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tensa
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  • @rororoxor said:

    No

    At the end of the day it doesnt matter how difficult it is if a surv can hit it consistently, it doesnt matter how rare these players are,, and it doesnt change the fact that any 2 man can hump a locker and force a blind save. Going for "someone else" isnt a viable option here because 1. youll get called out 2. they could be running the same thing.

    Where is this energy for literally anything else in the game? why doesnt it matter thati only hit consistently because im a talented player or have practiced and missed a ton to get there? for what reason should the things that i enjoy about the game not matter please enlighten me. How is it not also relevant that hardly anyone can reliably hit locker saves? this change doesnt even intentionally target lockers and doesnt even patch them out, it just makes them harder as a biproduct of a unrelated change. Which only even affects killers with good ping and high sensitivity, and even if it did why is gutting it as a whole interaction the only thing we are offered when it has an entire community. At least address the whole post, its more than just lockers, its more than just angles or wall saves. This response is just so dismissive.

  • @Mandy said:

    Flashbangs now work as they were always intended to work, it was never intended that the survivor model could clip into a killers model so that they could get a blind which a killer couldn't avoid - even when facing a wall. Same as the audio and blind radius - you should not be blinded when looking up (which was happening) and you should not be blinded if the flashbang is not within your range of vision, hence we adjusted the angles. There has to be a way for the killer to avoid the flashbang, before it was incredibly easy to just drop the bang and the killer would be blinded with no way to avoid it, that's definitely not something that was ever intended to happen.

    Whilst I appreciate that those who enjoy using flashbangs, have to now learn the new radius etc, the previous version was bugged.

    Mandy, firstly I truly appreciate actually hearing feedback about the issue from the team at all. Sadly i really feel that this response is an incredibly low effort reply to a very detailed and researched issue that is echoed throughout an entire community of the game. Moreover it feels disingenuous to write these interactions off as a bug that has just existed in the game for coming on a decade and this change is just now coming seemingly out of the blue as a vague bugfix. I also feel it is inaccurate to say that this is needed so that the killer has agency in preventing a save of any kind from happening, this is simply not true, there is a variety of perks that can assist, a variety of actions you can take, and attempting these saves could just as easily result in more pressure for the killer. What is your incentive for using flashbang if flashlights do the same thing from a safer distance and enter the trial able to be re-used a large number of times. furthermore this response addresses only wall saves and extreme angles, there is a large amount of information in this post that this change has affected. I implore you to take a closer look at the post and share it with the team and to perhaps consider changing this in a way that keeps this playstyle alive and fair for both sides.

  • These changes are a vast overcorrection and severely limit an already limited angle for survivors to interact with the killer, the tactics used with the locker are used by extremely dedicated players, and it is fun and high risk and is the only reason many of them still play the game. Taking this and locker flashlights away as a whole instead of trying to balance it or change it is a tragedy and unfair to players probably more dedicated than most of the player base.