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Comments
id side with that but i liked the idea of a variety of death animations related to that killer, the same one gets boring
Don't even think about touching Sista
Too bad, it's 16meters
That will never happen. When legion came out that's when the came was inundated with survivor DCs.
But you don't care about that.
It was a joke i didn't mean for it to be serious.
Hm?
I miss the old maps before their reworks (except Ormond). Not really a fan of breakable walls and 200% darker maps.
A lot of the "consistency" changes, like pig's terror radius. Especially seeing as there still isn't consistency unless they're planning on making nurse 115 to match her radius or myers 33m to match his speed.
Also the basic attack stuff for legion, who was clearly far too interesting a killer before. Was it technically inconsistent that frenzy attacks worked with 3rd seal and not noed? Yes. Did it make for more creative builds? Also yes. Was it mind-blowingly confusing? No.
Reverse Bear Traps starting up automatically once all the gens are finished. To be fair, I would make one or two other changes to balance this in light of the EGC, but the point still stands.
60 second pop. I still don't know why they nerfed it 15 seconds. It was perfect where it was at. Only useful after a hook. There was in my opinion no reason to nerf it.
forgive me but i am growing tired of devs who seem to not wanna make killer a balanced experience. It's already aggravating enough as it is and taking more away from killer's role is just beating a dead horse imo. I wish there was more devs who actually play killer
Unnerving affecting ds again. The perks one of the most useless perks and works on literally all skillchecks but ds. And when it did semi counter it it still wasnt played really much. So if they want consistency just let unnerving affect it again and nothing probably will change. Perk will still be useless mostly but have some benefit rarely.
Old wraith without the bell i miss the ding ding spam. And the animations.
unless you're talking about buffing them? i might be a little confused about the comment, apologies. I read this as "The Removal of Perk Stun recovery"
Same, dude, same.
The billy changes. All he needed was an addon pass.
Probably to make it fairer?
old freddy :D and when devs delete silver line EGC :D only 2 min after open gates
Apologies if you already knew this, but i want to make sure you do know this: I'm not more of a DbD developer than the regular player, nor am i a mod or community manager, me having a red profile picture & Trusted tag is part of a program that picks out some forum members they deem to be of a more-than-usual positive influence on the forums.
I say this because your comment (the first one of the 2 that i quoted in this comment) makes me believe that you are not aware of this.
Again, if you are aware, then sorry for wasting your time in this comment up until now.
As for my comment where i say what i want with Enduring: The discussion asks us what we would like to see reverted in the game.
Personally, i was happy at first with the small number increase on Pallet stuns as that was pretty much the only kind that i would encounter, since my preferred Killer playstyle rarely deals with Decisive Strike, and Head On is rare enough in my Trials as it is.
However, after a while, even i who rarely encounters Decisive Strike, has come to the conclusion that affecting multiple sources with slightly less recovery time is preferable, because those rare times where i do encounter the Perk make Enduring just more worth it, and the previous recovery time on Enduring would still be worth it in my opinion.
I worded my comment as if responding to the question of: "What would you like to see reverted?"
So when i said: "Enduring's minor buff to stun recovery & the removal of Perk stun recovery.", i meant: "REVERT Enduring's minor buff to stun recovery & REVERT the removal of Perk stun recovery."
I know this is a lengthy comment just to explain what my comment meant, but hopefully this clears it up.
How fairer? Is not like is easy to do :/ It take a lot of practice. Now most windows force you a medium vault
The twins......need i say more?
Breakable walls.
Maybe I just need to git gud.
I find them really annoying and impractical because you only notice them while in a chase and they usually cause god loops. Take time at the beginning of the game to break them and your gens are gone. Don't break them and you get looped for eons. They ruin a lot of accessibility for the killer and imo are just detrimental for fun. But deep down we all know BHVR's values; Fun is prohibited for the killer.
Play With Your Food being reverted so clown's bottles and plague's green vomit don't consume stacks anymore. I think same with Deathslinger's gun.
They originally didn't, then I think alongside the Leatherface/Billy rework they suddenly started using stacks for bottles/vile purge. IIRC a bug report on this in the bug forum was marked as "Acknowledged" by the devs but nothing came of it. The description now says "Basic or special attacks" (originally it was only "offensive actions") so I'm curious if they're acknowledging it as "Yeah it using stacks when it shouldn't" or "Oh yeah we should update the description, that's intended behavior.".
PWYF was great on Clown and Plague. I get the reasoning somewhat for Plague since the green vomit can indirectly damage by causing broken, but Clown's gas doesn't physically hurt you. If you think "Well the clown gas debuffs you" so does Doctor's shock and Freddy's snare and those don't consume stacks.
Deathslinger I'm torn on, but it does mean if you shoot, real someone in, and hit them, you're using two stacks just to injure + deep wound someone, or down them.
Heck, even Myers basically doing a Mortal Kombat Fatality on you via Tombstone (Inflicting the "Freakin' Dead" debuff for the rest of the trial) doesn't use a stack, and that literally kills survivors.
DS dribble, even if nerfed. Like, the previous DS dribble allowed you to walk for a couple of meters before dropping the survivor, I'd be ok with a dribble that doesn't allow to actually walk that much, but at least to hook somebody if they are exactly under a hook OR to instantly drop a survivor after the pick up.
It would instantly solve the "get in a locker" or "bait a grab" issues of the current DS - you still cannot hook them, but at least you don't waste that much momentum just because you did your job as a killer.
And now that I think about this: omg @Almo , this is the easiest fix for the DS shenanigans lol, you don't need to introduce intricate new code like "if survivor gets in a locker 20 meters away from where he was hooked, disable DS" (which would be horrible to add in the perk description as well), you would just need to change the time when the skill check for DS appears. Plus, it would still keep DS + unbreakable a strong combo, since I assume you devs want that to still be a thing!
Old Freddy.
Playing as him and against him was unique and fun design, as well as fitting him thematically. It could have been fixed with some simple tweaks and his full rework was unnecessary.
Now he's just boring to play as and against, not to mention just copy paste effects from other killers. Not fun, not unique, and not thematically fitting.
How about allowing killers to change loadouts again? Talk about an unnecessary change. Of course hillbilly in that same category
Id bring back Trapper's old setting animation.
can't say anything about any of this and says something completely irrelevant.
ill list that one as an almo thing.
the appraisal nerf from ptb to live