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The overall game feels like it is heavily favored towards killers recently.
A few months ago, the game was pretty clearly favored on the side of killers. Before, pallets were everywhere, pallet vacuums allowed survivors to easily avoid hits, flashlights could easily counter killers picking up survivors, and exhaustion perks could continuously recharge during chases. There were a whole lot of factors which stacked up against killers, but nerf after nerf later against survivors, and survivors feel honestly underpowered now.
Flashlights are not nearly as useful now, as one must be in perfect position to use it, though they are still relatively effective at pallet breaks. To a large extent, I think these changes are overall fine, especially with the new recent change that makes it to where the flashlight is no longer blinding to the actual player themselves. They have also made it clearer to the survivor when the killer is actually blinded which is nice. The flashlight nerfs alone are not a big deal, though combined with all the other nerfs, it does really put survivors in a dilemma.
Pallets have received some of the greatest nerfs of everything. Pallets are nowhere near as frequent as they were a few months ago, which is fine, though perhaps they could have been slightly more lenient with the amount of pallets in a match. Given the nerf to the pallet vacuum, there has been a massive issue arising with players getting hit through pallets. To an extent this was fixed slightly, but it is still an extremely common occurrence, where the player will get hit by the killer when their attacks are nowhere near the actual survivor. This has been one of the worst nerfs that survivors have experienced thus far, and it is a bug more than a feature. That said, it really ought to be something that is more heavily prioritized in terms of balancing. The ideas behind balancing the pallets have been decent, though perhaps it has gone overkill in the process.
This one is pretty simple, and fortunately in the most recent patch, the windows are supposed to be more consistent for survivors. On the contrary, many window looping locations have been shut off in the game, taking away certain safe looping locations for survivors. This reduces the incentive for perks such as bamboozle, and while it is not necessarily a bad change, paired with the other nerfs to survivors, it is just one more issue that survivors must deal with.
This one was a pretty massive nerf. Exhaustion no longer recovers while sprinting. Not sure how I personally feel about this one, but I understand the premise behind the nerf. Perhaps Vigil could receive an additional buff to allow exhaustion to recover while running for a fraction of the rate that it recovered before, though I am aware that they are currently testing the new buff on it.
A good friend of mine is a very skilled rank one killer, and he has been counting the number of times the survivor team that he has gone up against has managed to finish all five generators. He eventually lost count after 55 rounds in which the survivor team did not manage to complete all five generators before they were killed. At rank one survivor, it is extremely common now for the killer to manage four kills, even with SWF groups, and usually the maximum number of survivors who escape against a competent killer are two, if that. On occasion there will be times where there are three or four survivors who escape, though this is usually against killers who are not exceptionally great at the killer role, or they simply had a bad match. Even with the best of killers, 55 games in a row without all generators being completed (and considering the fact that he had No One Escapes Death as a backup in case they did finish the generators) seems rather unreasonable. I think the real issue is, survivors were so overpowered for so long that they decided to instead make survivors underpowered rather than balanced. So many of these changes hurt solo queue players than anything.