Comments
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Seeing your teammate get tunnelled at 5 gens is a near guarantee of an extremely boring match, with the exception of possibly one entertaining chase when it's finally your turn to get chased.
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Solution: remove the DC penalty when bots are added to let people leave matches they don't want to play without ruining it for the others. The only reason anyone would have a problem with that as killer is if they want to make the survivors suffer.
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They've done this before too with Jake (Lucious and Washed Up Washed Out heads) and they've never addressed it. It would be great for a statement to be made about it and to get insight on if these identical pieces are an oversight or a bug or are intentional. It's hard to have good faith when it's been a repeated issue…
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In addition, the head cosmetics are identical, yet still charged separately for both.
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Please fix asap! No counter while the path is invisible.
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This bug fix should be top priority. Just had it happen two matches in a row. Right now there is no counter to it when the knight uses the power at a distance since the guard path becomes invisible.
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Just came to the forums to make sure this had been posted because I just experienced it. It also affects struggle phase skill checks and you get hexed before there are any tokens on the perk.
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UPDATE: the bug may be replicable, as I blinded The Legion and, unintentionally, the bug seems to occur again, as seen in the following linked clip: https://youtu.be/2Z9W858aULk (I DC in the clip to hopefully prevent getting reported again.)
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I already listed that counter in my post. It is not enjoyable gameplay and as mentioned in another comment, not intuitive for newer players. Especially when you have to do it 1) regardless of if the killer has it or not 2) for every hook until you see if Pain Resonance has activated or not (as soloq you don't know if…
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In theory out of context it makes sense... however, people were running Calm Spirit for a completely different reason and now we have a forced downside. And anyone who wasn't running Calm Spirit already won't start running it now because of the penalty. And the action isn't even silent because you as a survivor still make…
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Additionally, if Calm Spirit were to have any downside, it should be a short cooldown regarding disturbing crows or maybe rechargeable tokens like Distortion. It should absolutely not have anything to do with totems and chests. The perk's identity should stay with crows and screaming.
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Someone running Calm Spirit is not the reason a killer is camping or tunnelling. There are NUMEROUS tracking perks that are not affected by Calm Spirit.
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It's worth "fussing over" because there was no need to change the niche perk in the first place, especially a change that makes it worse instead of objectively better. The feedback is needed so that the same doesn't happen to other perks in the future, similar to how people are also giving negative feedback about the…
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I'm glad to see Calm Spirit included in the list :D I hope they see all the feedback about it.
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Because you're not even silent if your breathing and grunts of pain are still being heard + the killer can still clearly see you on many totems and chests, effectively making the silent part not matter. That extra time could be the difference between cleansing Devour, getting a gen done, etc ... Time is very important in…
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Perks should be compared at their strongest, and be balanced according to their third level. But if you want to compare level 1 perks ... at the new level 1, you're cleansing totems 50% slower. I would call that a nerf any day.
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That would be a funny change. Cenobite is sending you to another dimension and you simply make no noise LOL.
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That's my guess, too. I hope they see the feedback that the downside isn't worth the trade-off and find a fix, even if that means reverting it.
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But at level 3 it was already at 100%. So when comparing level 3 before and now, it is 100% a nerf because of the slower speed for a "silent" action that isn't even silent and still penalizes you when the killer isn't even nearby. No forced speed debuff is worth silent actions, especially when people are running the perk…
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That is a single niche scenario that Calm Spirit would actually give the survivor value. That's why Calm Spirit is a niche perk that doesn't need a nerf. To your second point, I understand what you mean now. In my head, I was thinking the actions wouldn't be silent outside the terror radius, so you wouldn't be getting the…
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The slower speed is a factor though, that's why killers run Thanatophobia, Dying Light, etc. that slow down actions when they aren't around. The extra seconds on a totem could make a difference in getting a generator done, getting an unhook, etc. That's why it shouldn't be a penalty when the killer isn't around (and the…
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It still interrupts the action, you just don't scream. The Doctor could then do what any other killer does and check on the totem, especially since they would likely know someone has Calm Spirit. The survivor's madness level would also increase, which is reflected on the HUD. Nearly everything has a counter in the game,…
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More often than not, you are opening a chest and cleansing/blessing when the killer is not around anyway, and those actions are still slower with this change. Therefore, it is explicitly a nerf in those more common scenarios. That cannot be denied. I only think the slower speed is potentially a fair trade-off if you start…
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I did actually use it, cause I like not screaming. But since it's not a perk used by a lot of people, the negative feedback on this change is getting overlooked over all the other changes in the PTB.
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Because it removes value in all other situations outside of the niche one. I'm all for the silent cleansing/searching to be added if it's without the penalty, or at a minimum, less than a 30% penalty (worse than 4 stacks of Thanatophobia).
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Make it a new perk then. This effect shouldnt be forced onto Calm Spirit that people ran for completely different reasons.
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A 90-second cooldown is far too long for the niche benefits. The perk was completely fine as it was before. Doctor and Clown also both have aura reading add-ons to counter the RARE time someone is actually running Calm Spirit.
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I wish they would acknowledge that then, honestly, assuming they make another developer post with an update to how the mid chapter changes are playing out. At least it's more justifiable, even if I don't like the change.
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I can understand it from that angle, but I can't imagine that being the devs intention when it was listed as a "buff" to the perk, when it clearly is a nerf, justified or not. Besides, there are still numerous ways for killers to still track someone with calm spirit (auras, Whispers, scratch marks, breathing, grunts of…
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The action speed penalty needs to be removed or the change needs to be reverted. No one new will be using calm spirit and everyone who did use it doesn't want the speed penalty.
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This bug is still occurring in 6.1.0. unfortunately.