Comments
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I love the new music, but the outer-most layer is literally impossible to hear over the volume of the regular heartbeat. Vecna also has the problem.
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Still getting these kinds of matches, nearly a year later. Bumping this topic/idea. I don't see a reason players need play out matches against exclusively bots - no more points would be earned if I didn't do anything else anyway, and any match that has a DC is already discounted from affecting MMR. Please consider lifting…
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Yes. Nothing happens. Also, the Launch Crows prompt on my UI is missing.
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We saw exactly how this is not a stretch. We saw how on-release Skull Merchant was able to stall games out: Despite being an M1 killer, all she needed to do was create scenarios where approaching generators would cost you health states. With her instadown, this meant throwing pallets was incredibly important to not going…
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The Knight rework has skyrocketed Knight's ability to stall games out into something unprecedently powerful, comparable to early Skull Merchant if not worse. These issues are exponentially worse when The Knight tunnels a player out of the game. His ability to chase 2 survivors at once and Jailer's long Banner spawn…
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The difference is that Knight can keep pressure on multiple survivors at once; Merely being in an area his guards are patrolling will almost guarantee a Hunt, especially with how incredibly easy it is for Jailer to start hunts with his faster patrol speed and large detection radius. Jailer can guarantee 24 seconds of any…
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The problem is that it doesn't matter if he doesn't have a power while Jailer is chasing you; the issue is that Jailer allows him to guarantee to keep Survivors off of generators for just shy of half a minute infinitely, on top of the insanely long patrol time. He doesn't need to full commit to downs, he can take picks and…
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I agree, Carnifex is entirely useless outside of breaking pallets. He needs some sort of chase specialty - why would you ever bring out the objectively weakest guard? Carnifex has the slowest patrol speed, smallest detection radius, shortest patrol duration, slowest chase speed, shortest chase duration, and fastest banner…
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This was never an intended feature, it was always a bug Being able to manually recall guards while others are already summoned WILL create a 3-genning nightmare, which is already very possible with the new Hunt duration buffs.
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This is the precise type of harassment that I'm calling out. Players should be free to play the way that they want without being shamed for what others may perceive as "being selfish" or what you personally deem "unfun" I am aware that behavior such as this is against the rules, but I am advocating removing the tools used…
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I would like to put out a reminder that the Guards' chase timer will scale with the length of the path drawn. I think a depletion multiplier will also be very helpful for the many perceivably un-winnable situations that players can find themselves in against Knight that usually arrive from being chased against the edge of…
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I am beginning feel like most people commenting on this thread did not read my original post in its entirety. Why would you ever Draw A Patrol with Carnifex? This is the specific concern I'm raising. If he has no purpose, then why have him be a part of the kit at all?
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Why have the Carnifex exist at all if there's no reason to use him
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This is precisely the issue: why have the option to draw a patrol path with Carnifex, the worst chase Guard, at all? You won't. Why have any aspect of a character's kit be useless? Every part of every kit should be usable. There should be no part of ANY Killer where it's actively detrimental to use the power as intended,…
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As I've described, breaking objects faster has no practical change in the outcome of any gameplay unless the Knight is 6 seconds' worth of travel or closer to the object he is kicking. As a matter of fact, after ~500 hours of playing Knight, I've discovered using Carnifex to damage Generators is actually usually…
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I'm mildly concerned that Dragon's Grip will have a cooldown that's shorter than the duration of Exposed that it causes, but I suppose we shall see on PTB
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After a couple weeks of seeing how this plays out, I still very much agree with my initial opinions both playing as and against Mage Hand. Every use of Mage Hand by a halfway-experienced Lich guarantees a hit. After several weeks I have found no way to counterplay this, other than pre-drop practically every pallet every 35…
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I also never received one. I was instructed that the emails should go out by yesterday and never received mine despite being signed up for over a year before. I've sent in my own support ticket But I agree it seems incredibly consistent that emails which are to contain exclusive codes simply never send out. It's very…
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After a few days of versing against Vecna and specifically trying to get this item every match, I can say this item does practically nothing. 7% haste for 3 seconds only grants 0.84 meters of extra distance. For comparison, when MFT was an issue, ~1 extra meter every 8 seconds was an issue because it never turned off, so…
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What Survivor were you playing? This happened to me on other pallets in Midwich, but it only seemed to happen to me when I was playing female Survivors.
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This is happening to me. I've included my logs with the most recent game where it happened to me, if it should help:
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Another piece of navigational feedback: When previewing an outfit out of a Collection in the Collections tab, I would love a way to be able to select individual parts of an outfit that I'm already currently viewing from the Collections page. Otherwise, it's an absolute hassle to reach an individual component of outfit. For…
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I think this video that I've just captured demonstrates just how tedious and how many separate individual clicks are required to navigate the new store. In order to simply LOOK AT and clear the New notification for only five new outfits (which is a common number of outfits to release with any larger-sized Collection drop),…
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I know everything is all new and I'm just getting used to the new layout after 5 years of the old store layout, but I do think navigating the store is a little disorienting and unintuitive, especially when I'm just trying to navigate to specific characters' customizations. Navigating Within Character Selection It would be…
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With more and more cosmetics increasingly coming with bonus banners and badges, it feels like a secret puzzle only for insider-knowledge that I have to look up and google how to get these banners and badges, only once I start seeing them being ran in matches. If a cosmetic comes with a bonus cosmetic, such as the Chrysalis…
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Update: I accidentally and incorrectly left in (from my early investigations, when I was still drafting this report) that this does not occur on the new second map variations of MacMillan. This is incorrect, I’ve corrected what I’ve written.
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This is not what I am describing at all. The exit gate blockers only linger if you get hit by a guard. They’re supposed to disappear if you collect the flag, otherwise The Knight can infinitely keep one player trapped in the match even if they succeed in collecting the flag. The description of the Add-on itself says…
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The Twins feel so so so so much better and smoother to play. These quality of life changes were much needed! Thanks for listening to feedback from the PTB and reverting the latch changes. I really like the ability to CHOOSE to recall Victor early from a latch, or allow him to remain latched onto a Survivor. These have many…
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I know it's been only one day, but the Haddonfield rework feels impossible to play on as Survivor. There is almost nothing to work with at all! Every match I've played on Haddonfield, I've died because there are just absolutely no resources that I can reach anywhere on the map - not because I got outplayed by the Killer.…
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After playing against Strength in Shadows for a few weeks, I've been unable to adapt to the perk. It's frankly incredibly strong, and each player that runs the perk allows my pressure as killer to snowball away. Especially when combined with Botany Knowledge, Desperate Measures and other heal speed-increasing perks, being…
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Generally, The Unknown's gameplay loop is fun and interesting! There are areas of gameplay where Unknown can be very strong, especially if the power is used well and wisely. But playing poorly feels very punishing, between the long M2 cooldown. I think missing shots as Unknown is incredibly punishing, and it's a relatively…
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Generally, I think Thompson House's balance is okay, but the main Thompson House building is incredibly problematic for Killers to chase and patrol through and its mere presence lends itself to making the map consistently slightly favored for Survivors in many small ways, that add up in the end. The breakable doors are an…
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My feedback here applies to both versions of RPD: The fact that RPD has fixed tile spawns honestly makes it one of the most boring maps to play on. There is NO variation on the map, the only question is whether a pallet will spawn here or there, but it's always guaranteed to spawn there. I greatly wish the map had more…
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For what it's worth, I think the fact that Gideon is only comprised of Pallets makes it the most distinct map in the game! (Aside from RPD, which also has only pallets but only has fixed tiles and is incredibly predictable.) At face value, the amount of pallets can be perceived as a bad thing. (Because normally, from…
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The planet-side of the map across from the wreckage is incredibly barren. As Survivor, it feels like there is nothing to use on that side of the map, and if this is the side left for the last gens in late game, the game can suddenly become very difficult. Planet-side of the map mostly only has pallets, as well, and not a…
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I really enjoy Toba Landing! After taking the time to really learn it, it's become my favorite map to be added to the game, both aesthetically and gameplay-wise. It's beautiful and atmospheric, the sounds of the alien jungle keep me on edge (perfectly fitting for the horror atmosphere!), but it also has many different…
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I think Strength in Shadows is way too strong right now, and I don't think this is going to be a widely-realized issue until a month or two has passed, and Killers begin realizing the Hit and Run playstyle has been eliminated, just like when Circle of Healing was first introduced. It's already introducing a creeping level…
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While I think Disturbed Ward does generally slightly favor Survivors (I don't think any one section of the map is absurdly unbalanced, but there are a few factors that favor Survivors slightly enough that when added up, it begins to make a difference), I wanted to take a moment to appreciate the design of the map and point…
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Haddonfield has tons of unique and interesting loops and gameplay for Survivor! I love the gameplay that plays with elevation, and the labyrinthine-shapes of the houses are really exciting to chase through. Unfortunately, though, M1 Killers are disproportionately affected by the strength of the window loops on this map.…
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Adding another thought: I want to clarify that I do think the changes in terrain elevation in Swamp are part of what makes the maps stand out and feel incredibly unique; if it stays, I would love to see terrain elevation changes create more meaningful gameplay in the future rework.
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(Some of my feedback here, as some of it applies generally to Backwater Swamp, also will apply to Pale Rose. I'm also giving my feedback aware that Backwater is getting a visual rework some time in the future.) The Backwater Swamp maps offer some of the most opportunities for unique gameplay affordances out of most of the…
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Every structure feels heavily favored for Survivors; even if you break every breakable door, which takes forever, the only building that feels remotely easy to play around as Killer is the 2-story family home. The fence vault outside of Main building is necessary for Survivors to have something to run away to, but it's…
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As many have mentioned, my only issue with the map as Killer is that it can sometimes feel quite a tad large to patrol for Killers without movement abilities should the last 3 gens spread on opposite long sides of the map; however, I think this can be mitigated by Killers choosing more strongly defending certain sections…
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Since the Ormond rework in Alan Wake's midchapter patch, I think Ormond has felt much better to play on for both sides! There are still some difficulties, though. The addition of a hook on the 2nd floor of main is very welcome, but Killers can block the doorway to the room in endgame to prevent hook rescues entirely…
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Sanctum of Wrath is shaped like a capital "I", so I may refer to different parts of the I. Shack can have 2 spawns on this map, both of which I'll refer to as the "left" side of the map. I feel like games on Sanctum often go really heavily in one way or the other, so it's hard for me to say it it favors one side or the…
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After playing a bunch of matches, I think Hillbilly feels really fun to play as. Playing against, not so much. Overdrive feels like an increased threat, which is great! Overdrive chases are a lot more intense. However, it often feels like I can't get anywhere after dodging an attack. I feel incredibly zoned at all times…
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Anonymous Mode is being treated as a “Streamer Mode,” so they made Anon Mode disable the Iron Maiden licensed music. It doesn’t make sense to couple these settings together and to treat Anonymous mode as a Streamer mode, as plenty of content creators wish to play anonymously but do not care for DMCA Strikes when they are…
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I’ve been playing all day, and in my opinion the new system has been working generally pretty great! I never had a generator block for me while playing killer and running regression perks. Playing as killer, I had found myself focusing on finishing out chases rather than defending gens. Playing as survivor, only ONE…
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I feel most of his perks have decent synergy with other perks, but aside from Champion of Light (which you need to bring or find a Flashlight for) they don't really stand amazingly on their own. Deadline especially - having more skillchecks is really cool! Unfortunately you'd still likely get overall more value from…
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I think the new hook-based condemn maximum limit changes make Sadako's Condemned very weak and a total non-threat until death hook... which, at that point, what is the point in forcing condemnation? They're already dead. I don't totally mind the limit on how far condemnation can be locked in, because it can get very…