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randonly

randonly

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randonly
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  • Placing turrets gives you about 3 frames where the turret box overrides the survivor's, this wouldn't be a problem except in these frames the turret is invincible the result is you can't break the turret or injure the survivor which is not fair. https://www.youtube.com/watch?v=ryhNaVvzXJs
    0 comments 32 views last activity
  • We know the new feature that will come in the next update (the heart icon) will work exactly as Spine Chill currently works, around TR and Lullaby/range, which makes the perk redundant, unnecessary and outdated. To improve this, here's my suggestion on how the perk should work, keeping the same concept and working as a general radar that works by proximity and not by TR, ignoring undetectable
    6 comments 141 views last activity
  • I have a small doubt, it was reported in the patch notes of the 6.7 ptb that the base-kit heal hit great skillcheck bonus was reduced from 5% to 3%. Then came the changes saying it reverted full heal ticks to 16 again, but didn't say anything about the skill check heal bonus in the base-kit. Can anyone or any dev tell me if they reverted to 5% or kept it at 3%? It's because if they didn'
    4 comments 72 views last activity
  • Well, I decided to make this suggestion because I know that BHVR must already be working on something similar in the HUD of the characters as they had already announced to improve the experience for solo survivors. The idea below is to help devs to increment and improve the work that will be added in the game. Guided voice system Similar to games like overwatch and paladins, where you
    14 comments 354 views last activity
  • please BHVR, at least wait for the game to be in the live version to apply Nerfs on survivors perk with more accurate data. Don't make a situational perk unusable even on closed maps where the perk was excellent to give the killer time to lose sight of you after the stun. The nerf even weakened the perk's combo with others, like DS and Quick and Quiet, which was a good combo on closed maps o
    22 comments 921 views last activity
  • well, like developer Q&A said, dead hard will be reworked, so, this is my ideia for the new dead hard: whenever you suffer an basic attack or special attack when in a Healthy State that puts you direct in the Dying State, Dead Hard activates automatically, putting you directly in the Deep Wound state Dead Hard causes the Exhausted Status Effe
    4 comments 237 views last activity
  • I see the change in the way the hatch spawn in the game now as a way to prevent the game from abruptly ending and impacting the player's experience in the killer position. However, similarly, there are certain aspects in the game that still exist and must be evaluated by devs, I will list some of them and why. 1. Basement: Since the change in the way hooks work,i no longer see why this pl
    1 comments 64 views last activity