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ad19970

ad19970

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ad19970
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  • Just started playing this game today, and I am enjoying it very much. It seems like a very fun game. Just don't expect it to be a competitive game. This game is just about fun, nothing more. I've been playing exclusively killer until now, but even though I lose most of my matches, it's still really fun. I just like the variety and complexity the game has to offer. It has some serious flaws tho
    3 comments 32 views last activity
  • So I've seen posts from people claiming that Oni still has no counterplay. Which is why I wanted to make a thread explaining why I don't think this is the case with Oni. Just going through a list of counterplay possibilities Oni has in my opinion. At the bottom is a short summary of the counterplay I think Oni has. Frirst of all, the classic counterplay of using pallet and window loops exist, an
    43 comments 1,552 views last activity
  • "The Oni can rotate faster than intended with the keyboard or joystick during Demon Dash." I'm curious, is this referring to the flick Oni can do that can be enhanced when you bind your left and right turn to q and e? Or what exactly does this issue mean? I'm curious since his flick is pretty damn strong still. And if it's not, any tips on how to use the flick more optimally?
    6 comments 152 views last activity
  • I just wanted to ask if anybody else is having problems with the sound? Like I know footsteps aren't even nearly as loud as they once were, but just now I had a game where a Jane ran right behind me, like she wasn't even 1 meter away from me, and I didn't hear her footsteps while running. I couldn't hear any footsteps of running survivors the entire match. That, coupled with unusually hard to see
    4 comments 72 views last activity
  • Since I am struggling with her, I wanted to ask here what counterplay exactly do I have against a Spirit once I am injured? I could really need some help against her. Because no matter what I try, since I'm injured she can simply hear where I am.
    30 comments 272 views last activity
  • Quite happy about that personally. She is the one killer left that needs some nerf in my opinion. I'm curious to see what others think about the actual nerfs though. Because while I think they are decent, I was hoping for some changes that would have made her counterplay more skill based and less luck based. That to me is the biggest problem with Spirit. These changes will help, but it will stil
    4 comments 42 views last activity
  • So I've been thinking a bit, and honestly, I just can't think of any reason why struggling by button mashing hasn't been changed yet. Like it's such an awful mechanic and yet it's still here after 3 years. Would it take so much work to change struggling on the hook? Or do the majority like the struggling mechanic and want it to be kept the way it is? Just had a really fun match against the Demo
    21 comments 371 views last activity
  • Seeing all the outcries of killer mains because Nurse did get a nerf to her base power that allows survivors to have a bit more counterplay against Nurse, I just want to remind you of the survivor mains outcry when the exhaustion nerf happened. You still implemented it into the live version. I do believe that especially within the first few days many people will say that Nurse is almost useless
    89 comments 1,061 views last activity
  • 5 comments 82 views last activity
  • So, I don't know about others, but at the moment I do feel like on their own, Dying Light and especially Thana feel a little underwhelming (I am not totally sure about that though, so keep in mind this is just my impression and my opinion on these two perks). Buffing them however would result in them becoming ridiculous when used together. So personally what I would suggest is having a max action
    26 comments 2,511 views last activity
  • https://www.youtube.com/watch?v=Z9I0rA7Usi8 Just wanted to post this before anyone else does. Since this seems to be a trend now. But no, I don't think gen speed is in anyway a problem. Once again, you can't increase objective time without just breaking half your game balance wise. It just wouldn't work. Just imagine Nurse, Spirit or Hillbilly with increased objective time
    49 comments 981 views last activity
  • So I just got to play my first three games with Demogorgon, and in the second and third one in particular I sometimes aimed my lunge perfectly at a survivor yet he just seemed to hit right through them and they didn't get hit. Twice the survivor just teleported away from my Lunge. The Lunge seemed pretty damn broken honestly. Anybody else experienced this problem? I'm wondering if it's maybe be
    13 comments 211 views last activity
  • Anybody else take a look at Tru3ta1ents videos and how he can make sure nobody breaks his Hex: Totem? Honestly I feel like that's not good that Hex Perks on Demogorgon are so much safer to use than on any other killer. They are supposed to always have a certain risk to using them. Imagine Hex: Devour Hope on Demogorgon. If he can just protect the totem that easily, it could become a bit too str
    56 comments 761 views last activity
  • It’s been discussed time and time again on these forums. Maybe the most discussed topic. But there’s a reason for that. And I am surprised there are still so many people that think it’s fine the way it is. Let’s get this clear though. Camping is not a balance issue. In fact, it’s not very effective against high ranks, since they know how to counter camping. Yes I get that argument. No point in
    134 comments 1,231 views last activity
  • This really needs to be done. Unlike killer, survivors can't always fulfill all four roles in order to get bloodpoints evenly across all four categories. Not fair if a survivor gets tunneled by a killer, survives for very long, buying their team plenty of time, and then ends up with barely more than 8k points. Either increase the category cap from 8k to something like 16k, or maybe just remove
    0 comments 41 views last activity
  • I’m honestly curious to see what others think about which killer could use some buffs to become viable even against optimal survivors. Right now, some killers do seem like they are just a little too weak. However, keep in my mind that map reworks will buff all of these killers a bit anyways if maps get more mindgameable loops and if the huge maps maybe become a little smaller. Also, there is no
    93 comments 471 views last activity
  • Clown’s chase potential definitely isn’t weak. But his bottles can still be of little use at certain loops, with survivors being able to loop him long enough. Problem is, his chase potential is all he has got going for him. Nurse and Spirit are both better at chases for sure, yet at the same time they have very good map pressure. Clown has even less map pressure than a normal M1 killer, since he
    14 comments 292 views last activity
  • Once again, being able to hear footsteps of running survivors on most maps (pretty much all the outdoor maps) is barely possible at all. I am seriously wondering how something like that can be so hard to properly fix. With the lowered chase music, you were at least able to hear sounds somewhat properly. It was a nice change. Pretty sure almost anyone who played killer liked the change, if anythin
    53 comments 1,621 views last activity
  • To slow down survivors. Yet it's not enough at most pallet loops against optimal survivors, instead survivors are still able to reach the pallet fast enough. Great jpb BHVR.
    1 comments 51 views last activity
  • Yesterday I played on Rancid Arbatoir with Spirit and I was able to hear footsteps just fine on that map. Played that same map again today and could barely hear anything at all. Anybody else noticed this?
    0 comments 11 views last activity
  • https://youtu.be/v241xlYMHII?t=336 Minute 5:38 is what I mean.
    9 comments 181 views last activity
  • Whenever I am at some object that I should clearly be able to throw over, it instead just explodes in the air. Probably because of bad collision boxes of the object or the bottles. Can't this maybe ever be fixed? It's frustrating, especially since countering loops is his main and only strength.
    11 comments 221 views last activity
  • Did I read that right? May not have much effect at all but still I somewhat can't believe they actually plan to nerf him already. Can't we at least wait and see how he does at high ranks before planning any nerfs to him? I don't want to spend money on any new killer if he might not be as viable anymore. Especially the fact that marked survivors can no longer be stalked. Why the hell? Are you to
    45 comments 1,322 views last activity
  • I'm just wondering. It seems like since recently the amount of paletts on a map has been increased again. Certain maps have so many pallets extremely close to each other. Maybe I'm wrong, I'm just wondering. And with these devs, I wouldn't be surprised.
    7 comments 332 views last activity
  • I don't know about others, but to me the sound of running survivors footsteps is pretty much mute. I don't want foot step sounds while survivors are walking or crouching, but at least while they are running you should be able to hear them within a certain distance. Survivors can just run away from a loop while you want to mindgame and you can't tell anything since you just can't hear them. I know
    2 comments 32 views last activity
  • So I haven't noticed myself, since I haven't played a lot of ptb, but I've heard that the auto aim is messed up in the ptb so that you can not hit vaulting survivors sometimes when coming from a 90 degree angle at a vault, instead the auto aim just forces you to hit the wall instead. I just wanted to know if that is a bug that will be fixed for the live version. Cause it would be ridiculous if k
    0 comments 32 views last activity
  • With the new buff to Thanatophobia, which I'm so happy about, I fear that some people might get annoyed at how long it will take them to heal themselves if the killer is also using other perks or addons that decrease healing speed, especially with Self Care. So I thought maybe there should be a cap for how much healing can be decreased when stacking perks and addons that affect healing. 30% or 35
    29 comments 332 views last activity
  • Just wanted to say that here. There have been people not too happy about the DS change but I personally couldn't think of a better change to DS than this. Absolutely brilliant. I really hope it will make it into the final game. So good
    9 comments 132 views last activity
  • It's really, really frustrating when you time your shock perfectly as doc, and yet survivors are still able to vault windows while being shocked. Especially since it can have such a big impact on chases. Sometimes it works and even interrupts the vaulting animation if the survivor isn't on the other side of the window yet, and that's how it always should work. But sometimes survivors haven't even
    29 comments 382 views last activity
  • I'm really not looking forward to 30 min killer lobby times again. I mean sure, it might not be that bad, but I fear that it could get quite problematic. I would suggest to increase the amount of coins you get for a gen being repaired from 4 to 6 coins, and have survivors gain maybe 4 coins if they get hooked with a vessel.
    13 comments 332 views last activity
  • Like seriously? Is it too much asked for to at least be able to properly hear footsteps again in order to track survivors, especially now with scratchmarks being bugged? Any responses from the actual devs about this? I've been one of those that has defended this game and saying the game is actually quite in a good state balance wise right now, despite it's gen rush issue, the partially bad map de
    11 comments 392 views last activity
  • Isn't tier 1 Discordance better than tier 3? Just asking cause tier 1 Discordance updates you every 8 seconds when two survivors are repairing a gen, tier 3 every 12 seconds. Which means that with tier 1 Discordance you can tell faster whether a survivor has already left the generator or if there are still 2 survivors working on the gen.
    8 comments 301 views last activity
  • I just played a few games as killer on the ptb and I'm really surprised at how much the audio for killers has improved. Seems even better than before the last patch that introduced these sound bugs. Honestly, if there's anything I'd change though it's making the footsteps while running a tad louder and the footsteps while walking or crouching a tad quiter. Though that's only coming from my experi
    1 comments 31 views last activity
  • I'm just curious if there's any new information regarding this problem. Killers rely a lot on sound and when it doesn't work properly well then that's quite a problem. I hope it gets fixed very soon.
    8 comments 111 views last activity
  • I really feel the need to make a thread about this. As a killer main myself, I am absolutely baffled by some of the killer mains on the forum right now. Pretending that killer mains are still the victims of the devs even after all the buffs killers have received. The game's balancing is definitely not perfect, but it's in a pretty good spot right now in my opinion. And I by the love of god do not
    98 comments 791 views last activity
  • One balance change in the patch notes is that the fast window vault interrupts have been reverted. Can anyone explain to me what exactly that means? What exactly has been reverted?
    16 comments 211 views last activity
  • I've read some posts that said that the pick up animation time for killers has been reversed back to the old one. But I haven't read it in the patch notes. Can anyone confirm if this is an intended change? Personally I don't understand why though. I know flash light saves are hard to pull of, but something that can buy survivors so much time and can be almost critical for the outcome of the mat
    30 comments 611 views last activity
  • Bit of a click baity title, but I need to know. I heard that with the new patch and it's graphics update, skill checks will now be 60 fps. And this might make it easier to hit great skill checks. I'm just curious if anyone who played the ptb for a while has noticed any big difference in the effectiveness of Hex: Ruin, or if it is indeed easier to hit great skill checks now. Since it's the only
    20 comments 521 views last activity
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