The Amanda's Letter add-on for The Pig has been Kill Switched due to an issue with incorrect RBT count.
http://dbd.game/killswitch
Animations Need a Rework
I played against a Doctor and it reignited the question I've always had... why are the animations so odd?
His shock causes you to convulse throwing your head upwards and back down, but the effect of the animation lasts beyond that animation so it leads to a survivor violently clicking the drop button at a battle that doesn't show up until after you've been hit by that point. It's this weird guessing game of will this internal time be over so I can drop the pallet, vault the window, or get smacked. Why not just make the animation time match the actual gameplay counterpart?
I had a conversation before with someone talking about needing a US Central server since I always have 70-90 ping or greater, and the response was it would only be a fraction of a second difference if improved.
If this is the case, why can you pretty much guarantee you'll see some wild interactions where the killer is facing in the complete opposite direction and a hit still registers? Feels like the animations are merely suggestions sometimes.
• Nemesis' whip drag effect or the animation-less whip.
•Huntress's refrigerator hit box hatchets
•Hag's instant transmission teleports and the camera flick that follows
•Wesker's dash grabbing you and moving you to a location you already passed
Etc. Etc. I said in a previous post as well, I think core functionality mechanics like hit boxes and hit detection should be one of the first things you look at when trying to improve QOL. I'd imagine that is the source of some of the go-next commotion. No competitive person likes to feel handicapped by hit boxes or things they can't strategize to avoid.