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Pulling a DCing survivor out of a locker causes Knight to be stuck in the carry animation
If you pull a survivor out of a locker and DC, the animation gets stuck holding the sword like he is still carrying the survivor. But, it does appear that it doesn't affect anything else. Movement speed felt normal afterwards and attacks felt like they were the sameish speed. It seems to just be a visual bug. You can also…
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Unable to order a guard to break a pallet with the Knight
This just started with the latest patch (6.4.1). Presently, I don't seem to be able to order guards to do anything. I can't order them to kick generators or to break pallets. Previously, some of these were happening automatically without me pushing the button. Now I can't seem to do it at all.
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Knight daily feels a little excessive
The Knight daily requires getting 5 hits with the guards (not with the knight while the survivor is being chased). This seems a bit excessive considering that Artist is easier to get hits with her birds while only being 4 and Artist sometimes has difficulty with this for the same reason that birds are sometimes used for…
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Knight auto kicks generators/walls when setting patrol paths
If you set a patrol path with one of the Knights guards and you pass a breakable wall/generator, the guard will automatically summon itself to kick whichever thing instead of requiring you to push the mouse button. I expected to require pushing the mouse button to tell the guard to kick the generator but it just happened…
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Thana tier 1 does not show red progress bar when one person is injured
Not sure if this is a general bug with Thana or a specific circumstance. If the killer has Thanataphobia tier 1 (1% generator penalty) and one person is injured, the progress bar continues to show itself as gray rather than red.
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Injured survivors making noises while inside of lockers
I'm admittedly not sure if this is a bug so someone please correct me if I'm remembering incorrectly. In the past, I thought going into a locker would muffle the injured sound a survivor makes. Lately, starting with 5.6.0, I've been hearing survivors while they are injured inside of lockers. It's already pretty bad to hide…
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Reassurance should work once per hook state, not hook instance
Reassurance should be reactivatable if the person is still on the hook after going to a new hook state. The stated reason for the Reassurance change was to prevent hostage taking or trolling. When it comes to this reason, there's little to no difference between hook state vs hook instance. If you keep a teammate on the…
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Reassurance should be activatable per hook state rather than hook instance
I am not sure if the language was intended this way, but some clarification could help. If a person is hooked and I use Reassurance on them, and then they go to second stage without being saved, will I be able to reuse Reassurance on them? If not, I think I should be able to. Otherwise, this makes camping a person who has…
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Idea for game change to address camping/tunneling
At the moment, the game feels healthier when it comes to a "normal" gameplay style. One where the killer hooks someone and then chases someone new, pressures generators, maybe proxy camps a bit if they know that an unhook is happening, and chases the unhooker. But there's also a big problem. Camping/tunneling are easier…
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We'll Make It + Desperate Measures can cause gen speeds to be increased
If you use We'll Make It + Desperate Measures together AND you are healing someone while We'll Make It is active AND We'll Make It runs out during the heal, the healing speed will go back to Desperate Measures by itself. This is fine and expected. For whatever reason, after this situation, the generator repair speed for…
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Remove hook grabs for anti-camping
Looking through the developer update, I like the changes to make a weaker version of Guardian/BT basekit. There's still one issue though when it comes to facecamping. Killers can still just grab a person while they are unhooking and the person on the hook is stuck there. As this patch is meant to address some of the more…
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Victor can get stuck on the seesaw without either moving or auto-dying
Victor can pounce on one of the seesaws in Haddonfield and he just ends up stuck there. After I switched back to Charlotte and then went back to Victor the auto-dying animation seems to have played and released Victor, but it didn't trigger automatically. I have a video clip but I'm not sure how to upload it.
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Dead Hard rework idea
I thought of an idea for how Dead Hard could be reworked a tiny bit while still allowing it to be an incredibly strong perk. Part of the reason why Dead Hard is incredibly annoying is that you get both distance during the most critical time a survivor has (when they are injured) and you get invincibility during that time…
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Nurse does not go into pallet stun after hitting chain blink attack
If the Nurse performs a chain blink and hits a survivor and the survivor drops the pallet immediately after getting hit, the Nurse goes through her normal fatigue and can still move around and turn the camera when they would normally be stunned instead. After the Nurse rework, I had previously just been getting stunned if…
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Nurse blink into canceled grab hit results in no fatigue
When you blink and attempt a grab (such as grabbing a person doing a hook save), the grab will sometimes get canceled into a hit when the server rejects the grab animation. Previously, the nurse would go into fatigue after this hit happened. After the most recent patch, the grab gets canceled into her normal attack instead…