Comments
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yes, sorry, I corrected the title
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Reverent doesn't seem to count the sacrifice that ends the game
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It keeps crashing after booting for me. Never once did it crash before. Steam still thinks its running, so I have to force Steam to shut down. After that, starting the game it gives an error code 30005 (CreateFile failed with 32) Forcing the game to close through steam again will then usually allow to run it without…
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After the recent update it crashes after booting up during the main menu while Steam still thinks it's running and can't close it So I have to end Steams task, thne relaunching it gives the CreateFile failed with 32. error. But after a while Steam is able to close it. Then it boots as normal. It never crashed to desktop…
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Tried it twice on steam as well and tiered up several times with none of them counting towards the daily
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Yeah, it's whenever the chains break on the environment, more appear, but one teammate not knowing it, or heck knowing it but still losing time to "reset" can kill the whole team. I don't believe it's intended, as it was supposedly fixed in previous patches, but it's still very much a thing. Same like pallet validations…
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were you exposed by any chance or was the heal not completed? were you in deep wounds?
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There should be a watchdog that prevents it in the first place. If someone is moving beyond reasonable speed (accounting for lag) or has zero cooldown or has over 20 perks, a survivor instahealing or changing their own hook state or carry status etc., the game should just automatically detect that and ban the account.…
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Also, is it supposed/intended to delete the healing progress when triggered?
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Yeah, I've had some corners that where survivors were unhookable due to the distance. Not so much the direct distance but the distance accounting all the walls you need to walk around and I don't think the hook spawns account for the pathing distance With the basement in the swamp pantry main building, the corner behind…
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I used to lose 2-3 gens on the first chase as pig, that was pretty common for an M1 killer. Now I often get 2-3 hooks before the first gen. It might be a factor that que times take too long so MMr might be sending me babies, although I mostly do get P10s in the lobby who know how to fake windows etc. and just the fact that…
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that is true, the ones I listed are those meant and intended by the update to help the survivor that is being tunneled. The ones on the killer side, many got nerfed, like Pain Resonance doesn't show the affected gen, Grim Embrace is overall just weak, BBQ no longer benefits the killer for hooking everyone, etc... BT and DS…
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One is enough if the killer is chasing you right off the hook. As I said it would not stack if chase is broken to avoid taking body blocks with it. I mean, you get hit right at the hook and get chased. If you run Dead Hard and Off the Record, both your anti-tunneling and chase perks are now disabled by tunneling.
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Yeah, with camping and tunneling now stronger than ever, the duration should be at least 5s. I've seen people DS being used only for the survivor to be tunneled out of the game 10seconds after. I wouldn't even mind if it was treated like a hook state (removing deep wounds and exhaustion) as long as it's off during endgame.…
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The patch that was supposed to counteract camping and tunneling made camping and tunneling a lot stronger and frequent
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Yeah, the times the filter makes things look like insults by filtering random words is way higher than actual insults
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Targeting in what way? They see just the name during the match. I just think it's weird having the player/human as the subtext to the ingame character
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I think the 75% are fine. What kills it is that it doesn't work while exhausted. So any exhaustion perk other than DH basically makes it a dead perk since they'll likely trigger before you're injured.
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The killers who cam on first hook usually don't care about the points. There should be mechanics that make it possible to finish all gens and still have time to go for the rescue if the killer is continuesly camping to basically force a loss on a killer who camps on first hook. I would suggest that if the killer is around…
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How about if the killer is around the hook 10 seconds after hooking and not in chase, slow down hook progression and increase gen repair speed for generators that are 40m away from the hook. The Entity is shy and can't sacrifice while the killer is watching
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It also doesn't deactivate after it's triggered. Well, it does no longer work, but it's still showing the timer
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Oh I see, but imo it should be possible without having to bring extra stuff, although I believe it's not possible to max out Survival without specific perks
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I believe you can only burn her if she hasn't started charging the blink
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I'm not recording every single game, but it's pretty obvious they cheated. Also both were off plattform so I can't really post an ID anyways. But I mean they shouldn't have to be reported in the first place. If a killer moves at 300% speed or anything beyond reasonable doubt that can only be done through hacking, there…
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oh thanks, I didn't know you can change the title
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it was very late XD, but yes, right next to the BatJAM
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It is fairly pitch black in some places, like you can't see the survivor at all on the stairs, maybe the black outline if it's contrasting with something brighter. On a side note, the window seem really broken infintes unless there is some doorways I'm missing.
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I do believe that the DC bonus should add points to the SACRIFICE category and not Brutality, since that's what you're missing out on, you can still get full 8k Brutality points with a DC
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On a related note, the box is still bugged as well, as in you can spend 2 minutes trying to start to solve the box but be interrupded by chains each time...
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I've had a suggestion a while back to not be able to be downed immediately after it triggering, for lets say a regular killer hit cooldown. That way at least there is a chance the speedboost will get you somewhere where you can start looping. And yeah, it would also affect something like STBFL so maybe BT would just give…
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Maybe in some variation one of the structures is randomly open, although I don't think I've seen the door or closet open so far, but yeah, it would be pretty bad if Devour Hope or NOED would spawn there when it's closed, provided there is a variant of the map that is open...
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Oh I see, last time I saw a twitch shirt, it was a hacking Ace who obviously didn't get it legitemately, so I thought I'd rather be safe than sorry XD
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I had it too, it happens as soon as a cosmetic is altered, or at least charm, I don't have other cosmetics.
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If you hit great skill checks, you obviously get the full heal since the great skill check adds some % to the heal progress (So you don't use up as much of the medkit). You also get a full heal if you don't get any skill checks at all during the heal. It's when you only hit good skill checks is when you are left with an…
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But you can see me spam heal and "E" which is my button for DH, resetting pallets, etc. I actually tried it in the next match and nothing happened. Edit: Nevermind, I'm stupid and needed to press the skillcheck button, not the ability button
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I cannot 100% confirm it, but it seems that hitting a great skill check will obviously heal you fully since it advances the heal by some percent the times I didn't get any skill check promts at all, I got a full heal as soon as you hit a good skill check (and no great ones) you're left with an empty medkit and a 99% heal…
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Here is another one and proof that I hit all skillchecks Also the Meg had adrenaline which did not activate, I don't know if it's something you can see on my end of the log.
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I can't be completely sure if this is the pattern while using a brown (and probably yellow/green/all medkit, but hitting a great skill check lets you heal fully (since it advances the healing for several %) not getting any skill checks during the heal gives you a full heal hitting a good skill check leaves you with a 99%…
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The brown medkits don't give full heals either
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There were also still the trap icons on some survivors who have taken them off
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It's still happening after the update/patch. The most recent game from the log was affected and a few games before that.
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Whoops, sorry, I just clipped some Clown clips on Dead Dawg regarding boon positions, so I had still clown brain I guess
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Two of the games today (so far) had a very long loading screen that resulted in Error code 500. Yesterday or the day before there was actually a player that disconnected during loading, however the match started, the killer found me and chased me for 10-20 seconds before the match got aborted.
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It could be an interesting idea as a sort of early game collapse, where survivors won't instantly pop a gen before the killer can even cross half the map. I don't remember who, but someone suggested having to find and turn on switches before work on gens can begin. With your approach, how would regression work?
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exactly my point, adults should be able to handle the word "but" in a chat, even if it almost looks like "butt"
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Not that I'm in favour of this suggestion, but survivors will have 8 perks soon once they're in the boon area. They will have their original 4 perks, and additionally self care, stronger botany knowledge, infinite lucky break and infinite distortion. If it is overkill, boon totem need to be reworked, if it isn't, it's fine…
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Survivors need to not be able to stop the regression by tapping. Make them continously repair a gen for 2 seconds or else letting go before that would continue to regress and reset the 2s.
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I'm not sure about advantages. The ones that come to mind would be that they don't need 14 seconds to set up (although 14 seconds of survivor time isn't really much, they spend longer t-bagging on average). So the advantage is the killer hex spawing right next to a generator and being permanently disabled 20 seconds into…
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That would actually be neat if the killer is tunnely, then the healthy unhooker could pretend being injured and take a hit
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Cooldown seems like a good idea, something that makes it worth the killer's time to snuff it out. Maybe like Freddy's waking up, the more you wake others up, the longer it takes, at least on the same totem. Ideally the timer would be on the totem, although I am not sure how to implement it. Basically to make sure that the…