Taxman232
Taxman232
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- Taxman232
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@Mystic_Mizu said:
I was told that this a bug/issue that came about when they removed the "pallet vacuum". Which is ridiculous that is still exists.
I was also told that this is just a latency difference between the killer and survivor. Both reasons suck though.
I like your bug fix, bring back pallet vacuums pleas Devs.
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@Terion said:
https://forum.deadbydaylight.com/en/discussion/comment/3277552#Comment_3277552
being in SoloQ doesnt mean there are no good players there.
No I get that, i have had some amazing teammates in SoloQ. But there are some super derpy or nooby solo survivors out there.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3277535#Comment_3277535
Cool, multiple people fully healed in the time you did that, which undid your progress in injuring them. You also now have futher to travel to snuff said boon, and are giving up more pressure to do so, including the outcome of the chase you finished instead of breaking off.
This is why CoH stands out as such a problem, its value is extremely high, but it also has full value when the killer is nowhere near it. You generally have to just accept that its going to be a safe area of the map for survivors to undo your progress for free, which just promotes camping and tunneling.
Make a judgement call based on the circumstances of the game my dude. If you break chase then you have injured survivors who need to reset and re-boon and the chased survivor is off the gen they were presumably working on. If not you have chased a survivor off a gen with a potential down. Both good options.
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@Terion said:
https://forum.deadbydaylight.com/en/discussion/comment/3277529#Comment_3277529
Good players hit great skillchecks all the time, meaning they have info all the time. Meaning they have the same amount of info SWF have. Its good for soloQ, its bad for killer.
i havent run in enough as a killer to call it "overpowered" in theory it sux from a killers PoV but it also sux to have to go against an swf in general. But then again, people say always if soloQ was equal to swf, balancing would be easyer. So you have 2 sides and not 3. I for one love that there is actually a perk that ONLY benefits soloQ.
i find quick gambit and potential energy more problematic.
I think it is important to note that the bulk of the survivor base is SoloQ and are not overly experienced. In my experience, survivore are missing skill checks at all levels of experience as well. Would take an aura reveal nerf for a healing skill check buff for sure.
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@Terion said:
I know this title seems like "one of those" but my intention is actually to gather info what anyone really thinks. One siders will ofc say "yes" or "vice versa" but my interest is the ones that play both sides, now i cant control that people can state being not biased towards one side so we have to go with a rough measurement here.
thats why i dont make a poll out of it. It will turn out 50/50 anyway so im giving the option to reason your answer and share your thoughts, maybe this thread will even proof me wrong. I would perfer that tbh.
But knight makes me really question things, his power is ridicilously easy outplayable. yes he CAN win. Like any killer CAN win. But it just feels so much work and pressure on yourself, as if you are an M1 without special abillity because as to what ive seen myself and read from others experience, his guards are well... a joke.
and i dont believe it was intended to have another campy killer, not when you read the descriptions of all 3.
there are other things that make me question it; looking at DH and nurse but the 6.0.1 imho is a counter argument. So i dont jump on this only because of knight. I just find some... decisions very weird. also the whole UB basekit/mori system rework while yes not being sure to release at all, the whole idea of it after the 6.0.1 seems to me like a complete diffrent direction, and this being definitly a slap to both sides.
lets have a serious and none heated convo for once all though it actively is themed around our great polarization we have in this gaming community right here.
And if a dev/mod happens to stumble uppon this post im very interested in officcial answer over this. Im sure im not the first one asking something like this.
This post is brought to you by killer mains.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3277484#Comment_3277484
And how long does it take to drop the chase you're in, walk around whatever pathing is required to reach the location of the boon while navigating on a combination of listening for it and knowing totem locations, snuffing it, then running back to whatever you were doing? It would be an awful shame if people could be working on gens or otherwise completely destroying your map pressure during that time.
Time is extremely relevant in this game.
Dont drop chase, finish that and then progress back to the boon when you have the time and it does not compromise your game to head back to that area 👌
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I
@Mooks said:
People are already calling it OP as is.. i don’t think it’s needed for it to provide enough value but wouldn’t be against it myself
I cant see how it would be OP. It requires being on a gen, hitting a skill check and not having an undetectable killer.
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@Sava18 said:
https://forum.deadbydaylight.com/en/discussion/comment/3277478#Comment_3277478
Most killers will have to just break every pallet if you pre throw and w. It takes little skill and provides boring game play for both sides. Sound familiar?
Doesn't sound familiar at all. Just play the game and dont be a toxic killer or survivor :).
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Boons take 30seconds to set up and 2seconds for a killer to break. Be more mindful of your environment/surroundings and rage less my dudes.
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The game doesnt promote bad gameplay and survivors doing gens is not toxic (literally their only objective). You have a choice of how to play and choose to camp and tunnel.
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Bunch of DCs and AFK survivors at the moment. Frustrating and makes the solo q experience that much more painful
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@SOULWARRIOR71K said:
https://forum.deadbydaylight.com/en/discussion/comment/3230548#Comment_3230548
Again this just isn't true. Just yesterday I had to hook one person in front of the gate which destroyed that hook. I then hooked a second person and that hook was also destroyed. I had the 3rd person down but couldn't carry them to another hook in time (and the gate was open mind you). They wiggled off and escaped for free simply because I could not hook them (and couldn't slug either since the gate was open). So again, I'm not sure what this has to do with killer's basekit. It's just bad design lol.
Well that just sounds like you made a mistake. Why did you hook right in front of the exit gate? Take the survivor further into the map and save the hooks near gates for later...
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@AverageAshEnjoyer said:
https://forum.deadbydaylight.com/en/discussion/comment/3230429#Comment_3230429
the thing is myers' and wraiths breathing is literally just breathing. where as ghostie almost has an "environmental sound" if that makes sense
i dont think it matters too much but its just so unnecessary
You can hear wraith's very heavy breathing and he emits a slight noise as well. No killer should be 100% silent, even if they are stealth - it's why Spirit's phasing was changed to directional because there is no counter play.
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@SOULWARRIOR71K said:
https://forum.deadbydaylight.com/en/discussion/comment/3230467#Comment_3230467
It has nothing to do with being "smart". I shouldn't be required to bring a perk just to do my basic objective. Why should I be punished if I just so happen to kill a survivor in a specific area of the map? - especially maps with bad hook RNG. If you are suggesting giving killers basekit Agitation, Iron Grasp and Mad Grit, then maybe I can agree lol.
Respectfully disagree, killer basekit is pretty loaded at the moment. Unless you are working against a Sabo SWF crew you are able to get to a second hook. No need to nerf killers further.
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@i_dont_care223 said:
tell me…why aren’t u guys reworking her already shes been a problem for years every game against nurse people dc or suicide on hook shes ruining the fun that should be a top 5 priority i‘ll gladly have a delayed chapter if it means nurse is getting reworked
I'd rather go against a nurse than have the game drag out against thana legion or edgelord trickster.
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@SOULWARRIOR71K said:
Hooks breaking after a survivor is sacrificed on it. This outdated mechanic unnecessarily creates deadzones, which thereby forces slugging. If basekit unbreakable ever makes it to the live servers, this will be a nightmare.
Strong disagree. Killers need to be smart about where they hook survivors - they also have perks which allow them to carry survivors much much further and offerings to group hooks closer together.
I hope unbreakable basekit never makes it to the game TBH as it is a bad change.
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@GoshJosh said:
I disagree with basekit Unbreakable, but basekit BT is a good thing (except it should not extend to end game). Basekit DS would be great too!
Agree, want to address tunnelling - then make DS basekit
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@Rythoriak said:
Specifically, when they lose?
We are not including ourselves. I would say 95% of the time when I lose I see at least 1 'gg'. Sometimes a 'gg easy'.
After my last 200-300 hundred 4Ks or escapes, I would say I have seen maybe 15ish 'gg' from the other losing player(s).
How about your games?
Almost never, I play on console with no chat feature. Occasionally I will get a GG from fellow console pleb or a sweaty message from a pissed off/edgelord killer.
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@drakolyr said:
Why even bring "stealing" in this already toxic community?
Why we cant keep the stuff we collect?
Its part of the job to down a survivor, landing stuns is not always possible against a skilled killer.
Snowmans who where bad against killers and now survivors getting robbed. Why not just have an event who is fun for both sides, while noone can steal each others event stuff?
PS: Sure, survivors can stun killers. But eventually get caught and its stolen again. Especially, that killer can hit 2 times.
Survivors collect from doing their objective (gens) and killers get theirs from their objective (downing survivors). Adversarial, yes but that is the game. Toxic, no.
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@ACleverName4Me said:
So the devs said when reworking dead hard that they saw how it was being used as a third health state and they didn't want that. So they made it to where if they got hit they get... deep wound...a third health state.
This perk is in every lobby, every game and it's still annoying. Why make dead hard be a third health state? Seriously... dead hard needs to go under the knife to make it as pointless as new hex: ruin. Yeah I'm serious.
This perk is still making matches frustrating because I'm still having to wait it out, getting constantly body blocked (even when I'm not tunneling) and the ones who run it thinking they are gods should actually get their heads checked. 2 hits per survior is a fair game make that 3 though? Makes the game a headache and a chore.
Nerfed dead hard takes away the 'distance' component and also reduces the 'invulnerable' component to half a second. You may see dead hard in every lobby but it not being used in the same way, nor as effectively as before.
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@almofan1001 said:
You have addressed SWF and/or buffed killer so that it can pressure survivors on most of the maps.
Buffing SoloQ efficiency to near SWF level without giving universal killer buffs is how you make this killer player count gone by 50 %.
And no - don't say that "killer buffs will come next". Knowing BHVR, that could take anything from 6 months to 5 years.
So no, either release killer buffs on the same patch or don't buff SoloQ at all.
Killers were buffed in the meta rework so dont think they need another one just yet.
But agree with you that SWF needs to be held in check. Currently cant nerf them without needing solo q further into the ground.
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@Crowman said:
I miss it in the sense that games where overall easier in the system.
But as a whole I'm glad it's gone. If only matchmaking was better and you had any idea of what your mmr is.
Dear god yes, so many muppet survivors with the current matchmaking.
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I really hope they dont make the mori change in endgame - ruins the whole endgame standoff. Agree that some killers need improved mori animations though.
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The hitbox for weskers dash attack is absolutely massive. I have been sucked back in from behind cover that many times. And it isnt a ping or latency issue because I havent been hit by any curving huntress hatchets or deathslinger shots in the same circumstances.
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Kindred as basekit or even a modified version where you can see killer aura (even when undetectable) within a certain radius of the hook.
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@AshInTheTallGrass said:
You see Mikaela load into a lobby. Do you assume she's running Boon: Circle of Healing?
And if you do, are you annoyed if she doesn't, in fact, have the boon?
"Come on, Mikaela! The team is injured and there is no boon on this map!"
To be honest I keep in mind that any survivor could be running one of their teachables (Bill I assume Unbreakable, Jake assume Sabo) until I have enough info on their perks. I do this as a survivor main because Solo Q.
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@SilentShepherd said:
A downed survivor is almost at death, they shouldn't be able to see the aura of teammates at all. It serves no purpose. A downed survivor should crawl around on their own, until a teammate saves them
It only enables trolling by salty teammates who tell the killer where you are and work with the killer when it's down to last 2 people.
Im a 100% solo q player. Sometimes you can be in a game with TERRIBLE teammates, only 1 generator gets done (the one you solo did), and the entire team is almost dead already. 3 or 4 gens left to do, and now there's only 2 survivors left - you and the other guy. The other guy gets downed. The killer refuses to pick him up to scumbag their way to 4K and refuse to give you a shot at the hatch... and now the downed survivor starts crawling towards you, letting the killer know your direction.
I have been victim of Killers breaking Terms of Service. If I had a good game by looping and frustrating killer so he can't catch me, and then it's only 2 left.... I've seen Killers literally communicating with the other Survivor, non-verbally. By picking them up and down a lot, and letting them know they won't be hooked... if they snitch on where the final survivor is at, to deny me the hatch attempt. I HAVE SEEN THIS HAPPEN TOO MANY TIMES IN SOLO Q!!!
This makes no damn sense and needs to be removed immediately for the health of the Solo Q experience.
Run knockout if you dont like this.
There is already limited comms and info available for solo q players, stripping more away is not constructive or healthy for the game.
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@dictep said:
i think it should be 2 or 3,games
2 as the most
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No it has been good ping and no latency issues. Plus when playing against huntress I am not getting hit with curving hatches.
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Something needs to be done about him because honestly he is one of the least enjoyable killers to play against. Right up there with legion.
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At least you have chat - still waiting for it to be added to console
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@Pyrosorc said:
https://us.v-cdn.net/6030815/uploads/VNMN1FCAACNW/endgamechatnonames.png
Some players go out of their way to just be the biggest ######### possible - queueing with their friends and teabagging all game long is weirdly contended as "okay". But there's no way that communicating like this in end-game chat should be tolerated by any serious devs or even communiity. Or are they likely already banned and playing on hacked alts with their private "60 hour" accounts?
Yes I've sadly had to censor the names, I've been in trouble with the forum mods for not before. Which I still think is dumb, but that's another matter (honestly, people should be given the tools to avoid being exposed to people like this).
Play on console - no end game chat
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*DCs*
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I have never come across this before in 5years of playing survivor. It seems like it is such a niche issue so why would Devs address when there are a lot more important/frequently occurring issues with the game.
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Sometime in September - unsure if they have confirmed date as yet. Would assume they dont want to launch before they make PTB changes.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3137848#Comment_3137848
So you'd agree that Iron Will shouldn't be what it is because it counters Spirit?
Iron Will counters more than just spirit though. Just like spine chill is more than just a counter to stealth killers. I think we are being a bit reductive in this discussion.
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@Iron_Cutlass said:
Just a general question.
I know that some people dont do it, some people do, some have reasons for it, some dont. Id just like to hear some people talk about it. I always give hatch personally, I kind of see it as a nice gesture toward my opponents, since Im on Console, I unfortunately dont really get to see post-game chat, but Id imagine it at least has like one or two nice things in it whenever I give hatch.
I would say I see 1 out of 25 killers give hatch. Very rare at the moment what with all the rise in slugging and tunnel/camp play styles.
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@dugman said:
I was thinking about this in another thread, but since Scourge Hook: Pain Resonance is currently one of the top five most picked killer perks based on the aggregate site I follow I’m a little surprised survivors haven’t reacted by running Saboteur or Breakdown more often. Both of them are basically direct counters to Scourge Hooks in general. Saboteur is more like a scalpel you have to actively use to break a Scourge Hook right before it’s used, while Breakdown is passive but is almost guaranteed to trigger (unless you never get hooked in which case you might have won anyway) and when it does go off it gets rid of that used Scourge Hook for a whopping 3 minutes which is a really long time! Imagine if all four survivors ran Breakdown versus a killer using at least one Scourge Hook, they could easily be completely cancelling its effect after a hook or two for most of the match, not to mention also maybe sometimes creating hook dead zones where the killer simply can’t reach a hook at all.
Of course if the killer doesn’t have a Scourge Hook then both those perks aren’t as useful. But given that Scourge Hooks are at least as popular as Boons in terms of perk usage I find it funny more survivors haven’t specifically included an obvious anti-Scourge Hook effect in their loadout.
Solo q are too busy holding M1 for longer and running anti-camp/tunnel perks - no space for these perks in the build when not on comms with a SWF.
Would love to see a rework of Scourge Hooks to be a single use only (could be more of them on the map to balance this).
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@Rick3543 said:
The perk is so busted, its like reverse hex pentimento with no precondition and no counter. How dumb can this game be, its being used nonstop and games are over before they begin in high ranks. Worst design ever, please fix it before your game dies.
Also stop adding god pallets on your new maps that are horribly designed. Too many stealth options, too many god pallets/windows.
Get someone else to design new maps as all your new ones have been objectively horrible. I literally am leaving games at start because of how bad they are, and i probably will quit if this keeps up.
Prove thyself (PT) is not that much of a game changer. Yes it makes repairs slightly faster but this is a natural reaction to the new killer regression and slowdown meta of Pain Res/DMS.
Also PT requires survivors be in the injured state, which puts them in a precarious position if they are interrupted by the Killer. All in all, it is a balanced perk.
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@psionic said:
I mean, DbD is pretty much an unique game in the market. Though we all have our own feelings regarding this game, we can't deny it is one of the most succesfull games of all time. The market is satured with tons of game, but there's only one DBD and Behaviour probably won't have another title as succesfull.
As I'm an very anxious person, I like to think about the future a lot. Why not a DbD 2? Same killers (at least Spirit must be in), next gen graphics, new effects, new technologies, etc.
What do you think and what would you like to see?
I mean they keep updating graphics, gameplay, bugs and adding new content. Is there really a need for a DBD 2?
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@Tsela said:
https://forum.deadbydaylight.com/en/discussion/comment/3138041#Comment_3138041
how many times you ended up in the basement? have you ever considered that if this happens quite a lot to survivors, it might be their fault also? It's a situational mechanic so it remains in the game. It's not like killers can carry you to the basement from very far away.
Iron grasp and agitation make it very easy to make it to the basement hooks from far away. Very common on hag, bubba and trapper builds to camp the basement.
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@Aven_Fallen said:
Yep. You totally dont need to run BT anymore. /s
Most Killers can count to 5, BT is still a viable anti-tunnel perk
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@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/comment/3139033#Comment_3139033
That poor Oni must have bonked itself over the head to get that confused. Horrible stuff :V
He had Deadlock and Thana. Slugged everyone at 3 gens and let us all bleed out 😥
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@Rokku_Rorru said:
My issue with scourge hooks is they overshadow other perks like pop goes the weasel for killers with no mobility.
Agreed, I actually was excited when I came across an Oni running ruin/undying yesterday.
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@Tsela said:
https://forum.deadbydaylight.com/en/discussion/341715/lets-talk-about-scorge-hooks
Well since scourge hooks can also be sabotaged, I don't think they need any change. I personally am not a fan of scourge hooks since I simply am not a fan of random placement of anything. Plus I don't think they pose such a problem in most games, the killer needs luck also how those things are placed, and probably it's not always worth the gamble
I dont know if I agree. I am seeing a lot of killers go out of their way to get to the scourge hooks. A lot bring Agitation just to make sure they get there.
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@DBDVulture said:
https://forum.deadbydaylight.com/en/discussion/comment/3138458#Comment_3138458
Making all the hooks into scourge hooks would definitely be a buff. It's really dumb that you get +4 scourge perks for the first perk and do not get +4 for the second perk unless you bring Monstrous Shrine.
Ok then not all become scourge. Call it 6-8 hooks become scourge, it's a buff but not the ongoing massive buff that it is now.
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@ThatOneDemoPlayer said:
What's the point of changing them though?
Shake up the killer meta and a bit of balance to the game. I dont know about you but it gets a bit dull facing DMS and Pain Res every single game.
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@squbax said:
https://forum.deadbydaylight.com/en/discussion/comment/3137802#Comment_3137802
It now lights up if the killer is within 32 meters, making every stealth killer a joke if you have eyes, not that they weren't before, just a little more.
Well it also an accessibility feature for hearing and vision impaired players. This is a larger issue for the Devs to fix and I'm not suggesting that you need to run a perk for this community to play the game.
There does need to be a counter to stealth killers - the game needs balance and spine chill catches undetectable whereas aura reading does not.
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@Biscuits said:
https://forum.deadbydaylight.com/en/discussion/comment/3137802#Comment_3137802
Yeah no, now its sonar, it lights up and even shows you the distance the killer is to you. I was excited to play my main Ghost Face but now I am stuck still playing huntress until they "nerf" it again.
I would happily have them revert it to the previous state and lose the vault speed.
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@EvieSimpsForCrowLady said:
https://us.v-cdn.net/6030815/uploads/0G1MSFRDLTG2/image.png
Idk if it's just the color pallete or maybe the fact that it was much foggier but I can't be the only one who prefered the old look? Besides the map remained just as survivor sided so the rework was kinda pointless?
Map enhancements have made them all prettier but also much lighter and brighter. Think it detracts from the horror element of the game - certainly feel this on Ormond and Cornfields. ( yes I am playing with brightness down too)
