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Devil_hit11

Devil_hit11

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  • @notJustDante said:

    https://forum.deadbydaylight.com/en/discussion/comment/3092554#Comment_3092554

    i love these type of lingo that people put in front of a post.

    they might as well read - I never play killer at all and do not main legion, but I hate Thanotophobia, so here is my post.

    I'm not sure of what you trying to imply, but okay.

    15% of 22% is only like 4% difference. its only 3 second of difference and that only on 4 stacks. virtually every other regression perk beats it.

    I believe you are talking about my Pain Resonance + Thanatophobia example. That was a single example, if you bring other regression perks, Thana will indirectly buff all of them.

    current thano at 4 stacks only adds 15 stacks extra to current gens if the generator begins at 0 and if the killer has 4 survivors injured throughout entire duration that generator has been worked on.

    Yes, I'm aware you won't get the full slowdown of Thana all the time. Even with 2 or 3 stacks you still get value and even if generators are not on 0 charges. The problem here is not exactly how OP Thana is, but how the perk does not add any gameplay elements while also being a strong perk. Even if there are better perks, I would argue that the other better perks are at least less boring than Thanatophobia. Even Gift of Pain, which has some similarities to Thanatophobia (and is also arguably more impactful in a match against certain killers than Thanatophobia can be), is less boring because the killer can't have it active at all times and the survivor can take a risk just to avoid the slowdown.

    that version of the perk is not thanotophobia, its just another gen regression perk.

    Thanatophobia's theme is to reward the killer with slowdown for having survivors injured. Other perks have been changed to keep their theme but do something completely different from what they used to do. That is why it's called a rework.

    it would way better if they just reverted it to only work on increasing healing speeds the more people are injured to keep old identity of the perk

    And that would also be boring. In the past when Thana affected healing speed a lot of killers would combine it with Sloppy Butcher to make healing really slow, and that was boring. I know that with the current healing meta maybe that would be more balanced, but I don't think that's the correct way to address that healing meta.

    I believe you are talking about my Pain Resonance + Thanatophobia example. That was a single example, if you bring other regression perks, Thana will indirectly buff all of them.

    sure, but I am saying that people running individual regression perks such as.... surge(jolt)+eruption+pain resonance+pop would add more on each individual perk. I do not think that improving gen regression by situational amount is the reason to run the perk. its mostly passive pressure perk that the survivor have a lot of control over.

    In the past when Thana affected healing speed a lot of killers would combine it with Sloppy Butcher to make healing really slow, and that was boring. I know that with the current healing meta maybe that would be more balanced, but I don't think that's the correct way to address that healing meta

    by healing meta, you mean second chance meta? healing is part of getting second chance so the killer making healing as difficult is time efficient for the killer. is slowing down healing is now unfair? I mean there are... healing perks to mitigate effectiveness.

  • @notJustDante said:

    Before anything, I'm a Legion main, I play mostly killer, and I hate Thanatophobia.

    Thanatophobia does not add any gameplay elements to the game and rewards the killer for playing the game as normal. Not only that, for some reason, it's way more oppressive on some killers than others, which in my opinion breaks the balance of the game.

    I was trying to think of a way to make Thanatophobia useful to most killers, and also not an "oh my god I hate Legion/Plague/Nurse/Blight (or any killer that has a power that helps them injure people fast) with Thanatophobia". Recently, we got more perks that benefit the killer for kicking generators, and I see a lot of people who like the theme, so my idea consists of giving killers another tool for that type of build.

    The rework:

    While you have 2 or more survivors in the injured, dying, and/or hooked state, Thanatophobia becomes active. While Thanatophobia is active, the base instant regression applied when kicking a generator is increased to 5/7.5/10%.

    Numbers could change to balance it a little bit more.

    Before anything, I'm a Legion main, I play mostly killer, and I hate Thanatophobia.

    i love these type of lingo that people put in front of a post.

    they might as well read - I never play killer at all and do not main legion, but I hate Thanotophobia, so here is my post.

    15% of 22% is only like 4% difference. its only 3 second of difference and that only on 4 stacks. virtually every other regression perk beats it.

    Thanatophobia was suppose to be a perk for killer that allows killer to snowball injure pressure and keep people injured. so when they reworked the perk to not debuff healing, it killed the perk. the generator slowdown was never real selling point of the perk. it was meant to be added bonus so that the killer get some value out of the perk from survivors not healing. I suppose the idea behind generator slowdown is to de-incentive the killer to camp hooks and to incentive the killer to chase survivors to get injuries.

    that version of the perk is not thanotophobia, its just another gen regression perk.

    current thano at 4 stacks only adds 25 seconds extra to current gens if the generator begins at 0 and if the killer has 4 survivors injured throughout entire duration that generator has been worked on. it is situational indirect regression perk that layers itself on top of generators if the survivors do not heal and stay injured entire trial. passive gen pressure wasn't signifcant enough to be used before. Its only being talked about now because the other stronger old slowdowns(Ruin and Pop) were were weakened.

    it would way better if they just reverted it to only work on increasing healing speeds the more people are injured to keep old identity of the perk instead of passive pressure that the perk was never really good at to begin beyond giving legion and plague's power relevancy which it does poor job at(in my opinion against strong teams).

  • clown viable for 1 day. finally a reason to use yellow bottles beyond archives challenges.

  • that's old hit validation problem that dead hard had where you would dead hard but be on the floor. look like they forgot to put endurence effect on list that should register on survivor server side, not killer server side.


  • @TheLastHook said:

    https://forum.deadbydaylight.com/en/discussion/comment/3090321#Comment_3090321

    IMHO, no. SWF should be at the Solo level.

    SWF is for fun, not to abuse. But people see a chance to cheat, they use it. While claiming it's not cheating because devs don't declare it like so.

    Then people complain about Bubba, Nurse, Nightfall, Tunneling, Camping, Tana, Ruin, DH, etc.

    swf is not cheating. cheating is when you do an action is impossible to do for other players such as doing generator at 1000% speed or increasing survivors movement by 200%.

    nothing that swf does is impossible for solo to achieve. solo can play as well as swf. they just don't due info problem. you could say they're cheating because they're using voice coms to acquire extra information perks but dev don't really consider that cheating since swf is base-game mode in the game. SWF using voice chatting programs to play sweaty in dbd is not against the rules.

    it always makes you wonder when survivors say dbd is casual party game.... meanwhile all that try harding.

  • @TheLastHook said:

    https://forum.deadbydaylight.com/en/discussion/comment/3090281#Comment_3090281

    It's not the only aura perk you gain as SWF, you can also coordinate perks beforehand, coordinate hits and flashlight rescues, swap flashlights with members to confuse the killer, etc.

    For example, Insidious gets totally nullified without reading aura.

    The advantage of SWF is huge. Much more than people think, even in noob teams.

    its definitely huge advantage. like for example, if someone finds your devour hope/hex totem in soloq, the other 3 survivors might not to know about it, but in swf, everyone knows where your totem is as soon as single person finds it. your perks are also really easily scouted, like you can use enduring spirit fury once and suddenly everyone starts putting pallets down early on every subsequent chase.

    what I will say is that information is less powerful the lower MMR survivor is. Like keep in mind that many SWF that low-middle MMR do not really escape more than in comparison to high MMR solo players. Information is only as powerful as the person that uses it and in the end, you still need to be good at using the information to your advantage. so contrary to @Jarky post, survivors that are bad at looping and do not use information correctly will still lose to the killer. As i said, all the perks do is bridge SWF with solo. It gives solo equal opportunity to do same gameplay as that SWF could do.

  • @Clockwork_Enigma said:

    New Mechanic: Dark Dash

    • While moving in any direction, press the Shift Button to activate Dark Dash.
      • The Killer will suddenly move at a supernatural speed, moving at 20m/s for a total of 0.25 seconds.
      • The Killer will also leave a trail of dark ash and an afterimage where they once were.
    • Dark Dash has a cooldown of 15 seconds when used.

    Additional Mechanic Notes

    • Dark Dash's total distance is 5 meters.
    • Dark Dash is an omnidirectional ability, meaning it can be used while moving backwards.
    • Dark Dash cannot be used to move through walls or pallets unless a perk dictates so.
    • Dark Dash can be cancelled into a basic attack, lunge attack or special attack.
    • Dark Dash grants Killers that can use it the ability to freely roam while doing so.
    • Dark Dash can be used while holding any Special Attack that can be charged and that you can freely move with, such as Vile Purge, The Redeemer, Showstopper or Tentacle Strike.

    The Reason Behind the Mechanic

    • This ability is meant to further lessen the gap between Killers by providing most of them with a mechanic that lets them be on par with the top several Killers in the game.
      • As such, Killers such as The Nurse, The Blight and The Spirit will be unable to use this ability.
    • The ability is also an ability that grants Killers who have less chase potential the ability to actively compete with those that do have better potential.
    • The ability is also meant to replace the Bloodlust mechanic, since it is a proper chase ability that is mostly universal to all Killers and it grants them the ability to get a down on a Survivor faster.
    • The ability would also provide a new avenue of fun, masterful and interesting plays that would make Killers seem a lot more fun and appealing to play as.

    It can't hurt to try it.

    i think you invented new killer power.

  • @TheLastHook said:

    https://forum.deadbydaylight.com/en/discussion/comment/3087657#Comment_3087657

    Why not though? that´s what they get with SWF and Discord. Among other things.

    the aura reading on kindred for killer is too precise. while yes, technically swf can tell which general direction a killer is going when leaving the hook, SWF can give information on general location where a killer is, but not the exact location every second.

    base-kit bond or base-kit kindred aura reading would be much better than Icons.

    the only concern with such a change is that most killer do not have strong enough powers to really face a strong 4 man swf and giving solo these perks will make every game be comparable to 4 man swf(at each respective MMR). I don't think its too bad for low-level and middle level swf, but for high-level, a lot of killer might become a little sad to play.

  • @SuzuKR said:

    Proposed Buffed Version:

    Removes the great skill check zone - Reasoning: Making more skill checks appear is bad when hitting great skill checks. Not strong enough to warrant such a double-edged sword.

    Repairing skill check speeds increased by 50% - Reasoning: Generator counterpart to Coulrophobia. Coulrophobia maintains great skill checks in return for slower speed. This would be no great skill checks but no slowdown otherwise.

    why removes effects, just add it to the perk like coulrophobia. survivors are less likely to hit great check when it is faster.

  • @Lordofweed said:

    Hello,

    I recently started playing the Cenobite, however I have the problem that a successful hit with the Chains does not result in me getting closer to the survivor.

    The moment I use the chain ability with the Cenobite I stop moving and the Survivor can gain distance while i have to hit my chain, also as a Survivor you can drop pallets and also vault through windows which raises a question for me:

    What is the benefit of the chain ability and when should I use it?

    the chains are useless between tiles because the chains have no durability and the survivor can easily break them if they're anywhere near any obstacle. you also your slow movement speed down whenever you open a gateway(i.e whenever you see the white circle).

    the best way to use them is when survivors are camping pallets. survivors that are chained cannot fast vault pallets and will instead slow vault pallets.

    In certain lesser safe loops, you can camp pallets and use the chain to slow the survivor down so that you can hit them before they get to the pallet, this is very similar to using them like clown's pink bottles.

    they really need to buff pinhead's anti-loop by making them not break on environment and rework impaling wire to add an extra chain to the ability(this add-on is largely ineffective for the power). Not getting movement speed reduction while using his ability would also help, so would not breaking your own chains by walking over them. oh well, rant over.

    in term of perks, you want to use dead man switch+hoarder on him. Hoarder will give a loud notification whenever a survivor pick up a box. once you hear loud notification, you want chase this survivor down and down them with the box. pinhead will automatically start his own chain hunt after downing a survivor with the box. whenever chain hunt is active, survivors will be interrupted by chains and whenever survivor let's go of a gen from chain hunt, dead man switch will block gen for 45 seconds, so as long you keep getting hooks every 45 seconds, you'll have immense map pressure on the survivors if chain hunt is active.

    the other perks are really up to you. his 1vs1 anti-loop will not really carry you so 1vs1 perks to down the box person like enduring+spirit fury, bamboozle or brutal strength are pretty good. Stbfl can be good on him. they help you tunnel vision the survivor with the box so your chases are shorter and you get the box faster. for add-ons, recommend using larry remains and that other yellow add-on that make solving box longer. you don't want survivors solving the box too quickly as it will reset chain hunt and will prevent you from being able chase survivors with the box.

  • @Phasmamain said:

    https://forum.deadbydaylight.com/en/discussion/comment/3087495#Comment_3087495

    No sadako I fought has actually used this strategy. Especially moonwalking in chase to get condemned up faster

    condemn doesn't build-up over time. it only builds if you have a tape and you need be 16 meter away from sadako for the condemn passive build up to work.

    If your talking about ring drawing+slugging, that's pretty standard gameplay for sadako. you slug survivor, you get other survivor to pick up the downed survivor and when downed survivor get picked up, you teleport to a TV and now the ring drawing spread condemn on the person who healed the survivor and the survivor who was picked up on the floor+1 stack condemn teleport.

    when you tp, you get speed boost from TV, so your suppose reslug the person who was picked up so you can keep reapplying condemn until condemn hits 7, than you mori the survivor.

    its just that her gameplay with her ability is not very effective. it takes too long to build condemn build-up and it is easy 1vs1 her.

  • @Deathstroke said:

    https://forum.deadbydaylight.com/en/discussion/comment/3087340#Comment_3087340

    Not every solos thought. Competent solos can do very well and better than most swf. I have had some crazy solo teams before patch where we just dominated killer the way I would not do with my friends. They are more casual but better than most thought.

    well yeah. its not like solo survivor can't do same thing as SWF. they're just less likely to do same plays as swf. surivvor as a whole is still very strong role and most of my games as killer are still pretty challenging if I play against a strong team.

    in term my solo games as survivor? they're still about the same as pre-patch. the only difference is that survivor perks are overall weaker and gens are bit more fair for killer. you can still do generator quickly if your team is gen efficient.


  • @Coder said:

    https://forum.deadbydaylight.com/en/discussion/comment/3087238#Comment_3087238

    I'm not kidding you, I'm testing the extremes. I took off my perks and played wraith, I killed them all at 5 gens. No perks, no addons. They did have a gen 99 though that almost finished, but that was it.

    I'm not saying every game is going to be like this, but still... something is not right.

    your playing against really bad survivors if your winning at 5 gens. plague could win against solo survivors pre-patch, She lost to 4 man swf's.

    most of the killers did alright against solo-players because solo-play plays the game poorly. they lack critical information to do the most basic actions... like finding teammates to heal in time efficient manner, doing generators when teammate are in chase, looping away from teammates so that your not bringing the killer near worked generators, going for unhooks and so much more. I think awhile back they said they're working solo-q icons to bridge soloq and SWF. who knows when that is happening.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3080205#Comment_3080205

    Way to cherry pick

    1.) "Maps are too dark. I can't find Blendette!" Maps were redesigned and brightened. 

    The only map that I can think of which was “brightened” was the lower level of The Game, and frankly that level was way too dark. I literally couldn’t even see where I was going in large parts of that level, running into walls because it’s too dark is ridiculous.

    And if you think there aren’t dark places in maps, maybe go check out the house in the newest Garden of Joy map. There are parts of that house where it’s so dark you can’t see the walls, it’s almost as bad as the old Game lower level in those sections.

    2.) "Loops are too hard! They are godloops!" Almost* (all?) godloops were erased. Most decent loops were taken out as well. 

    Are you actually saying you think taking out infinite loops is a bad idea? Not to mention, in what world are “most decent loops” not still in the game? Virtually all the maps have sections with strong loops, what map are you thinking of that doesn’t have them?

    3.) "Gens pop too quickly! I can't do anything!" Gen time was increased.

    That’s true, they increased gen times. They also in the same patch buffed survivors in various ways. It’s not like his midchapter patch only buffed things on the killer side, even though the net result was an overall killer buff (which they said was intentional because of apparently lower kill rates than they are looking for.)

    4.) "Hooks are too far apart! Survivors are abusing this!" Hooks were brought closer together. 

    I’ll take your word on hooks being brought closer together, I don’t remember that change. I do remember issues with Boil Over being exploited when they buffed that perk and they had to scale back the buff a bit. (Which, by the way, was a decent survivor perk buff, again an example of them buffing something on that side of the fence.)

    5.) "Deadhard is too much! They get 2 seconds extra time in a chase/miss my hit (even though they gained exhaustion)!" DH was nerfed.

    Dead Hard was probably the most overpowered survivor perk in the game, there’s a reason literally 70% of above average survivors were using it. It deserved a nerf, no question

    6.) "Decisive strike is not fair! If they are down, I deserve to get a hook!" DS was nerfed. 

    They nerfed Decisive Strike because it was too popular and too good in the endgame. Personally I think they overnerfed its stun duration, it should probably be 4 seconds instead of 3, but I get why it was nerfed.

    7.) "Flaslights are too OP! I can't play against them!" Flashlights were adjusted/overhauled. 

    I don’t remember flashlights getting a nerf. Heck, in fact they most recently got a bit of a buff in the form of Haddie’s new perk that inflicts Blindness on the killer when you flash blind them (by any means, doesn’t have to be a flashlight).

    8.) "Keys and hatches are not fair! I deserve to kill everyone!" Keys and hatch were nerfed.

    And that change happened simultaneously with Moris getting overhauled and significantly nerfed as well. (Prior to that patch Red and Green moris let you kill a survivor after only one hook.)

    Long story short the devs make changes all the time on both sides. They don’t “just listen to killers”.

    7.) "Flaslights are too OP! I can't play against them!" Flashlights were adjusted/overhauled. 

    I don’t remember flashlights getting a nerf. Heck, in fact they most recently got a bit of a buff in the form of Haddie’s new perk that inflicts Blindness on the killer when you flash blind them (by any means, doesn’t have to be a flashlight).

    he is referencing old flashlights. in case you don't know, flashlights used to have add-on's that instantly blinded you. people refer to them as insta blind flashlights. They were changed after Mathew cote played Hag against a korean survivor by friends spamming insta blind flashlights against his hag. they made a killer called doctor whoses tier 3 madness disables usage of items and that is also what the perk overwhelming presnce is about, though overwhelming presence is like trash-tier perk and doctor was pretty bad back than.

  • being in deadzone as survivor should be dangerous. why shouldn't the chase last 10 seconds when you play the chase poorly? weakening the perk just makes m1 killers worse which patch was designed to make them stronger.

  • old thana pre-nerf where it affected both gen speeds and healing was way stronger in my opinion. perhaps reworking the perk to only affect healing speed is better than generators.

  • @Phasmamain said:

    https://forum.deadbydaylight.com/en/discussion/comment/3086570#Comment_3086570

    I’m talking strong here not overpowered. Admittedly it’s very hard but it has been done before with the likes of exhaustion perks, Prove thyself, BT and kindred all being strong perks that aren’t too strong when stacked

    maybe ask what type of strong perk do you want?

    i think its because a perk that is effective and universally useful in dbd is typically perceived as overpowered/too strong. if you make every perk strong than you will get a lot of complaints about every perk, so to reduce complaints, 80% of the perks are released as ineffective to prevent complains, 10% are decent-ok but could be stronger and 10% are legit powerful.

    i would say kindred, BT and prove thyself are easily 10 perks for survivor. Kindred bridges gap between swf and solo and its strong even in swf because of wall-hack aura reading it has. Prove thyself increases gen speeds on average and this needs no introduction for why this is good. BT grants endurence and taking extra hits is always powerful.

  • @Neyar said:

    https://forum.deadbydaylight.com/en/discussion/comment/3085221#Comment_3085221

    It's because of the math behind it. 'It's only a 2% buff, no one notices it' isn't the whole picture.

    Before, with 80 second gens and 4 stacks of Thana, a single gen took 96 seconds.

    Now, after patch, a 90 second gen with 4 stacks of Thana takes 115 seconds. That's 19 seconds longer per gen using the exact same scenario. It gets exponentially longer with other recently popular perks like gift of pain and penti.

    Plus, Thana is everywhere right now. It used to be niche for a few killers, but now everyone and their mom runs it.

    So instead, it feels like base gen speed went from 80 seconds to 115 overnight.

    115 seconds is only on 4 stacks. why would survivor have 4 survivors injured constantly at all times against a perk that specifically is designed to get countered by healing.

    If you want to rework perk and think its oppressive for generators, rework the perk to give 5.5% action debuff to healing only. Now legion and plague won't get much value out of the perk and the perk will be more specialized for anti-heal builds.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3085564#Comment_3085564

    Yeah, Sloppy does also do the Haemmorage which was buffed but you have a point that it would be mostly a better Sloppy.

    yeah the problem for that perk isn't that effect is weak. it is that radius is too small. they should buffed distressing or buffed it equal to 1.5x radius instead of just terror radius.

    Coulrophobia is only about healing. for OP post, they'd need to improve hex:lullaby and unnerving presence if you want to affect all skill-checks. if lullaby add 10% speed on skill-check speed per token and unnerving presence adds 50% skill-check speed, it would be pretty strong.

    lullaby would give you a perk comparable to pre-reworked hex:ruin. pre-reworked hex:ruin is 10/10 perk for killer, though i don't know if people would run it if you need 3 perk slots to get that 10/10 perk.

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/comment/3084798#Comment_3084798

    Right, that's my point, if you want, go for the hook save. But saying that DS/OTR shouldn't be disabled in endgame is stupid. The complaint i was responding to is that camping/tunneling complaint in endgame. I ask, what else should the killer do in that situation other than camp and tunnel. There is literally no other reasonable play for them to make in that situation. So complaining about it is stupid and shows your survivor bias.

    I'm also not stating that every game should be a draw. What i'm saying is, in that situation, is that if the killer is camping and tunneling in that situation, and you can't get the save, or keep trading, that is on you. The point is that it shouldn't be a free escape in that situation just because you took a perk, you should have to work for it. Especially since even with that 1k, it is still a loss for the killer. That was my point brining up the 1v4.

    I'm saying that DS/OTR being disabled in end game creates unwinnable situations for survivor and grants the killer free kills in many situations.

    that is on you. The point is that it shouldn't be a free escape in that situation just because you took a perk, you should have to work for it.

    What if you can't work for it. what if going for the save just leads to the same end result. there is no point in the survivor attempting to save if there no-end game reward. As you said, your might get 1k and its still loss for killer, but it adds to overall kill-rate which dev use to ** balance killer powers **.

    adding unwinnable situations for survivor just inflates killer kill-rates even if the matches for the killer don't feel very fun to play because you had like 3 chases in total(3 hooks) and than randomly camped in end game to get 1-2 kills. the dev will see that as good balance. nothing need changes even if the gameplay for you as killer was not fun in that particular match.


  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/comment/3083308#Comment_3083308

    What exactly is a killer supposed to do if 4 survivors are alive, 1 is on hook, and the gates are 99'd. are they just supposed to let all the survivors escape at that point? Its a 1v4 game, if the game is a DRAW it would be expected that 2 of the survivors die.

    what do you think happens right now with current wraith with your current situation described?

    the 3 survivor can rush the hook against wraith. If he hits anyone, his default hit recovery allows survivors to complete an unhook, than its simply a matter of walking in straight line along the exit gate with healthy survivors being in the back and injured survivors being in the front.

    the 4 overpowered the 1. The one being wraith in this case. If all 4 survivors are alive, you have clearly failed to play killer successfully throughout the entire match. Your suppose to lose as killer in this situation because survivors are supposed to be in the advantage.

    If the 4 survivors are not stronger than the one, i.e unable to save the survivor on hook, than the killer just get free kills and the survivor has incentive to leave their teammates behind.

    Not every game is suppose to be a draw. your suppose win some games and lose some games with the average being that two people die and two people escape. for example, if you play 10 games, 5 games you win with 3-4k and 5 games you lose with 3-4 survivors escaping.

    with current system, your essentially asking to never lose as killer. your asking for 5 games to be 3-4k's and every game that you would lose to be 2 kills hence you get ~70% kill-rate. with statistic like that, you will give the dev a false impression that killer is over-performing hence most killers that come out end up having lackluster powers as consequence of dev balancing through raw empirical kill-rate instead of killer game-play -i.e the killer feels good to play.

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/comment/3082862#Comment_3082862

    Right, but it is endgame. Endgame is a different beast. Literally nobody but baby survivor mains think "tunneling and camping" even exist at the end game. That literally is the only pressure a killer is able to exert at the end once the gates have been 99'd.

    i mean staying next to a hook i.e camp is what happens in end game. Going after the same survivor i.e tunnel vision also happens in end game. I don't understand how anything changes here.

    Decisive strike was not really the perk that grants free escapes in the game. DS could be countered by hooking away from exit gate and slugging. the perk that grants free escapes in the end game was borrow time. The main problem is that the killers that have access to an instant down or fast attack recovery can just keep going after the unhooker and just trade endlessly until the killer fulfills a kill from 3 hook kill condition. Vs normal m1 killers like wraith for example, you can just bodyblock wraith and unhook with borrow time to get a free escape with 4 survivors alive.

    All DS change encourages is survivors to leave their teammates on the hook in the end game because there is no point in going for the hook save against killers that are overly effective at hooking camp. Pretty much just gives killer free pity kills like Sluzzy and @Aven_Fallen says.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/3081618#Comment_3081618

    1...Maybe 2 good loopers in solo que ? Sure....What about when all 4 can run you ...? That's the strength of SWF

    Just look at oracles game. The generator are done in 5 minutes. there is barely any looping. do you know why? Because you don't need to loop very much in swf. Solo is the one that need loop more because their average tend to not be 5 minutes long. they're usually like 6-8 minutes long with back and forth where you often work hard to get 2 survivors escaping.

    If anything, looping in DBD is overrated in some sense. you can still have some quick games as solo, but its typically the star-aligning. SWF can do this consistently. its not star-aligning. its just normal balance of the game.

    anyhow we're in new patch so i'd say old games cannot really be applied to new patch. just that old patch is flashback to dbd's past.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/3081256#Comment_3081256

    Nowhere did I say solos were on the level of SWF. I said the main strength of SWFs are the ability to get 4 juicers together. Those 4 people are going to run you. With or without communication

    are you saying there is nobody good at looping in soloq for survivor? I am sure there are many soloq survivor that are incredible skilled at looping. You would be actually very surprised that before this patch,... you could be pretty bad at looping and escape against vast majority of killers in most games.

    in fact, in a couple of matches, you would sometimes not loop the killer very well but still escape as survivor simply because your teammate were efficient at the generators and second chance perks. collective efficiency just win games. It is just how the game is. its why swf is strong.

    Looping is more important now than before because the objective takes longer meaning that surviving in a chase longer is more important than before. 4 potato friends is a 4 low MMR SWF. Its like 4 low MMR solo survivors. Being in a swf doesn't automatically make you strong. It just gives you an advantage in efficiency over solo survivor(in the same skill bracket).

    Being good at looping is just baseline-mechanic to be good at survivor and looping in SWF is really no different than looping in solo. Basically what I'm saying is that you do not need SWF to find good loopers. You'll be paired with good looping if your good at looping as survivor via matchmaking(from MMR). Its just that gens will be slower in solo and teamplay will be weaker in solo.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/3078524#Comment_3078524

    No. I dont think those things are that big of a deal. Compared to just having 4 juicers in a single match. While the others stay glued to gens. Give me the nerds who are trying to communicate head on. Or locker flashie saves.

    I find it hilarious that you think that solo is on same level as SWF.

    https://www.youtube.com/watch?v=q3J-WImbQIs

    This is what high-level swf LOOKS LIKE. your telling me solo's can play at this level and coordination in the game. Your saying that your average game of DBD solo is 6 minutes long with coordinated body blocking? Your either joking or are completely oblivious towards the problems.

    Also, BVHR even says.... that high-level swf in comparison to high-level solo have 15% higher escape-rate.

    @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/3078669#Comment_3078669

    Me ? I want a game that's balanced for both sides. I play killer mostly. The only time you'll catch me on survivor is with my community on Saturdays. Or with friends after stream.

    It doesn't take a genious to realize what is, and what isn't busted. The changes to chase time, AND gen speeds are too much together. DS currently is useless against basically every killer. STBFL is stupidly busted right now. There's a difference between earning your hits, and them not even making it to a loop. I promise you if I get 4-8 stacks of STBFL. You're probably not even making it to a loop to have a chance. It just needs to be toned down to account for the faster weapon wipe and speed boost.

    STBFL is not busted. from playing against it as survivor, you only get punished by it when you are in deadzones. that's the way it should be. you should get punished as survivor when your playing poorly. In most cases. I still get to pallets from a health-state if my pathing and positioning is good.

    The chases changes are step in right direction and so are generator speeds. I highly doubt that good loopers have a problem in looping killers. Generators do not take long when the entire team makes a team effort to do the objective. Generator only take a long time from soloq time-inefficiency.

  • @ElleGreen said:

    https://forum.deadbydaylight.com/en/discussion/comment/3079826#Comment_3079826

    They just butchered perks so people would try the buffed ones that still do the same thing as the ones they nerfed like they could have at least Introduced newer types of perks

    that is called power-creeping. its when you make an new perk that is better than old one but performs same function. the objective of their changes was to weaken the meta perks on both sides. If you do not think self-care+botany is good enough for you, than do not use it.

  • @PBsamichShoe said:

    Dead Hard was the only exhaustion perk that activated when you wanted it to.

    Imagine how much better sprint burst or lithe would be if they only became active after you hit the activate button. With lithe you could run a strong vault until it forced you to use lithe and then you could extend the chase further.

    Same with sprint burst, if you could activate it when you wanted it to become active you could use it to extend a chase.

    Same for balanced landing. You could run a strong height loop a couple of times and then activate it to extend chases.

    The iframes were OP, for sure, but that's not what made dead hard useful. Even the little dash forward would be generally useless if it activated in the same way that sprint burst, balanced landing or lithe does.

    I never had issues with DH as a killer before the nerf. You just wait that ######### out. That's it. It's so simple it's almost braindead.

    I want an exhaustion perk that triggers when I tell it to. I don't need iframes or for it to even last very long, but just to activate when I want it to. It would of course still cause exhausted for whatever the timer is but the key is that it would trigger when I choose for it to.

    BHVR make this a thing.

    a long time ago, there used to be a bug with sprint burst that allowed you to activate it on demand.

    you did it by holding crouch+sprint. this would disable sprint burst from running. to activate it, you had to double crouch and sprint.

    the bug was later fixed. assumed too powerful. I guess.

    they can't allow sprint burst to activate on demand because it becomes a better dead hard for distance. the only way to get old dead hard for distance is to 99% your sprint burst, but 99% sprint burst is like conspicuous actions. the killer doesn't have to chase you and you can't touch generators because you lose the 99%.

  • @solidhex said:

    https://forum.deadbydaylight.com/en/discussion/comment/3077644#Comment_3077644

    So you really think it takes skill to get m2 hits with legions power? There is literally no counterplay (you can't count on your teammates running away so he can't reach you) if you're not too dumb to get stunned. Getting downs takes longer but since survivors will mostly give up after 10 minutes because doing gens takes forever, it's an easy 4k. Haven't lost a single game with him in the few I've tried since the update. I will only killer (ez mode) until they change something.

    there is no counter-play to legion injuring you, however there is counter-play to making towards preventing him from injuring the entire team

    1) you can hold-w and split up. If he does not have sleeping pills+mural sketch book add-ons.

    2) you can camp pallets and wait for legion to hit you. If legion hits you, you can put a pallet and stun the killer during recovery animation of legion's swing. This prevents legions from resetting his ability at the cost of 1 pallet. Prevents legion from chaining hits.

    3) Bring healing perks/use powerful med-kits. Botany knowledge+Desperate measures on 4 people injured grants 106% healing speed. Circle of healing grants 50% healing speed and grants the ability to self-heal.

    All of these diminish the effectiveness of thanotophobia legion.... ugh forever legion. legion isn't strong killer. he is noobstomper like most nonviable killers.

  • sprint burst+off the record. too many people just hit you automatically off the hook when camping. I use sprint burst to not get hit instantly after getting unhooked,

    SB+OTR seems like new meta with endurence stacking nerf killing dead hard. Real shame, the dead hard is pretty fun perk to run now, too bad you never get to use it past first chase.

  • @solidhex said:

    https://forum.deadbydaylight.com/en/discussion/comment/3073338#Comment_3073338

    We have the same situation as with freddy back then, forever builds are back. And they take no skill, it's straight facts. If something is very easy to play it shouldn't be strong, that's a fact from any game balance and everyone with experience will agree

    If something is very easy to play it shouldn't be strong

    like holding m1 on generators?

    if your going to use that logic, better apply it to both sides.

    forever builds require you to be good at the chasing skill to keep the injured pressure up.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3075904#Comment_3075904

    Here's the problem though. You pretty much have to be AFK on killer to lose right now. And there were players like myself who played a lot of killers and didn't have issues prior to the update. So what's the balance target for killer skill? What does BHVR say about the killer players who didn't need buffs and are now even more oppressive? This is what balancing around low level play looks like.

    generator are only 10 seconds longer. they're not that much different from pre-patch. This is mostly soloQ problem. SoloQ have poor generator efficiency. Apparently the dev are working survivor icons to help soloq.

    I mean your suggestion is base-kit kindred. Base-kit global bond would be way better. Survivors would stop running into teammates when looping as they could loop away from killers away from teammates doing generators. They would run into deadzones less because they could see which pallets are dropped by teammates in a chase. They would heal faster as they would find teammates quicker. They would optimize generators when teammates are in chase. Flashlight saves and Sabotage might become more common. Every game for killer would feel like they're facing 4 man SWF.

  • @ElleGreen said:

    https://forum.deadbydaylight.com/en/discussion/335836/otr-is-arguably-one-of-the-best-survivor-perks-hands-down

    I have gotten use out of it once all the other times I needed it was In EGC

    OTR was nerfed to not be late game perk. Same for decisive strike.

    if you want late game perks, you need to run Adrenaline and Hope or Borrow time.

    The main problem for survivor in late game is that survivor cannot guaranteed that they make it to the late game. Killers can guaranteed that they get to end game.

    Borrow time is used in late game because it works all game.

    What would Adrenaline and Hope working all game look like? Imagine Adrenaline granting 1 second of sprint burst at 150% on every generator completion. Adrenaline might need to apply exhaustion. Imagine Hope increasing the survivor movement speed by 2% for entire trial.

    This would make survivor use these perks as much as borrow time. I highly doubt they'll buff these perks into meta though.

  • @Gary_Coleman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3072304#Comment_3072304

    I used spine chill for the vaulting speed buff, specifically.

    well yeah some people like you used it for vault speed, but why most people spine chill is strong is due to OP post. To be honest, I don't know how you balance a perk that completely removes the concept of terror radius in the game.

    its kinda like iron will, its hard to balance a perk that almost completely removes the drawbacks of being injured(minus blood-marks). like what you do? give killer free bloodhound when facing iron will? that also makes the perk pretty weak. those two perks are hard to balance.

    well down the line, perhaps survivor perks might get a buff if they're not impactful enough from being killed from the meta position.

  • @MrMori said:

    https://forum.deadbydaylight.com/en/discussion/comment/3071692#Comment_3071692

    Exactly. And that's why I think the 80s timer and removal of hook grabs makes sense. With DH removed, chase times should actually be reasonable. No DS, only Off the Record, and no DS bullshit endgame means that we can in fact play without tunneling and still do fine.

    I say if kill rates skyrocket and DON'T come back down? Do it. Increase it. Why not? It only hurts killers who proxy, but ideally proxy camping shouldn't be necessary anymore. Chases are faster now, your first down should happen fast enough that you can actually go leave hook and play the game without all the gens popping cause DH artificially extends all the chases.

    Though I feel Prove is gonna become meta in high MMR, which will be obnoxious.

    blight and nurse were always good at tunneling. even pre-patch I would always tunnel as nurse and blight. they're top-tier killers for a reason.

    Exactly. And that's why I think the 80s timer and removal of hook grabs makes sense.

    I also agree with this idea, but I think that immunity to hook grabbing should first be a perk before going base-kit. I think survivors should always be able to hook trade, but killer should always be able to slug the person if they're hard-camping the hook.

    a perk that grants 5 second of self-endurence and immunity to grabs upon starting an unhook action would be good start to seeing the effects of strength of the perk.

    there is also a problem with slugging currently for survivor where... slugging is not rewarding as win condition for killer because the 4 minute timer drains too slowly and there no limit for other teammate to pick survivor up. No mither as a perk is like worst survivor perk in the game because of perma broken is off-setting the perma pick-up. it would be better if survivor would lose 25% of their total death timer when being picked up by No mither/other teammates, than no mither could be buffed to not have permanent broken effect.

    this would help balance out the risk vs rewards between camping and slugging for survivor where the killer can either slug the survivor to death or camp survivors with hook-states. Tunneling is suppose be balanced by the fact it has time efficiency risks through Decisive strike and new off the record though weakening decisive strike is dangerous as it makes certain killer not get punished enough for tunneling and makes them too effective.

  • @GrimReaperJr1232 said:

    From my understanding, Spine Chill was changed BECAUSE it made a stealthy approach impossible. Or at least, really awkward if you figure out this perk is in action.

    However, Spine Chill has been used as a sort of band aid fix for the hard at hearing. The perk will light up and fill (drains atm, but that's a bug) as the killer's TR becomes more intense. This is fine

    HOWEVER, I think there was an unintended side effect of this. When an Undetectable killer is within 36m, they don't have a TR to get more intense. Obsensibly because of the bug, the perk is completely filled and just lights up whenever a killer is within 36m period.

    I honestly refuse to believe this is intended, as the very reason Spine chill was changed was that it was countering stealth killers. But feel free to correct me if I am wrong.

    No, the dev specifically said in the patch notes that they thought the reason why spine chill was strong ..... was from 6% vaulting speed..definately not the reason why anyone was using the perk. spine chill+resil is niche perk combo. you would see 20% pick-rate on resilience if this was the reason.

    well they could just add a small TR icon debuff for players with impaired hearing. it would work same way as any other debuff(like exposed). I highly doubt 20% of players were hearing impaired though. It sounds more like an excuse. It was mainly be used by players that enjoy survivor stealth gameplay(often used by Claudette mains).

    I don't mind them weakening a meta perk, but if you weaken this perk, survivor have no other viable perks for stealth other than this perk(excluding iron will), so i think its slightly unfair for them to completely kill a play-style.


  • @Brokenbones said:

    https://forum.deadbydaylight.com/en/discussion/comment/3072058#Comment_3072058

    Corrupt purge is one of the most oppressive chasing powers in the game

    So giving plague more of it to 'counter' thana is just dumb

    it has counter-play. her m/s is slowed to 68%(i think) when charging her ability and she move at 110% when fully charged. her projectile moves at 1/4th speed of fully charged hatchets, so using line of sight and turning corners sharply is effective.

    now you have to learn how to play against her anti-loop instead of doing gens in 5 minutes and almost completely avoiding her main ability. a lot of survivor just got carried really hard by gen-speed and won games with poor looping.

  • @Brokenbones said:

    https://forum.deadbydaylight.com/en/discussion/comment/3071820#Comment_3071820

    Yeah it punishes you for not healing

    Even when you're healthy or physically can't heal without giving a certain killer one of the strongest powers in the game.

    That's fair

    Dying light on it's own is a survivor perk yes, paired with thana on plague? It's annoying. Not OP, not good, annoying.

    killers in previous chapter had pop goes weasel->pain resonance. pop regress gens by 20 seconds(25%) and pain res regresses generators by 12 seconds. pop into pain res added 32 seconds to 80 second gens, so each gen took 114 seconds each time the combo went off and than there old ruin & corrupt.

    Even when you're healthy or physically can't heal without giving a certain killer one of the strongest powers in the game.

    since when did legion become one of strongest killer powers in the game? people keep saying he's worst killer in the game. Nobody ever talks about plague. the only time they ever talk about plague is to talk about thano plague and than they barely ever play her anyway.

  • @Brokenbones said:

    115 second gens on killers where the counterplay to their powers is 'don't heal' or 'heal and either waste more time or power them up'. And that's ONLY thana on it's own, assuming everyone is injured (90/0.78 = 115.38).

    Now throw in Dying Light, let's say by the time everyone is injured, the killer has 3 unique hooks.

    (90/0.69 = 130)

    Now let's throw in Deadlock - a perk that has the potential to add another 30 seconds to the generator with the most progress

    It just keeps going

    That's where the problem is.

    its almost like thanotophobia works properly and punishes people for not healing. wow....

    dying light is survivor perk, it gives you free old botany knowledge so you can heal faster. hex: pento doesn't work if nobody cleanses totems and the totem itself can be cleansed.

    @FlameLickVA said:

    It got buffed in two ways.

    1. Now its 22%.
    2. Gens now take an extra 10 seconds, to now take 90 total.

    22% of 90 is around 20, so 110 seconds extra

    its REALLY easy to hit 4 injuries with plague, and legion (with certain add ons).

    Combine this with hex pentimento/plaything combo for an extra 30% of 90, adding it to 137 seconds for a single gen, not to mention regression perks.

    A chase isn't going to take longer than 137 seconds, unless the killer has the same amount of skill as SpookNJukes at being a decent person.

    137 seconds does not need to be done by a single survivor. while a single survivor is in a chase, there are 3 other survivors in the game that can work on generators. 2 survivors working same generator can finish a gen in 74 seconds+another survivor can work on another gen.

    survivor should need to work together to finish generator, not just pop 3 gens in 80 second in first chase and pop last 2 gens in next 80 seconds. account travel time, you can like finish the game in like under 4 minutes. that is just insane. big part to why swf has very easy time dunking most killers without much effort(in previous patch).

    the game are going to be slower now. you need to learn to loop properly and looping is also harder because dead hard got nerfed and is no longer press E to win game button. So looping takes a lot more skill as well.

  • @SpaghettiYOLO said:

    For the record, I think that Huntress change was absolute BS. Not saying that something didn't need to be changed. Quite the contrary. I know it's not fun going up against Iri Hatchet Huntress, but making addons incompatible is not the answer, just like all the suggestions of making Nurse incompatible with certain perks is NOT the answer.

    Iri Hatchets, and I really hope the devs revisit this down the line and implement this, should have been changed to only being instadown connecting from 24 or more meters away. This way, skill is involved. Slinger's instadown is based on how far they were when initially grappled. Same concept. This way, iri hatchets can still be used with the belts and the main problem of iri hatchets is eliminated, which is a Huntress two feet away from you and downing you in one hatchet.

    Clown having Pinky Finger nerfed like that was just dumb in my opinion. But so was taking his exhaustive bottles away when all these other killers still have addons that implement exhaustion. Didn't make sense. You have to be precise with the bottles for a direct hit and then you have to hit them within a short window. I never heard people complain of Pinky Finger before that and actually be a legitimate gripe and not just complaining of someone that didn't know how to move left or right while running. It's like complaining about Iri Tombstone. Shape has to throw the whole game basically to get use out of it unless they're being smart with their stalking AND build.

    On a side note, the purple Tombstone piece should only grant one mori kill. It's a piece of the Tombstone, not the whole thing. But I digress.

    Iri Hatchets, and I really hope the devs revisit this down the line and implement this, should have been changed to only being instadown connecting from 24 or more meters away. This way, skill is involved.

    how is skill not involved with current iri hatchets? she's hitting the shot. adding range limit would just limited the reward of the add-on and rob huntress of downs that she deserved for hitting the shot(like slinger).

  • @Aven_Fallen said:

    Base Voice Chat is a bad idea. For reasons why - search the Forums.

    Also, Voice Chat is not what makes SWF strong. SWFs are stronger than Solos because you can filter out the potatoes. You will not have the Claudette Self Caring against Sloppy Butcher in a Corner. You will not be farmed by some David who wants WGLF-Stacks but does not run BT.

    And Voice Chat does not change that. I can tell the Claudette that she is dumb to heal in a Corner against Sloppy Butcher, but this will not prevent her from doing so. I can also tell that Dwight that there is a Gen in a Corner which needs to be done, does not change the fact that he wants to loot Chests.

    In an ideal world you would be able to bring Solo closer to SWF. But this will not happen. I guess the game will be balanced around SWF at some point, with Solos just being the point provider for Killers.

    MMR filters out potato's. Of course, if your bad at the game as survivor, Do not expect your teammates to be amazing players either. that's large reason to why killers dislike MMR because MMR makes them go against survivor that are extremely efficient at doing the objective and incredibly skilled at looping. The killer games on average are harder with MMR than they were with no MMR.

    in term of looping, nothing really changes between swf/solo. if anything solo might be better at looping on average because they have to survivor longer against the killer on average. its generators and altruism where solo is worse at. there is less coordination on these two tasks which swf completely excels at which is why they win games faster. You'll definately notice these unusually fast games as killer where the looping is not exactly strong but the generator sure are.

    you can't really punish survivor for playing with their friends. as a result, solo should be closer in swf efficiency.

  • @[Deleted User] said:

    It's so bad from a gameplay perspective. Way too much random clutter. The Haddonfield rework and Gardon of Joy focused too much on aesthetics. We have to play DbD on these maps too. Main building is ridiculous. And like OP said, there are portions of the map where you simply die because of complete dead zones.

    the map is similar to pre-rework infinity crotus asylum 2.0. the map has strong loops but they're somewhat far apart with a game-breaking main building. I don't really understand it because they weakened all strong infinity windows on other maps by putting breakable walls near them. Where is breakable wall on right window of this house?

    I don't understand how your dying in deadzones on this map. I don't agree that the loops on this map are too weak. If anything the loops on this map are too strong.

  • @AcelynnBen said:

    yes i know you can break, but sometimes breaking a certain pallet means u just gave that survivor their escape, especially with maps that are massive or just filled with pallets

    and it does get a bit annoying when a survivor keeps spamming it to get your attention like some lost kid in a park

    and yes i don't need some smart a*s telling me THAT"S THE WHOLE POINT, i got it know how the game works (watch this part get quoted so many times)

    and im not saying it should be blocked after some few vaults but when the survivor starts spamming it, it definitely should be blocked for at least 5 seconds

    and YES I KNOW brutal strength exists too, but honestly every killer is just running gen slowing down perks, for obvious reasons and not everyone is a nur- (i think we had enough of that )

    PS : its just an idea of something that might help some killers, no need to go all psycho on me

    This is already killer power. That killer power is doctor. His shock therapy blocks pallet vaulting, pallet dropping and window vaulting for 2.5 seconds.

    --

    It would be way too game-changing for every killer to have pallet vaulting entity blocking. For game-changing perks, You suggested very good buff to Hex: Crowd control. Hex: Crowd control is underwhelming hex perk that nobody really runs. A good buff would be to add that each pallet can be entity blocked after vaulting 3 times If hex: Crowd control is alive.

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3066990#Comment_3066990

    I'm saying that the pig shouldn't be able to reliably get head pops without pressuring survivors off of boxes. I don't see the pig needing to down you first being a huge difference to that, because a killer shouldn't be able to consistently get kills after a single down without being an active threat against that survivor. Combination of addons and maps that create situations where survivors cannot reasonable search all the boxes (on a consistent basis) without the pig running any kind of interference is a problem that deserves to dealt with.

    Obviously if the survivor greeds or make mistakes on searching boxes, then it's still fair for them to die as they still had the opportunity to search the boxes they needed to, but failed to do so.

    I'm saying that the pig shouldn't be able to reliably get head pops without pressuring survivors off of boxes.

    killer shouldn't be able to consistently get kills after a single down without being an active threat against that survivor.

    do you mean afk pig? how exactly do you pressure survivors off boxes. they only need 1-4 tries to remove the trap and there are 5 jigsaw's. camping jigsaw boxes is ineffective. The survivor can go to the other boxes that pig is not near. Chasing survivors that have head-trap is counter-productive in term 4vs1 nature of the game for the pig,

    The pig does not need to do anything after the trap has been set. her reverse trap power is automatic. the power is no longer about pig at that point. It becomes more about how the survivor plays against her traps.

    "Combination of addons and maps that create situations where survivors cannot reasonable search all the boxes (on a consistent basis) without the pig running any kind of interference is a problem that deserves to dealt with."

    survivors control when they complete generators therefore they decide when the trap timer is active. this is why power pig's reverse traps is strong. the pig ability is anti-gen rush ability which is ironically countered by genrushing and not going down.

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3066910#Comment_3066910

    It's not fair to say that pig's mori aspect isn't base kit. It's still possible to earn mori kills without any addons but requires the pig to really be pressuring the boxes.

    What I believe is tricky to balance are the addons that make it easier to headpop. While idk how possible is to do now (also disclaimer I haven't fully watched the otz video either) but at least before maps like midwich and certain addons could lead to head pops without the pig actively pressuring the survivor which I don't see as being very balanced. Now the 5th box should make it harder for that to happen but if the pig is able to get kills without being an active threat towards activated traps it would warrant a nerf.

    Granted this isn't purely a power issue and is slightly a map issue.

    If you play her on average with no add-on's. I'm sure many people can tell you that playing base-kit pig does not yield many head-pops. you have more time to search boxes compare to head-trap killing you. Some people think she is worst killer in the game, but she really is not.

    here is small rant

    Pig at old-base kit. She on average with her rng traps would get an average of 2.5 searches. I am going round it down to 2. each jigsaw takes 12 seconds by default. If the pig successfully places 4 traps on the survivor. she delays the game by 24 seconds four times. if we consider the time it takes to walk to each box, the time increases significantly. Current-base kit has an average of 3 searches and gains a total of 12 searches. 12x12 second is considerable amount of time not spend on doing generators.

    Just about every killer could use her reverse bear-trap system as base-kit and all of them would just be stronger. according to their stats in regards to killer perks, most of the killer do in fact use perks that slowdown the game and emulate this system(See pick-rates for corrupt intervention, pop goes weasel, scourge hook pain res and Hex:Ruin).

    While idk how possible is to do now (also disclaimer I haven't fully watched the otz video either) but at least before maps like midwich and certain addons could lead to head pops without the pig actively pressuring the survivor which I don't see as being very balanced.

    This comment is like Peanut's comment regarding scourge hook pain resonance. All you need to do is just hook the survivor and you get regression! All you need to do is down the survivor and put a reverse bear trap on the survivor. peanut makes it sound so simple.

    The pig is downing survivors. How is pig not actively pressuring survivors?

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3066879#Comment_3066879

    The traps are still rng. They just are more controlled to not allow situations of everyone taking 4 attempts to get the trap off out everyone getting it off first time. A survivor getting lucky and having 1-2 search attempts means that 1 of 2 of his teammates have 4 search attempts. I did a write up on the odds but I would have to find it.

    Also I was not suggesting she needed a nerf. Just that her power is tricky to balance due to the power of instant killing survivors without hooking (in theory).

    yeah in theory you can slug and get 4 head pops, but in practice, hooking is relevant for pig because of her head-trap give a minimal reward for game-slowdown with max reward of a mori. I would say she falls in lines of getting few kills with generator delay and few kills with reverse trap mori's. Of course Mori aspect is not base-kit and requires add-ons.

    i would say that myer's with judith tombstone and Sadako condemn are entirely based off mori's. these are a bit more tricky to balance.

  • @Phasmamain said:

    If it’s just 2 purple add ons being toned down it shouldn’t be a big deal. Good pig mains don’t really use those add ons anyway

    these add-on were already nerfed, old tamper timer was 30 seconds. new one is 20 seconds. Crate of gears was 33% slower boxes. new one is 25%.

    @Crowman its not anymore rng. it used to be RNG. Almo wrote a post explaining how new pig boxes work. it is consistent ability. survivors are suppose to not get downed by the pig as her chase is not strong and if they do get downed, they can 99% generators to give the survivor more time to search through boxes. it doesn't need any negatives changes. people need to stop call pig the worst killer in the game when she uses good add-ons and learn to play against her ability.

  • @JibbyNeutron said:

    https://forum.deadbydaylight.com/en/discussion/comment/3066660#Comment_3066660

    I think twins can only get cooked by insane genrushing (4 boxes with BNP or whatever) and maybe a map like Lerrys (wasnt on that map as twins so far)

    I got my adept on Twins on Lery on old rank 1 reset system. its strong map for twins because victor has no terror radius and he moves 150% m/s. He's like better stealth killer than wraith on lery. it makes no sense.

    Your lucky if you like them, they're apparently one of least popular killers meaning the majority don't think they're very good and don't have much fun playing them. you found a killer that gels with you.

  • @ElleGreen said:

    https://forum.deadbydaylight.com/en/discussion/comment/3065196#Comment_3065196

    So would it just be better to run DS if you are having one of those DBD days of just getting hard tunneled

    BT endurence effect does not trigger on off the record because BT only lasts for 15 seconds while Off the record lasts for 80 seconds. 80 second is longer then 15.

    the longer duration endurance precedes the shorter duration endurance.

    Off the record will be used during the game while BT will be used end game because off the record doesn't work in the end game. Decisive strike also does not work in the end game, so more survivors will die in the end game.

    If that Is the case this makes OTR counterplay tunneling the thing It Is suppose to prevent...

    well this is exactly how people counter decisive strike. you can have both off the record and decisive strike but they have a bit of anti-synergy because if you get hit by off the record right away, loop for 40 seconds, your DS will only have 20 seconds left which the killer can wait out, but OTR->DS can happen next patch.


  • @DBDVulture said:

    https://forum.deadbydaylight.com/en/discussion/comment/3065219#Comment_3065219

    How exactly are generators slow with lots of camping? Are the survivors afk? Are they hiding? If a killer camps there is zero pressure on the survivors to stop them from finishing generators.

    https://forum.deadbydaylight.com/en/discussion/comment/3065229#Comment_3065229

    If you watch Otz you will often see him 4k vs bad survivors and explain that he only won because he has ~9k hours of experience. This video shows exactly the same. Three of the survivors could have just left the game "marth style" (see the marth experiment if you don't follow that reference) and it would have been a 1k game. Even one of the survivors in the end game chat said the other survivors fed themselves to the killer.


    This video shows exactly the same. Three of the survivors could have just left the game "marth style" (see the marth experiment if you don't follow that

    a lot of games at higher level have similar-level gen speed and most of the game for killer is played at the end game. Like generator took 3:50(4 minutes). Most of killer's kills comes from end game a lot of the time, especially for weaker killers like clown. a big part of survivor's skill is not even related to looping or doing generators. its just escaping the end game.

    Here is video showcasing the survivor experience. What happens? This video demonstrates how maps are too large and that Shift W is a huge problem. It shows that pallets are too close and create an environment that is too safe for good players.

    The game isn't about to change massively.Maps aren't getting smaller. M1 killers wont be viable. Pallet counts are not changing. The power of Shift W and pallet pre-drops will not change.

    well they're in process of making both aspects weaker. it's only like 10% weaker, but at least its progress.

  • @GeneralV said:

    https://forum.deadbydaylight.com/en/discussion/comment/3064859#Comment_3064859

    No, it reduced the TR to zero.

    24 meters at base.

    RPB reduced it to 8, not 16.

    M&A reduced it to zero.

    That is why RPB had the movement speed drawback. I think it was fair.

    sorry my memory is bad. wow that's even better. i remember using it. i did his adept with it. a long long time ago.

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