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kit_mason

kit_mason

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kit_mason
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  • The PTB has a timer on the Archives, meaning it's closing in January of next year. What's… the point, though? The Archives not being updated with more challenges I get but removing existing content just because… you can?? I need an explanation on the decisionmaking, here, please.
    9 comments 133 views last activity
  • In the seven months between the Stranger Things release and today, we've had 49 shrines of secrets - 25 from the 6 and a bit months outside of anniversary, and 21 from the anniversary daily shrines. In those 49 shrines, Dustin, Eleven and Henry's 9 perks have not appeared a single time. However, since January, characters that you are given for free regardless of platform have had their adept pe
    1 comments 50 views last activity
  • It was confirmed as part of the series of attempted apologies that the reward structure for the Black Banquet with 27 cakes per prestige was not only intended, but outright the goal moving forward for event reward structures, and that the 9th anniversary reward structure (which, to be clear, was a gigantic dip below the 8th anniversary reward structure) was too high and needed to be deconstruct
    6 comments 91 views last activity
  • So we've learned today that now, you get exactly 14 cakes per prestige. At specific levels, no less. Because we know that a prestige is about 1.1 million bloodpoints, a quick division shows that its nearly 79k bloodpoints for one cake. This means that, if you're the only one bringing a cake (which won't happen right now, but will happen as the event ends and people stop throwing out cakes e
    1 comments 81 views last activity
  • Even with Diminishing Returns, full luck builds can give at least 3 self-unhooks 58% of the time - and for at least 2 its 88% of the time. On top of this, luck builds promote uninteractive play, outright denying killer pressure and leading to them feeling like they're fighting the game's systems rather than the players themselves. It's long past time Luck was deleted - if a self-unhook isn't
    5 comments 121 views last activity
  • For lots of reasons, I think bugfixing killers should be a higher priority than it is right now. Firstly, because some killers just feel SO rough with the bugs that plague them. Houndmaster is a great example - but various snug bugs continue to make her feel really awkward to play, even though she's better than her release window was (which is to say she was basically unplayable) Secondly, It's
    5 comments 61 views last activity
  • Given they spent time making this killer, they presumably designed her with an inbuilt, intended counterplay strategy for her kit. As the community has failed to find anything close to suggest the intended counterplay actually exists, could we get an explanation from the team as to what we're actually meant to be doing?
    19 comments 851 views last activity
  • With the advent of antislug measures, killers looking to secure adepts or other similar 4k achievements are stuck between a rock and a hard place. They can either slug, buy themselves a one-time 90s window to find and kill the other survivor, or they can kill their 3rd and hope that RNG favors them by giving them a good hatch spawn and good gates. With that in mind, reducing Adepts and simila
    4 comments 71 views last activity
  • Despite issues early into this 2v8 cycle, Play While You Wait and Estimated Queue Time have both been two hugely welcome additions. PWYW especially is splendid in helping what turned me off from 2v8 - a gigantic killer queue you have to do something else during to sit through. 1v4 shouldn't always need this feature of course, but in instances where a role has a queue over 5-10 mins or so (like
    3 comments 121 views last activity
  • I, like many other players, like collecting time-limited event offerings, especially Anniversary Cakes, as a way of showing our dedication to a given character and the game as a whole through the years. This often means players want to set aside the last of any given event offering, so they don't lose it. My suggestion is to add a way to "lock" this last event offering, so it won't be used wh
    0 comments 11 views last activity
  • Of my four most recent mains, I've had to avoid playing three of them thanks to overbuffing that has left them in a state where playing them feels deeply unrewarding - why would I play a killer on which I'm guaranteed victory, is my mindset. Of those three, two - Houndmaster and Singularity - were buffed not in response to a matter of weakness, but a kit riddled with bugs for the former, and rid
    11 comments 181 views last activity
  • I understand that stacking haste and hinder is a concern as more of these perk types are added to the game. But, at the same time, a lot of people like running stacked hastes or hinders together - Clown and Singularity especially are beneficiaries of Rapid Brutality paired with their own in-house Haste effects. To… compromise, somewhat- they should cap Haste and Hinder amounts. To what specific
    0 comments 31 views last activity
  • The patch notes don't say anything about a reduction in % chance or making them hidden. They for sure aren't hidden on live, and both played against me so far has worked. A friend told me both of these were coming, and I was expecting them to be this patch. But 2 is a tiny sample size and maybe it is in this patch, so I want to check if those changes made it in or not?
    1 comments 42 views last activity
  • And buff Vecna in other ways to compensate. When I say "give it a windup" i mean make it not take a healthstate until its been out for a certain amount of time - less than a second, but more than the average human reaction time of about a quarter of a second. I don't really care what ways you buff him in compensation, to be honest. I just think that Flight of the Damned should function l
    3 comments 81 views last activity
  • If this is a bug I will happily make a bug report about it, but if it's not please fix gens spawning within this close of a spread. I get that Hawkins is a small map, and I get that much of the map is locked off behind guaranteed single-gen spawns, but come on. There's no reasonable expectation to ever get these gens if the killer is running a reasonable amount of slowdown and has a brain. F
    1 comments 21 views last activity
  • During Demogorgon's removal from DBD, he recieved little in the way of adjustments, with the only one being just a few months before his restoral to the game. With that in mind, please rework or nerf the effect of the Add-On "Original Pain" ASAP. This is an Add-On used to blatantly bypass basekit antitunnel measures by immediately deep wounding a fresh unhook that you then re-down to put back
    2 comments 81 views last activity
  • Feel free to use this as a guidebook on why you BM! My question is: what do I have to do to not deserve it? I'm seemingly belittled by my opponents when I win, when I lose, when I run a weak build, a sweaty build, a low tier killer, a high tier killer, a chase-oriented setup and one that focuses on lockdown, on both sides at all times of day. Clearly you are all BMing becuase I have done somet
    4 comments 82 views last activity
  • The playerbase has shown outright with all iterations of chaos shuffle that if you give them the tiniest avenue to minmax the fun out of an event queue they will jump at the opportunity. We can't randomise offerings because some killers have very transformative addons that require specific setups to function. So remove them. All of them.
    0 comments 21 views last activity
  • Snug has a million inconveniences that add up to an overall very frustrating time when playing Houndmaster. Here's some examples, people reading this can feel free to add more inconveniences when using the killer. (Please don't add any balance suggestions unrelated to this clunkiness, instead just add ways in which this killer feels clunky to control, as I want to keep this thread focused.)
    6 comments 332 views last activity
  • To be clear, I think the Void granting an additional power to the killer is very fun. But as it stands, the Captured Haunts can be used in tandem with an M1 as an instadown, a means of camping and tunneling and can be forced into hits with certain powers that keep a survivor otherwise engaged. With that in mind, all that I ask is that this isn't the power you give to Killers in future editions
    6 comments 311 views last activity
  • This'll be the first event where I am actively playing DBD but won't be finishing the tome. Games are samey and boring with no chases. The novelty of a game where you're basically just handed grabs wears off fast. In addition, the rift is exceedingly unfair if you don't own Dracula (I'm saying this as someone who does). Two 100k bp challenges in a mode with no BP offerings. I completed as far
    2 comments 71 views last activity
  • I've mained Singularity since release, and have a few hundred hours logged in actual games on him. I'm by no means the most skilled or most experienced hux player in existence, and I'm sure more skilled and more experienced hux players will weigh in on the changes in their own time and in their own ways, but I wanted to give my outlook on the changes we saw in today's Dev Post. And honestly? Rea
    12 comments 291 views last activity
  • Shown below, found in a public match. https://youtu.be/Qk5modn8q9M Notably, when attempting to replicate in customs, this bug does not appear if the door next to the window shown is open.
    1 comments 41 views last activity
  • Play a game of "My Little Oni" Check the Pip Screen after the game ends. Your pips will be treated as if this was a typical game of DBD.
    3 comments 301 views last activity
  • Step 1 : Play a match of survivor, and work two seperate gens. Step 2 : Trigger Eruption on the lower-progressed gen in the moments before the final generator is completed. Step 3 : Complete the final generator. Step 4 : Notice the lower-progressed gen is still workable. Video from the game i played where it happened: https://youtu.be/OrwlI_yicpY
    0 comments 31 views last activity
  • Finish a match (mine was an 11-hook 3k as nurse on midwich with the survivors sending me there using Mary's Letter.) When you would reach the endgame screen, instead be met with just the killer moving through the field (as seen below), no endgame info can be selected, and the Escape key doesn't pull up the relevant menu. ALT+F4 does still ask me if I want to quit, seemingly the only means by wh
    0 comments 101 views last activity
  • Play as the Singularity (public or custom lobby both functional) on Treatment Theatre. Go to the spot and place a biopod in the area below (the position is very precise, and may require some searching to find the exact spot, but it will highlight green as any typical Biopod position.
    0 comments 31 views last activity
  • Clip to accompany this post, I'm talking about especially egregious situations like the one below https://www.youtube.com/watch?v=Ou249We7K48 That hit likely looked like it hit on Wesker's screen, but for me I had zero way of actually countering him because he was bounding towards a spot I wasn't in - it punishes me further by dragging me back to the place his game thinks
    1 comments 31 views last activity
  • Whilst the new profile icon and banner system was neat, the total lack of cosmetic options on release has made the feature feel monstrously underwhelming on release. If you didn't purchase a chucky cosmetic you currently have one (1) cosmetic option, the campfire. Whilst Bone Chill and December Login will come with more, it's still immensely frustrating that a cosmetic addition designed to let us
    1 comments 31 views last activity
  • Before anyone says that I just want to be toxic, that's not why I want it removed. It's become very clear that this addition has achieved nothing. Killers who want to camp still camp, killers who didn't before still don't. The only difference is that they either Stand ever so slightly further away than they used to. Face-camp with tombstone to entirely bypass endurance. A near-useless fea
    40 comments 1,325 views last activity
  • The idea behind the Pip system is to reward or punish players in line with how much they contributed to that individual match. If you do well, you get one or two pips along the 85-pip track to get Iridescent 1. If you do poorly, you either lose a pip (depip) or gain net zero pips (safety pip). Except that that's not how pipping works. The pip system, as it currently stands, rewards arbitrary me
    1 comments 272 views last activity
  • When obtaining the Twitch Drops, the 1 hour reward is listed as "Hatch Micro Playset" - see below. However, when in-game, the item is instead listed as "Creepy Pocket Spa" - also see below. Whilst this disparity is a very minor one, I figured it best to at least report the difference in case it is a genuine bug
    0 comments 1,221 views last activity
  • When loading into a match with the Tome 17 challenge in question, one of my two games played with the challenge active loaded me in with the Perks I had equipped before selecting the challenge, but in the endgame screen showed what would have been my perks had the challenge applied normally. My perks as they displayed in the game itself functioned as-normal, and the perks that displayed in the en
    0 comments 51 views last activity
  • Specifically either disable Alien being able to exit Control Stations right next to a hooked survivor or enable the ability for Dredge to teleport to Lockers near hooked survivors (preferably the former - I don't think being able to camp a hook without a Terror Radius or visible model entirely basekit is fair in the slightest.) Whilst there's a wider discussion on each killer's powers and if the
    3 comments 21 views last activity
  • Specifically the Locker pictured below, next to the window highlighted by Windows of Opportunity. There is an equal-sized space on the other side to place a locker, and having it there instead of right next to a vault prevents vault actions being confused for entering lockers, and vice versa.
    2 comments 11 views last activity
  • As of current, there's a solid chance one of the survivors in my games will throw a temper tantrum at some percieved unfairness and give up outright. DC Bots are coming but realistically they only solve one form of giving up, and the other - Hook Suiciding, remains to be entirely unpunished, at least in the short term. Every time a survivor does this they lose their team the match. They are san
    12 comments 121 views last activity
  • I originally intended to post this as a result of Discordance, but it applies to others - Call of Brine, Surveillance, Machine Learning, etc - the issue is that any perk that makes a gen yellow for the killer becomes much harder to discern during events, when a generator's aura is swapped to a bright orange. I'm sure this change is even worse if you're colorblind, given the intense similarity bet
    6 comments 311 views last activity
  • It's clear that many survivors, upon being the first one down and regardless of the state of the game, decide it's over and they don't want to play anymore, so they take the 3 4% unhook attempts and let go after hitting second to both disconnect from the match, but avoid the DC Penalty for doing so. This allows them to not only ruin a game, but also ruin a game entirely unpunished. Therefore, som
    4 comments 71 views last activity
  • Went into a game today with over 300ms of ping the entire match, back when i played a few months ago the lobbies had a ping indicator that you could hover over to see exactly what your ping looked like, but after i came back more recently that seems to be entirely replaced by a red bar that only flashed for maybe half a second in the pregame lobby? Why bother breaking something that wasn't an
    2 comments 61 views last activity