're doing. Can the brightness be turned up just a smidge, please?
    6 comments 92 views last activity
  • Map Offerings in their current state are just frustrating for whichever side doesn't get their way. Either survivors bring a killer to a map that greatly favors them, or a killer brings survivors to a map that works for their own abilities. Instead of map offerings forcing that map to be selected, what if map offerings instead *prevented* players from being sent to that map? It gives both sides
    11 comments 91 views last activity
  • Just played a match where a player unhooked another player. I downed her, chased him for a bit, downed him, and returned to the first player. Upon picking her up, she was able to use Decisive Strike. I thought this perk was supposed to be disabled upon performing a Conspicuous Action, just like Off the Record? This was on PC in Grave of Glenvale.
    1 comments 42 views last activity
  • It was pretty survivor sided before, but the pendulum has swung super far to the other side with the rework. It is basically unwinnable on against most killers. There's far too much randomization with which vault locations / windows are open or blocked, some of which can completely shut down any viable loops survivors have. Combine this with the small map size and the very small number of pallet
    4 comments 71 views last activity