![]() ![]() Second, we have noticed a developing strategy where Survivors would hold an EMP at all times and only use it once the Killer attempts to tag them with a Temporal Slipstream during a chase. Survivors will still be able to defend themselves against Biopods in key locations, but they will want to use them strategically as to not waste them. With these adjustments combined, EMPs will be less readily available and leave Biopods disabled for a shorter period of time. Reduced the duration of disabled Biopods to 45 seconds (was 60 seconds).Increased EMP Generation time to 100 seconds (was 90 seconds).Reduced the number of Supply Cases to 4 (was 5).Now that we’ve had some time to see how these tweaks have played out, we feel comfortable reducing the frequency of EMPs even further. We needed to be careful since making EMPs too hard to get could have the opposite problem of removing counterplay from Survivors. Holding an EMP offers a Survivor too much protection against The Singularity’s Power, allowing them to quickly and easily remove Slipstream and disable Biopods while being chased.įor the former, we made some incremental changes between the Public Test Build (PTB) and live release, reducing the number of Supply Cases and increasing the time it takes for them to print.The Singularity’s Biopods are often disabled, making it difficult to use its Power.Today, we’ll take a moment to run through each of the adjustments we have made and give some explanation as to why we are making them.īut first, let’s cover a few trends we’ve noticed: We’ve been keeping a close eye out for feedback since the launch, and we are already preparing a few balance changes for an upcoming update. It’s been almost a week since the debut of the End Transmission Chapter. Fixed an issue in the map Garden Of Joy where the players could climb on top of a pallet.Fixed an issue where The Nightmare could not place Dream Snares on a surface of a Landmark in the Temple of Purgation map. ![]()
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