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ElusivePukka

ElusivePukka

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ElusivePukka
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  • @Johnny_XMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2605356#Comment_2605356

    The way you frame your post I can't tell you have been playing for that long. Regardless, what you do is what many have already been doing... Crying "I quit" followed by false claims by not understanding the game that you so claim you've played for a length of time.

    How did the new totems screw totem perks? If you're interacting with a hex long enough to create a boon, you very likely would've been able to just cleanse the hex without the boon. So in essence, it is the same thing as cleansing your totem, except it takes longer (14 seconds vs 24 seconds). Not only that but the effects of the Hex still works.

    https://forum.deadbydaylight.com/en/discussion/comment/2605358#Comment_2605358

    Which part of what I said was passive aggressive? In fact, quite the opposite actually. If you claim to quit a game but still linger around because in reality we all know it was just a cry for attention.... THAT is very passive aggressive.

    Many of us take breaks and don't feel the need to announce it. I took a break for a month and just came back for the Halloween event. I guess I missed my opportunity to say goodbye to everyone for a month.

    Where are the slew of people returning to the game after declarations they're leaving, besides in your imagination?

    I keep seeing people tout this inane idea, but have yet to see anyone do as people like you claim. I am, at this point, convinced it's a narrative you people just made up to cope with a lack of personal principles.

  • Nemesis plus Rancor on Nemesis for survivors to feel my rancor when my Rancor activates on each one who's foolish enough to activate Nemesis on my Nemesis - it's what's for dinner.

  • "In the right hands" being someone who isn't so blinded by wanting to use the perk their way that they miss out on how it's ideally used.

  • @Nos37 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2605420#Comment_2605420

    I said I don't like survivor perks being used against survivors. You said it's fine.

    Now you're saying it's not fine when I use something of yours against you?

    You said you don't like survivors having counterplay - in two posts now - despite your gripe with Head On being a personal, fundamental misunderstanding of how and when to use the perk in the gameplay sandbox.

    Now I'm saying your comment here makes no sense, because it doesn't.

    If you're gonna go for a hypocrisy gotcha, try having something cogent to say.

  • @Nos37 said:

    Your mentality about the addon fly in the face of the addon's festive intention.

    Your experience and failure to get blinds is one of impatience, not an issue with any number values or descriptions.

    If you're gonna stalk someone's profile, at least do a good job of rebutting what they say - then again, you can't do that in your own threads.

  • @Nos37 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2605379#Comment_2605379

    Then which font is easiest for you to read?

    I'm not trying to validate my point. I'm trying to help you understand, since you somehow bring chases and speed boost buffs into this.

    The speed boosts were in reference to glitchboi's claim about "high rewards." Head On is an exhaustion perk. Exhaustion perks give speed boost rewards. Head On does not.

    Head On is an exhaustion perk which supplies a stun where you wouldn't get one normally.

    If you were being honest, rather than locked into a narrative where your poor way of using the perk were the way to get it to work, you'd be able to see how the perk's pretty powerful in the right hands, and while it's got a different focus than other exhaustion perks it's fine the way it is.

  • @Nos37 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2605310#Comment_2605310

    I'm not saying make it a chase perk. I'm saying that there is too much risk and too little reward. The risk is that your own perk will be used against you.

    One more time, so you can follow along...

    THE KILLER DOES NOT KNOW WHEN A SURVIVOR IS IN A LOCKER UNLESS THEY SEE THEM ENTER IT.

    IF THE SURVIVOR ENTERS A LOCKER THE KILLER MAY NOT EVEN SEARCH IT.

    THIS WASTES THE PERK USER'S TIME.

    THE SURVIVOR HAS TO LET THE KILLER SEE THEM ENTER IT.

    FINE.

    BUT NOW, THE KILLER CAN COUNTERPLAY THE HEAD ON.

    THE KILLER CAN BAIT THE QUICK LOCKER EXIT FROM THE SURVIVOR AND HIT THEM AFTER.

    OR THE KILLER CAN PRETEND TO BAIT AND INSTANTLY SEARCH THE LOCKER INSTEAD BEFORE THE SURVIVOR CAN HEAD ON.

    ----

    I'm am suggesting that the Head On perk activates 3 seconds after entering a locker. Once active it can be triggerd in 1 of 2 ways: either when the survivor quickly exits the locker or when the killer begins the Search Locker interaction. (No speed boost in that suggestion, by the way.)

    ----

    I have a stupid Stun the Killer 12x challenge. Killers have enough counterplay to not ever be stunned. Survivors cannot stun killers; killers can only let themselves be stunned.

    • Pallets? The killer can respect them
    • Decisive Strike? The killer can wait it out
    • Blast Mine? The killer can inspect the top of the gen
    • Head On? The killer can bait and/or surprise search

    This will still be the case with the change I suggested; the killer can just wait out the Head On until the idle crows show up if they're desparate enough. Except now they cannot effectively bait and/or surprise search and turn the SURVIVOR'S perk against the SURVIVOR.

    Caps Lock and boldface don't make your point realistic or valid.

    The killer should not know you're there for optimal use of Head On. If they do, you're already failing to make full use of it - use lockers in chase avenues, not when being chased but when you know the killer is chasing someone else toward you. Them trying to search your locker is not and has never been a requirement for optimal use.

    Your changes and mentality about the perk fly in the face of the perk's intention.

    Your experience and failure to get stuns is one of impatience, not an issue with any perk or playstyle.

  • @Junylar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2605298#Comment_2605298

    Once again, it's not poor decision making for them as I have already explained. People do what is beneficial for them, that's completely natural. Not many people will act not according to their own interests. The emblem system at least made it rewarding to play for your team, archives make it rewarding to throw all the pallets on the map to complete a challenge. People doing what is most rewarding for them is perfect decision making, the system that makes it rewarding is to blame.

    I guess you think a matchmaking system based on escapes is perfect too, right? Because it's the player's fault if they don't wish to go for risky unhooks they will get nothing from? According to this logic, every problem this game has is not a problem at all: even game-breaking bugs are not a problem, because "good players just won't abuse the bugs, it's the poor decision-making of bug abusers that is the problem!"

    It's poor decision-making to load up a game without the intention of actually playing, especially in a team-based scenario - you disagreeing with that isn't going to make that any less true.

    Hyperbole, strawmen, and hyperbolic strawmen don't make your points accurate either.

  • @Nos37 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2605266#Comment_2605266

    The stun is a reward, sure, but is a weak reward; especially given how much it takes to pull off.

    The killer doesn't know I'm in the locker. There is a risk that the killer does not come near the locker to search it and I'm just wasting time. This means I have to take an even bigger risk by letting the killer see me enter the locker. However, now there is counterplay. The killer can bait out the Head On or get an insta-Locker-Search before Head On can be used.

    Head On is taking up 1/4 of my perk slots. Why does the killer get EQUAL counterplay when it takes up ZERO killer perk slots??

    Too risky. Needs changed.

    ----

    and knock it off with the "speed boost"

    I never said it needed a speed boost.

    Head On, as I already said, isn't a chase perk - and it isn't meant to be. It's meant to force a killer's attention to you, away from someone else in chase. Get in someone else's chase lane while they're being chased, rather than trying to use it while you're being followed.

    And no. You whinged about speed boosts, and your pretense that a stun is a weak reward is itself just that: weak.

  • @Junylar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2605273#Comment_2605273

    It's not "bad decision-making". If a player joins the game giving priority to farming challenges, throwing the game for the sake of the challenge is good decision-making for him. It's a disastrous decision-making for the rest of the team, but not for the one who is just chilling with challenges. If not for the archive, there would be no such motivation in the first place: everyone would play the game to win, not to make 12 unhooks or throw 20 pallets.

    The same goes for EBMM: ratting your team out is a good strategy if you want to escape, the problem is in the fact that aiming solely to escape is a bad motivation, and EBMM is here to blame.

    Yeah, no. That's still misplaced in its entirety. Teammates who come into the game with an "all for me and none for thee" mentality are a problem, but those existed before challenges - and I flatly don't believe the incidence is higher because of them. Achievement hunters, meme builds, selfish players of all stripes show challenges as a drop in the ocean of, yes, poor decision-making from survivors.

  • @Junylar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2605196#Comment_2605196

    Hiding behind rocks and waiting for a teammate to go down and then unhooking in the killer's face is not a normal gameplay, it's throwing the game. You are not doing anything useful, you are wasting time to farm those unhooks. Normal gameplay is doing gens and going for the rescue only when needed. The killer on the other hand doesn't waste anything by hooking: the more hooks - the better, there is no other objective for him anyway.

    Sabotaging - yeah, running around the map and sabotaging random hooks in the middle of nowhere instead of doing something useful is completely normal gameplay, sure.

    You're blaming challenges for bad decision-making and impatience from survivors?

    Like, I'm not a fan of BHVR, but this logic doesn't track

  • @Nos37 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2605232#Comment_2605232

    No. I'm saying that it does not stun AND give a speed boost. It only stuns, so it's not high reward (like other exhaustion perks; Smash Hit stuns and gives a speed boost. The risk and skill this perk takes is not in line with other exhaustion perks. The only reason it's an exhaustion perk is to give it a cooldown as well as prevent it from stacking with other exhaustion perks.

    You're wrong. The stun is the reward, and it's meant to kite the killer away from another objective, not extend a chase. Head On doesn't need a speed boost, and Smash Hit doesn't itself give the stun.

  • @Nos37 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2605212#Comment_2605212

    Head On does not give a speed boost. It is not a high reward perk. Why should PERKS take skill? What's the point of it being a perk.

    In that case, BBQ should take SKILL to see survivor auras when hooking. Smh

    It stuns the killer. If you're asking for a stun and speed boost, you're saying it should be explicitly better than DH.

  • I have state legislature named after me in New England.

  • I think shack is one of those things that exemplifies the killer-sided/survivor-sided split for low vs. high Rank/MMR.

    At low skill/familiarity, it's pretty killer-sided. At a medium level, it gets to be that 50/50. At high levels of play, it becomes pretty overwhelmingly survivor-favoured.

    Honestly, I like the Saloon's version of the shack. It still allows for mindgames and wasting time, but there's a setup that can happen there, and survivor knowledge of that setup can be rewarded too in approaches.

  • Lore-wise, they're not real generators. They're facsimiles based on The Entity's understanding of harvested memories.

    Quite a few bits of the physics-defying nonsense of this game fall through that gap.

  • There are genuinely bad/new survivors who think Clown or Pig are overpowered. There's a dev on the balance team with the laughable opinion that Legion is OP. There's always gonna be chuckleheads with more opinions than sense.

    Most of the threads are populated by trolls, though.

  • If a hex that affects the game stays up, it's neat. If it doesn't, that's a typical game against even mediocre survivors. If you, as a survivor, have a hex that stays up, you're obviously lesser than mediocre - but the exception is Ruin.

    There's no real reason to remove ruin, because all a survivor has to do is be on the gen. You, as the killer, can't realistically pressure 4 survivors at once, so - assuming the survivors are good at their role - they'll be glued to the gens. Ruin is largely useless even if it never gets broken. Survivors who say it actually impacts their games are either below that 'mediocre' level mentioned earlier, or are facing killers far more skilled than they are.

  • Bubba's honestly best if you don't camp. All killers are, but Leatherface excels in the chase where many killers can't - especially with Bamboozle, meaning he can pick and choose which loops are available to survivors when blocking windows and instabreaking pallets.

    They'll also expect you to camp, because it's the safe and easy strategy lesser killers choose, which means a Tinkerer build can semi-frequently net you two downs when you've got someone on a hook.

    Generally, I'd say load up on methods of mobile undetectable/oblivious statuses, and preserve your saw for open stretches, desperation trees, or forcing a pellet drop. If you have trouble with that last bit, getting some Unrelenting/Spirit Fury practice in can help you learn the finer points of pallet fakery.

  • @SlothGirly said:

    https://forum.deadbydaylight.com/en/discussion/comment/2589275#Comment_2589275

    if it wasn't a valid strategy people wouldn't be here complaining about it ;)

    That is the antithesis of logic.

  • @Junylar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2601071#Comment_2601071

    Even though I dropped the pallet BEFORE the hit happened, sure. What about mile long hits after window vaults?

    It's the same ping issue as when killers hit someone who screams but keeps going with Dead Hard - in your case, circumstance is giving you the feedback of movement but the rollback information still downs you. They hit you a few milliseconds ago, but it looked like it didn't on your screen.

  • @LordSturm said:

    https://forum.deadbydaylight.com/en/discussion/comment/2599169#Comment_2599169

    We already had a whole video done on this, Counterforce is by far the worst anti-totem perk in the game. I think I remember it being barely better than no perks at all.

    Small Game and Detective's Hunch are a lot better, it's debatable which one between them is better. A Rainbow Map is obviously better than either but it's also an ultra-rare meme monster.

    https://www.youtube.com/watch?v=MXWwG4c20-A&ab_channel=notOtzdarva

    Detective's Hunch is great and all, hands down the #1/#2 aura read on the survivor's side, but Counterforce is fine if you already basically know the totem spawns - if I find one, I know where the other four are with no perks needed, since their spawn mechanics are pretty consistent - and since there's been an increase in Thrill of the Hunt games, the cleansing bonus is just a QoL thing. A dedicated totem hunter doesn't necessarily need perks for it, I ran a complete chase build when I was doing it, but I'll argue that Counterforce is fine in a SWF that understands their roles.

    Plus, Detective's Hunch can have an issue if you're either having mobility problems or if you have multiple gens go off in quick succession.

    Agreed, though - the map is king here.

  • Yeah, you are the guy who thinks Pig and Clown should be nerfed. This is consistent as far as flops go.

  • Each person on the survivor team should try to know two totems are down, by and large, at least for SoloQ.

    I'm a killer main, but my SWF team is mostly killer mains: we suggest using Counterforce or maps over Small Game, which is really only useful for the running totem tally at this point. We had a self-designated totem hunter as well, and they ran: Counterforce, Inner Healing, Sprint Burst and a perk up for grabs, often with a medkit. I'd suggest sommat like Lucky Break or Iron Will so your friend can break from early chases.

  • I'm a Pig main. Do not do this. NOED/Bloodwarden pretty much guarantees you're not going to get more downs, because Amanda's pretty perk dependent against even halfway competent survivors. Starstruck is fine, but this endgame mentality leads to NOED which leads to getting sloppy at her midgame.

    If you can get them, Corrupt, Plaything, Tinkerer, Discordance - not a build, unless you like it, just suggestions.

    More on topic - my favourite BW/NOED combo is my Executioner, with No Way Out and Remember Me. Triangle Head does pretty well for me, so I get to have a lot of slug races at the exit gates at my leisure.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2599014#Comment_2599014

    If NOED becomes basekit, you need to make gens take less time and I don't think we want that.

    Solo Q players are already pressed for time as it is, that's going to boost the number of SWF's by a lot.

    The same minute you quoted me, I added an addendum about Kindred and BT also being basekit.

    I think Gens are largely fine, as is, even as a killer main. I think a few changes could be made to basekits for a lil extra regression, I think items are a mite too strong, I think a lot of tweaks could be made - preferably at the same time - to effect some QoL.

    I just think NOED wouldn't earn nearly so much ire if the Exposed status was expected, even anticipated.

  • I think the simplest fair change to NOED is to make it basekit for all killers. That way there's no surprise, which is the most frustrating part of the perk - survivors will just know they actually have to do bones.

    I think Kindred and BT should be basekit for survivors, too.

    I think a Corrupt in the middle of the match would be a cool idea for a different perk, though. Immediate pick for my Pig, like Plaything was.

  • Trickster. The uncollected guy whose trademark was his sloppy kills is, for some reason, an expert in knife throwing - on top of being in one of the most scrutinized fields of media on the planet and somehow slipping away for kills which very few noticed were being slipped into his songs.

    His lore, his power, and his gameplay are at odds.

  • Your 'point' isn't made because you couch it in strawmen and salt.

    Basement builds are one of the most relaxing ways to play, and depending on your personal 'rules of the basement' a lot of us chill with survivors down there just fine - some nice ambience, knowing the survivors above get some points, knowing you're gonna get a little for your time but being okay without a lot, knowing that if you get a visitor they're either gonna meme with you or throw a tantrum for your amusement...

    ..but personally, if you touch the box, I'm coming for you, your family, and your internet provider.

  • I think "a new second objective" for survivors should be an alternate means of egress: i.e. the Hatch. I think survivors ought to have to build something which spawns the hatch, or perhaps find key fragments - maybe 5-8 of them dependent on map size, with each fragment taking 40 seconds to build/find even if you locate the 'special location' for it.

    My short list of basekit perks would be: Kindred, Borrowed Time, Corrupt, Pop. I think DS, Unbreakable, and Ruin are fine to leave as choices for the players, as each would adjust a playstyle.

    An outlandish notion I have, if we were to consider "everyone gets DS" - it's coinmate, "everyone gets NOED." I think the most unfair thing about NOED is the unsure nature of the perk, similar to DS, so the survivor team either 'wasted time doing bones' or gets hit with surprise exposure just because they did their objective quickly. Surety in NOED's arrival means the survivor team will always spend the time doing bones, which is win/win for killers and will make the survivors feel accomplished.

  • It's pretty dishonest for people to say Haunted Grounds or Devour Hope are the same. Both of those have real and engaging risk/reward, NOED doesn't, and moreover: NOED doesn't tell survivors they're exposed until someone gets hit.

    Watch a NOED user 'play' versus someone who actually engages with play. You'll see what I mean when I say I'm disappointed in anything which makes my fellow killers stagnate or plateau.

  • Greed. Untempered, unfettered, unwarranted greed.

    The cosmetics for this game could be whipped up in an afternoon by a college student in some downtime. The more complicated ones aren't really worth a dollar, much less five or ten.

    I used to delude myself into thinking "this supports the development of the game" and do it anyway - and I regret that. I've been advocating people stop buying the game, that people stop buying DLC, that people don't buy cosmetics. I've been saying so in multiple streamer's community boards, and suggest that others do the same.

  • Only the survivors that 'die' get the memory wipe. Those that escape can tell each other what happened - and by canon, a little bit is missing every time.

  • NOED isn't toxic - perks, survivor items, et al. can't be inherently.

    How you use them, and how you let them influence your function, those can be toxic. NOED lends itself to a particular lazy toxicity, which is bad both for killer players in their inevitable stagnation, and for survivor players because that laziness in a killer will allow them to bang out gens and get surprised by NOED's stealth exposure.

  • Deadlock, Corrupt, Fire Up, Bamboozle

    Slowdown, funnel, QoL, anti-loop in order.

  • Twins encourages an unhealthy playstyle. It doesn't box you in, and Twins can work as a hit/run killer, but camps and slugs are kinda part and parcel for efficient Twins use - and despite the majority of killer players being fine with those, Twins has a few quirks that make it hard to really capitalize on scummery: it pushes people away who like and dislike the camping.

  • @Brokenbones said:

    But they just nerfed keys and hatch? Notoriously survivor sided mechanics

    There are a lot of reasons to be annoyed and upset at BHVR but siding with one aspect of the game isn't one of them imo

    You realize they nerfed keys and hatch after nerfing moris, their counterpart on the killer side?

    You realize they nerfed keys and hatch due to the 'disconnect 4 win' meta?

  • I mean, fixing a broken perk so it works more consistently is a type of buff in the right light. Which means DH has only ever gotten buffed, if you squint.

  • @Mr_K said:

    Find a game breaking bug with it. Then you can have Sprint Burst every match instead.

    I prefer Sprint Burst as a survivor anyway - map traversal is the biggest time sink in the game, and most tiles are pretty survivor-sided anyway. That one extra loop matters more to someone who can't take a hook state, which I usually can.

  • @Beaburd said:

    https://forum.deadbydaylight.com/en/discussion/comment/2591092#Comment_2591092

    Bold claim.

    Unless they released the stats on it (% chance to get haste, amount of the haste buff, duration of the haste buff, kick animation) I don't think it's worth debating that though. You'd also need to consider how much time you shave off running towards the pumpkin relative to taking a more efficient route, something that would vary case-to-case.

    Overall, too much effort for me to calculate unless the stats above are somewhere that I didn't see.

    I am speaking of maybes and could-bes, and from experience :P

    It's extended about eight loops for me, so far, and shut down one. According to an article, haste for killer is 5%, haste for survivor seems to be a higher percent at 10 seconds - 40% Treats, 40% 'dull pumpkin', 20% Tricks.

  • @Beaburd said:

    https://forum.deadbydaylight.com/en/discussion/comment/2591032#Comment_2591032

    Believe it or not, video games are actually a method of mental stimulation. They help players hone reasoning, rationalization skills, problem solving, and more.

    They're also often considered a form of therapy or escape to those who require mental respite.

    Unfortunately, many people see video games as a waste of time because they aren't traditionally productive, but I'd say people's beliefs on that are fairly short-sighted personally.

    ---

    That said, my concept of pumpkin kicking being a novelty stems more from it being a recycled asset (viktor/gnome kicking), paired with having no real reward or incentive attached to it.

    You can argue it provides feel-good feelings, in which case I'll agree with you without argument. However I don't get the same pleasure out of it nor any other type of stimulation. The lack of reward or any benefit associated with pumpkin kicking for me means that, in my perspective, yes, it is simply a novelty with no purpose.

    The haste buffs can actually make up for the time spent kicking in a chase - even to the point of being a risk-reward DH coin flip

  • There's no feelings involved, kiddo. It's a statement of fact that you put yourself out there, and regardless of your intentions or pretentions, we're going to respond.

  • @melodyabusa said:

    https://forum.deadbydaylight.com/en/discussion/comment/2590308#Comment_2590308

    Agree to disagree. I don't care about your stance or idea so post it in the feedback forum which is what this is for. My feelings my experience, your feelings your experience. Honestly feedback for the devs not for you or towards you.

    Your stance and ideas are here on a public forum. Our feelings and experience of your feelings and experience are relevant - you don't get to curate who responds.

  • Pyramid Head is the executioner of a cult, twisted by a fallen angel. He's capable of reassembling himself if dismembered, and is just below par compared with DBD's Entity.

    Nemesis is a frankenzombie who can and will die.

  • So you want to camp, you want to not have to make tactical decisions, you want (again) not to have to make tactical decisions, and you want a scream in addition to killer instinct.

  • If it has real tension, like Alien, yes. If it relies on anxiety and jumpscares - well, it's not real horror at that point.

  • @melodyabusa said:

    https://forum.deadbydaylight.com/en/discussion/comment/2590102#Comment_2590102

    I'm complaining about what affects my gameplay as a survivor. Being a killer is easy and now it is easier. Not much is required unless you're completing dailies. Make a feedback post for your stance on the game changes and agree to disagree.

    "Being a killer is easy" just means you don't play killer much.

  • @ChiSoxFan11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2588637#Comment_2588637

    Not to pile on, but as others have pointed out, 100 hours at survivor is relatively little in comparison to veteran players of the game. I probably have somewhere bordering on 1500+ hours (maybe more at this point) total, and I'm still learning things all the time to get better. There are players with literally 5000+ hours in the game and more.

    And as a Pig player, she's on the bottom end of pretty much every Tier list put out by people who know the game well. As a Pig player primarily, I think she's underrated and better than people give her credit for, but she's nowhere near needing any nerfs, and she still could use buffs to her base kit (mainly crouch speed and movement speed when crouched). While I'll disagree with the people who think her add-on changes were a heavy nerf, and while I think the new add-on you mention could be useful (if paired with Rules Set No. 2), it's nowhere near as good as you might think it is. Traps are her main way to slowdown the match, and with the new add-on you're referencing, once the traps are off, ALL of that potential pressure is gone. With RNG being so fickle (I can't count the number of times survivors get my traps off on their 1st attempt -- it's depressing), that can and will easily be as much of a disaster for a Pig player as a help.

    Fellow Pig main love <3

    And one I agree with on this, no less

  • @str4wberryp said:

    https://forum.deadbydaylight.com/en/discussion/comment/2588625#Comment_2588625

    bruh ######### how is 350 hours not a high volume? You could learn a language with that time

    Anyway, I don't think Pig was nerfed, she actually got an addon that makes every survivor start with a reverse bear trap. Just imagine how this changes her gameplay: you don't even need to down survivors anymore to attach the traps lol

    Video Tape removes her slowdown by preloading it, and it broke her RBTs so they don't even kill survivors when going off. The changes also nerfed two of her strongest builds, and outright removed another two.

    Pig and Clown are consistently D-tier killers because they're easily counterable M1 killers in the hands of a competent survivor.

    350 hours is an eighth of my friend's time, which is a fraction of my own. Put some real time in before you go saying a killer most of the community thinks is a joke should be nerfed.

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