Alice_pbg
Alice_pbg
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- Alice_pbg
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that one time all survivors stepped into a bear trap within maybe 2 minutes... making me win the game. map was hawkins.
one stepped on a trap, I hooked them. then another steps on a trap, so I go for them. and when I get to them and was hooking them, someone fell for a trap near the 1st hooked survivor, and while I was going back I saw the last survivor and saw he was going up the stairs where there was another trap, so I pretend to go chase him just a bit, and go down the third survivor and just hear the trap sound.
so this was me when I was walking back to the fourth survivor after that happened
https://www.youtube.com/watch?v=t7hsVa18yfAI think he escaped the trap just before I got to him... but it didn't matter at that point.
it just feels amazing when these happen...
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@gibblywibblywoo said:
https://forum.deadbydaylight.com/en/discussion/comment/2267797#Comment_2267797
Most forum members don't have the slightest clue how to use her ambush attack at loops.
*most players
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@Dabihwow said:
https://forum.deadbydaylight.com/en/discussion/comment/2266185#Comment_2266185
15:Pc
16: I feel like since Pc tends to be their biggest player base I think it would make sense for them to mostly focus on PC. Given how 'fast' they are with updates, I'd say its something that should definitely be looked at and improved
Afaik, console is the biggest playerbase of dbd.
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@TheBus4K said:
https://forum.deadbydaylight.com/en/discussion/comment/2266211#Comment_2266211
Try next time not to comment on my topics if you aren't going to contribute anything, your comment has simply been completely useless 😁.
And answering your question, all the complaints I come across are simply saying that it was "balanced" before and that it just needed the addon nerfs.
Which are also the answers you are getting here.
Seems like you created a useless discussion.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2266179#Comment_2266179
tokyo ghoul, kaneki gets tortured and a centipede put in his ear, causing him to go batshit insane
honestly... I think you only really need the centipede for that... any torture kinda feels pointless at that point
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couldn't you have, you know, just read the complaints?
and then you would know what the issue is straight from the source?
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@Dreamnomad said:
Counter to Iron Will is eyeballs and intuition.
the counter to spirit is eyeballs and intuition.
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until they change the pip system... nothing will change.
merciless was always the condition, but merciless used to be just killing everyone. and since it's very hard to change achievements on consoles unless they are actually impossible, this condition will stay.
meaning we would need to change what a merciless killer means, and that won't change unless the pip system itself changes.
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always killer first. then leon and jill last.
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@AnchorTea said:
https://forum.deadbydaylight.com/en/discussion/comment/2256302#Comment_2256302
His stealth power has a cooldown to it. That's the caveat. Amanda's has a transfer time and so does Wraith along with a sound indicator. These need to exist for game balancing
yes. but most of the time you won't even notice the cooldown.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2260074#Comment_2260074
1) I don't see how my explanations don't apply, even if it is still my opinion.
2) I didn't say you are choosing between stalling at 5 gens or stalling at 1 gen. You are choosing between stalling now and stalling later. In the goal of stalling, now is just about always better than later unless you are doing something intentionally gimmicky like forcing Trap kills or an endgame build.
3) Marginally is an important distinction. If you cluster the remaining gens together, yes you do have a noticeably smaller area to cover. If they are spread out, the difference isn't enough to make a large difference. That is the main issue with overly large maps, fwiw (ironically, large maps slightly favor the Pig because those large distances can contribute to a higher chance for a Trap kill).
1) because they are an opinion, but you talk about them as facts. you don't say "I think base traps are better" you say "base traps are better" and proceeds to tell everyone that likes RSN2 how wrong they are.
2) it's because you always say something like "if you don't stall now, there won't be time later" or something to that effect. when stalling later has just a marginal difference when it comes to when it happens. I see all pigs liking that a trap gets activated when someone is on the hook, means they can't be doing gens since they still gotta search all boxes, but a rbt that forces that situation is apparently bad...
3) well obviously... you probably aren't gonna leave the 3 gen to check the one solitary gen accross the map either... just saying, if part of the area you are patrolling stops mattering, you are left with a smaller area. ( large maps also usually have big open areas, which hurts her stealth... you win some you lose some XD )
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2259256#Comment_2259256
"you arbitrarily decided it's detrimental."
I don't see how it's arbitrary. I explained my position and why I feel the way I do. I don't think I'm saying "it is because it is." Later stall being bad for stalling is kinda just logical IMO because the longer you take to make them less efficient, the more time they have to BE efficient and the less extra work they will have to put in to make up the difference once they actually start losing that efficiency due to RBTs.
"less gens means a smaller area. 3 gen or not. just basic math."
Unless I am misunderstanding you, this is just wrong. If there are only three gens left on the map, and they are all as far from each other as the game would allow, your area of searching has not gotten smaller. At best, you are simply making fewer stops on your patrol route. You are still covering a large distance.
"the stall is the same. the are efficient for the exact same amount of time aswell. I rather them be less efficient when there's fewer gens than after."
This doesn't line up with the general perception of the game, as far as I can tell. One of the general complaints I see is that there is an issue with the early parts of the game because the gens go by too quickly during that time. Delaying the stall benefit does not help with that problem at all. If you feel differently, fine, but I do not agree at all.
it's arbitrary because none of you explanations apply. it's just your personal opinions on things.
also, you're not choosing between stall at 5 gens left or stall at 1 gen left. it's not binary like this.
let me put it this way. pick X random points, they form some sort of shape with X sides. if you remove one of those points and use the remaining points to make a shape, the shape will have a smaller area then the previous one. even if marginally.
I rather the stall happen at 4 gens than 5. because if the stall happens while I have to control a smaller area, it's better.
you prefer at 5... this is the only difference
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@CountVampyr said:
https://forum.deadbydaylight.com/en/discussion/comment/2259252#Comment_2259252
Wow. Now just do that for two more gens. But in reality all that would do is notify him of my location. He’ll quickly down the other guy and be on me within the minute. Your theoretical example didn’t happen.
if it happened it wouldn't be theorical...
and you can easily walk away? while they chase the other person?
if they were good at finding people, they wouldn't be doing this weird downing and picking up again thing.
you just hide a bit and then do the key thing, or another gen if the key doesn't work.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2257614#Comment_2257614
I am aware that there is basically no choice. I don't disagree with that. That still means that they are forced into doing the thing that is detrimental to the stalling.
What you say about patrolling a smaller area is not necessarily true, as it depends on where the gens are located. If you three-gen, yes you have a smaller area. If the gens are way spread out, you still have to spend lots of time patrolling a larger area. And with fewer gens to be done, the Survivors will have an easier time finishing whatever is left. That is why you want the stall to happen sooner and not later. The longer you take to get that stall going, the longer you are allowing them to operate more efficiently, which means they are getting gens done faster.
I will not stop saying that because I still believe it to be true. Having the stall kick in later is detrimental to the Pig if she is trying to stall because the Survivors are able to get things done more quickly when they are NOT being stalled.
you arbitrarily decided it's detrimental. I don't think it is.
less gens means a smaller area. 3 gen or not. just basic math.
the stall is the same. the are efficient for the exact same amount of time aswell. I rather them be less efficient when there's fewer gens than after.
you randomly decided it is. it isn't detrimental.
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@CountVampyr said:
https://forum.deadbydaylight.com/en/discussion/comment/2258167#Comment_2258167
More logic fail. Holy crap. There were no other people available to work on gens that would make escape via the gates a viable option. You make sound like “oh, just go do three gens all by yourself. He’ll let you do that.” No he wouldn’t. Every idiot knows in this situation you try to wait for the hatch. Anyways , How do I “time” a gen to pop if neither the killer or the person being griefed isn’t even in sight of me? You think everybody always uses bond or something? And for the last time, i DID try working on a gen so why don’t you start reading the entirety of my posts for a change?
you can look at their icon? you stop at 99% and when you see they are standing up you finish the gen? it's not hard.
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@VenomousHawk86 said:
https://forum.deadbydaylight.com/en/discussion/comment/2257934#Comment_2257934
By disarming I meant in particular the methods like running over her traps while she is already in a chase or carrying a survivor. Where as with trapper you need to run up to them and perform an action to do so.
Yeah, trapper can do much the same with his own traps if a survivor knows, anticipates or sees a trap in chase.
Yes Trapper has 115% move speed whiich is a huge difference to 110% move speed. It goes a long way in helping him catch survivors that try to run away from his territory, and means that if he can't rely on a trap he can get some stuff done. It's also why trapper can mind game at pallets by faking the setting of a trap, hags move speed is low enough that if you tried to fake a trap with her they would just make it to the next pallet/window.
Triggering a hag trap means she's onto yes, but triggering a trapper trap means your on the hook soon if he's on your half of the map (assuming rng doesnt get you out first try but that's a different issue) so ofc its harder to trigger them for a better reward.
Trapper doesn't need to be top tier, he just needs some updates that make him a bit better and more importantly keep him distinct from hag escpecially since they are the only two setup killers in the game.
By disarming I meant in particular the methods like running over her traps while she is already in a chase or carrying a survivor. Where as with trapper you need to run up to them and perform an action to do so.
by disarming you mean activating her traps...wow...
Yeah, trapper can do much the same with his own traps if a survivor knows, anticipates or sees a trap in chase.
would really help if I knew to which part you are replying to... you only have 5 paragraphs when I had 9...
you mean track the survivor? with a bear trap? terrible.
make them double back? sure... most times they just dead hard over them but sure... happens.
flick the camera? can't be this...
teleport? nah...
map pressure? if you happen to be around... but you are around, so you already have that pressure.
radar? if you are using bear traps as radar, you are doing it wrong (sole exception being exit gates with the last survivor)
extra careful when unhooking? sure... but less than hag since bear traps are easy to see, also you can just run away afterwards.
so this "much the same" ended up being... double back, map pressure and careful unhooks? wow... so impressive...
now we are just missing the teleports, the radar and the camera flick.
Yes Trapper has 115% move speed whiich is a huge difference to 110% move speed. It goes a long way in helping him catch survivors that try to run away from his territory, and means that if he can't rely on a trap he can get some stuff done
it certainly changes things... shame he needs to waste so much time leaving his territory to get a couple traps... but he's 115%...so it's fine...
It's also why trapper can mind game at pallets by faking the setting of a trap, hags move speed is low enough that if you tried to fake a trap with her they would just make it to the next pallet/window.
you can also do this with hag...and it works... I have no idea why you think you can't.
Triggering a hag trap means she's onto yes, but triggering a trapper trap means your on the hook soon if he's on your half of the map
hag will leave a chase to hit another survivor. will trapper? the answer is probably not. unless you are close enough. otherwise you risk losing a lot of pressure. (as in, all of it)
so no... triggering a trap against trapper, is only realistically bad during a chase. other times, he's probably too busy.
so ofc its harder to trigger them for a better reward.
the reward is only better against a healthy survivor. it's exactly the same if they are injured (assuming trapper can reach the survivor in time, if he can't he literally gains nothing. and has to reset the trap)
Trapper doesn't need to be top tier, he just needs some updates that make him a bit better and more importantly keep him distinct from hag escpecially since they are the only two setup killers in the game.
he already is distinct from hag. giving him access to all his traps will not change this in anyway what so ever. that's like saying huntress and trickster are the same because they both reload at lockers...
it will just help him become a stronger killer. which he needs.
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@CountVampyr said:
https://forum.deadbydaylight.com/en/discussion/comment/2257938#Comment_2257938
?
Oh I don’t know. Maybe because they were already dead?
@CountVampyr said:
https://forum.deadbydaylight.com/en/discussion/comment/2257678#Comment_2257678
And I’m not sure how you misread the situation. Two people were dead, one player was downed. But instead of keeping him down as “bait”, he would keep picking him up and dropping him so that he would struggle free, maybe chase him for 15 seconds and then down him again. Over and over and over. Once I knew that this was never going to end i DID try to fix a gen, but it was never a serious attempt to escape because I knew that he was only doing this to bait me or try to get the guy to reveal my location. Fixing a gen completely would certainly give away my location as well as anything and there was still three to repair. The one gen attempted I didn’t even finish because the other player somehow lot the killer so he went back to patrolling. So no, to answer your question I couldn’t “just” fix all of the gens myself. Bubba was never going to let me do that.
you are saying opposite things here... either someone else was alive, or they were already dead. you can't have "everyone was dead" and "2 people were alive"
so, why couldn't you fix a gen? just time the finish of the gen with the time the other guy would wiggle from his arms. he can only chase one of you. that's how you could fix all gens. (in the case bubba didn't decide to check on gens or lost the other player, of course).
same applies to the other player if bubba juggles you aswell.
don't know if it would apply, but it's also possible to fix 1 gen and get a key in a chest (assuming chests are still around).
This is still a very weird situation... never saw anyone do that.
@Tizzle said:
https://forum.deadbydaylight.com/en/discussion/comment/2257938#Comment_2257938
Lets say each time the Survivor is dropped, half a second is removed from the bleedout timer (which it is not).
3 drops to wiggle - 1.5 seconds bleedout time
Drop animation before pickup - 2 seconds 3 times
Pickup animation time - 2.5 seconds roughly (not entirely sure on this since it was changed)
Killer stun after wiggle - 5 seconds
Hit plus wipe to down the Survivor again - 3 seconds
24 seconds for the whole process (being very generous here) for 1.5 seconds of bleedout time
This is NOT even taking into account if the Survivor decides to run away after the wiggle animation
That's 64 minutes for the Survivor to bleedout, and that's being VERY generous.
Next time, do the math first yourself instead of telling someone "basic math".
It only solidifies the fact you have absolutely no idea what you are even talking about.
ok mate... you really wanna do this?
1st, pick up animation is 3 seconds.
2nd, it takes 5 drops to actually drop a survivor.
3rd, you think after a killer hits a survivor the survivor doesn't bleed out while they wipe their weapon?
it all starts with a hit, 3 seconds(also adds on bleedout timer +plus a bit extra to get to the survivor, specially if they vaulted a window before the hit...but let's just put that on chase)
then pick up and drop 4x, then 1 extra pickup since you don't drop the survivor when they wiggle free, 23 seconds. +3 = 26.
chase...
and repeat.
for a 3 second bleedout for every hit + 0.5 for drop? was that the number you gave? total 5 seconds.
240 seconds / 5 = 48 cycles
48 * 26 = 1248 seconds.
which is 20.8 minutes.
but hey... let's remove the time for the drops... since you think they don't exist...
240 seconds / 3 = 80 cycles
80 * 26 = 2080 seconds
which is 34.666... minutes.
but hey... you are adding the 5 second stun when you wiggle free...
80 * 31 = 2480 seconds
which is 41.333... minutes
wow... look how much it goes over 1 hour...
good thing you didn't forget anything when making this, like the survivor bleeding out while the killer wipe their weapon. otherwise you would look very silly...
Next time, do the math first yourself instead of telling someone "basic math".
It only solidifies the fact you have absolutely no idea what you are even talking about.
next time, do the math right.
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@Tizzle said:
https://forum.deadbydaylight.com/en/discussion/comment/2257880#Comment_2257880
You most obviously DO NOT understand what is going on, at all.
https://forum.deadbydaylight.com/en/discussion/comment/2257877#Comment_2257877
Do you not understand the 4 minute bleedout timer will take over an hour to complete doing this?
it will absolutely not.
just from basic math.
also, I never said it wouldn't take a long time. just that I don't understand why the other survivor(s) didn't just finish the gens and left since the killer was wasting so much time.
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@VenomousHawk86 said:
https://forum.deadbydaylight.com/en/discussion/comment/2257545#Comment_2257545
Hag has all her traps from the start for a variety of reasons. She's 110 speed, her traps are easier and quicker to disarm, her traps require her to teleport to them to have an effect, they can be burned away with flashlights, triggering a trap only gives a hit instead of a grab, they don't immobilize you for setting them off, etc. Just because hag is better then trapper doesnt mean we should just make trapper a 'Hag 2'
you cannot disarm her traps. you can burn them with a flashlight, but not disarm them. also, they are way harder to spot.
"her traps require her to teleport to them to have an effect" not if she uses the trap just to track the survivor. or make the survivor double back giving her a hit, or just to flick the camera so she can get close enough to get a hit.
she also can teleport with her traps, has insane map pressure, has a radar with her traps, forces survivors to be extra careful when unhooking.
she has a lot of advantages over trapper. what does trapper has? way easier to spot traps and 115%? if the survivor is healthy they go injured? great... does nothing if they are injured already
triggering a hag trap means she is onto you. triggering a trapper trap, might mean absolutely nothing. because he's chasing someone else.
they flick the screen so you screw up your looping. and you just need to be in the vicinity for it to work, while you can quite easily walk around trappers traps.
she also doesn't need to go pick up or reset her traps after they are disarmed.
just because you can list stuff... doesn't mean they are comparable in any way. Trapper needs to be buffed to compete with the high tier of killers and that's it.
and since we have another killer that works similarly to trapper, we can base some changes from that. Trapper having all his traps, would not break him, at all. because hags traps work better, and she isn't broken.
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@Tizzle said:
https://forum.deadbydaylight.com/en/discussion/comment/2257678#Comment_2257678
Can you please explain how exactly the bleed out timer is advancing when someone is constantly being picked up, dropped until they wiggle off, then knocked down again, immediately picked up once again, and the process is repeated?
because the bleed out timer is 4 minutes. while they are down on the ground it will decrease. even if just by a couple seconds each time.
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assuming you have around the same mmr as the toxic people...
or high enough mmr where you are one of the first they can match with
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@tester said:
https://forum.deadbydaylight.com/en/discussion/comment/2257630#Comment_2257630
They specifically said that ranks are not used for matchmaking during test, so it doesn't matter what ranks are his friends.
I didn't say they used his rank, I said they used his mmr.
I used red rank to indicate the most likely candidate of having high mmr in the group
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@Mister_Holdout said:
I look down.
Unfortunately, that doesn't work with fire crackers. You have to look up I think.
exactly.
I also look down... I then I hear a firecracker and go "#########..."
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people really failing to grasp to concept of a default face without any specific emotion tied to it...
@bm33 said:
I don't get why they gave him Grey beard/hair instead of the black he had before. Pretty disappointing there. He also needs his smirk back.
you can see on the "old" one. it was always grey/greying now it's just more grey.
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would be cool.
literally says suggestion so of course it isn't official.
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@CountVampyr said:
https://forum.deadbydaylight.com/en/discussion/comment/2257098#Comment_2257098
Bleeding out is one thing, this was constantly dropping people so they’d stand up and NOT bleed out!
so he was picking you up, letting you get back up, chasing you again and hitting you back to the ground?
is that what happened?
cause if that's what happened I'm not sure how you guys didn't just finish all the gens. you don't get extra bleed out time when you wiggle off.
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@tester said:
LOL, this is getting beyond funny. He just played against someone who started a few weeks ago. Look at the post match chat.
https://us.v-cdn.net/6030815/uploads/DV3FOQ1HMBGP/dbd-otz.jpg
his mmr was probably ignored in favour of only using the one from his red rank friend since they are a 4man swf
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2257163#Comment_2257163
RSN2 makes the Survivor very likely to pick the choice that makes the stalling less effective.
My comment about the stalling vs. snowballing is me trying to look at it logically. The longer it takes for you to get that stalling going, the more time you are giving the Survivors to operate without having lost a person temporarily to the Jigsaw Boxes, meaning a larger percentage of their objective will be completed. Also, if the gen pops before the Trapped Survivor is taken off the hook, then RSN2 makes no difference in that case. The problem is when the Survivor is taken off the hook BEFORE their Timer starts because you are almost assuredly forcing them to do the gens first, which delays the stalling potential.
They do have a higher chance of finishing gens because you forced them to do gens first, which meant the gen was popped faster than if they had taken an opportunity to do boxes right then and there. If your goal is to try and force an RBT kill, RSN2 is okay-ish at that. If your goal is to stall the gen progression, you don't WANT them to immediately hop on a gen instead of doing boxes ASAP, and in that regard RSN2 is bad because it essentiallg forces them to hop on gens immediately. You want them to have the opportunity to make the wrong choice. You don't want them to be forced to make the correct choice.
RSN2 means they are more or less forced into only trying to remove the trap after it activates. there's no choice.
doesn't matter where the delay goes as long as there's still 1 gen left to be done. you get the same amount of extra time. but you only need to patrol a smaller area if there's less gens.
will you eventually stop saying the same thing in a different way? the stall is there for the same amount of time, they are not more or less likely to finish any amount of gens...
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@VenomousHawk86 said:
https://forum.deadbydaylight.com/en/discussion/comment/2256214#Comment_2256214
Hag exists? so do 22 other killers. Trapper's power works differently from hag's power in a lot of different ways the only real solid thing they have in common is the fundamentals of what a trap. I'm certain if giving trapper all his traps at the start was the way to fix him they woulda done it long ago, I'm also certain they found in their play tests it's all to tempting to create a dead zone around 3-4 gen and go from there. I've played trapper enough to know that sort of playstyle would be significantly less engaging for both sides.
because hag is better than trap. and she has all her traps with her from the very start. she doesn't even need to pick them up to trap a new area, she just does it.
which is why, it's perfectly fine if trapper has access to all his traps without having to cross the map.
you seem to not realize how slow bhvr is at making changes
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since you are low rank, I'm gonna assume you don't play much.
it's possible the mmr is testing you. the same thing happens when you start a new account on chess.com or something like that.
your first X matches have quite the wide range, just to see where you should be.
granted, I don't KNOW if the dbd mmr does this. but it would make sense if it did
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I'll tell you if there's a difference if I ever get a ps5... currently my queue times are pretty good. killer and survivor (killer is faster)
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You are correct.
several people complain about his collison and how weird it is sometimes.
the ones not complaining probably don't play him.
he's fun, but the collision is a #########!
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@C3Tooth said:
Recently I just start playing Pig, can someone explain how RNG of the traps work?
Example calling the 4 boxes A,B,C,D.
- Does each trap has RNG key attached to individual box? Such as the trap on your head must be unlocked at B box, or only able to unlock after searched a random number of box?
- If you see other 3 successfully unlock their traps at box A,B,C. Does it mean you can go directly to box D to unlock your trap?
at the start of the trial, your traps get assigned a random letter (if we go by your A,B,C,D format). so each trap has a box that contains the key to remove the trap before you even put it on someone.
the box itself is random, all keys could be in a single box, each could be in a separate box or anything in between.
@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2256841#Comment_2256841
Yes, they have to do the same thing, but WHEN they do the same thing matters as well. It can result in the team taking more or less time to finish the gen. If the stalling happens later than usual consistently because the Survivors are always doing the gens before the boxes, it might not do enough to allow the Pig to snowball the game into a win.
It doesn't matter if one person has a higher chance to die to it if the rest of the Survivors have a higher chance of finishing the gens. And that's assuming the person actually DIES to the Trap. If they don't (odds are in their favor, after all), then you just delayed the benefit of the stall for no upside.
and RSN2 is the only way to control when it happens. without it you are just counting on whatever the survivor decides.
you can say "If the stalling happens later than usual consistently because the Survivors are always doing the gens before the boxes, it might not do enough to allow the Pig to snowball the game into a win" if you want. but you are just guessing this. from my experience they do great. specially since, a third of the time, the trap is activated while the survivor is on the hook anyway. meaning base trap and RSN2 trap did exactly the same.
they don't have a higher chance of finishing gens, the chances are exactly the same. the only difference is the person with the trap.
they can either help after taking the trap off. meaning they help when there's less gens, when the number of survivors on gens matter most.
Or they help right away and stop to take the traps off. meaning the help when there's more gens to patrol.
@ChiSoxFan11 said:
https://forum.deadbydaylight.com/en/discussion/comment/2256913#Comment_2256913
I believe it works like this:
At the beginning of the match, each trap The Pig has is given a key to open it. Each of those keys are randomly assigned before the match to a specific box on the map (depending on how many traps you're using, and how many boxes are available). When a survivor gets a trap on their head, the key is already "in" a specific box -- so the randomness of whether they get it off or not isn't determined during their search, but simply by what box they go to. So it goes by your first statement. It's entirely possible for everyone to have their keys in the same box, or for them to spread among multiple boxes. The scenario you use in example #2 wouldn't work.
yeah. that.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2256347#Comment_2256347
It is a flaw IMO because it means the stall is less effective because there are less gens that need to be done by the time the stall kicks in, making the stall hurt Survivors less.
The stall is just as effective. From the simple perspective of, they literally have to do the same things to get it off.
Plus it has a higher chance of someone actually dieing to it. Which will always be the strongest way to stall a game by sheer math.
Also, since they are in gens until it activates, you don't need to change your patrol route
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@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/2256218#Comment_2256218
From what I looked up a majority of people in Argentina has ancestors that are from Europe.
So is every white person in the usa...
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@Adeloo said:
https://forum.deadbydaylight.com/en/discussion/comment/2256343#Comment_2256343
yes that is why i'm asking you if you are the one recovering does it triggers KI ? since you are basically not moving ?
You can't recover while moving. Unless you happen to be using tenacity.
But yes. People on the ground trigger the ki. As you can see in any twins gameplay video
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@justbecause said:
https://forum.deadbydaylight.com/en/discussion/comment/2256271#Comment_2256271
Oh pls we all know those posts about matchmaking there were plenty I even posted one for myself back in days and it was all about killer matchmaking and nobody said get good or derank to my killer level because I was vicitim of pooor matchmaking but they said I'm sorry that happened blah blah we love double standards here
sure mate... whatever you say...
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2256229#Comment_2256229
Yes, people do that sometimes, and that is a notable flaw with the RBTs in my opinion. What I am saying is that RSN2 effectively forces that flaw to happen.
That's the thing, it's not a flaw.
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@Adeloo said:
https://forum.deadbydaylight.com/en/discussion/comment/2256246#Comment_2256246
even if you stand still while doing it ?
recover on the ground =/= healing someone on the ground.
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I don't particularly like this one.
as in... I like it, but I don't really care if it ever gets added.
it's ok.
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@AnchorTea said:
https://forum.deadbydaylight.com/en/discussion/comment/2254689#Comment_2254689
Turning off your terror radius is a significant power to have as a killer. There must be some caveats to not make it too powerful.
*ghostface presses a button
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@justbecause said:
Ppl didn't even bothered to understand ur point they straight away weny with "git gud" and "killer good surv bad" mentality as usual nothing new
Mmr is big problem rn and have never been worse I did swf last night with 2 other friends ranks 2,3 and 4 and got matched with rank 15 killer, obviously the killer was victim of poor matchmaking but ppl will rather attack u instead trying to get the point because everything that has to do with survivor is bad u know follow the forum rules I mean....
They are dieing a lot.
Meaning they are getting matched with stronger killers than they should.
So people suggesting that they derank so they get matched with killers around their skill level.
Yeah... "killer good, survivor bad"... totally what happened here
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@Adeloo said:
https://forum.deadbydaylight.com/en/discussion/comment/2256076#Comment_2256076
I think you cannot do anything against Demo revealing you around his portals. But i couldbe wrong nd i'm actually super interested by everyone else answer ^^
As for Victor, yes if you walk or run around him it will activate KI. It doesn't activate if you crouch or recover on the ground but i have no idea if it reveal you if you uncrouch and stand still (good question aswell !)
It 100% activates if you recover on the ground
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@tippy2k2 said:
I'm bummed that I will almost certainly never get that "3 blink grab" nurse achievement. Grabs are buggy as hell as it is and now to 3 blink, you need an add on that doesn't let you go through walls.
Short of just farming it with someone, I'm not sure it's possible to get organically playing the game...
I got it by grabbing a bill that refused to let go of the exit gate...
I let him go after that. XD
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2255252#Comment_2255252
Lemme put it to you like this:
If the Survivors have only three gens left, and one person gets an RBT slapped on and starts going for boxes, you can chase one of the other three people and have a reasonably safe bet that all the gens won't finish while you are in that chase (unless the Trapped Survivor gets their trap off quickly) because the Survivors need three people to finish three gens
If you have RSN2 active, the Trapped person won't start looking for boxes until that third gen is done, and while you are busy chasing someone else, the Exit Gates are at risk of being powered up because there are still enough people to do the remaining gens while the Pig is busy chasing someone.
Or... the person with the rbt just does the gen anyway... because people do that sometimes.
If people were this efficient, you weren't gonna win anyway. Because by the time you got your down, 2 gens pop. And now you have 4 people alive and they only need to do 1 gen. And since they are very efficient, they obviously didn't 3 gen and are gonna spread out to finish the gens.
And since you're pig, you cannot pressure all of them and already lost.
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@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/2255437#Comment_2255437
https://forum.deadbydaylight.com/en/discussion/comment/2255448#Comment_2255448
Isn't people from Argentina mostly from Europe?
I have no idea how a latin country would have mostly europeans
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@VenomousHawk86 said:
https://forum.deadbydaylight.com/en/discussion/comment/2255391#Comment_2255391
If trapper could just get all his traps from the same locker then he'd just trap half the map and claim a 3 or 4 gen to defend at the start of a trial. This is the same reason why trapper just doesnt have all his traps to begin with. Because of his ability to create dead zones with multiple placables they need to be spread out over the map.
Hag exists. Trapper having easy access to his traps is perfectly fine. He still needs to basically give up a gen or 2 to set up
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freddy is the stronger of the 2.
myers has the better perks.
I personally think myers is more fun
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@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/2255360#Comment_2255360
I'm pretty sure she is the only Latino survivor in the game at the moment. I would like a male Latino survivor.
Thank you for liking the concept. What about the perks do you think need tweaking?
Ace is from argentina
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@miketheratguy said:
I find it weird that so many people think that Trapper should be changed in some way. This is purely anecdotal but I face him on quite a regular basis and he's almost always REALLY good. Intelligent, sneaky, shrewd use of the traps. I see way more good Trappers than bad.
Again though, just my own experience.
have you tried playing trapper in red ranks? there's a reason no one ranks trapper higher than c tier...
he's very outdated, and requires some QoL changes. playing him without a bag should not be as inconvenient as it is.


