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Snow_Lep

Snow_Lep

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Snow_Lep
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  • @Mooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/3261243#Comment_3261243

    Hm. let me think… They have stated there will be an MMR adjustments for SWFs soon?

    otherwise.. 🫤

    Yeah but that's not YET is it?

  • @Nun_So_Vile said:

    https://forum.deadbydaylight.com/en/discussion/354337/a-solution

    "and then a few drinks"

    https://us.v-cdn.net/6030815/uploads/POH5XULLBV1H/j9qjd.jpg

    That is at least a step towards a solution. Hell, even a surrender option.

    Truthfully it was more just playing some Rocket League with a friend and a few drinks in 3's, had the person leave so we just left the match over playing the 2V3. Made a passing remark about DBD not having that good of a system. Later realized it would actually be a great system for DBD to have.

  • @Mooks said:

    Kinda agree. Though it shouldn’t be available if one of your SWF mates dcs. Otherwise it’s too abusable and able to circumvent the dc penalty system to some extent

    @Dark_Vorahk1 said:

    It wouldn't work, sadly. Either a survive with friends gets to take turns sharing shorter penalties, or if it's based off the team then it's penalizing stable players for having immature friends. The system works fine as is.

    I mean. When have they EVER balanced anything correctly around SWF?

  • @AverageAshEnjoyer said:

    the only problem is the house

    Bruh there should be no area in the game where max brightness is pitch black like there is in that house. Yes it's fun but it should NOT exist.

  • @Boss said:

    I don't really wanna get into the first one, but i specifically remember a mod on here saying that pretending you're AFK or a bot and then taking advantage of the situation is not bannable.

    They said they view it as trickery, and it can be completely avoided by just repairing and getting out.

    It's not fool-proof though: If you pretend to be AFK and no one comes for you, then you were pretty much AFK and if they report you it could be considered legit.

    Have been hit hopping a window on a questionable hit, stood still to fake like I was going AFK and just done with the match, killer didn't even bother downing me as I made sure to not move ANYTHING and I got right on the gen nearby the second they started chasing my friend. If it looks stupid but works, it isn't stupid.

  • Before any mod comes in and attempts to say this is promoting a DC. Let me note, this is offering another game's solution to DCs in their matches as an idea for how DBD could improve their own handling of DCs in matches.

  • I think they just need to pull a Rocket League comp rules and have it where if a survivor DCs all others are allowed to leave with no penalty. Saves EVERYONE a lot of headache while still punishing those who deserve it.

  • @Sava18 said:

    People still defending dc/suicide on hook. Disgusting. NO other game allows for this kind of behavior.. It's not a small penalty, it leads up to a ban real quick in any other multiplayer game. So yes if you dc or give up often you should just leave dbd. You clearly don't like the game. If I dcd vs 4 old dhs every time I would never be able to play the game. The literal only time I dc is on pale rose with adrenaline vial which is 1 in a 100 games.

    Of all the comments. I like this one the most. Simply because other games do allow it. In fact MOST games allow it in some form or another. They have more than one mode though, DBD does not. Think of what DBD would look like with just TWO queued modes and how well it would go, then realize why other games have multiple queued modes. Not everyone wants to play the same way every match, and with as big as DBD is, it really SHOULDN'T have such a 'meta' to it with how many perk/addon combinations there are in the game.

  • @Splinterverse said:

    Slowdown perks should be limited like exhaustion. With the increase in gen times and the proliferation of secondary objectives (especially when there are also event objectives), it should error if you try to load out with more than 2 slowdown perks.

    Someone who has a brain. Yes, if you can't stack multiple exhaustions, and speed of a gen decreases with every person, why are slowdown perks, healing perks, and gen speed perks okay to stack? It's the same hypocritical logic of the devs as "we changed Ruin because people can't hit skillchecks" as they add in Merciless Storm, a perk entirely based around hitting skillchecks, and add in the new wiggle feature which is once again, based entirely on hitting skillchecks.

  • @Jarky said:

    That's not necessarily them breaking anything. They made a change a while back (I think around the 5th anniversary) where they split bloodpoints into two pools. You have the 'earned/match' Bloodpoint pool and the 'Gifted' bloodpoints pool BHVR give you via codes/login rewards.

    The 'earned' pool is 2 million currently, but you can ALWAYS earn towards that if you've yet to meet it, even if gifted bloodpoints have pushed you over 2 million.

    For example:

    You have 1 500 000 earned bloodpoints out of 2 000 000. BHVR then gift you 1 million bloodpoints so your total is now 2, 500 000.

    Since you have 500 000 left remaining in your 'earned' bloodpoints, you can KEEP earning 500,000 bloodpoints from matches until you hit the 2 million earned cap, bringing you to 3 million until it stops.

    Where it gets slightly complicated is if you start spending bloodpoints between matches, and I think it takes from your 'gifted' pool first, but I don't know for sure.

    So theoretically, since I have been on a no-spending mindset for the past 6 months, my cap will be at wherever the 6 million xxx,xxx mark equal to when I started after this mid chapter update?


    Which also doesn't make sense in the example because even back 6 months ago when I started this, the first 750,000 (I started from like, 20 bp or so) of my getting to the cap were rewards through the mass amount of the seasonal codes for Christmas. When I earned the other 250,000 I got walled at 1 million until the next code came out.


    Edit: Truthfully I wouldn't give the thought it broke as being too far out there since the game is built on code that has the same strength as a wet noodle on a good day.

  • @Snow_Lep said:

    https://us.v-cdn.net/6030815/uploads/7REZY71K46SD/maybebroken-png.png

    Pre Match Total

    https://us.v-cdn.net/6030815/uploads/OLJ0BVEKRSAG/definitelybroken-png.png

    Post Match Total

    Yeah, they broke the cap when they increased it. I never had this issue before.

    To give my 2-cents on what is going on.


    They messed up when they increased the cap, and if you were already over the 2mil (new) cap when it was implemented, then your bloodpoints are no longer capped. Any other players able to confirm if they were on a road to go high over the cap like I was?


    I didn't notice it the first two matches, but made sure to screenshot after those games to see if it was just me being crazy, or if it was actually broken.

  • @Seanzu said:

    Endurance stacking has already been addressed

    https://forum.deadbydaylight.com/en/kb/articles/341

    From the article

    Endurance

    The Endurance effect has been a hot topic for discussion since the PTB went live. Historically this status effect has been used very sparingly, but with the advent of new ways to get the effect, some of you made it your personal mission to chain together as many Endurance effects as you could.

    While this is technically working as designed, avoiding multiple hits in a row is not something that we want to see. As a result, the Endurance effect will no longer protect you from going down if you already have the Deep Wound status effect. This effectively limits the number of hits you can avoid with Endurance to 1 (until you mend your wounds), keeping it as a powerful effect than can be included on various perks while providing a hard limit to how powerful it can be.

    As a note, you may still gain the Endurance status effect while you have Deep Wounds. This is intended: While it won’t prevent you from avoiding a hit, it will take effect if you’re able to mend your wounds while the effect is still active.

    Endurance stacking has not been addressed, it has been made into a point where certain killers and actions make Endurance non-existent as a default of that match against said killer or when being put into that situation.

    They did not address it they band-aided it, and this is coming from someone who stands behind The Leg supremacy.

    The Leg.jpg


  • @illusion said:

    The emblem system contains skill-based information that should have been implemented in the SBMM, no question. However, the emblem system was most definitely flawed. Of course, you never thought your score was unfair. Everyone likes to think they are better than they are. The emblem system ranked you up far too easily, especially on the survivor side. It gave you far more points than you deserved and did not accurately represent the actual skill of the players. You could easily get to red ranks just from playing a lot, regardless of actual skill. It could have, however, been modified to work as a skill-based MMR system if they changed the values, imo. They were already using a lot of skill-based elements. I'm not sure why they went with something so basic that still doesn't represent actual skill.

    No, I'm talking the moments when I would get broken emblems for not doing enough. I've looked at it and definitely thought about the match and realized 'yeah, I was lacking in that way.'

  • Second example I can give is for Rocket League if you don't like R6. I have a high pass percentage in matches, but a rather low shot percentage. If I get matched up with someone else who has low shot percentage and high pass percentage, one of us WILL have to adjust to play more aggressive and take more shots if we want to win.

  • They should just make it emblem based for both sides.


    Survivors who rush gens get MMR off of holding M1. People who run the killer get MMR for being chased. People who heal/save other get MMR. Survivors who balance all get the most MMR.

    Killers who get hooks get MMR, killers who get kills get MMR. Killers who end chases quickly get MMR. Killers who make good use of their power get MMR. Killers who balance each aspect into a well played game get the most MMR.


    MMR isn't about Win or Lose, it's about performance.

  • @GentlemanFridge said:

    The whole comparison he made with sports falls apart the moment a facecamping leatherface is considered. He has to do literally nothing but win 1 chase to confirm a kill. Imagine a football player kicking the ball once and being guaranteed a goal, and then being told he's good, while the opposing team gets told they lost the entire game when they lost control of the ball for a second.

    My thought entirely. Plays have landed people in high respect despite the amazing play happening in a game that was lost.

  • No I need to counter Ruin somehow..................... I'm a little late for that joke aren't I?

  • You can whack off a 4k with ONE singular hook if you are lucky enough. That has NO skill to do if you can accomplish it.

    4 kills, 5 hooks, all gens completed is worth more than 2 kills, 10 hooks, 1 gen completed by the 'Kills Matter Most' logic.

    Kills are not and never will be an indication of skill. An indication of skill would be in how many non-consecutive hooks you can perform (I.E. not tunneling) while still getting 8+ hooks in a match.

  • Nope because the moment they bump up any DC penalties then most survivors will just get themselves killed immediately in games they don't want to play. Killers will just sit and probably load up some game on their phone, check their emails or whatever while the match plays out.


    DC penalty always has been and always will be a dumb idea in a game like DBD. You can take yourself out of the game easily on both sides without getting a DC penalty, why make it take longer?

    An APPROPRIATE solution would be to make it so that if anyone DC's in the first 15-20 seconds of a match then all offerings and add-ons would be returned to players that burned them. Then doing what a few other games do and try to match those who DC with others who DC. But no outright penalty of 5 minute, 10, whatever.

  • @SleepyWillo said:

    Can we get a week without DH?

    To show all those complaining, that after 5 years its suddenly OP, that there are far worse exhaustion perks in the game.

    Wouldn't bother me, don't run it, never had an issue countering it/calling it out as a killer. How about a week without any complaints from either side? That's a real challenge.

  • Dead Hard working properly and avoiding a hit was common. It was worse

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/297876/drinking-game-time

    That's like saying 'take a shot every time a survivor has no exhaustion perks'. You'll probably be pretty sober.

    I like to run Surge or PR these days.

    If I wanted to get hammered, I'd play 'take a shot every time a survivor teabags you in the exit gates'.

    Do you count adrenaline as exhaustion. That's the only one of that set I would hit and it's a hard maybe. I hold M1 because no teammates can seem to understand the concept.

  • @bjorksnas said:

    Ah yes the classic killer shouldn't be allowed to have perks to make up for time lost to the other sides meta perks

    Get better at putting pressure without gen perks as crutches. I have no issues.

  • @Pizzasauce said:

    I'm thirsty.

    Good luck.

  • @ThiccBudhha said:

    You haven't been following the controversy, huh? Blizzard is changing McGee's name because of the incident. It is for the best.

    Nope and I don't care, if I wanna call someone "Tunnels McGee" I should be able to.

  • From about March 2021-September 2021. I remember why; the games are boring. The new meta puts me to sleep, every match plays the same way, it turned the game into the type of game I actively avoid because it has no variety. I only play now for friends, can still run 95% of killers because the point when I got the game taught me how to do so, combine that with the new meta making killers lazy on learning chases and it becomes a 3, 4, 5 gen run, we get out, rinse, wash, repeat.

    The new meta killed the game, the focus on slow-down is boring, everyone runs the same 3 perks with a random bonus perk, makes the games just unenjoyable. Sheep build killed the game, literally puts me to sleep almost any time I play it.

  • Yeah sure thing superman, got that x-ray vision to see them through the walls?

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1921111#Comment_1921111

    If they reposition to another gen, I can just catch them doing so. Ez pz. If the other three aren't as versed in looping, then even better.

    Can't catch them repositioning if they know where you are coming from and where to go to avoid you, Ez pz. Think of it like them running Object of Obsession, except you never get to see THEM, they only know of you.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1921099#Comment_1921099

    Not how it works. If you tell them I'm heading in their direction, then they're letting go of the gen. If they let go of the gen, that's no longer 3 people on gens. Keep patrolling, and you keep pushing them off the gens for me long before I get there without actually doing any gens yourself.

    100% how it works, they can reposition to another gen or keep hidden after letting go in that process. Total time of 3 is roughly 50%, total time of 2 is roughly 50% if it works like it should. I am the type to run at killers for entire matches and take chases, mainly because the other 3 aren't as versed in looping as I am, but total time of making sure I let them know where I am going so they don't get caught in the crossfire makes it 50-50 for time. Just because they let go of a gen for 10 seconds of a match, doesn't mean they never touch another.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1921082#Comment_1921082

    I hope I run into more people with your mentality as a Killer. I would love having only three people on gens and a fourth doing nothing.

    And I hope I run into more Killers like you with the naivete to let me keep that number at 3 for as long as possible. 3 working on gens for 50% and 2 for the remaining 50% of the match is better than 4 working on them for only 25% and 2 for the other 75%.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1921068#Comment_1921068

    So, nothing. You do nothing. I have 60 seconds of knowing that at most, 3 people will be on gens. And if I find someone else, that lowers that number to 2.

    I do more with those 60 seconds for the team than if I were to work on a gen. Callouts keep the number at 3 working on gens. The point of it is to never let that number go down to 2. Pre-rework, might have even hopped on a gen near the killer while they walked into a dead-end or corner to make the number 4 for a little bit.

    You might have 60 seconds of knowing they are on gens, but I give 60 seconds of them knowing exactly WHICH gens to do so that they avoid you.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1921025#Comment_1921025

    What are you going to do for the next 60 seconds, then?

    Give intel exactly where you are going and let them work on gens, and as that 60 seconds finishes, keep around giving intel until you finally chase, but since they know where you are, you won't see anyone else. Or go to Step 6b, Head On, keep running. Either way, if done right, I should be keeping 3 people who are full health aware of the killer for the next 60 (or more) seconds of a match after being unhooked. We play for fun, but we are a group that comes from a few competitive fps games, so communication and direction is something we have pretty well down anymore.

    Normally we don't resort to going full toxic sweat like that unless its been a bad night with a bunch of Mori running Sluggers. Back when Dedicated servers first came out, it was about 90% sweat, 10% random perk BS games. Anymore, its 95% random perk games, or dumb builds, and 5% sweat matches. Just depends how the nights been.

    Communication is always there, its good practice for going back to fps games and having LEGIT terms for callouts instead of "Shack side, opposite corner. Shack side, mid-wall"

  • @TragicSolitude said:

    https://forum.deadbydaylight.com/en/discussion/224368/why-the-ds-changes-are-good-for-me-anyway

    What? DS can be used like that now. And I love it when survivors run at me after being unhooked, it means they're not doing gens. I ignore them, they follow me and try to get in the way, and they screw up and get slugged. I once had two players attempt that at the same time and both got slugged for their amazingly brilliant attempt at, what are you calling it, a "toxic" play? Not toxic, really, just funny.

    SWF Comms, I can 100% tell you that just ignoring someone in a SWF Comms group doing that is the worst option.

    @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1921005#Comment_1921005

    Being in SWF has nothing to do with it. If the freshly-unhooked person is clearly trying to get your attention, you just ignore them and look for someone else. Either they spend a minute doing nothing meaningful, or they perform an action that shuts off DS, in which case fair game.

    It lets me say where you are going, and they can do other gens the whole time.

  • @EvilJoshy said:

    For every 1 survivor that is quitting because DS can no longer be abused. There are 100 killers that are coming back to the game. Looking at your horrendous que times, I say it's acceptable losses.

    No, people will find ways to get around the changes, using it in ways that are albeit more toxic than just 60 seconds of immunity, and force the killers back out again. I don't have to change how I use the perk, and it has made plenty of people DC. Still think its going to fix queue times?

  • @tippy2k2 said:

    As others have said many times on the many many many many many many many many many many many many many many many many many many many many threads about this...

    If you have the time to start working on gens or healing people, you were not being tunneled

    If you have time to tap a gen to stop the regression mid-chase, then you can still be tunneled.

  • @TAG said:

    "Step 3: When the killer goes back onto you

    This is where the plan falls apart.

    Never had an issue, then again, I do state to play in a SWF group for maximum effectiveness. Everyone else typically away from where the killer is going (comms OP), I make myself a nice and tasty target to chase.

  • Yeah new maps have a lot more pallets, but they have a lot of VERY unsafe pallets in that with only like 10% being safe. I will say, this is a complaint that a new player would have, you just need more practice in the game.

  • @Wiliam_Bill_Overbeck said:

    I'm tired of having to suicide on hooks because there's no counterplay to a spirit running stridor, because ironwill no longer works then, walking doesn't work either. I've tried the scratch mark tricks and everything, man this is getting to the point I'm gonna quit this game if she doesn't get SOME kind of counter-play.

    Aight, we just gonna ignore the fact that there is a killer that has LEGITIMATELY no counter-play in the game?

    Her name is Sally, she can go through walls, ignore pallets and 95% of rules and items set into the game. For the love of the entity can we stop complaining about killers who can be outplayed when there is one who can NEVER be outplayed if they are sweaty/skilled enough.

    Because complaints about any killer other than The Nurse, you just sound childish and like you haven't had much experience with survivor. If any killer is deserving of any type of nerf, its the one that actually can do damage if skilled.

  • @criminal said:

    If they drag the game in gate they should lose some bps.

    after the game opens - 30 sec = 5,000 bps

    30 - 1 min = 4,500 bps

    1-1.30 min= 4,000 bps

    1.30-2 min = 3,500 bps

    2-2.30 min = 3,000 bps

    If you go for unhook you should get more bps during end game otherwise just leave and stop farming

    Why not get those extra BPs during the end though? It is a farm that gives you more points as well as me, so its harmless. Just hit them out and you both get extra points, easy enough. They already shown they can escape, at that point if all 4 are there you probably need the extra points from that killer match, and as a survivor, well its just easy bloodpoints to go on top, no matter the number you already have.

  • @EvanSnowWolf said:

    You can blame SWF red rank survivors.

    Killers right now don't want to play against them. So a certain point is reached where you have to de-pip in order to face a survivor team you feel you even remotely have a chance against. Congratulations! You found your depipping AFK killer!

    Enjoy the free points. Here's a tip: you can get Boldness points by running around in circles, but you only get credit if you are moving. Holding still next to the killer doesn't count as chase time.

    If you don't like it, you may want to have a word with your Object of Obsession using, Small PP Build, Teabagging, Flashlight Clicking SWF pals down there in the red zone that make the game unfun for the Killers.

    As someone who has been down into facing Red Rank (as a purple myself, friend was red, I adapted to play at that level, trial by fire), and its fun. It is just sitting there and just being bored for 5 minutes holding M1 in order to move onto the next. I am not wasting my time with running in circles, I will just hold M1 and try again with someone who actually cares to play. We can do that faster than the 5 minute penalty for DCs, while also denying the killer any additional bloodpoints.

  • Easiest way I can describe this:

    You bring Devour Hope, and Undying; Devour Hope is Totem A and Undying is Totem B, this is the way the CODE SAYS SO TO MAKE IT WORK.

    With these changes;

    If Totem A is cleansed FIRST, Devour Hope becomes transferred to Totem B and keeps its stacks. Devour Hope now takes the place of Totem B inside the code to make it work as a hex perk.

    But if Totem B is cleansed first, it will deactivate Undying, as the code now says that the "transfer" is complete, and the perk retains its stacks.

    Probably not the exact way it is wrote into the code, but the easiest way I could describe the process in words.

  • Yeah I hate to tell you, Soul Guard is very much not top tier. Most recent perk that has fit itself into any type of meta has been Inner Strength.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1862146#Comment_1862146

    I think Doctor's madness is also a pressure tool, as survivors have to waste time snapping out and the skill checks mess with even good survivors. Freddy has a bit of tracking because survivors become blueish when asleep, so even Blendettes can barely hide.

    Yeah, Huntress just isn't as pleasant to play as and against as she was 1 year or so ago. When playing as her you have to pray your hatchet doesn't collide into nothing (very noticeable on new Autohaven and Glenvale) or it doesn't simply go through the survivor. It's absurd that right now it's more reliable to aim at the butt cheeks invisible hitbox than it is to aim at the survivor itself.

    Playing against her is just the terrible experience. If she doesn't have under 40ms of ping you can go the entire match without being hit by a single hatchet and still dying.

    Here is the thing about Doctor and his madness, you can't count the madness as NEW. It is old, and works the same way it always has. The only difference doctor has is not needing to shift between using his shock, and using... (rhymes with shock, not getting myself censored though), and Static Blast that was a useful addition to his power. Old Doctor still had insane map pressure and power, almost even more so as less people played him and made it harder to get used to playing against him. The difference is that they reduced his learning curve to make him a more viable killer for new players. In order to use Doctor at loops, you can't use Static Blast, and that is something that has remained constant for him in the game, with only timing being the change.


    @[Deleted User] said:

    I think some of the most recent killers make older ones seem a bit outdated:

    • Spirit offers the same results as Nurse on public matches with less effort;
    • Ghostface's Night Shroud completely surpass everything Myers can offers, especially with recovery addons;
    • Oni right now is stronger than Hillbilly while being significantly easier to learn;
    • New Doctor and new Freddy have basically the same antiloop as Clown while also having map pressure and tracking tools;
    • Deathslinger perfectly sized hitbox makes him a better experience to play as on reworked maps that have janky hitboxes, whereas Huntress' hatchets collide into the air.

    Spirit is not comparable to Nurse, no killer ever is and ever will be. Unless they make another killer that can completely ignore the rules of the game, Nurse will never have anyone who can be comparable. Sprit is a top tier killer, but has also been in the game for over half of its life. She could be considered an old killer by definition.

    Ghostface will never give as much as Myers in terms of strength, simply because of the option for a permanent exposed effect and the ability to kill without a single hook. The only advantage Ghostface has is stealth, something that many perks actively work to counter.

    Oni requires hit survivors in order to use, and his power has a cooldown. Easier to learn does not mean stronger; availability of power and mobility does.

    New Doctor (as covered above) only has two main differences; Static Blast and a lesser learning curve. Static Blast is not viable to use inside chases, and learning the timing of his treatment is still the only way to counter loops, something old Doctor had as well. Freddy is more viable now, but it was a quality of life change that actually made him a killer that could do more than 2 kills in a match. He is about the ONLY killer who received a rework that completely shifted the style of play involved, and for the better. He is stronger, but the rework was necessary to make him a killer that could be used inside red ranked matches. That could be seen as a balance change rather than power creep, but it in no way made him stronger than a few other top tier killers.

    Deathslinger is an odd duck, with most of his power being in the fact he has a smaller terror radius and can shoot from a distance (with perks) that you will never hear his terror radius. He will still be no better to Huntress for the same reason that her hatchets collide in the air with seemingly nothing. Hatchets have a wide hitbox when thrown, making it possible to achieve hits that are otherwise impossible with a proper hitbox (good for killer, bad for survivor). While he has his strengths, his ultra-precise hitbox is his downfall, as an experienced survivor can dodge most shots before being hit. He is no better than Huntress, but he is not worse either. Power creep is the increase of strength from old to new, not keeping the same strength.

  • @Yamaoka said:

    DBD doesn't have power creep on either side... Nurse is still the strongest killer in the game and most of the meta perks are literally multiple years old.

    Exactly the point my guy. Did you just read the title and felt like answering because I didn't include a TL;DR?

  • Slam Dunk

    In moments of fear and panic, you are prone to giving it your all while leaving yourself winded afterwards.

    Stunning the killer with a pallet will increase the stun duration by 1.5 seconds, and you will receive the exhausted status effect for 60/50/40 seconds. (Enduring would work to help counteract this perk)

  • Perhaps not enough data was observed back then and that gave it that appearance. I remember going through youtubers content at the time I came up with the theory to try to confirm this and all video of games against the Pig did conform to those rules. It could have been very coincidental but it just matched way too much footage and games for me to juat accept coincidence.

  • @Volfawott said:

    https://forum.deadbydaylight.com/en/discussion/comment/1328712#Comment_1328712

    This is actually incorrect I had a match when I was playing with friends where the pig had 5 rtbs and three of us managed to find it in the same box whilst the other two traps were connected to different ones.

    Before the game even properly loads in all traps are allocated to random boxes some may have overlap some may not but before a pig has even placed the trap on you it already has a assign box to it this is specifically done so a group of friends can't just call out which box they got their trap on.

    I said that it might have been changed. I know this was the case back a while ago, closer to her release. The devs might have changed it since people were catching onto the mechanics of the game and making matches against the pig even easier

  • I could be wrong. But unless it has been patched or changed, I do believe each of the 4 standard traps is tied to the 4 boxes. The 4 standard traps (meaning without addon for more traps) are rng, but follow a specific rule. The rule I (and many of my friends) have observed is that each trap is tied to a specific box. Meaning the first trap she uses will go to one specific jigsaw box. The second will go to a different box but CANNOT be the same as the first box.

    Think of it like this. Trap 1 goes to Box A, Trap 2 to Box B, 3 to C and 4 to D. The box that gets labeled as A, B, C, and D are randomized so they aren't predictable, but you can use this to your advantage.

    If you see someone get their trap off at a box, then you can know that it is NOT your box (there are exceptions but I don't know exactly, only speculation on the way the addons add rules).


    The addon rule addition speculation.

    If there is an addon to add an extra jigsaw box, it just adds a random element of rng to the search. Where Traps 1, 2, 3, and 4 could be tied to boxes A, B, C, D, or E now. As far as observed, it still follows that if someone else gets a trap off, then that box CANNOT hold your key.

    If there is an extra trap addon (with NO extra box), it adds a Trap 5 that then gets tied to whatever box it would like. This is the least clear one, as it is hard to test and get info on since most Pigs do not get all 5 on different people. I am unsure if it follows in that traps 1-4 are tied to A-D and then the 5th is where it can be whatever box, or if it picks another number trap to double up the box on.

    If there is an extra trap addon WITH the extra box, it doesn't cause all 5 Traps to be tied to each specific box. It uses the extra box rule, and then the random aspect of the extra trap rule combined, making it the worst of all to figure out exact details for the way it creates and uses rules.

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