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So it looks nothing, but 3 seconds might do the difference. Still, if people take 90 seconds to come to save you, it's not a perk problem, it's they preferred to genning or bully killer over coming to save you.
What I was trying to say was that: Perk Calm spirit completly ignores screaming animation giving you less time than "intended amount".
If in the case that calm spirit was intended to work this way as a bit of "debuff" to it, sure it seems alright I guess
However if not, and this is just a bug or something they never thought about, this is quite bit of a situation like infectious fright not making a survivor scream when they are in edge of their terror radius.
Its a bit like quality of life in a nutshell
Frankly, those extra few seconds shouldn't even be there in the first place.
As has been mentioned is this thread, DbD is often a game of seconds, so being able to manage time is crucial to being able to win (especially at high ranks).
Here's the thing, in order to properly manage time you need accurate information about when things are actually happening.
This is where hooks (and many other things) fail.
Once you put a survivor on a hook, it's supposed to be 1 minute until stage two, and 2 minutes until the survivor is sacrificed.
Killers rely on these times, and not just for hard camping.
It affects when you patrol a hook, and even how long survivors can try to bait hits/trick the killer when forcing an unhook as a team.
Like, imagine if every time you started working on a generator, or any time you unhooked a survivor, you had to wait 3 seconds before the bar would start filling.
You'd call bull right?
Same thing with the hook wait.
This is actually something that's bothered me for a long time, but it seems like there are bigger fish to fry first, so I've never bothered making a thread complaining about it
But, if they ever do get around to addressing this, what the need to do is get rid of that few second wait before the sacrifice timer starts, not add in more inaccuracies to timers.
Ya'know, because it's pretty important for things to actually do what they say they do.
It is a very very situational perk..but. I almost never go a day without rolling out with it most of the time. It is "that" good, Ive managed to take a hit, and block for someone and leave with the killer thinking that the hookee was somehow BT'd..because I made no noise, and was crouched.
It has its time saving upsides, but personally playing meg alot, having ear piercing shrill shrieks sounding in your ears because you use a headset is awful. I can live without that three seconds and to be fair, the silence on hook is a tradeoff for completely dealing with clown and doctor's who are not being mindful with their power. I know ive got both.
The time is not ticking afterwards, just the scream is removed.
For the 2nd struggle part i noticed it when i got about 300~ more bloodpoints than usually. You will start smashing button immediately, but timer is ticking like normal. The animation is missing, but the progress is normal.
I think it's better.
I have noticed it and i have even tried to attempt immediately maybe it bugs out at start so i can try freely xD.
It didn't work, but the ticking started normally.
You just have more time on hook to act, try getting down and smash button for bp.
even had 5 times the same situation happened and the person ended up getting sacrificed from that 9% faster summon time