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ChiSoxFan11

ChiSoxFan11

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  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/3274869#Comment_3274869

    This interpretation is so creative that I can't even be mad.

    Props to you for having a good sense of humor -- my reply to them would have used a far harsher word than "creative", lol. 😄

  • I wanted to test out the bots yesterday just to see how "realistic" an experience they provided, so I played my normal Pig build against them. There were things I wanted to see if they'd do, and I was surprised by how realistic they were in some aspects.

    -- They actually used stealth at times, though at other times they tried to "hide" in places that I could obviously see them.

    -- They actually double-backed, stopped running at times to try to hide their scratch marks, and did on a couple of occasions play around my mind-gaming a loop. I never lost one in chase, but they definitely did make a move here and there that was unpredictable

    -- I assumed the teabagging people have said that they do was the AI crouching to hide, then uncrouching when the killer approached them, but a David on death hook absolutely teabagged me after dropping a pallet. As much as I detest BM in the game, I almost rolled out of my chair laughing when I saw it. The same David also took to an edge map Z-wall when I wasn't chasing him and started spam-vaulting it. There was an Ada hooked in the vicinity and I wasn't near, and the David wouldn't unhook her. It took toxic bot behavior to a new level, lol.

    -- The David comp-cornered me, which since for some reason, there wasn't a hook in the corner other than the one that Ada was on, was effective because I couldn't get him to a hook, so I dropped and slugged him. Meanwhile, the other two bots were out there doing bot things, so the Ada died on 2nd hook and the David stayed on the ground for a long time. You know, just like a normal solo queue match!

    -- The bots cleansed their Plaything totems, which wasn't necessary as a bot should never technically be "oblivious". They also removed their RBT's as well, which I wasn't sure they would do, and the one that did, did so before a gen popped (they never popped a gen, or really came close to doing so, though).

    -- They LOVE the edge of the map, as others have pointed out. That said, I actually caught one hiding in a locker, which also surprised me that they'd be programmed to use lockers to try and duck the killer.

    -- Slugged bots do crawl. I wanted to see how a bot would react with a hatch scenario, so I slugged the next-to-last while going after the last one remaining. The slugged bot moved away from their initial position, either to prepare to look for the hatch, to put themselves in a better position to get picked up, or to simply hide.

    All in all, they're what I would have expected, given the AI of Nemesis' zombies. They're decent enough to provide practice for someone who has never played killer and wants to start, or someone playing a brand-new killer out for the first time. None of my chases went particularly long, I downed everyone very easily, and it was a slaughter at 5 gens, but it's not like I haven't done the same thing as Piggie against actual players. While their pathing could be better, overall, I was pleasantly surprised at how they performed, so BHVR gets a big thumbs-up from me on their implementation.

  • Lucky Break + Overcome + Bite the Bullet + Green Med-Kit with Gel Dressings and a speed add-on = more escapes and healing under a killer's nose than I can count.

    It's become my go-to survivor build. It's not 100% guaranteed success -- you have to break line of sight, and a very good killer will get suspicious and catch you out anyway, but I've had tremendous success with it. Very underrated.

  • Who are the people getting that many AFK killers, and what game are you playing?

    I play nearly every day, multiple hours at a time, and roughly half of that as survivor. I can't remember when I had an AFK killer, or even a farming killer.

    10 out of 14 seems ... bizarre.

  • I'm pretty close to a 50/50 split. I have found playing killer to be usually more fun because of the diversity of the powers, though lately when I play survivor -- at least when I'm with other members of my SWF -- I'll play more varied builds to try and see what I can get away with for more of a challenge (running a No Mither build, trying to heal under the killer's nose with Bite The Bullet/Lucky Break, etc..

    I've always found that playing both sides as much as I do allows me to understand better the challenges that both sides face. It's also made me a better player -- when I play survivor, I use things I've seen other survivors do against me successfully, and knowing what works as survivor has allowed me to be a better killer. I don't fault anyone who sticks solely to one role if that's how they want to enjoy the game, but I do think people who do so shortchange themselves in the big picture.

  • @Thusly_Boned said:

    https://forum.deadbydaylight.com/en/discussion/354797/killer-etiquette-rulebook

    Universal rule:

    You can win, but you can only win while playing in a way that massages your opponent's ego, or doesn't otherwise offend their sensibilities, or make them feel for any reason like they might have lost due to a skill gap.

    Because that would be toxic.

    But seriously, this is why I just don't do post game chat/messaging. Far more often than not, people just can't accept defeat with grace or take it as a learning experience. External blame needs to be assigned, and it is often done in flimsy, desperate fashion.

    This is particularly true when you are the killer; no matter how fairly or wholesomely you play, what perks you use, etc. - if you win, you will usually be accused of doing something, anything, wrong. Anything but acceptance.

    Of course this is true of both sides to varying degrees, but killers are more often framed as "not playing the right way" for sure.

    Very true.

    To the OP -- playing "nice" is subjective. I try to play as "nice" as I can, until it's time not to. Some games I'll meme around, others are sweatfests, most are somewhere in between. What you'll find is that, no matter what you do, you'll never make everyone you go against happy all of the time, so it's best not to worry about what a salty TTV player has to say about you.

    I played Huntress against a TTV/SWF group the other day. Two hooked everyone before anyone died, didn't camp or tunnel, and I was running no gen slowdown (using an all aura-reading perk build). I went to the TTV's stream after the match to drop a follow (I like to do so to support other streamers), wished them a GG, WP (they found hatch in a 3K otherwise), and wished them a good rest of their stream before continuing on with mine,

    When I watched their VOD afterwards, I heard them call me a "trash" killer, claim that charging my hatchets and being patient with my shots made me a "garbage Huntress", and when I downed the streamer when I smacked them with a hatchet over a pallet they'd just dropped in front of me, they said it was evidence that Huntress herself was "broken", and that her power was "unfair" (and that dropping a pallet in front of a Huntress with a hatchet readied was their "playing the tile perfectly", lol).

    I had a good laugh then immediately unfollowed their channel, since they were not only completely wrong about what they were saying, but their attitude was terrible, and I don't want to give any support to people like that. Sadly, people like that aren't the exception we'd like to hope they are, but I'm not going to lose a second of sleep over people like that -- and neither should you.

  • @Chiky said:

    not mine. it takes me 10 seconds to write either camping killer or tunneling killer

    But whoever is in charge of looking through reports -- and my guess is that whoever it is, is probably swamped on a regular basis with the number of reports on actual hackers that are in the game still -- IS having their time wasted, meaning that your making those reports are making you part of the problem and not part of the solution.

    It's no fun for me when I get tunneled out of the game playing survivor or hard-camped at 5 gens -- it happened to me more than once yesterday, once by a Nurse of all killers. But it's NOT against game rules, it sometimes is necessitated by game conditions if the killer wants a chance to win, and it's not a reportable offense, as the devs have clearly stated on numerous occasions. Reporting things that aren't against game rules doesn't help anyone in the long run, won't fix real problems, and adds unnecessary workload to people who don't need it.

  • @Terion said:

    Hexes are high risk, low reward. Youd need to have mutliple hexes for Pentimento to be usefull, only 1 replacement will only make them probably break the pentimento totem as soon as they see it, also when they bless instead of break the totems pentimento is useless.

    -> also pentimento is a late-mid game hex for me. I leave the hexes on the ground, broken until 2 gens are left done, thats the moment where i might go out and rebuild them with pentimento, only if they are close. So it is a gamble in any case.

    Plaything i think is a waste with piggy, if you play her enough you will learn when to start to crouch, especcially when you have lethal, when crouched they dont hear your TR anyway.

    Now there are pro pig players who maybe set off bear traps all the time, but i imagine this requires lots of dedication and needs much training and learning. Im not a Pig Main but i have played her pretty much lately, and been enjoying that killer quite well.

    The core of pig i would say is map knowledge. Ofc some maps are better for her than others, indoor maps and the ones that are not too large, Lerys i think is the best one for pig. But if you know how to 3-gen and control your area for the map, almost every M1 killer is going to be viable enough.

    The traps are a good slow down though, pair it with 1 or 2 slowdown perks like pain resonance or Call of brine and you alredy have a good loadout, Lethal for a fast start is also nothing wrong. I just wouldnt try to hard to get trap kills and rather memorize where the ones you trapped were hooked/downed last and then check the nearest jigsaw boxes, most survivors will go always for the closest ones.

    About her rush, that is an anti loop kinda. You need to crouch on the pallet, forcing the survivor to stay on the other side of the loop, start your rush and fake towards one side, then steer towards the other. Some will remain on the loop and get hit, some will leave the loop. Either way you forced them away from the loop or got your hit, thats a win win for you. Ofc this needs some practice but i personally dont find it as hard as learn how to steer with billy for example. Or landing hatchets with huntress.

    I hope this helps a little, as i said im not pro pig player myself but the tactics mentioned above gave me a couple of good pig games lately.

    I'll politely disagree with you on Plaything on Pig. If you pair it up with the face mask add-on (which causes blindness when someone has a RBT on), the survivor afflicted with Plaything can't see the aura of their totem until they take the RBT off (and other survivors won 't be cleansing that totem soon either), giving you lengthy periods when at least one, if not multiple, survivors are Oblivious without you needing to crouch around them.

    I have SO many matches where I catch someone heading for a box or on one who have no idea I'm coming because of Plaything and secure quick, easy downs as a result. Your results may vary on the perk, but I've had great success with it for a while now.

    You are definitely on point with a Pig player not needing to focus on trap kills -- they're for slowdown, and any head pops are simply a bonus -- and her Ambush attack (which is useless at very large loops, but on smaller ones can be devastatingly effective (I love most of the pallet loops in the classrooms on Midwich, for example, as many of them box the survivor in with nowhere they can run if you crouch in the pallet).

    To the OP's point, I prefer Corrupt over Lethal (unless I'm feeling spicy and am running the Video Tape add-on, which is when I do slap on Lethal). Ideally, you want a down and a trapped survivor before the 1st gen pops, and Corrupt gives you a better chance at that than Lethal, where survivors are likely jumping on a gen immediately. At least one slowdown perk is imperative -- I run Call of Brine to give me some control on what gen I'm regressing and PR as a secondary slowdown. With Corrupt and Plaything, I've found a pretty good mix to use against most teams I go up against.

  • @Laluzi said:

    Pig does best in general killer-friendly maps without many strong pallet loops, particularly ones that have shorter loops where she can use her dash. But she also has an edge in long maps and maps with very spaced out boxes, so even though they suck in other ways, Suffo Pit, Azarov's, and RPD can be useful to her.

    I think Midwich is my favorite Pig map. Very effective stealth approaches, strong box spread, many loops where she can actually use her dash.

    I love Midwich as Pig as well. As you said, the pallet loops in the classrooms are very good for landing Ambush attacks, and the layout makes it harder for survivors to navigate their way to the Jigsaw boxes.

    I actually love playing on Shelter Woods, regardless of killer. I seem to do really well with Pig there.

  • I'm working on the new RPD escape one, and eventually I imagine I'll get it.

    The only achievements I'm still trying to get are the Skilled Huntress and The Nurse one to yank someone off a gen with 3 blinks. The Huntress one is more cruel to someone on console like myself -- we need 100 hatchet throws from 24 meters, not 20.

    That's ... that's going to take a while. 😥

  • I have a pretty "normal" build for Pig, with three perks that have worked really well for me. Corrupt, to give you an opportunity to get a chase (and hopefully a down and trapped survivor) before a gen pops, Call of Brine, and Pain Resonance (while I do kick gens a good bit with COB, I like having the Scourge Hook in play to nail the gen that most needs it in a pinch). I've given some thought to running Eruption in place of PR, but I haven't tried that yet. For the fourth perk, there are a lot of options to work with -- Deadlock, STBFL, Brutal/Enduring for pallets are just a few options. For a little spice, I like to run Hex: Plaything -- it gives survivors yet another objective to do to slow the game down, and I've lost count of the number of times I've caught an Oblivious survivor running into me looking to get their trap off, or an injured survivor at a Jigsaw box I'm nearing for an easy down.

    I've seen Pigs who "save" their traps for late-game -- IMO, that's a huge mistake. A trap on hand when the last gen is powered is completely useless, so don't wait to get them on. If you have three traps on at the same time, even if none of them are active, that's likely three survivors do no gen work, allowing you to get control of the pace of the game. Ideally, getting a survivor trapped before the first gen pops is ideal, though not always feasible. It's the start you should be aiming for. A game for me that is running well almost always has at least one survivor I'm chasing, another trying to get a trap off (active or inactive), maybe a third on hook, and at most one survivor on gens. Pig's slowdown in the form of her traps is one of the most underrated weapons in the game -- take advantage of it.

    (Devs, ignore everything I've said. And everything else everyone else says. In fact, ignore this thread altogether. Please leave our Piggie alone already.)

  • @TragicSolitude said:

    Multiple reasons. Since you're asking, I have to assume you've never played Dead by Daylight on console. The issues affecting Nurse are felt by all console killers, but they make Nurse especially horrendous due to her design.

    Aiming with an analog stick is more difficult than aiming with a mouse. There aren't enough controller options to allow console players decent aim. Many games have dead zone and response curve settings for controllers, but Dead by Daylight does not. Without those options, it is difficult to make small precise movements: the camera doesn't move or it moves too slowly, then a micro-adjustment of your thumb later the camera swings wildly. This problem is felt with all killers on a controller, but Nurse and the long-range killers are hurt the most.

    Nintendo Switch, PlayStation 4, and Xbox One all have framerate issues. During chases, regular killers can lose sight of survivors easily due to the low framerate and frame drops. This problem is much much worse with Nurse. The low framerate and frame drops make Blinking as Nurse more difficult to control, and it means that while Blinking the killer is often practically blind.

    There is also input latency on console. It's noticeable on the PlayStation 4 and horrendous on Nintendo Switch. The input latency makes skill checks more difficult to hit, and it makes injuring survivors more difficult. On Switch, by the time my input registers, the survivor is long gone from the area I'm swinging at. PlayStation 4 isn't nearly as bad, but anyone who does a skill check playing on a PC and then does a skill check on a PlayStation 4 will feel the difference.

    As a console player, yes to ALL of this.

  • It WAS somewhat too grindy before they'd made the change to how quickly you were able to move up Tiers a few Rifts back. Now, it's reasonable, assuming you're putting in just a decent amount of time in every week.

    I'm almost to Tier 50, and there's a whole bunch of challenges I haven't claimed from the first page of the Rift. My guess is that, by the time the 3rd page opens up (which is multiple weeks away), I'll be at least at 70 if not beyond. Granted, I play a lot, but I've never ever come close to not getting to the end since I first started playing the game, even before they made the changes to lessen any grind. My friend, whose gaming time has been severely reduced due to work of late, has been able to make it to the end, even with a lot less time put into the game on his end.

  • As a console player who feels like aim-dressing is constantly working against me, as someone who has 20/200 vision and developing cataracts that's getting progressively worse and whose eyeglasses only help so much these days, and as arguably one of the oldest (in age) people probably playing DBD on a regular basis whose reflexes are a shadow of what they once were -- the answer is a lot more than I'd like it to be, lol.

  • I can't argue with Purple Tombstone Piece. As has been stated, turning a match into a 3 v. 1 early is almost a recipe for an automatic win, not even counting that you likely can do it a 2nd time later in the match.

    For Iridescent add-ons, I'm partial to Demo's Leprose Lichen. It's a mini Lethal Pursuer at the start of the match, and during it's instantaneous info on every survivor's location on-command. Need to know where people are on gens, where someone is coming from for a rescue, who's hiding right next to you? The Lichen does all that. It turns Demo from a solid mid-tier killer into a killing machine. I've lost matches playing Demo, but I'm not sure I've ever lost when running the Lichen.

  • @Edilibs said:

    https://forum.deadbydaylight.com/en/discussion/comment/3241140#Comment_3241140

    You did not comprehend what was being said..What i "said" was opinions are opinions and facts are facts!

    Opinion: Pig is a decent or good killer that can do well on most maps!

    Facts: Pig is a weak or one of the weaker killers! Facts!!!

    Do you understand and comprehend now. Theres a difference.

    https://forum.deadbydaylight.com/en/discussion/comment/3241147#Comment_3241147

    Lol tell that bs to someone else dont tell it to me!

    Oh btw im godlike at dbd buddy! If you paid attention to the thread you would know i dont have issues in matches with her mostly im sticking to the killer and her lack of ability to consistently win! So you can keep your "get good" comment to yourself!

    https://forum.deadbydaylight.com/en/discussion/comment/3241149#Comment_3241149

    Pig is worse than all those killers except Trapper, he's debatable!

    https://forum.deadbydaylight.com/en/discussion/comment/3241155#Comment_3241155

    These killers are better than Pig in tiers theres no comparison, Pig sucks!

    https://forum.deadbydaylight.com/en/discussion/comment/3241191#Comment_3241191

    Nope all those killers are better than Pig!

    https://forum.deadbydaylight.com/en/discussion/comment/3241229#Comment_3241229

    Wrong and incorrect! OP is saying opinions are opinions and facts are facts! "Pig is weak and or a weaker killer" FACTS!!!

    Everything else you said means absolutely nothing bc it has nothing to do with how i defined facts and opinions! Your trying to troll or derail the thread by attacking me and saying things i never said to reinforce your argument! Not gonna fly or work with me because i call stuff like this out and expose it! Nice try though!

    https://forum.deadbydaylight.com/en/discussion/comment/3241450#Comment_3241450

    This is not the strongest Pig gas been! Bear traps currently cannot be taken off on the first box/attempt but can between attempts 2-5 (actually most people get it off on box 2-3). Head pops are almost non existent as a result of this!

    Old Pig with Crate of Gears and Jigsaw Sketch she had 5 boxes and boxes 2-5 were not guaranteed even though it could be taken off the first box! This was much stronger and Pigs strong add-ons got nerfed thus nerfing her overall.

    The more you ramble, the more evident you make it that you simply don't know how to actually play The Pig. The fact that you continue to refer to the change she had in her RBT RNG as a nerf (or at the least, refuse to acknowledge that it was a HUGE buff) shows that you don't understand what makes her strong at all.

    Your focus on head pops also illustrates that. If you were playing to get a head pop as a primary objective -- and if you still do -- then you're playing her WRONG, so it's no surprise you keep on with your misconceptions (even though securing a head pop, if that's your objective, is still surprisingly easy to do if that's all you're looking for), and actually winning the match is secondary).

    Her add-on changes were minimal at best, and if anything, her most popular ones other than the TT/COG combo used solely for head pops went untouched, or were buffed. Combat Straps were always her most popular add-on with Pigs who actually know how to play her, and they went untouched. Workshop grease got changed from worthless to something useful (increases her Ambush speed and decreasing its cooldown). The ability to add another trap is still available with two different add-ons, even with Last Will being changed. The changes to TT/COG are negligible, and the fact that multiple survivors are going to need at least 3 searches to get a trap off now (which wasn't the case before) makes it MORE likely you'll get a head-pop, and not less (head pops with old TT/COG were either contingent on your following the person around, which that is still viable, OR a survivor needing to get a four box search with any delay in that search making it impossible to accomplish -- which is now MORE likely to happen thanks to the RNG change, since just as it was before, pretty much any delay in their searching with a trap active, especially on a large map, will be lethal). Amanda's Letter -- a seriously underrated add-on on an indoor map -- got buffed significantly (with an increase in the number of traps carried and an aura distance buff). While I used old Video Tape frequently, the new version of it coupled with the previously useless Rules Set is solid, especially on certain maps (Indoor and newer ones like Garden of Joy). And the addition of Hex: Plaything to killer perks turned out to have great synergy with her previously useless Face Mask (as trapped survivors now can't see the aura of their Plaything totem until they get their trap off) leading -- at least in my matches, since I run both quite often -- to a lot of downs of Oblivious survivors.

    You'd know all of that if you actually played Pig regularly like I do, but it's clear you don't by your continued diatribe without any actual "facts" to back up your opinion, which you are certainly entitled to, even if it's in the minority.

    Pig is not S-tier, or A-tier. She's firmly in the bottom half of the roster, but nowhere near as bad as some people claim, and definitely not the worst. Myers has stealth going for him, but not much else (unless you're running Tombstone piece every match), and is the only killer who can actually run out of all his powers at some point in the match. Legion is beaten by smart survivors who simply split up as much as possible to deny their Frenzy its effectiveness. Trapper still relies massively on RNG for where his traps spawn, the updated maps have made many old trap placements no longer viable, and SWF really hurts him more than maybe any other killer. Sadako has ALL of Pig's weaknesses in chase, and her stealth, while better, isn't viable to make her lethal, and unless you're hard-playing for condemnation kills (like a One-Pump Willie does, as a comparison), her secondary power not only is almost never lethal, it isn't even good slowdown and pales in comparison to Pig's RBT slowdown. Deathslinger is a shell of his former self, and he also has very little going for him these days. Freddy has his snares and teleport, but the former was nerfed, the latter loses effectiveness as the match goes on, perks that had great synergy with him were also nerfed (like Tinkerer and Ruin, as two examples), and his add-ons were gutted in his rework, leaving him less viable in the hands of a good player than Pig in the hands of that same player. Clown is debatable, as a really good player with him can be deadly, but the average Clown has all of Pig's weaknesses without the slowdown of the RBT's, making them arguably worse as well. I'd take Pig over all of these killers any day, again, if for nothing other than the built-in slowdown of her RBT's, which is a power that few on the roster have going for them and is tremendously underrated.

    Again, you're entitled to your opinion, but you're not really stating any "facts" in this thread. You just keep banging your fist on the table saying over and over "Pig is the worst killer in the game!". She's not, but your insistence on it continues to show that you either don't play her regularly, don't understand HOW to play her, or both.

  • This was the last challenge from the Rift that I did, and as others have said, I can confirm it was a royal pain. Matches where I stunned the killer and they didn't have energy to take. Matches where I had already maxed out energy and couldn't get any more. I literally got to the point where I felt like I would be throwing the match (by not working on gens so I wouldn't max out too early) to get it.

    I ran Q&Q, Head On, and Blast Mine -- got half with a Head-On and the other with a Blast Mine to finally knock it out.

  • @Edilibs said:

    I prove just in this thread alone why Pig is the weakest killer and why she is D tier! Her power is very underwhelming and only good at ######### loops and her bear traps are a joke!

    Pig like 3-5 patches ago was way better!

    If you actually think the RBT's are a "joke", if you don't understand how important innate slowdown is for a killer to have in their kit, and you don't see how big of a buff the change to the RNG to her traps were -- that just shows you don't understand how to play Pig at all.

    @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/3240619#Comment_3240619

    ...But that is game delay? What you're describing is game delay, they're spending enough time to run to two or three different boxes, and they're not on generators while they're doing that. If you're a good killer, and you have good map awareness + know what you're doing with Pig's kit, that's far more time than most other killer powers can give you.

    She doesn't need headpops. She needs survivors to be scared of headpops so they stop working on generators and prevent the headpops.

    You're 100% correct on both game delay and head pops. If you do get a head pop, that's a bonus, but it's the 3-4 box search multiple survivors have to do now with the RNG change that can grind a lot of Pig matches to a complete halt in the mid-game, giving her a chance to secure the pressure needed to win the game.

    Pig isn't as good as her kill rates would suggest -- she's no Nurse or Blight -- but she's definitely NOT the worst killer in the game.

  • I had back-to-back crashes the other day, one round playing killer, the other as survivor. I was in the middle of normal gameplay, my game seemed to freeze up, and then I was back to the loading screen. It only happened the two instances, but it was strange nonetheless.

  • As is always the case in these instances, stats are always interesting to look at and discuss, but without greater context and more details, they're never going to paint a true accurate picture of the game itself. They provide a talking point, and there are nuggets of "truth" that you might be able to infer from them, but in of itself, they'll be "proof" of nothing.

    As an example, for anyone here who follows the NFL, if you used QBR (commonly thought by most stat heads to be the best metric to measure quarterback play), currently Bailey Zappe of New England is the top-rated quarterback in the NFL (ahead of Josh Allen) and Geno Smith in Seattle is 4th (ahead of Patrick Mahomes, among many others). If you went only with those current "stats" that have Zappe and Smith as two guys who are better QB's over Allen and Mahomes, that would be a prime example of how you can't rely on said stats without any context when making decisions, as no one running an NFL franchise (or who has followed the NFL at all) would choose the former over the latter to be their franchise QB if they could make their choice (and wisely so).

    There's a very good reason why there's this famous quote: “There are three types of lies -- lies, damn lies, and statistics.”

  • @Iron_Cutlass said:

    https://forum.deadbydaylight.com/en/discussion/comment/3222160#Comment_3222160

    On PS4/5 it was 100, BHVR is very weird when determining what to do on each platform.

    As someone who only needs the 3 blink gen grab as Nurse, the Racoon City escape achievement that's one of the new ones, and the Huntress one to have all of the achievements, I can sadly confirm that the Huntress one is still 100 downs from that long-distance range on PS5. Since I'm not a Huntress main, and I'm only a decent Huntress, that achievement seems completely out of reach, and it should have been changed on PS4/5 a long time ago.

    ETA: Congrats to the OP on getting that achievement!

  • When I first starting playing the game (early 2020) with my friend, we used to use that Shroud (one of us, not both) a decent bit since we were new and wanted to avoid the killer at all costs. Almost every single time, either of us were immediately found, almost as if the Shroud was spawning us next to the killer instead. The offering is used rarely enough (when I play killer, I almost never see it, and I haven't used it as survivor in ages), and it isn't something that I imagine could be confirmed easily that it isn't working as intended, that I wouldn't be shocked if it's something that's actually been bugged forever, but no one has noticed.

  • I played against a Pinhead yesterday. The Jonah who was found first immediately DC'ed after getting downed. The Pinhead hooked everyone once, but the rest of us were dead pretty quickly at 5 gens (once it's a 3 v. 1 against a Pinhead that early, you're pretty much boned).

    I was aggravated -- but at my idiot teammate, NOT the Pinhead player. They didn't farm, but they also didn't tunnel off of hook (which they easily could have done). They were definitely very good, and they ended the game quickly. I didn't blame them, and while I'm one of those old-school types that actually values showing good sportsmanship in an online video game, I do NOT think the Pinhead player was being unsportsmanlike at all. There was only one person who was "unsportsmanlike" in that match -- and it was the rage-quitting Jonah who ruined the match for the other 4 people involved. If the killer is hard tunneling after the immediate DC or face-camping a hook, etc., you could argue differently, but playing out a match normally in that situation is NOT unsportsmanlike.

    When I get an immediate DC playing killer, I'll usually play as normal as possible while trying to make sure I hook everyone twice before eliminating anyone, and then the last survivor standing gets hatch. If there are 2 DC's, I'll farm the entirety of the match, unless someone gestures to the hook that they want out, and then I'll give it to them. The idea that there might be people our there who think that my playing "normally" in any of those situations (or, as some have pointed out, the ones that might think it's equally "unsportsmanlike" to farm or give a hatch in any of those situations) is simply mind-boggling to me, and I think some people need to reassess what the actual definition of that word is.

  • It's not original, but I've been having a lot of fun running Bite The Bullet to go along with Overcome/Lucky Break while bringing a med-kit with at least two heals worth in it (the 4th perk either is Quick & Quiet or COH usually). The ability to break line of sight and literally heal under the killer's nose hasn't just been fun, it's been effective. I played against a streamer yesterday running the build, and it was crazy watching them lose me entirely knowing I was just a meter or two away healing.

    When it's "gens before friends" time, it's usually Hyperfocus/Stakeout/PT. Somewhat predictable but effective, and I like going for the great skill checks.

  • I always accept boops, even if I'm throwing in doing so. I don't expect other Pig players to do the same -- it's just my way of making some games fun in what's otherwise a sweatfest normally.

    Those who fake the boop and drop a pallet on me and teabag afterwards, though? Your end on the hook will be particularly sweet -- I'll guarantee it.

  • @Shroompy said:

    MMR

    That's what I suspected, but my assumption had been that the BP incentives wouldn't be looking at your MMR (and if more people were needed at your "skill level" when handing out the bonus), but rather at the overall picture of the number of survivor players vs. killer players at that snapshot in time, regardless of what someone's MMR is according to the game.

    If that's what was happening, it's an interesting window as to how the game's matchmaking is currently functioning.

    ETA: For what it's worth, our survivor lobbies as a SWF were pretty much instant, so the presumption would have been that there were a lack of survivors at that moment, and plenty enough killers to go around, making the 100% killer bonus for anyone seemingly out of place, unless MMR was the determining factor on that bonus being offered.

  • @KayTwoAyy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3216005#Comment_3216005

    You mad? Your "Player B" scenario isn't tunneling. Why do you think I would compare the two? I swear, I can't make a point in this forum without some random creating a non-equivalent scenario and getting upvoted for trying to make me sound unreasonable, when they haven't earnestly represented my opinions on the matter.

    Player A hooks a survivor at 5 gens. Player A proceeds to camp and tunnel the survivor out of the game.

    Player B hooks a survivor at 5 gens. Player B proceeds to camp and tunnel the survivor out of the game. At the end of the game, Player B says "nice pride charm."

    What is different about these two scenarios? Player B's actions do not suddenly become harrassment because they alluded to their motive for camping and tunneling. Camping and tunneling was ALREADY harrassment. If it wasn't, the victim of Player B wouldn't feel harrassed, and they wouldn't be able to tell that "nice pride charm" was dripping with sarcasm.

    You seem to be the angry one here. As someone who goes out of their way to "play fair" as killer, and as someone who plays a LOT of SWF, has been tunneled out at 5 gens myself (and wasn't thrilled about it, but I certainly wouldn't be reporting it), I'm not angry at all.

    I simply asked you for clarification about what you considered tunneling since your exact words were:

    "If tunneling someone for racist/homophobic/etc. reasons is considered targeted harrassment, wouldn't it then logically follow that tunneling is harrassment?"

    In the statement where you initially replied, you gave no specifics in your second "example" other than to say that it "logically follow[s] that tunneling is harassment (sic)". You're now saying in THIS reply that an unpopular game mechanic, which the developers have said it perfectly allowable (even if people like myself are NOT a fan of it when we play survivor) is allowable and not punishable (your Player A) is the same as someone targeting a person specifically over something that is about that person in general (their race, orientation, etc. -- Your Player B).

    I don't like being tunneled out of a game any more than you do. But I clearly recognize that the first example of yours -- someone using an unpopular game style -- and the second example of yours -- someone being intolerant of who a person is out-of-game and targeting them in-game for it -- aren't even in the same ballpark as one another. If you don't see that, then I'll politely disagree. No need for you to get testy about it.

  • @KayTwoAyy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3215909#Comment_3215909

    Forgive me if this sounds ignorant or naive...

    If tunneling someone for racist/homophobic/etc. reasons is considered targeted harrassment, wouldn't it then logically follow that tunneling is harrassment?

    At which point, maybe BHVR should be considering doing something about it...?

    Player A tunnels someone out because of their character's ethnic background, or a Pride charm, etc. and then tells them in post-game chat that those are the reasons they tunneled them out of the game.

    Player B has 6 hooks, 4 gens are done, and a player hooked twice gets unhooked in front of that killer. They then proceed to tunnel that player off the hook and out of the game in order to make it a 3 v. 1 ASAP because that, at the moment, is what they feel they need to do in order to have a chance to win.

    You're not seriously comparing those two examples to one another and saying that the second logically has anything about it resembling the first, are you? The first is what would be reportable and 100% should be punished by BHVR. The second would be simply playing the game optimally to win at that point in the game. No?

  • @MikaelaWantsYourBoon said:

    No, i hope not. I am dodging survivors when they have low level prestiges. So i don't have to play with baby survivors

    There's no way to know if they're "baby survivors" though. Playing killer the other day, one of the survivors switched characters with about 20 seconds or so left on the timer from a Prestige level 3 Jill to a Prestige 54 level Nea. Did they suddenly get better when they changed characters? (For the record, the Nea was by FAR the best player on her team -- though as a counter to that, I've played against Prestige level players 25 and higher who played like they'd installed the game yesterday, so that can be a two-way street).

    Seeing the prestige of your teammates (as survivor) or as killer is completely unnecessary. It leads to people making potentially inaccurate assumptions about the people they're playing with and against -- and everyone should know by now the saying about assuming.

  • I'm happy going to that map when I play killer, no matter who I'm using. The map isn't big, if I don't take bad chases into the main building I'm usually okay, and it's easy to patrol and force a 3-gen a lot of times if it gets to that. Most of the pallets are unsafe, and other than the ridiculous amount of breakable walls that are time-wasters, there's not much that ends up being problematic for me. I usually do well on it.

    As survivor, the only time I've brought an offering for it is when there's a "Fall from a great height" challenge in the Rift. With multiple locations you can do that from on the map, I usually get that challenge wiped out in one try there.

  • When I was going for the achievement, I didn't have a problem with someone jumping into a locker -- that's just a smart play to keep from being Moried, and there's nothing wrong with that. Good play on your part to survive the Tombstone and live to tell the tale.

    What I DID have an issue when I was going for the achievement were the survivors who DC'ed once they knew what I was doing. While they didn't know I was trying for the achievement, rage-quitting because of a Tombstone still seemed petty and childish.

    When I was going for it, I brought BPS or cakes into the matches as an incentive to keep people from hitting the "leave match" button, but it took a couple of attempts before I got a group that played it out to the end. They were either all crossplay, or had their messages off, or I would have heartily thanked them for being good sports (and sparing me the endless de-pips I would have had to eat if it had taken me longer to get it).

  • De-pipping is a relic of past gameplay mechanics, and if the devs truly want to encourage diversity in what players run, eliminating it would be a step in that direction.

    Your rank now currently (in theory) means NOTHING. No one can see it other than you. It's supposedly has nothing to do with how your matchmaking goes on either side. It's ONLY function is to reward you with BP at the end of a month's play. While those BP rewards aren't ridiculous, they are something that many players going out of their way to get at the end of the month, and often that will lead to people playing more "sweaty" or not being willing to use off-the-wall strategies or builds to avoid de-pipping.

    On any given month, I work my way to Rank 1 to make sure I've maxed out the BP rewards, then I dial it back once I've gotten there. If I'm a pip away from ranking up either on killer or survivor, I'm 100% going to push hard in a game, where once I make the next rank up, I'm a LOT more likely to try out something new or not worry about the results of the match and simply play more for fun.

    This isn't the old system, where matches were made according the rank. The elimination of de-pipping could lead to more people playing more matches with a more relaxed attitude during them, with more divergent strategies or perks.. Nothing about that is bad for the game, only good.

  • The only thing that comes out of seeing it in a pre-game lobby are assumptions, and everyone knows the saying about that.

    I have all survivor perks available on every one of my survivors. I'm not playing any differently with my Prestige 20+ Meg wearing a fancy cosmetic than I am with my Prestige 3 Tapp in his default. But the perception of what I might be capable of -- whether by my potential teammates in solo queue or by a killer viewing the lobby -- might be vastly different depending which one they see standing there.

    For people who want it to be shown off, there's an endgame screen that does that quite nicely.

  • I had a match tonight playing as Myers, and there was a Laurie in the game. I found her first, and she knew I was there, but instead of breaking line of sight or running when I stalked, she fed me like crazy -- all the way into Tier 2 and pretty much almost to Tier 3 (I was running the J. Myers Memorial). While I was alternating chasing and stalking her, she kept dropping pallet after pallet (we were on Badham), teabagging at EVERY one as if it was the first pallets or stuns she'd ever gotten in a game.

    And then she led me towards one of the houses, where I could hear the gen being worked on furiously. I left the Laurie, surprised the Jane and David on the gen downstairs, popped my Tier 3 and downed them both immediately before they could finish the gen.

    That pressure before a single gen was done (I had Call of Brine to start regressing it immediately) was too much, and the whole team ended up losing. Later on the Laurie looped me around a downed teammate, keeping anyone else from going in to pick them up (and the Laurie went down eventually herself). I played pretty well in the match, but I honestly felt like it was a 3 v. 2, with the Laurie essentially killing her teammates because it was more important for that player to BM the killer than to play intelligently and maybe have people escape. I felt legitimately bad for her three teammates.

    Laurie as Michael's accomplice. Clearly, this Laurie player never watched a Halloween movie, lol.

  • I got it done on my first attempt as well, playing Pig. Pain Resonance meant I wasn't kicking gens, and Dissolution meant the survivors broke the pallets for me.

    The debuff frankly was hardly noticeable.

  • Before I had gotten the Evil Incarnate Achievement, I was frustrated by a number of matches where survivors would DC the moment they realized what they were going against (bad sportsmanship) or jump into a locker to avoid the Mori (smart gameplay), or the matches where someone would find hatch or simply hide during EGC.

    I had one of the matches where someone DC'ed after the second Mori, so I wasn't interested in killing the last player, an adorable Feng. I found them on a door after I closed hatch, and I was fully prepared to let them escape. The Feng and I had a moment between us, I went to smack the door to signal her to open it ... and she moved too close to me. I accidentally grabbed her and Moried her on the spot. I felt HORRIBLE.

  • The perk isn't problematic on its own, and I don't think the synergy with Stakeout is an issue either. Toolboxes -- maybe.

    I've gone against survivors running the combo as killer and noticed gens seemed to go a little quicker than normal, but I can't think of any matches off-hand that I said, "I can't win -- the gen speed is too busted due to the perk" (possibly because my opponents weren't getting the Stakeout tokens and/or hitting the skill checks, or they didn't have souped-up toolboxes to go with it). I've definitely noticed more survivors running the combo now since it's getting more notice from content creators.

    I've been running it steadily as a survivor since Day 1, and I'm finding that I actually am getting better at great skill checks (even though I'm running Stakeout, I'm always trying not to use the tokens), so I like the challenge to improve the perk provides. That said, for anyone who thinks gens can't get done quickly, especially with that perk combo and PT and a toolbox or two? My first solo round tonight on Lery's, with my running the combo but none of the other players doing so (though one had a yellow toolbox with a BNP) and me bringing a Commodius, socket swivels and a wire spool, and Prove Thyself, the first gen was done in **34 seconds**, and three gens popped in barely over 2 minutes (with the killer getting a down and a hook in that time, so it wasn't as if they were AFK). The killer DC'ed at that point.

    Not every match is going to go like that, however. Before the devs start wielding a nerf hammer on anything, I'd rather them wait and see if matches like that one are the exception and not the norm.

  • @MsSaltyGiggles said:

    https://forum.deadbydaylight.com/en/discussion/comment/3164128#Comment_3164128

    No, I didn't. Look at the new killers released. I just said I have adept on every killer. Changes went into effect long ago, that means there are killers that came out after those changes. Why are you arguing with me on this. You sound like you don't play killer that much. Just be wrong and move on.

    You're wrong regarding getting Adept at Iridescent grades. And I have all of the Adepts as well. You can get by without 4 Iridescent emblems and still double-pip at Gold or below, but NOT at Red Rank, making a slugging an unfortunate, but sometimes, necessity if you're there and want an Adept without waiting for Grade reset.

    To get an Iridescent Devout Emblem, you need to get 10 points in the category while starting with 0 -- Gold only requires 8. You get 1 point for hooking everyone once, 1 point for when you get 9 hooks total. A sacrifice, a kill, or a DC all gives a player 2 points each (bleed out deaths receive 0). If you end up with a 3K, you'll get 6 points for the kills and the MAX you can get is 8 points, which means you won't get an Iridescent Emblem but a Gold Emblem -- and 4 Iridescent Emblems are necessary to double-pip at Red Ranks -- double-pipping requires 16 total Emblem points, 4 from each category, and a Gold Emblem gives you 3 points only, leaving you short at 15. Without a 4K, therefore, you won't get Adept unless you're at Gold Grade (where 8 points and a Gold Emblem in ANY one category -- will be enough to still allow you an Adept). The further down you're ranked, the more leeway you get (at Ash Grade, only 14 points are needed to double-pip, allowing you to even get a Silver Emblem and still get an Adept).

    For the record, I'm not a fan of getting slugged forever when I play survivor -- I have no problem with being slugged if the last survivor's location is known, however, but at some point, if the last survivor stays that stealthy, it's aggravating to spend the entirety of the bleed out timer on the ground, but it's what it is. I don't have any issue with hatch, either as killer or survivor (and I give plenty of hatches out when I'm the former, and I don't expect the escape when I'm the latter).

  • A perfect example of "No one had an issue with how the perk operates currently -- let's change it for no real reason whatsoever!". :rollseyes:

    I was using it, as I suspect most people do, more as a "meme" perk than anything else. It was a go-to to get the blind challenges done, as I can't use a flashlight to save my life. Since PR is such a popular perk, a lot of killers (including myself) don't kick gens, so getting Blast Mine to go off still took a lot of tries to see it actually happen.

    Out of all the perks in the game that could use a hard look for either getting a nerf or a buff, a dev somewhere wasted their time changing THIS one? :sigh:

  • Unless you BM me during the match, a Boop when I'm playing Pig always is a free pass. I've had numerous farming matches with teams that seek me out once they realize they're facing a Pig to have a Boop-fest, especially during events. I understand not all Pig players want to be a part of the meme, and that's understandable, but if you go against me in a match, the Boop will be your key to survival, lol.

    Nothing worse than someone faking a Boop, however, from either side. I had a pair of Fengs once that approached me for a Boop near a pallet, motioned for it, then dropped the pallet on my snoot instead when I got close, followed by teabagging and macro-flashlight-clicking. Finishing them both off when all was said and done was particularly satisfying, lol.

    Boop matches, for me at least, are a nice release from the ordinarily sweat-fests so many matches turn out to be.

  • Prior to the hatch rework, when it would spawn before the last survivor was left, I was playing with a friend with two other randoms. We were down to the final gen, meaning hatch had spawned when the killer eliminated one survivor. My friend has committed to a gen and was downed as he finished it and was hooked. Moving into range to get a save, I watched the other random -- who had never been hooked -- sprint AWAY from me and my hooked friend (I was injured, and had no way to heal). The survivor definitely saw me, went right by me, and had too much distance on me to catch up to them to get a heal. Instead, they had booked it to the hatch, used the key they'd brought in, and essentially left me and my friend in a hopeless situation. They could have healed me, we could have coordinated a rescue, and all three of us could have gotten out, but their selfishmess gave the killer an easy 3K. :shakeshead:

    Special props recently to another random (matched with our 3-person SWF) who, against a Plague and already infected, but not broken, cleansed on the way to rescuing me off a hook while I was fully infected. They immediate;y got re-infected the moment they pulled me off, AND they gave the Plague -- who was relatively close -- her power to immediately down both of us shortly after. Truly a 200 IQ play by them. It was almost as if they had never faced a Plague before.

  • There's no real reason to show it in the pre-game lobby. I agree that the level is not an indication of skill (though the Presitge 100 I saw not too long ago was almost certainly a sign of a hacker, so I dodged that lobby), but you still are going to have killers and fellow survivors making judgements and exiting lobbies with higher level prestige. There's no reason that makes logical sense to have it show before a match.

    After a match is an entirely different story. If someone has put a ton of BP into a character and wants to show it off, that's the place for it.

    There's good reasons why BVHR got rid of showing ranks in pre-match lobbies -- it's mystifying to see how they couldn't see the obvious similarities with showing the Prestige levels.

  • @zHypnotism said:

    Alright so I have bought a PC and decided to start playing DBD, after playing the game back in 2020 on PS4. Since migrating accounts cross-platform isn't possible (seriously BHVR why blya** can you not just implement it) I have virtually nothing on my account, apart from the few bloodpoints i've earned in like 50 hours of playing.

    Now, as my daily rituals demand it, i landed 4 succesful dash attacks on survivors (what a boring challenge btw) and while doing that on pig i wondered - how do you play this killer without addons.

    I see at least 1 irredescent addon every game from survivors, mostly bnp, sometimes the syringe thingy while i run yellow / brown addons and green / yellow perks (I have invested my points into other killers mostly and have prestiged only 2 so far) and the games i did where unplayable. It is impossible to gain any pressure on the survivors, my first down is usually a trade for 2-3 gens and then as soon as i get the next chase the next gen pops and i maybe get a 2nd or 3rd down and then all gens are done and they are woosh trough the gates.

    So how can i stop surivors from camping at gens and at strong loops if i can't pressure them?

    The answer is obvious if you have all rescources you need, just use video tape and maybe an addon that decreases the death timer or Ruleset No. 2 and you have a decent shot at winning games. On the right map, you might even get 4Ks without too much struggle, but what do you do without good addons

    you get little downs, you get little chance to put down traps, traps get removed easily and aren't consistent because of rng and your sneaky power makes you so slow that before you can even sneak up on people the survivors have finished 6 gens and opened 3 exit gates - also the dash is pretty unfun because it takes insane time to even begin charging and crouching as pig is insanely risky + you can't see because amanda young decides its best to walk with her head so blya** low that it's literally on the ground.

    so, any insane pig mains in the chat who wanna share some tips to play pig without video tape?

    I've played a LOT of Pig since I started in 2020 (also on the PS4 at the time). I probably have several thousand hours in DBD now, made it to Rank 1 with her before they changed the ranking system while maining her, and I've beaten really good survivors with her before and since MMR was implemented. I'm not the best Pig in the world (and wouldn't claim to be by any stretch), but when people say she's one of the weakest killers on the roster, I have to definitely, politlely, disagree, since the large majority of the matches I play with her, I come out on top (and did so even before the recent update).

    So, how to play her effectively? You're going to need some form of slowdown in addition to your traps. I have two builds I play with her now, both utilizing different strategies. One build utilizes Corrupt, which is still an important perk, as that will allow you to stealth in the early game to get an early hit on an unaware survivor and get into an early chase and get a down before the first gen pops. I run Pain Resonance with that build, but the kicker for it is Hex: Plaything -- it adds another objective for a trapped survivor to have to deal with, and if they don't (and if their teammates don't), you'll have Oblivious survivors running around. Plaything ALWAYS gives me at least a free hit (or down) on a survivor, a lot of times on one headed to a box or injured searching one (even when I'm chasing someone else when it happens). It's an underrated perk in general, and very good on her, IMO. I run the Face Mask add-on (a yellow) to make trapped survivors blind, which means they can't see their totem aura until they get their trap off -- it's a nasty combo.

    Pig is NOT subject to RNG anymore with her traps -- if you're not using anything for add-ons, you're guaranteed 12 total searches so long as you get all four traps on (you don't want to save traps -- that only means you're risking having a trap give you no value if gens suddenly start to fly), and that means the game is going to stall mid-game, so long as you're constantly applying pressure through downs and hooks. A couple of early gens popping is NOT the end of the world -- I've had a lot of 4K's that had 3 gens done relatively quickly and then -- nothing. Keeping pressure going -- and having at least one regression perk is going to be needed (again, I use Pain Resonance on both of my builds, as it's the best perk for slowing gens that doesn't require you to kick them -- Call of Brine can be paired up with it for those games where RNG is bad for hook spawns, or for when you want to get info on where survivors have started back up on a gen).

    Stealth is VERY situational with her -- I use it only at the start of the match (and only if I'm using Corrupt), and rarely during (unless the situation specifically calls for it -- i.e., Call of Brine has told me that someone has just hit a skillcheck on a nearby gen, and I think I can get a cheeky hit on someone). The Pig is too slow in stealth to use the power to move around the map, and once the very opening of the match is gone, there just aren't going to be many places it's going to come in handy.

    Her Ambush attack, as someone already pointed out, is best in loops. If you sneak up to someone on a gen, it's best to uncrouch and either try for a gen grab, or simply smack them normally and not to take a chance of missing a dash when they start running. The Ambush is great at certain pallet loops, especially dependent on the map (on many Midwich loops, it's almost a guaranteed hit if you're in the pallet). You always want to get inside of the pallet, and the loop can't be one of the really long ones you find too often on many maps. Faking the Ambush attack can be effective as well -- really good survivors will know what they're doing and leave a loop immediately if they hear anything sounding like the roar, and you can start charging then uncrouch with those players -- often, you can catch them out in the open when they abandon the loop.

    I've been playing around with an attack build, with STBFL (which you can conserve stacks with if you simply ignore the Obsession, unless you can Dash attack them), Dissolution, and either Enduring or Brutal Strength (to chew through pallets as well), with PR as the only slowdown, and I've had success with it. Gens pop early, but once the downs happen and the traps go on, so long as you keep applying pressure (and gave at least one gen regression perk), you SHOULD be able to slow the game down. Again, her traps ARE effective slowdown since her RNG was changed -- no other killer, save for Pinhead, has the slowdown build into their kit that she does. Head pops are not the goal with her traps (though when one does happen, it can completely turn a game around).

    The Video Tape add-on, if you choose to run it, HAS to be run with Rules Set, but in that situation, you need to be capable enough with her to get pressure through downs early, or you're going to get no value out of the traps and you're going to get beaten (my SWF faced a newer Pig running the VT without Rules Set yesterday, and while it took a little bit for all of us to get off our traps, no one had to deal with an active one, and we 4-outed her with relative ease). The Video Tape/Rules Set Combo almost requires Lethal Pursuer to be run with it, as getting into a chase immediately is key to that add-on combo being successful. The Tampered Timer is still strong, but only with Crate of Gears (another purple add-on -- Bag of Gears, which is green, is a good substitute). Again -- head pops are NOT the main goal of a trap, and if a Pig is playing for a 3K/4K and focusing on that primarily, they're going to lose if the survivors are decent. I rarely run either of those combos, since I don't find they're needed to win.

    You don't need Iri/Purple add-ons to win with her, but your overall skill as killer is going to be the determining factor on how your games play out. My two builds have the Face Mask paired up with the Bag of Gears (yellow/green), or the Last Will and Workshow Grease (both yellow) to help with her Ambush Dash (the former used with the slowdown build, the latter with the agressive build I referred to). Reading your post, it sounds like you definitely need Corrupt in your loadout to give you a chance to secure that early down. Some of what else you said sounds like either you're facing well-coordinated teams, or that you're going to need to work on your chases (in the latter case, STBFL and Brutal/Dissolution seem like must-run perks to help in that regard). Avoid chasing a trapped survivor UNLESS the situation demands it -- if you have next-to-no hooks against a very altruistic team and a survivor with an active trap at one gen remaining, chasing them can be effective, as you can use that altruism often to get another down (and another trap on someone). I've snowballed "unwinnable" situtations like that into wins, but otherwise, leave trapped survivors alone -- they're not going to be working on gens, unless they have a death wish.

    Hope some of this helps, and good luck playing The Pig! As someone who plays all the killers to various degrees, I would consider her my "main", and I'm most experienced the best with her out of anyone, and once you can learn how to uitilize her to play to her strengths, she's a ton of fun to play!

  • I've been having fun -- it's why I play, and nothing has changed on my end dramatically enough to warrant that being different.

    Had a mixed bag of survivor rounds yesterday -- some escapes, some deaths (playing as anything from a 2-person SWF to a full-on 4-person SWF). Was facecamped by a Bubba at 5 gens, but I was as angry at my teammates (who were part of a 4-stack SWF) who refused to do gens while I stayed on the hook (one was breaking totems for a Rift challenge!) and fed the Bubba a 3K that would have been a 1K (me) if they'd played correctly. There were a couple of killers who tunneled/camped, but nothing more than the norm, and in some of those instances, game circunstances dictated they were the right plays. Overall, we had fun.

    Playing killer yesterday, matches don't feel much different than they were beforehand. I played an anti-healing Doctor build (with NO gen regression, other than the bonus to a Huntress Lullaby missed skillcheck) and still had someone rage-quit, two people who went to 2nd stage on first hook because survivors sat on gens while I was a mile away from the hook, and two teabaggers for no reason other than BM'ing (I ended with a 4K, which was satisfying). I played some Battle Pig builds (Enduring, STBFL, Dissolution) with either no gen slowdown or next-to-none (I finally started slapping on PR as a 4th perk). The games with NO gen slowdown, even when I was getting down fairly quickly and rapidly, gens were flying. I ended up with games where I had 4-5 hooks in the first 5 minutes of a game and all 5 gens were still popping in that 5 minutes (I ended up with mixes of 0-2 K's in those games, usually because some unlucky person with an active trap was literally trapped in the match with me and no hope of their party hat coming off once that last gen popped, and I usually got the 2nd kills from altruistic teammates trying to save them). When I threw on PR, I was still seeing gens fly (Corrupt is still very useful, even after its change) -- had a couple of 4K's, and some 0-2 K's with that build, with gens still going at an alarming rate. Every team seems to have at least a Commodius, a BNP toolbox, and PT somewhere in their builds.

    Overall, it's not been much different than before the patch, to be frank. Survivor has gotten a little tougher, but it's not impossible to escape, even solo. If you're playing a "lower-tier" killer with no gen defense against solid survivors, you're going to see gens fly, even if you're playing well and getting downs. I still see clueless teammates as survivor, and MMR being weird as always, I do still get occasional lobbies as killer with survivors who also seem helpless. So for me, it's the same-old, same-old honestly.

  • @RandDBD said:

    Since 6.1 released, the game changed a lot. I play both roles, before the patch I was playing 9/10 games as killer. After the patch I switched to mostly survivor as the amount of DCs I've been getting is just too high.

    Just a quick question for you:

    * As a killer, how many DCs have you gotten? And if you got one, would you consider you were playing too sweaty? (tunneling and or camping at 5 gens, for example)

    * As a survivor, how many times have you DC'd or seen someone DC and do you consider the killer played too sweaty?

    As both roles, I've gotten a lot of DCs. I even got a DC as soon as a survivor heard my terror radius, I was playing Legion. And while playing survivor, a lot of people would just disconnect as soon as they go down.

    P.S. No, it wasn't Thana Legion, it was a build around Lethal Pursuer that only uses overcharge for slowdown.

    For context, I normally play a pretty even 50/50 split between survivor and killer. I play mainly in some form of a SWF (a lot as a 2-person group), but I have played a lot of solo survivor since the patch. My actual results, on both ends, haven't dramatically changed all that much from prior to the patch, and I play a LOT (25+ hours a week).

    Specifically, as far as DC's go, there definitely has been a sharp increase in the number I see, from either perspective. I do NOT tunnel or camp, unless it's specfically called for by the situation (camping a hook with the gates open to try and force a mistake in EGC, for example), and I NEVER do either of those at anything resembling the early game (5 gens, or anything close to it). Despite my playing "fair" (which is a subjective term), I've seen far more rage-quits by people who go down first or early on, particularly if it's almost immediately in a chase, I've seen far more of people killing themselves on hook while I'm in chase across the map with someone else, and I've seen a marked increase in rage-quits in death hook (even when I'm not running perks that rely on me hooking someone). And I'm not playing Nurses or Blights (I'm on console, and I'm still learning them), but mid-tier killers like Pig or Demo, more often than not.

    As survivor, I'm not hitting the DC button, no matter what the killer does against me. It's just a game, and I'd rather move on to the next match and get my BP rather than rage-quit, even if the killer has done something that hasn't made the match the most "fun" (i.e. hard-camping or tunneling). Playing solo or as part of something less than a 4-person SWF, I have seen an increase in DC's by those random teammates. Sometimes, it's a direct result of their being tunneled off of hook, but a lot of times I have no information as to why, and there have definitely been times when it's clearly not been a case of that happening. In some of those cases, even with the DC, I/we have been able to escape, or we've had games we lost that we likely would have won if the rage-quitter had stuck around to occupy the killer's time for longer than they did.

    Just my own experiences -- others may vary.

  • @Gamall said:

    https://forum.deadbydaylight.com/en/discussion/comment/3107025#Comment_3107025

    Choose to not cleanse is a stategy, and it's the most efficient. What does "boring" have to do with it?

    Choosing to not cleanse is a strategy, but it's not the most efficient strategy against a Plague all of the time. You don't want everyone on the team cleansing right off the get-go at every available opportunity, sure -- that's bad strategy -- but unless everyone on the team is a God-tier looper, a team that chooses to not cleanse until the very end of the match is essentially giving the Plague permanent one-shot capabiity for the entirety of the match, and it's an easy way to end up all dead in a hurry against a good Plague. A lot of Plagues bring an Apple add-on for the additional fountain, so everyone not cleansing doesn't even deny her their power either in many instances.

    I have a LOT of matches I've won as Plague where a whole team stayed broken and I snowballed like crazy to get the win before they could do anything to stop it. Matches that I've won because one survivor cleansed (usually in a place where a gen was already done, making that fountain inconvienent to get to) -- aren't even close to that number.

    ETA: So far as Legion goes, if the survivors are smart -- even if they're not part of a SWF -- they'll stay separated against a Legion, the easiest counter to their power, and making it difficult for them to get everyone injured. If a Legion is trying to get everyone injured constantly, then they're not getting people down. Those games will be tedious, but winnable if the Legion isn't actually hooking anyone. If they can get all four injured, keep them all injured, AND get hooks against survivors who are spreading out across the map -- then either the survivors just aren't good, or the Legion is a God-level player, or both -- and that match was going to end up a 4K regardless.

  • Thana pretty much goes into the trash heap now, with the exception of maybe Plague.

    Smart survivors, even when they're playing solo, know not to cluster together against a Legion, making it more difficult than one would think for the Legion to have ALL four survivors injured at the same time. If the Legion is spending the entire match trying to keep all four survivors injured to get usage out of the changed Thana, then they're not going to actually be getting anyone down and hooked. Those matches will be as tedious (or maybe more so than now), but they'll be easily winnable, unless it's a god-tier Legion -- in which case, you were probably dying anyway.

    On Plague, there might still be usage, but only against teams that stay sick for the majority of the match. One person cleansing is enough to make Thana next-to-useless. If no one cleanses, the team is at the same risk they are now of getting snowballed out of the match since everyone is one-shot (and a lot of Plagues bring an Apple add-on to give them that extra fountain anyway). Ironically, this change will help matches with solo players in it, as those will be the matches where someone isn't on the same page as the rest of a SWF would be, and is more likely to cleanse if sick (vs. 4-person teams, who can cooridinate when and where to cleanse).

    I won't say that I enjoyed going up against the current version of Thana, but I don't know why anyone would run it afterwards. Most Plagues could, and probably will, replace the new Thana with a gen slowdown perk instead and call it a day.

  • Huntress here as well. If I remember correctly, the last time the devs released pick rates, she was at the top (or near it) of the list, so that shouldn't be a surprise.

  • @tendyhands said:

    Sole survivor isn't a healthy perk idea. It incentivizes people to kill their own teammates so they can escape, which shouldn't ever be the goal of a game.

    This. I played a Pig round earlier tonight against what had to be one of the most un-alltruistic teams I've ever gone against. Three survivors died on their 2nd hook, despite my being nowhere in the vicinity of the hooks at any point. For the 3rd survivor who died, I was literally standing still on the opposite side of the map waiting for a Feng to get a rescue, which they never did -- in fact, I had never really seen the Feng much during the match up until that point, other than the one time I hooked them after a 10 second chase, lol.

    The hatch spawned near me, I closed it, headed for a door, and the Feng already had it open. In the endgame screen, I saw they had Sole Survivor, which I'm guessing is why I couldn't even land a hit before she was scurrying out the door. Also, I got monster teabags from the Feng as she was leaving for ... her letting all of her teammates die, I guess? So ... yay? Literally, this Feng was the epitomy of "worst teammate ever", played as selfishly as one could play, and they had the lack of awareness to be happy with it. Having a perk that rewards that type of player is literally terrible design.

  • @GannTM said:

    Ok, so explain what to do against Nurse, Blight, Spirit (I'm sorry my darling love, I'm sure you'll understand that I need to not be bias for the sake of conversation, but I still love you more than anyone, please forgive me), Billy, Artist, Huntress, and Pyramid Head when you only have 3 seconds. It was completely fine at 5 seconds. All it needed was the end game nerf, that's it.

    All of this. Even against "regular" killers -- Pigs, Trappers, etc. -- 3 seconds is barely any time at all. If the idea behind DS is for it to be an anti-tunnelling perk (which it definitely turned into over time), then the current nerf to it made it basically unusable (especially when OTR is a thing).

    I'd argue that, while the end game change was warranted, it should activate on both hook states and not just one, especially if the devs are going to leave it at the 3 second stun time. As is, all it seems the devs did was to nuke a perk just to say that they did so, without really giving much thought behind if it even needed to be changed at all.

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