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Devil_hit11

Devil_hit11

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  • @ReverseVelocity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3785841#Comment_3785841

    I don't really get people using the distraction mechanic against me often. Even so, it's tough to use while the Knight is chasing you as well.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3785844#Comment_3785844

    Skull Merchant needs to tag you 3 times with a Drone to do anything (and people tend to hate playing against her + she's getting reworked down the line anyway).

    Hag is 110% (and again, people also generally hate playing against her). You can also mindgame a Hag trap by skirting the edges of it. It also has a longer setup time than just dropping a guard.

    Trapper can only realistically block one interactable with a Trap, not necessarily the entire loop. He also has to take much more time than Knight did.

    Freddy…. is Freddy. I kid, but both Clown and Freddy's ability don't do direct damage. They both make it harder to loop, but don't directly kill you like the guards do.

    I don't really get people using the distraction mechanic against me often. Even so, it's tough to use while the Knight is chasing you as well.

    No it is not. for general survivors, they don't use it but for strong survivor, they do use it. my average knight games are like 2 people have 0 clue what they're doing, 1 person that somewhat knows what they're doing and one person who is actively abusing the distraction glitch making entire guard system irrelevant.

    those type of player are only catchable by pincer which this new knight actively attempts to punish with its 3x depletion mechanic and this silly 10 meter mechanic. The killer should have some say in how they choose to use their ability because often they're using their ability in X way because X way is effective in X situation.

    This whole trying to control how killer uses their ability is bad design.

  • @ReverseVelocity said:

    Instantly dropping a guard at a loop and shutting it down entirely didn't really take any effort at all. Now you have to actually predict where the survivors are going to go. For that reason, I think it's pretty necessary.

    except it is not rewarding. what is the point of using assassin if the assassin get outplayed with 0 thought process. you fake vault, AI bug out. no hit.

    Now you can't even use him because 30 second cooldown.

  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3785573#Comment_3785573

    You already established a winstreak can be using any definition someone wants, even unconnected to anything hard connected to the game's definitions, so if they want to have 'more kills than escapes net over a day/week/month' as their winstreak, its still a winstreak.

    The game already has the metric of whether you win or lose, in the form of MMR. It used to be Emblems, what I believe to be a system better for the game health. If someone were to hypothetically datamine their MMR between each match, a '+' would be a win, and a '-' would be a loss. Since that type of behavior is not allowed, we make up 3K or 4K or net positive K/E for our 'wins', hoping the kills or escapes actually gave enough MMR to actually 'win'.

    Elo Hell already exists when people are ratting the second things get heated, and aiming for Hatch/Wake Up+Sole Survivor plays. If you play with a baby Surv, them dying makes it far far far more likely for you to die as well. Team MMR (when using only Kill and Escape for MMR metrics) would actually help prevent elo hell, because people would know that ratting isn't winning, and they need to actually help the team to win. Emblems, again, I think are far more better at measuring independent impact on a match from everyone.

    Elo Hell already exists when people are ratting the second things get heated, and aiming for Hatch/Wake Up+Sole Survivor plays.

    Not really. If your way better than your opponent as survivor, you will solo carry/5 gen chase the killer. If your team dies due to incompetency, you can run sole survivor+wake up and escape through exit gate. it won't count as big MMR win but you won't lose mmr. on average, you will have positive escape-rate thus pushing you out of wrong MMR faster. In a team based system, you escaping through exit gate as solo survivor = loss.

    if they want to have 'more kills than escapes net over a day/week/month' as their winstreak, its still a winstreak.

    Yes you can make up your own win streak. What i am talking about is general perceived team win-rate for survivor compared to killer win-rate.

    what counts as win is what killer perceives as loss. For most people that play killer, I would wager that most people playing killer would not consider 0 kill, 1 kill and 2 kill as winning. I mean you could make a poll that asks, "do you consider a 2k a win? Yes/No. ".. I am pretty sure that most killer would answer no.

  • @Leachy_Jr said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3785533#Comment_3785533

    Mage hand is strong enough to justify the longer cooldown. FOTD I agree could honestly be anywhere between 20 and 10s if they decide to keep it crouchable. Fly helps his anti W key and mobility. Sphere is just kinda there to counter interlopers haste and a bit of tracking.

    So what about:

    • FOTD: 15s
    • Fly: 25s
    • Sphere: 30s
    • Hand: 35s?

    His cooldown system works fine as is. If they wanted improve it, they reduce his cooldowns to 30 seconds and lower the effectiveness of yellow cooldown add-on and green cooldown add-on. Vecna is fair as is.

  • @VomitMommy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3785443#Comment_3785443

    Your making people feel bad, you realize this?

    Don't worry, some of us see that as a motivation instead.
    I am prestiging skully mainly to annoy survivors. It's working…

    I am definetly looking forward to play Knight with his changes now.

    isn't it wasted of bp considering she's going to get deleted?

    @ChaosWam said:

    Honestly, I don't really get it.

    While SM is getting changes soon, I don't entirely mind facing them as they are right now. Same with Knight, especially since he was kneecapped and avoiding him is very simple once you know how to manipulate the AI. And when I play them, I tend to be more chill and still get called sweaty and whatnot, regardless of the outcome.

    knight is getting deleted this tuesday with his 30s assassin and SM will soon follow.

  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3785528#Comment_3785528

    I mean when you play so fast and loose with definitions, I can make winstreaks include numerous prior matches, so as long as you win more than you lose, it still counts. "I have 100 kills and 50 escapes as Killer, so my winstreak stands unless I get 51 escapes in a row without a single kill." That is a 'valid' winstreak with this framework.

    I just think when we have such a clear metric of Kill/Escape, the side with more of their desired result, wins. If neither side has more, then neither side wins, thus a draw.

    I can make winstreaks include numerous prior matches, so as long as you win more than you lose, it still counts. "I have 100 kills and 50 escapes as Killer, so my winstreak stands unless I get 51 escapes in a row without a single kill.

    No. That is called a Kill-rate.

    I just think when we have such a clear metric of Kill/Escape, the side with more of their desired result, wins. If neither side has more, then neither side wins, thus a draw.

    Every game has a final goal. a mission, an objective. I don't think dbd is about counting score. there is like counting score like…hooks but I would consider the game more about Escaping as team VS killer killing the team.

    The only reason why MMR is not team based because it creates a problem called Elo hell. This is where a player takes longer to climb out of MMR ranks if they're good player because the team isn't as strong as the player. For example, you could be a master survivor player but your team is full of bronze players and killer is bronze player. If killer goes after all bronze players, you might not be able to win as survivor player because team aspect of the game. You will eventually climb out of Elo hell because you will eventually get bronze teammates half competent and your master skill will carry you out of bronze but it takes longer for system to place you in the correct spot. absolute team systems are better but they have a bit downside in unorganized ranking environments.

    Tournament use absolute team win systems where as unorganized ranking environment tend to prefer solo ranking system. This also has deep philosophy type ideas like… which team is stronger, a team 4 super stars or team with 4 good player that work together to win. this should answer question for why MMR wins does not reflect the absolute win condition of the game.

  • @danielmaster87 said:

    The reason there's no variety in survivor perks, even though there's tons of other good ones, is because the 7-8 years meta is so much stronger than everything else. And even when new stuff gets brought in and gets nerfed, it's still ridiculous. Like, Buckle Up now gives a sprint burst to the person off the ground, and doesn't cause exhaustion.

    The reason there's no variety in killer perks is the opposite. They legitimately don't know what to run, because everything is so weak, so they just use the least weak thing at their disposal. They hold onto the pipe dream that gen defence will always be good. No, gen defence is not good, none of it. You're better off running chase perks, endgame perks, and Rancor. So while it might seem like the majority of what you're facing is "Ugh, more gen defence," it doesn't do anything vs good survivors.

    How is buckle up ridiculous? you hit the survivor back to the floor. it is wildly situational.

    ===============

    I would say survivor's lack of perk variety shows up from perk functionality. once a specific set of class reaches perk functionality, nothing else compete with that perk functionality. Lots of the survivor perk have similar perk functionality but one perk is worse than other one.

    killer perk variety is low because base game is poorly balanced. the killer perks barely feel like bonuses your selecting and instead feel like plaster fixes to play the game.

  • @Leachy_Jr said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3785523#Comment_3785523

    Fly and FOTD are being reduced by 8s and 18s respectively, and those are the most used spells. Mage hand is used the least and dispelling sphere is just a 2s nerf. How is that a hard nerf.

    FOTD and Mage hand are Vecna main abilities. they should be 15 second cooldown at most. Fly and Dispelling sphere are extra abilities. If we take reference doctor's static blast, it is 30-45 seconds. so maybe fly and dispelling sphere are 30 seconds. Vecna best add-on are -4 second cooldown ring and -5 second cooldown on all his abilities. So most Vecna already have 30 second cooldown because of add-on choices.

    Knight's guard cooldown is bad design. the implicit cooldown for him was that if he misses guard, he has m1 the guard which takes 5-6 seconds and given his cooldown was 3 seconds, this would average to around 10 seconds. The 10 second post-rework is somewhere between 20 and 30 seconds. all they had to do is just revert cooldown to what it used to be.

  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3785507#Comment_3785507

    2 is a tie/draw, which is separate from a null (which is Hatch, which throws out the results/has no impact on MMR). A tie is a equal win/loss for both sides. So if a Killer loses in a 2K, Survivors as a team lose in a 2E, and if a Killer wins in a 2K, Survivors as a team win in a 2E.

    You can't just say draws count as Survivor wins since they aren't Killer wins. I mean I guess you could, but they you would have to remain logically consistent in saying draws are a Survivor loss, because it isn't a Killer loss. That would make it so 0E/1E/2E are Survivor losses, and 0K/1K/2K are Killer losses. Thus making 2K/2E the worst case scenario for everyone, since all players lose.

    I don't believe in draws. the objective of survivor is to escape through exit gate. Killers have concept called win-streaks. You can define win-streak as 4k's only but I would define winstreak's as killer as 3k or 4k mainly because end game for killer is rng based unless killer runs Whispers and slug 3rd survivor to get 4th survivor. For a killer to not consider a win, At least 2 survivor must escape through gate. When a killer does not consider their match as win, they conversely believe the opposite result. A loss.

    A draw would mean that neither survivor escape and killer did not complete their kill objective. It is a result that is not conclusive. How you would achieve this as survivor is hiding for 60 minutes until server closes. For killer, in order achieve this result, you have to defend a 3 gen for 60 minutes preventing the survivor from escaping. Both of these rare and almost never occur.

  • @MechWarrior3 said:

    That would be nice. I personally agree.

    that would hard-nerf Vecna. no.

  • Vecna. Vecna has better catch-up with fly and overall better burst mobility. Mage hand against most survivor is a reliable hit. His orb is better detection tool then Wolves orbs. Spawn skeletons onto the survivor is often reliable enough to either zone a m1 or get direct hit.

    Dracula will power-creep wesker.

    Bat-form is more consistent mobility than wesker's dash cooldown

    Wolves pounce has less charge time then Wesker's bounds and ever since Wesker's infection was nerfed, he doesn't get any m/s boosts from hindered. Wolf form gains passive haste.

    Vampire form has a ranged attack and can better deal with windows then Wesker''s vault.

    I do plan to somewhat main dracula because i don't like Wesker's balance. At the same time, i predict that playing vs strong teams as Dracula will prove to be difficult as I don't think he is powerful.

  • 2 escape through exit gate is all that killer needs to consider the game not a win. Survivor's win condition is 2 Escape. 3 and 4 man escape is killer humiliation. Just extra salt on wound and extra T-bag ego.

  • it is not add-on, it is play-style. Billy min-maxes the meta strategies of the game. that is why he is strong. When billy's chase is strong, he's fanatic camp→ tunneler. When billy chase is weak, he is weak tunneller. The way they fixed billy proxy camp tunneling is they added new mechanic called overheat. the idea behind mechanic is that billy using his chainsaw to return the hook would overheat his chainsaw. this would put his ability on cooldown preventing from being used for a brief time. the mechanic that every billy dislike is same mechanic that kept his gameplay in check.

  • @ratcoffee said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3785137#Comment_3785137

    even if deja vu increased repair speed by 6% on all gens it would be mediocre at best. deja vu gives a bonus 6% gen speed. having a single stack of thanataphobia decreases the gen speed by 2% for each survivor, so 8% total slowdown. having one stack of dying light reduces 3 survivors repair speeds by 3%, which decreases gen speeds by 9%.

    literally having just 1 stack of either of those two perks provides enough slowdown to offset the net difference in gen speed from one instance of deja vu - and those perks can get 10 and 11 stacks respectively (yes, thana technically only gets 4 but it provides the slowdown equivalent of 10 stacks) if you want to say deja vu is an OP gen rush perk, you necessarily have to hold that those two perks are even more powerful as gen defense perks. I think we both agree that would be silly to try to claim.

    add that to the fact that deja vu doesn't give you 6% on the unmarked gens, and imo it's quite clear it's not the OP tool you're claiming it to be

    Ah yes. a mediocre perk in top 5 perks of the game.

    image.png

    Gen-speed perk are easily the strongest way to punish camping in the game. the extra 10 seconds enables you to do gen before friends against camping killers. the whole excuse is that they added +10 second to generators only to realize that no survivor is actually doing 90 seconds gens. they're 84 and 79 second gens. I see the perk enough to critic about it.

  • @dwight444 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3785051#Comment_3785051

    💀 how little I see these types of builds in my solo games is crazy compared to how every other game is a tunnel and camp fest even with killer running ultimate slowdown; my last game of the night yesterday was a blight with pain res, grim and pop and my guy was just rushing back to hook

    why do we always go to the extreme to try to prove a point. You’re not seeing syringes every game. You’re not playing 4 man deja vu teams every game. You’re probably not even facing legit swfs that aren’t simply friends who want to play together and not 4 people who are determined to win

    Doesn’t deja vu save like 5 seconds? I promise the 1 random bringing this perk is not losing you the game. The 1 random with a syringe isn’t costing you the game. If a single survivor with a syringe is giving you so much trouble that you lose the game then it’s probably you….

    people run deja because it feels good to see the progress bar glow but it’s only 5 seconds man, it’s not that great. You can spot a 3 gen without it so it’s also not that necessary. Hell, when I do run Deja I usually don’t even spawn near a red gen and realize I’ll waste more time running to one than just working the one closest to me

    Saying it is only 5 second is same as killer saying that hook time is only extended by 10 seconds. those few seconds make all different in the match. anyhow i give up on argue on change. the patch notes show no cancellation of said change.

  • @ratcoffee said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3785051#Comment_3785051

    We really out here complaining about a perk that doesn't even make up for the time it takes to get to a marked generator

    The reason it's so popular is it turns the progress bar green and because you don't need to buy a survivor to get it. It's not some ridiculous OP tool of gen rushing.

    Yes it is. remember entire excuse for why survivor are getting 10 second hook time is generator taking 10 second longer for camping. Deja vu makes generator take less time for no downside, almost free revert to old generator times.

  • @jesterkind said:

    I don't think it's as bad as people are saying, but it would've definitely been better with a 45 second timer instead of a 60 second timer. I'm hoping they keep an eye on it in the upcoming weeks/months and at least consider that buff.

    Still, it's not like it's unusable in its current state. It's a perfectly adequate passive heal perk and has at least the potential for ballsy players to try and use it mid-chase, so it's got some use.

    You definitely do not want to make its activation trigger just being in chase, though. That's just begging for an old Mettle of Man situation, it's much healthier with its current activation requirement. Easier to balance and more flexible to use from the survivor side.

    I will definitely be experimenting with Appraisal+Moment of glory+Dead hard with med-kit syringe. If i am successful in using moment of glory, the killer going to need hit me a grand total of 4 times. If only dead hard worked in first chase, I'd be able to tank 5 hits in just 1 chase.

  • it won't take over dbd because dbd has better killer gameplay and better survivor gameplay but there is a little bit more depth in texas massacre for survivor stealth gameplay, something that dbd could easily put into the game but chooses not to do that.

  • right so punish killer for inventing a random rng hatch mechanic.

  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3785072#Comment_3785072

    Thanks for making exactly my point, Ghosty is time efficient as a Macro M2 Killer.

    He is macro inefficient because his marking is time-sink. He spends time walking around marking unsuspecting survivors in a game that realistic moves at mach 12 speed.

    What GF achieves in undetectable instant downs is what Leatherface achieves with near 0 preparation and few undetectable perks .

  • When spirit was changed, they were suppose add a glowing trail for her footprints for Spirit phase-walk. They never added it.

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3785055#Comment_3785055

    Thanks but you can have the words you put in my mouth back.

    Lots of killers need buffs.

    A permanent 2.5% movement speed increase (basically permanent Made For This) is not it.

    Remember how Made For This broke the game?

    a lot of m1 killer already have speed boosts because m1 chasing is unnaturally slow against a experience looper. it is called bloodlust 1. I am just saying that you might as well give these killer super blood lust 1 and they still wouldn't outperform the superior mechanic chase killers.

    @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3784924#Comment_3784924

    As a Ghosty main (and a Myers aficionado), he doesn't need it. He needs players willing to learn and 'git gud'. Ghosty's biggest weakness is playing as an M1 Killer, rather than a macro M2 Killer. The strength of Ghosty is having an on-demand 1-hit, be it Exposed, or Undetectable against injured. Playing him like an M1 Killer is the biggest noob trap because it seems like how you are supposed to play him, which results in people crouch+M2+17m camping hooks, which does get results (like old Bubba facecamping when people refuse to pump gens).

    Ghosty spends time getting multiple people stalked, so that he can instadown a would-be rescuer and force another person off a gen or risk a 2nd stage for free (getting that natural slowdown or accelerating the game to a close on both ends). If they greed and gen b4 fren (either by hooks or heals), then he still has instadowns ready. Also with stealth Killer noises being the only tell, you can get the 1-hit before they reach a window/pallet (barring Sprint Burst) if you know how to approach (and aren't playing garbage anti-stealth maps like Autohaven/Macmillan's which don't have enough LOS blockers in good spots).

    Heck, Ghosty's crouch is even good enough anti-loop as long as you are playing on a real map (not Autohaven), since you can crouch to hide behind the tall walls, and M2 to remove red stain. Basically sweatlords love Autohaven, and they think Ghosty sucks since Autohaven is Ghosty's worst realm (even worse than Badham). To be clear, I don't think that map variety is a problem, I think that it is actually good for the game. I just find it silly when people complain about RPD so they can't use Huntress or Billy as well, while Ghosty and Myers find Autohaven/Macmillan equally (or even more) unplayable.

    Also the main thing that makes most Killers unable to compete is raw map mobility. If there was a 5-8s PacMan styled edgemap teleport to the other side of the map as a basekit feature, I think that would help most M1 Killers far more. I personally would give it a sound effect, but also allow the Killer to fake it and make the sound without TPing, that way stealth approaches against the closest people can still work post visible hook/genkick/down.

    you can say whatever you want but ghostface is weaker than dozens of killers in the game. This game is about time efficiency. Map mobility is only one of several ways to gain time efficiency as killer. Not every killer has to gain time efficiency through same means.

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3785032#Comment_3785032

    Still worse at top MMR maybe.

    Completely OP at lower skill levels.

    Remember Trapper overperforms at low MMR, that's why they won't buff him.

    Oh, so it is fine for Leatherface, Dredge etc. to get buffs and over-perform but it is not fine for trapper. Got it.

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3784639#Comment_3784639

    This isn't showing his T1 stats though, otherwise the movement speed would be lower.

    His default movement speed is 4.6 m/s. His tier 1 special ability is that he gets decreased movement speed to 105%, lunge opening time decreased from 0.5 →0.2 but is granted undetectable status effect.

  • @GolbezGarlandGabrant said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3785043#Comment_3785043

    Gen perks constantly get nerfed because many people can't seem to play without four of them in their loadout and still tunnel/camp.

    Just like survivor cannot seem to play the game without Med-kit Red syringes and Deja vu gen-rushing.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3785020#Comment_3785020

    the issue with “haha camping is le bad so your entire argument is actually also le bad” is that camping, when used correctly, is a valid strategy

    We've heard this for so many years and it's still broken AF and awful for gameplay.

    Camping got a hard buff back in 6.1, now it's getting reined back in a bit.

    example, i play wraith, one of the best strats you can do is hook someone, leave the hook and injure multiple people hopefully the entire team, and come back to force 2nd stage, since nobody can trade if everybody is injured. increased hook stages will hard nerf this strat because survivors will have even more time to reset and prevent you from pushing 2nd. i’m arguing that this strat does not need a nerf, it already has counterplay as any decent player already knows.

    This specific tactic also got buffed a while ago with the medkit nerfs, so you're still way better off than you were. Also, I wouldn't call ten seconds a hard nerf. But hey, if you really can't deal with this strat anymore after this change, maybe play the game as intended, eh?

    Yes because generator defence got nerfed from now till then. Now the generator perks need to be buffed.

  • @HexHuntressThighs said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3784940#Comment_3784940

    I wish people would stop saying that. People who don’t play her weren’t asking for it. People who do play her have been asking for changes for ages.

    She is the least mobile killer in the game with 8 indoor maps, bad locker spawns and 60% of the remaining maps are unbearably cluttered.

    She’s still in the bottom 10 when it comes to kill rates. Even lower when it comes to top MMR and EVEN LOWER when it comes to comp. Ask any ex Huntress main why they gave up on her, Scott Jund talked about it in a video before.

    No killer in “A Tier” needs any nerfs. Especially not Huntress, one of the easiest killers to loop in the game and is only very punishing against survivors caught in a dead zone.

    my suspect opinion is that Huntress is like pre-nerfed deathslinger. pre-nerfed deathslinger wasn't overwhelming killer but survivors complained that he was unfun to face, oppressive in chase. As a result, deathslinger got nerfed. He was also bottom of kill-rates.

    Huntress might get same treatment where she get nerfed for being unfun to face rather then strong. I don't think they will weaken her but it is not out of question for BVHR. If they nerf her, they'll probably buff deathslinger or further buff trickster.

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3784924#Comment_3784924

    Myers Tier 3 maybe.

    Ghostface for 10-15 seconds after marking a survivor maybe.

    But with more adjustments elsewhere being necessary, such as a nerf or limitation to Tombstone add ons.

    My candidate for 4.7 would be this long list of killers.
    -Trapper
    -Hag
    -Skull merchant(I would remove haste tracking from her kit)
    -Xenomorph in Crawler mode
    -Demogorgon
    -Dredge
    -Twins
    -Ghostface
    -Legion
    -Freddy
    -Doctor(Occurs when a survivor is being chased in madness 3)
    -Myer's(Tier 3)

    You could probably put them all 4.7 m/s and they'd still just be worse then Blight and Nurse, Chucky etc.

  • @ReverseVelocity said:

    No, movement speed is a touchy thing to balance.

    Plus it'd mean that the killer has a bad power to compensate, which would be lame.

    i mean, let's face it, ghostface will never be as good as blight. So Having a highest base m/s for weak killers might be good play. I think Myer's tier 3 and GF could easily be 4.7 m/s.

  • i think range change does nothing because survivor can crouch his tentacle strike. the cooldown change is really nice. still sad that linker tongue doesn't work on normal hits but oh well.

  • @Chocolate_Cosmos said:

    WINNING? Hello?

    They just removed the shared cooldown and put different cooldown timers on guards while also increasing cooldown to some of them. That's it? That's the whole update to him?

    This sounds like a tiny buff I quess? But still if you use the best guard you are now forced to wait longer or just summon the worse one.

    What about the feedback that his chase got nerfed? That he is overall weaker? etc. Nothing.

    This change is pretty much pointless to me, was hyped (by the Knight in the intro info graph) for nothing. "Medium update" haha.

    He is still bad killer and less fun to play then before. That whole update killed him for me. This changes nothing.

    that's great but i enjoyed playing current knight minus 10 second cooldown. 30 second cooldown for his best guard, assassin is like straight useless. carnifex is sometimes good but often the issue was that you'd break a pallet and then there another pallet nearby but your guard is on cooldown and than Jailer is usually only good for corner pincer so it is very situational since…. there is only 4 map corners. i suspect these change will 100% need to be hotfix/changed.

  • wow these are such small buffs. they're forcing you to use bat add-on to make his teleport useful….. instead of just putting them base-kit so bat actually does something without add-on's. the wolf buff is so minor, that it looks like a bug fix more than a buff. the tooltip will still be inaccurate because it says wolf is suppose go faster then normal killers. they didn't do anything to touch his scent orbs that barely gave any speed and lasted like 1 second.

  • Knight is completely official dead. 30 second cooldown? are they mad? the current cooldown is 10 seconds and they're like… yeah let's make it 3X the cooldown. like what. that assassin is most useful guard because it counter shift-w….. and than jailer and carnifex are also 2x and 2.5x cooldown. I am also going assume that these cooldowns are after guard finish chasing because that is how current cooldown's work.

    this is just such a bad change in general because if knight misses his patrol, he is suppose get punished for misusing his power but now all his guards will go on cooldown making him useless. was it so hard to revert cooldown change from 10 second to 3 seconds…. shrug.

  • @NerfDHalready said:

    i knew i shouldn't have come with a solution, the topic got thrown into the depths of the forum, oh well.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3784624#Comment_3784624

    how exactly would they make matches worse? i just can't see it so i'd like you to give examples.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3784625#Comment_3784625

    survivors don't need their stealth nerfed outside of taking hostage situations, and that doesn't need to come with a compensation buff.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3784627#Comment_3784627

    an escape does not necessarily translate into a win.

    shoot, i stand corrected. okay, escape =/= win. but people still want to get hatch escapes and cause the problems i mentioned.

    I dont see how this incentivizes players to stop hiding for Hatch, in fact, I think this just makes it worse. Players would just be incentivized to go ahead and find a hiding spot since they will need one to wait for Hatch to spawn anyways.

    how and why would this make survivors even more incentivized to play for hatch exactly? they hide in their hiding spot until other gets found to what, jump in hatch and die? i'd understand them doing it out of spite but this makes no sense.

    "We want something to prevent unnecessary stalling of games since it wastes everyone's time," followed by, "Also lets make a mechanic that stalls out the game since I want an extra Kill."

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3784653#Comment_3784653

    you pointed out the same thing so i'll respond at once. the "minutes" is just like 2 or 3 minutes and that's only in case that the last survivor is about to get all gens done. almost finishing gens but getting killed by killer closing hatch wouldn't be fun.

    And I hope that " hatch getting used or closed results in instant death of the survivor." is just poor semantics.

    no :) hatch shouldn't be this appealing. people are rightfully saying survivors shouldn't do gens in 2v1s because hiding for hatch is the smarter way to go, you should see the issue here. without a legit reason to hide for hatch, there won't be many people doing it for extended periods except griefers.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3784656#Comment_3784656

    There's no accounting for why survivors get stuck not being able to progress the game, and attempting to remedy it.

    2v1s are winnable. obviously not from 3 or more gens and not as easily, but they aren't as impossible as you try to make it out to be. have you heard of looping? stealth repairing? pre leaving? you can so easily last for an entire gen against half of the roster. you just need the other person to actually try, and that's only possible if hatch escape isn't an option.

    how does hatch address that issue also? does the possibility of getting hatch make the situation "winnable"? what happened to "a hatch escape isn't a win"?

    I don't know how to fix the hatch, but I can guarantee that it will involve more than just changing the hatch itself. There's no easy fix for this problem.

    if you take people's reasons to get a hatch escape (or to prevent it) there is no problem anymore. seems easy to me.

    it is up to game to be balanced in such a way that the player cannot take the game hostage. it is not up to player-base to police itself and attempt ban people. there is under no condition that killer player should ever be stuck in the game for 30-40+ minutes searching for last 2 survivors unable to kick the hatch to get to the end game. Yes you can disconnect but this is not realistically good solution to the problem.

    Killer can slug and go for 4k's but this at max is 4 minute wait time for a survivor to die. This is still long time but at least it comes to an end eventually. this part of the game is also not well designed but that is large topic towards hatch itself and exit gate rng.

  • Michael has terror radius of 6, 16 and 32 for tier 1, tier 2 and tier 3 evil within however many years ago, The undetectable status effect did not exist. Michael was given undetectable status in tier 1. So his 6 tr becomes 0 TR. You had to use M&A to have 0 TR before Ghostface was added to the game.

  • @Bookern said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3784066#Comment_3784066

    Then why would we ever want to play a ranged killer that requires two hits to injure while arguably his TP a side power is stronger then his main power we'll stick with even trickster enjoy having made the newest least picked range killer see ya in 2 years when ya bend the knee like ya did with other killers

    agree. lack of reason for weaken state and that grenade mechanic to exist. The grenade in that case should explode on contact like regular grenades launchers in fps game with the classic bounce explosion mechanic. noobtubing is often labelled as very low skill mechanic in fps games.

  • they need nerf survivor's stealth capacity in late game and buff stealth in the early game/throughout the game.

  • @ReverseVelocity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3784444#Comment_3784444

    Most hardcore Trickster mains I've spoken to personally and seen posting about it generally hate the rework. Some to the point where it's made them drop the killer entirely.

    No offense but I'm not sure which comp players you're talking to that hold this opinion.

    lol s-tier. i couldn't stop laughing a for a little bit. trickster to me feels more like grinder type character. what i mean by that is that he gains rewards by incremental amounts over-time. Slow-controlled fire can widdle any survivor health-state thanks to 15 second laceration.

    committing to Main Event can screw you over since you are locked into being slower than Survivors. Once they break LOS, they're often safe from it for the rest of the duration.

    His main event has to be used in smart concise times. this rewards the player for using at the correct time to shorten chases and punishes poor use of his ability.

    throw speed ramp-up

    His throw ramp up is base-kit. His original throw rate was 3.3. The base-kit version is 3.0. This about 3 initial/8 stacks of throw-rate increase from before. These add-on's used to be called Fizz Soda and Ji-Autograph. The Memento blade add-on changes his base-kit from 3.0→2.7. Granting an additional 2-3 stacks of throw-rate increase. In total, he gets roughly 6 stacks of throw-rate increase.

    It is not exactly the full 8 stacks of original throwing rate but it is close enough.

    His main nerf is 8 health-state change. He had this originally at base-kit of his PTB. It could definitely use a little buff but the last time they tried buff him, there was massive outcry.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/424200/lame-meta-incoming

    Pop is horrible again, so you shouldn't worry about that.

    But, try playing a few games as a killer and using ZERO gen defense perks, then try playing a few games with same killer but running 4 gen defense perks, and notice the difference in the types of games.

    The zero gen defense games you are going to feel like you are pressured constantly, and can't have a single moment of rest because the gens just simply go too fast. And against an even slightly competent team, you will probably lose.

    The games with 4 gen defense are far more relaxed and chill and you are able to take it slow and make more mistakes.

    Generally the well balanced play is to have 2 perks for gen defense. And this is part of the problem of the game in general. The game is balanced around killers taking gen defense perks, but oh look, there are no non-dlc gen defense perks. Really, they should do to gen defense what they do for killer perks, nerf the perks, and buff the basekit. This would lead to far more variety and perks that killers would take from game to game.

    Imagine instead a world where:

    • Basekit gen kick is 10%
    • Basekit regression is 200%
    • Basekit corrupt on gens and totems that lasts 20-30 seconds that deactivates when a suvivor takes a health state (just enough so non mobility killers can physically cross the map to)

    Then imagine that same world where:

    • Call of brine is probably fine in this world
    • Corrupt intervention is reworked or nerfed to add a little extra time to the basekit corrupt, upping it to say 60 seconds, or maybe it blocks all totems and gens for that 30 seconds, so maybe trapper or hag can spend a little more time setting things up.
    • Deadlock is nerfed down to 15 seconds, or even reworked entirely
    • Eruption is probably fine in this world, but if not the regression could be lowered
    • Grim embrace is nerfed down to 8 seconds for each token and then the 4th is only 20 seconds, or even reworked completely.
    • Pentimento is nerfed to 20% repair speeds, or maybe remove the repair speed penalty and make it do something else
    • Hex ruin is probably fine in this world but it could be tweaked if not
    • Merciless storm is probably fine in this world
    • Oppression is probably fine in this world.
    • Overcharge is probably fine in this world or could be reworked to not be as punishing to newer players
    • pop can probably be reworked to just do like 5% of extra gen kick on a hook.
    • Pain resonance could be reworked to be 10%, but maybe shows the survivors location now, so its more about finding the most worked on gen rather than regressing it.
    • Surge is probably fine in this world but could be tweaked if needed
    • Thanataphobia needs a rework for other reasons but is probably fine in this world
    • Thrilling tremors is more of an information perk but is probably fine in this world
    • Undone is probably fine in this world (but probably just needs a rework in general)

    You get the idea, these are all just ideas for the perks, but in general, you nerf a bunch of the high power gen defense perks to be like half as effected as they are, the bad perks can probably stay bad, or you could even just rework all the gen defense perks, but now the basekit is stronger.

    You'd start to see far more interesting and varied builds from killer to killer and playstyle to playstyle.

    I would also suggest doing something similar on the survivor side, such as:

    • Effectively make camping literally impossible, not just nerfed, but impossible to do
    • Effectively make tunneling literally impossible to do

    Then rework all the second chance/anti-tunnel/anti-camp perks to do something more interesting.

    the best that dbd is giving you is 2.5% regression. After that we got another 2.5%. Looking at track record, you'll get a another 2.5% at best.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3784441#Comment_3784441

    I have no doubt you are more experienced than me... but that must surely mean you play against some high skilled survivors yes?

    I've had games where it can be very hard to put Survivors down efficiently. Like sure if I play vs. a team weaker than me I can probably tunnel perfectly fine... I can catch a survivor not paying attention on a box sure... but Vs. a strong set of survivors, they see me coming miles away, and tunneling a head trapped survivor makes me just a crapper version of Ghost Face does it not?

    vs swf, stealth doesn't work as well. ambush play-styles are weaker so mori gameplay has greater emphasis. gf has atrocious chase, pig has more control in the chase but is very loopable still.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3784392#Comment_3784392

    You notice that survivor #1 still has not removed his traps and is injured. you understand boxes positions and you ambush the survivor who is on his 3rd search. You down him. Hook him. you proxy camp the hook.

    OK, that scenario is possible, but it's a gamble for the Pig, and is entirely dependent on the success of your chases, the map and successfully predicting the location of the head trapped survivor. Tunneling is an advantage in this scenario if you can do it sure, but it certainly not a rule that this is always your best course of action.

    You don't know exactly where that survivor is unless you take perks to find them, and your traversal time is not insignificant... and you don't have time to be wrong… You can try to intuit/guess where they are, but you are Pig, not Blight, you have low map mobility, especially if you're relying on ambush/crouch to catch the survivor unaware. Every second counts on Pig, and it requires time investment from you to find that survivor. If you do then find them, you then have to catch them quickly to exert the pressure you describe, but you're not that in strong chase, a decent tile can cost a lot of tine, and youre now wasting time on a paused trap timer and letting gens go by. This also doesn't account for the fact the survivor can easily have OTR or Decisive Strike, which isn't disabled by Jigsaw boxes, or perks like Dead Hard... all of these perks are devastating for Pig, as she pauses the timer on chase and can lose a crap tonne of distance. It's a dangerous gamble to play this way.

    I would also argue Survivors can also consider taking the time to heal on the first unhook, because the Pig cannot commit to pushing you off boxes yet, as she doesn't know her pattern. This is especially true with perk like We'll Make It or Resurgence in play, and I'd even consider using a medkit with a syringe that can make being injured a non issue... You could have 1 or 4 searches, so to invest in stopping you getting searches is also a huge gamble for the Pig that can easily backfire and have any pressure she might have had completely erased.

    In term of the mori, it is rng ****** for survivor. you have no control over pig reverse bear trap ability.

    I mean... yes the ability is RNG... but it's predictable RNG, and the survivor side has more information than the Pig herself does, cause the Pig has to guess how many searches have gone by, whereas survivors can actually count for real off the HUD, and known exactly how many searches have been done.

    Again your team can 99 gens to give even just 15s for you to get a heal in/get a headstart... there's plenty of things survivors can do Vs. Pig Traps... if noome does them, that's not really a problem with the Pig's design, but again, more a lack of respect for Pig traps on the Survivor side.

    I mean... yes the ability is RNG... but it's predictable RNG, and the survivor side has more information than the Pig herself does, cause the Pig has to guess how many searches have gone by, whereas survivors can actually count for real off the HUD, and known exactly how many searches have been done.

    when your experienced as killer as much as i am, I can tell how much time each interaction takes and even predict the time when a generator will pop.

    If you do then find them, you then have to catch them quickly to exert the pressure you describe, but you're not that in strong chase, a decent tile can cost a lot of tine, and youre now wasting time on a paused trap timer and letting gens go by.

    what. there is no chase, the survivor hears roar and goes down. Only dead hard saves that survivor in that instance and OTR if no gen was touched.

    I would also argue Survivors can also consider taking the time to heal on the first unhook, because the Pig cannot commit to pushing you off boxes yet, as she doesn't know her pattern.

    if the survivor heals, you can mori them. that's like free extra box search. very dangerous if a trap is active and your trap is 3 or 4.

    You could have 1 or 4 searches, so to invest in stopping you getting searches is also a huge gamble for the Pig that can easily backfire and have any pressure she might have had completely erased.

    A little trick to using trap is always attempt to interrupt 3rd search because if 3rd search is interrupted but no down, a 4 box key can lead to mori from a previous interupt. but say the key is 2 searches then you can deduce that the survivor went to the box and then went to nearest generator from the box search that finished. 1 box searches often means that you can prepare for future head traps to be more proxy camp oriented for the mori similar to what @radiantHero23 does in his game. adaptation to how your reverse traps roll is an important skill for pig. it is not so much of gamble when you know what your doing with said traps.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3784347#Comment_3784347

    Not what i said. I did not say tunneling is most optimal play-style. I said that her reverse bear traps encourages tunneling to be more effective. In other words, it enables tunneling to be more powerful.

    Trying to understand your point, but I have to say I'm a little lost, not necessity debunking your point, just struggling to understand it. I watched numerous Pig guides while learning her, and tunneling headtrapped survivors is something commonly not recommended anywhere. It is also not particularly effective in my experience. If you're going after survivors who are doing their head traps, you're not making use of the slowdown those head traps give you to keep survivors off gens. This means that tunneling is less effective not more?

    The scenario you want as Pig is to identify the headtrap pattern, and then apply pressure around that pattern. Sometimes the way to get that pressure might be tunneling, sure but its not a defacto rule in my experience. Ideally you always want a trap active at all times, you always want another trap lined up, and you want pressure so that survivors can't take the time to heal, do gens, make hooks saves, and search boxes; you want them to yield on something. It is possible with Pig to force the dead on hook player to be the spare player who has to make the risky save, pushing them into your arms? Is this the tunneling you mean?

    Anyway this right time to apply pressure is why when 30s added to her RBT timer was proposed in the PTB, us Pig mains fought back hard, because that extra time removes this ability to apply pressure at the right time...

    @radiantHero23

    showcased for how easy it is to do against an above average comp team on garden of joy, no less which is fairely survivor sided.

    In radiant's game, there was a player (Kate I think) doing headtraps on the 1,3,4,4 pattern, a player (David) on hook, a player (I dunno Zarina?) slugged under pallet and Nightlite trying to save the slugged player. Radiant knew in this scenario time is on his side, not the survivors side. By trying to save the slug, NL made it so the Kate had to let David go to second stage, or work on their trap. They chose the former (not realising the 1344 pattern), and that ultimately cost them too much time and killed them. This is what gave radiant the pressure needed to close out the game. (This was my observation/conclusion independently while I was watching the game, which I then discussed with radiant afterwards to learn off the master himself 😁. I was quite pleased when Radiant confirmed he had the same thought process himself in the game. 😄 )

    notice that i am talking from perceptive of the survivor. I do not think there are many survivor main that enjoys being outskilled by pig's reverse bear trap mori. it is easily one of the most infuriating ways to die as survivor. Pig's traps are not fun for survivor.

    You are right, survivor mains don't like it, but I believe that is because they don't respect the head traps, and see it purely as rng, and ignore the pattern, which I can't blame them, it's something you only really focus on if you play Pig regularly.

    When I play survivor I pay attention to the time taken for my teammates to remove traps, the same way I pay attention as the Pig herself. If it is quick, I know that we're in a potential 1344 or 2244 pattern. These points are good habits in general, but are especially important in these kinds of scenarios: -

    • If I can afford to, I 99 gens as long as I can to give the headtrapped survivor a head start.
    • If I'm in chase, I might be a little more liberal with pallet use to try and ensure a gen is completed before I get a trap on my head.
    • If headtrapped myself I don't take the time to heal or go for risky unhooks/gen completions in these scenarios, as I know time is not on my side. I may even deliberately give up a hook stage from chase in the corner of the map instead of wasting time trying to sneak it.
    • I prioritise boxes in areas with already completed generators so that a Pig who does pressure me is getting the least value possible from doing so.

    The macro around Pig headtraps is quite engaging as survivor to my mind, as long as you respect it, and don't think of it as just RNG bullshit.

    What you need to remember is a good Pig will be watching for good headtrap patterns, and if the Pig identifies a good pattern, you need to account for it and react accordingly.

    It is possible with Pig to force the dead on hook player to be the spare player who has to make the risky save, pushing them into your arms? Is this the tunneling you mean?

    no. let me draw scenario for you.

    The match begins, you down first survivor. 2 generator pop. This survivor has a head trap with 3 searches. You down survivor Player #2. You put a reverse bear trap on them, You hook them.

    You notice that survivor #1 still has not removed his traps and is injured. you understand boxes positions and you ambush the survivor who is on his 3rd search. You down him. Hook him. you proxy camp the hook. Survivor #2 takes off the trap(He had 2 trap search). Survivor #3 hook trades, you put reverse bear trap on survivor #3. Now you tunnel the survivor #1, 2 generator are poped and you kill survivor #1.

    The reverse bear traps enable you to keep survivor #2 and survivor #3 busy(Slowdown) and allowed you to skip 1 hook-state from survivor #1 while also forcing a tunnel off hook.

    The macro around Pig headtraps is quite engaging as survivor to my mind, as long as you respect it, and don't think of it as just RNG bullshit.

    In term of the mori, it is rng ****** for survivor. you have no control over pig reverse bear trap ability. it is why some survivor players like @bjorksnas want the ability deleted which isn't exactly fair for the killer but i digress.

    @bjorksnas said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3784282#Comment_3784282

    Ok I mean that's clearly the opinion part but your definition forgets that exploits exist aka technically in the game but not allowed. It should just lock in progress no point in not seeing how even if it does the average search time is still 36s + Travel time and it removes an unfun playstyle aka kills with very low interaction on the survivor side.

    Removing auras only slightly weakens it because you can still learn box layouts and remember box locations that you have seen / passed by so mid match to patrol them once traps start activating nothing stops you from bringing a small map throwing on a build like that and trying to pop heads especially with a change like above which has near perfect synergy with trying to manage it at the start of a match.

    I am aware. as i said, it only hides away the problem making it less common since the more casual pigs will not be able to utilize her kit to full potencial.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3784321#Comment_3784321

    I WAS SUMMONED!

    Have to disagree however. The match you point out was not against a full comp team. It was against knightlight who played with some of his viewers. The only thing this match showcased is how a few mistakes can cost a team the match if the right rng is in play. I had 1-3-4-4. They didnt play around it. Simple as that. I did not tunnel a survivor with the intent to win the game. I tunneled the survivor in thew first place because I thought the game was over and I wanted to get at least one kill. When I realized what Rng I had, I played around that and tried to make the players with traps waste as much time as possible. THIS is powerful. You seem to have misunderstood the match.

    Tunneling as pig is bad and is almost never the optimal playstyle. Spreading traps as fast as possible is in most cases the better play due to the game being slowed down more. If you tunnel one survivor and the others are unoccupied, they will just push through gens while you get youor one kill. Maybe 2 in end game.

    Shes a great camper though. Hoook trading to dish out traps is extremely viable. Sadly.

    Best build on Pig is something like this:

    • corrupt, lethal, surge and stbfl with jigsaw sketch and crate of gears on midwich.

    One of the best builds on her if someone wants to learn boxes and survivor movement is:

    • lethal, bbq, surge and stbfl

    If you find it cheap or not is your opinion. I personally like the strategic aspect of the pig. Its what makes her unique. Her power lies less in mechanical skill but in strategic skill expression. I personally dont care if a survivor applauds me for my gameplay.

    Tunneling as pig is bad and is almost never the optimal playstyle. Spreading traps as fast as possible is in most cases the better play due to the game being slowed down more. If you tunnel one survivor and the others are unoccupied, they will just push through gens while you get youor one kill. Maybe 2 in end game.

    Not what i said. I did not say tunneling is most optimal play-style. I said that her reverse bear traps encourages tunneling to be more effective. In other words, it enables tunneling to be more powerful. Slugging and hook trading is how you spread your traps as pig. Tunneling is how you capitalize off your traps. your suppose to ambush survivors that search boxes and those survivor tend to be survivors closer to death hook. The other way to use your traps is the mori.

    If you find it cheap or not is your opinion. I personally like the strategic aspect of the pig. Its what makes her unique. Her power lies less in mechanical skill but in strategic skill expression. I personally dont care if a survivor applauds me for my gameplay.

    notice that i am talking from perceptive of the survivor. I do not think there are many survivor main that enjoys being outskilled by pig's reverse bear trap mori. it is easily one of the most infuriating ways to die as survivor. Pig's traps are not fun for survivor. they might be fun for you as killer but they're not interactive for survivor.

    I had 1-3-4-4. They didnt play around it. Simple as that

    you can't play around it. that is my issue with pig. you can only minimize losses.

  • to my knowledge, map prevent system bans a realm. the way dbd choose maps is it randomizes a realm then randomizes a map variant for said realm.

    badham variant are fine. the problem is that map is just busted for survivor.

    The main building 2 gods pallets.

    The house of pain is free god pallet+a strong set of windows.

    the shack is another free god pallet.

    the map is like playing vs 3 shacks and one of the shack is more busted then original shack + the map has high density of pallets all of which are safe. they need to weaken 50% of the filler pallets and adjusted house of pain so that it is closer to haddonfield version.

    Badham is one of main maps that completely prevents me from ever selecting anything besides top-tier killers. The killer is either viable on badham or i am not playing the killer. end of the story.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3784282#Comment_3784282

    Fair point, screams are intended, though I would be against the idea of making this scream build the strongest build upon her, which I'd be worried would be one the case with this change.

    The part of Amanda's design I like most is she is naturally encouraged to not tunnel a survivor out. Many killers can and do tunnel, whereas Pig's whole game is about trying to maintain a 3vs1 to apply pressure.

    https://forums.bhvr.com/dead-by-daylight/discussion/424423/make-pigs-traps-not-require-a-gen-to-be-completed

    Regarding the OP:

    I actually think it reduces her slowdown potential as there is no reason not to just pop gens as fast as possible, and see who gets their trap off. It encourages nastier playstyles with scream perks or crawl tunneling, since survivors can't really afford to stop and try and heal ever, so RBT tunnel Pig is actually more viable. She'd be stronger, but disliked.

    It also brings back end game Pig, where she can put survivors in lose/lose situations by activating traps after the gates have opened. 2 survivors with traps and EGC going? 1 survivor with a headtrap and the hatch closed? With Scream perks? Basically guaranteed dead. I think it makes her stronger for sure, but it makes her more obnoxious to play against.

    I personally think her head traps also becomes more 1 dimensional. I don't play like this, but if a trap isn't active, you probably should tunnel cause you shouldn't allow the survivor to get a head start on their searches. Not having that potential 4 box trap reduces your pressure significantly.... if they just activate immediately, then we lose that interaction where we're trying to beat the gen to the punch/can deliberately decide to let a gen go to activate the traps, and I would miss that...

    Though I suppose there is decision making for "do I use this trap now, or do I save the trap for when gates are powered?"

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3784245#Comment_3784245

    More headtraps would be fun... though you'd definitely need a reshuffle of the power of RBTs.

    Having 4 traps and 1 survivor trapped with a 5th trap at the start would reduce her reliance on her first chase going well... though I can see "haven't earned that head trap" arguments, and ofc soloQ already has trouble with Pig... so tough to say how that'd be received.

    I disagree. pig's power in fact encourages tunneling survivors with a trap. Pig power was not originally meant for mori purposes in my opinion. it was meant to slowdown game and create weak links in the team to ambush at pig box ambush points with her stealth.

    it is just that player saw consistency in mori'ing survivors with her reverse bear traps and since her m1 game and anti-loop power were a total joke, her most accepted play-style was to mori survivors with the traps by soft-proxy camping boxes. the soft proxy camping of the boxes became even stronger when new scream perks were added to the game. you knew that one of your traps had to be 4-reverse bear trap search with new 12 search system, so as long you got 4 reverse bear traps on, you simply waited on the two closest boxes nearly guaranteed a mori as long survivor recklessly rushed generators which is common for like 99% of teams.

    @radiantHero23 showcased for how easy it is to do against an above average comp team on garden of joy, no less which is fairely survivor sided.

    I would be against the idea of making this scream build the strongest build upon her

    Her strongest build was never scream build. it was stacking 4 gen defence perks and soft camping boxes. Scream build was a build to encourage a more active play-style for her mori. It encouraged chasing survivors and pressuring them, then at precise moment, activating a scream perk to interrupt them for the mori kill.

    From personal stand-point, i don't like pig's mori because I think the mori traps are rigged in pig's favor. there is not healthy interaction between survivor preventing the mori and mori being successful. It is mostly on pig's skill level for whether the mori works or not. the new change that hides aura from boxes hides away the problem because it makes harder for pig to exploit the rigged traps but those traps are still rigged. in my personal opinion, i think pig's reverse bear traps need rework where they have same consistency to mori but the survivor has more counter-play in preventing their effectiveness. right now the reverse bear traps are like automatic free value in term of game-delay and the mori when you get mori as survivor is perceived as cheap kill. I highly doubt that any survivor that get head-pop goes like, "well played pig". the response is more like, "Nothing I could done to change outcome".

  • @bjorksnas said:

    I mean its just a massive pig buff which unless you did some extreme nerfs would just be more unfun and lead to very boring gameplay

    Pair it with 3-4 scream perks and you will end up seeing some start of match cheese where the pig brings something like

    Small map offering (probably midwich), Video tape, Crate of gears, Hex Face the darkness, Infectious fright, Ultimate Weapon, Lethal pursuer

    You put a big gamble on the start of the match and if you lose you are a moderately average m1 killer for the rest of the match and bought a ton of free time or even a kill but if you win you win in 2 minutes and 30 seconds. Its not fun, its not very fair, it abuses interactions that should be fixed and probably should have been fixed years ago.

    On top of that endgame is just gg ez. Put a trap on the survivor even if all gens are done they can't escape except through the hatch. Basically an extra free kill or two even if the survivors manage a save.

    It doesn't play nice match to match, it doesn't play nice in an all out combo, this change just wouldn't play nice in dbd and shouldn't be implemented

    it is not abusing if it is in the game. they could easily fix interaction by making that boxes keep their progression after being interrupted with linger time like 15 seconds then progress decays if player doesn't finish search but they have not done that.

    that means that scream builds are intended for pig. They got nerfed awhile back with ultimate weapon and box aura changes.

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3783276#Comment_3783276

    the atmosphere is her terror radius. every killer's atmosphere is their terror radius.

    In this case behavior thinks otherwise, because they would not have added one then.

    When you press m2, If you are invisible, you become visible and the timer to flicker is reset.

    I want that to work.

    you cannot stagger your passive invisibility with de-cloak invisibility. if you could and the mechanic wasn't bugged, you could chain her 1.25 second invisibility with 0.75 second invisibility with old newspaper+Reiko's watch to be 2 second total invisibility. All i am saying is that if you were to make her current her post flicker mechanic after exiting cloak and flip it with passive invisibility and then take her current passive invisibility which is currently bugged and put it on her M2 after decloaking, Sadako has potencial to be very potent M1 killer. She'd be near invisible through out entire loop. Like make no mistake, her ability has the capacity to be a very potent anti-loop tool. The mechanic simply is not tuned correctly. Bvhr is skeptical in buffing this mechanic because 1.0 spirit was considered unfun by many players.

    I would like that, but 2s could be too much (l don‘t know tho). Behavior will probably do nothing in that regard. Sadako would probably be a lot different recived than spirit was since she has a lot shorter invisibility, no speed boost and needs a longer time to get out of power first (which should be shorter honestly) and it is basically spirits passive phasing, which no one ever complained about.

    They do not need to change anything in regards to how mechanic works. Simply adjusting the numbers. For example instead of having a non-standard 24 meter radius, They can tune it to be 12 meters.In this way, you'll still hear screeching at loops but you will not be able to notice the mechanic outside of chase. Even survivor with visual TR will get the terror radius bubble far too late in many cases to make any move.

    That would be another easy way of doing it, would love if they did that.

    I do not see Sadako anywhere on the road map. As result i do not see any upcoming changes.

    Maybe if we keep posting something, we can change the devs mind to at least give her some small help.

    Mechawarrior3 has been making posts for awhile now. nothing has really connected.

    i would like that, but 2s could be too much (l don‘t know tho). Behavior will probably do nothing in that regard. Sadako would probably be a lot different recived than spirit was since she has a lot shorter invisibility, no speed boost and needs a longer time to get out of power first (which should be shorter honestly) and it is basically spirits passive phasing, which no one ever complained about.

    I am not sure how good chase power is but its current iteration is completely irrelevant. it is pre-buffed pig dash. it is an ineffect mechanic.

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3783763#Comment_3783763

    Dredge gets it free. 2 seconds of killer instinct isnt asking for too much.

    yes. it is his specialty. easily one of the most defining aspects of nightfall besides poor vision. It is like asking dredge, demo and xeno to have speed boosts coming out of their teleport's. those killers get detection and she gets speed coming out of tv's. I kinda wish the teleport were a bit more distinct in power. one day they'll buff demo portals, before changing skull merchamt , right?

  • stridor is bugged and does not increase volume. they said they buff the perk but it doesn't work.

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