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Eninya

Eninya

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Eninya
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  • To be honest, the only reason I even using Enduring now is to counter pallet stuns. I have only been hit by a single DS since The Great Nerfening 2019 occurred.

  • RBTs should still deny exit gate escapes. If you're the last survivor and you get trapped, well... why would it matter at that point? You're going to die.

    Comparatively, the new endgame is a race for Pig to find the hatch to actually capitalize on the final stretch. Otherwise, a survivor could still escape out of that, and during endgame, she needs to find it before people get their traps off and run out of a gate. With multiple survivors trapped she gets more time to find the hatch, and simultaneously delay escapes. Her endgame is more effective, but marginally so.

    I mean, if you're going to die specifically to a RBT or the collapse, you were going to die anyway--in all likelihood, this scenario would be due to the Pig camping your key-box and there's nothing you can do if this happens and she already closed the hatch.

    As a Pig main, I don't see how her endgame becomes overpowered by continuing to let RBTs maintain normal operation. If you're caught at the end, you're likely doomed. However, how is this really any different from a killer with NOED and Blood Warden before (especially on a Nurse), or just camping that last person? Pig would just be the innately stronger late game killer compared to others.

  • Dark Devotion should be an activation perk. The killer activates it, and their next swing passes their terror radius on for X/X/X seconds--including perk and addon modifiers.

    Dark Devotion could have a usage cooldown in relation to its duration. Heck, imagine the perk being designed in such a way that the killer could have multiple terror radii due to being able to apply it to more than one survivor at once. Think of the chaos that would create. >:3

  • First of all, i play both side (rank1 every season). When ds got changed i was thinking to dont play anymore survivor, especially alone, was a nightmare.

    The nerfs to these overwhelming perks needs to happen before killer balancing can occur. It's largely due to said perks disproportionately affecting some killers over others. Like, I'm dying for some Hillbilly nerfs (especially due to Spirit Fury + Enduring/BBQ), but I knew that could never happen when DS was singlehandedly winning games for a lot of survivors against any killer.

    And then DS is nerfed. Hooray! But lolholdmybeer, cause here comes Mettle of Man to dunk 75% of the roster.

    So, yeah. Once perks are more evened out and balance is equalized on that field, we can look at killers and map designs again.

  • Every game I had 3K, and had the game run to the endgame, I didn't pip. The only game I did pip was a 4K, with deliberately long chases and slugging.

    Like, it's hilarious how hard it is to leave rank 16 for all of the time I wasn't playing.

  • Maybe, if we still weren't randomly disconnecting. I've dropped out of a few games with some friends, and some of them dropping as well, while the rest of us/them stay connected. It's gotten so weird that one friend was able to see the killer's perks again, though he was unable to spectate; it was like the game had finished for him.

  • @Alther_Primus said:

    I'd be more in favor of making the ability to kick gens worthwhile, perhaps addind a 10% Regression per kick before it begins regression? Obviously that would nerf PGTW to 15% at tier 3, because the other 10% would be there by default.

    Alternatively you could have the regression speed double or even triple what it is now. Right now kicking gens is pointless without PGTW or Unnerving/Overcharge combo, so something *baseline* to help make kicking gens a worthwhile use of your time would probably be a good start.

    The only issue I see with an instant -% progression on the generator kicks is that it makes 3-genning even worse and harder to beat.

  • I had this happen on the hatch not too long ago. Feels bad. I had perfect timing. :(

  • The Spirit has massssssive inconsistencies when it comes to audio while using Phase Walk. I like playing her, but hearing a survivor right in front of me, and then ending the phasing only to find they're actually 8-12 meters ahead of me kills all interest in playing her.

  • @Visionmaker said:

    Cypress mori should be default.

    I disagree with using them as an alternative to the third hook. That robs 3 chances at saves for something simply cosmetic. There is no skill involved in a mori and it does not deserve precedence over a flashlight save or coordinated bodyblock.

    You would still have the opportunities to save in prior hooks, and this doesn't include the potential of multiple saves in the cases where the initial survivor never made it to the hook.

  • Having a survivor be basically invisible on certain areas of map is #########. Why hasn't this been addressed in the last 2 years?

    You do realize there's other survivors that are stealthier than her on other maps, right? Even if you took away the brown, she still has blue and green, which are more useful in other maps than brown is. lol

  • @Orion said:

    Monstrous Shrine. I was thinking about changing it so it'd buff killers if someone was hooked in the basement, as well as any time the killer is in the basement.

    Since it'd still be highly situational, the buffs would have to be appropriately powerful. I'm thinking double damage within the basement if someone was hooked there, and increased movement speed, and hit and miss recovery speeds while outside the basement.

    Buff it so that it has a long cooldown, but you can activate it to hook someone and they teleport to the basement.

  • @Peanits said:

    Fortunately there are two exit gates for just such a scenario!

    Unfortunately, lack of dev foresight on the procedural system can spawn them on the same wall.

  • @ShyN3ko said:

    Survivors:"Killer get 1 nerf and now they crying.

    In the last years, survivors got only nerfs".

    Survivors didnt get nerfs.

    This things were fixes.

    2 times SprintBoost in 1 chase is rly annoying.

    And this pig nerf was totally stupid.

    Because it destroy endgame piggy and they nerfed a low-mid tier killer.

    I dont play Survivor, because I hate Nurse in High Rank.

    I want pig in High Rank.

    This is all incredibly recent stuff. Major survivor nerfs that have hit, since I've started, includes:

    Brand New Part nerf

    Insta-blinds nerf

    Pallet vacuum removal

    Exhaustion nerf

    Pallet count nerfs

    Opening up may layouts, such as Lery's and Swamp variations

    Changing the lighting system and removing Moon addons

    Improvement of the audio system to be more accurate/louder for killers

    I mean, there's more than those, but those are all huge nerfs to survivors. "Killer mains" on this forum are a bunch of whiners that like to selectively forget everything they've gotten. Every single change I listed was warranted, and they don't include other major boons to the game, such as Spirit Fury and Bamboozle for dealing with certain mechanics. Nothing is perfect, but dear lord this game is so much better for killers than it used to be.

  • Dude, I am a ****ing slip 'n slide for the Pig getting new cosmetics.

  • MoM should apply a permanent Exhaustion, instead of an aura reveal after using it and healing.

  • Got accused of being SWF yesterday after getting a 4 man escape. We all just worked well together. Maybe there was a SWF duo or trio, but I doubt that based on the endgame chat. I've been accused many times, and the typical conclusion killers draw when they lose is a 4 man SWF.

  • @twistedmonkey said:

    It doesn't actually waste any extra time as the 16 seconds more to heal yourself equates to the same time off a gen as you and another survivor healing you and you dont have to waste time finding them.

    That is why there is a non heal meta and gens go faster, each time you don't heal up can be 32 s of a gen done.

    That 32 seconds is even stronger with Prove Thyself.

  • Survivors? Meanwhile, killers face camping hooks left and right for this bloodhunt. lol

  • If this situation is related to pallets, the Plague 100% has the advantage here.

  • Environmental details would be more important to this game. Most often, we're all running around or focusing too hard to really take in the scenery, which is a shame.

  • Sloppy Butcher is better, especially if you like to slug at points in your games.

  • This map has been nerfed significantly since Emblems have come. The 'hanging tree' loop has been nerfed, and so have loops in relation to the barn (the most egregious problem of the past). I don't think it's unbalanced like it once was.

  • I run Ruin on everyone. I kinda want to get Corrupt Intervention to stack with it, along with Overwhelming Presence and Distressing, or swap one of those with Overcharge.

    Pig is (soon to be: was) my main killer for testing various perk builds, and I've been enjoying Ruin, Bamboozle, Spirit Fury, and Enduring. I just don't find anything as effective overall as Ruin. It gets cleansed quickly a lot less than it has a serious impact on the matches for me.

  • That looks glitched; Claudette doesn't blend in anyway near like she did before the lighting system change.

  • Survivor: Dance With Me -- I don't even have this and it's awesome. XD

    Killer: Make Your Choice -- I play against this from time to time, but rarely is it actually *used*. Game changing perk when utilized.

    Runner-Up Survivor: Iron Will -- Not as common as it used to be, but godly for juking.

    Runner-Up Killer: Stridor -- Is generally useful, but on The Spirit it can be just as hurtful as helpful. It doesn't increase injured moans and breathing properly based on distance, but it does work... more or less...

  • Balanced Landing is stronger on maps you can use it consistently. It even creates infinites on Haddonfield.

    I, personally, don't care for Lithe. Yay, you can run around, but I typically run Urban Evasion with Sprint Burst, so time isn't particularly wasted in favor of better stealth and juking. Also, Sprint Burst is incredibly efficient for running to save someone that's running out of time and not alerting a killer being led away.

  • It's EA Games-levels of gay getting chased, hooked, and then tunneled just to be killed 15-30 seconds after coming off of your only hook. Ebony Moris are also typically an auto-loss for survivors. They aren't fun, and killing should be a basic part of the killer's gameplay path (with more killing animations on top of it, imo). Sadly, it's tucked away behind Devour Hope x5, or items that are incredibly unsatisfying to play against, or even use as a killer.

  • This is an incredibly weak argument. Juking has more to do with you reading the killer's movements. I've played Claudette as my main survivor, and it's entirely map dependent. She used to blend in very well on MacMillan (though now nobody does), but Bill, David, and Jake could vanish into the ether in Azarov's or Red Forest just as effectively. Even then, you have to pick your outfit for the map, and you magically have to roll that map or burn an offering for it. Claudette isn't as stealthy as you think, especially if you've been looking at one in virtually every match.

    You can rank up almost entirely by attrition (it's been nerfed now, but single pips are still very easy to get if you aren't tunneled from the beginning), so your survivor aesthetic isn't what's going to keep you in reds.

  • @Chewy102 said:

    https://forum.deadbydaylight.com/en/discussion/comment/445622#Comment_445622

    Are you talking about that chainsaw flick topic? Where you could turn his hitbox at the end of a sprint.

    That hasn't been s thing in LONG time. Maybe multiple years by now.

    lolwut. I just watched this in a video from a couple days ago.

  • @Tru3Lemon said:

    Erm the only nerf she have now its that her traps wont work on the end game

    Still a straight nerf.

  • @Peanits said:

    If it's an actual infinite, you won't be able to catch them regardless. Infinites are, well, infinite.

    If it's just a really strong loop, there's a couple things you could do:

    • Try bamboozle. If it's a strong window, blocking it off takes it right out of the equation.
    • Make sure you are running it the right way. Remember that survivors need a pretty big run-up to be able to fast vault a window. Most strong loops will have something in front of the window on one side to prevent that. If you change directions and force them to run the loop the other way, they'll be forced to do a much slower vault, allowing you to catch up much faster.
    • Consider just breaking the chase for now. If you're spending a lot of time on one guy while everyone else works on generators, you're going to have a bad time. It's not a huge deal if you have one or two people hooked or downed, but you'll want to reconsider if everyone else is safe. Often times it's better to go chase and down an easier target for now and then deal with the one that's causing you problems later when you've got pressure on the others.

    Bamboozle doesn't work on some loops. It doesn't last long enough.

  • I'm okay with this change if...

    ...they fix Protection events giving credit for tokens. I've eaten so many hits and not gotten tokens it's ridiculous. Either, this needs to be a looser, more oft-rewarded occurrence, or there needs to be another way to get tokens. I end a lot of matches using WGLF with 0 tokens because I'm unable to get to the hooks, or are not in an optimal position to do so.

    This perk is a wasted slot in more games than people think, whereas BBQ & Chili/Distressing will be universally rewarding and effective. (Unsure about Thrill's BP contribution, as I rarely use it.)

  • @GodDamn_Angela said:

    Probably because it was being abused to track survivors tbh.

    Even in this instance, it actually encourages tunneling because she can no longer pressure by proxy using the traps and letting the survivor go knowing they'll be burning time trying to get it off.

    It wasn't a positive change for her, or her gameplay.

  • Personally, even as a survivor, I felt that 3 minutes was too long, especially when it's very likely that someone is hooked or about to reach dying when the gates are powered, and subsequently opened.

    With a lot less time, there's a lot more pressure to try and risk it all for a clutch save. In reality, when you're faced with a guaranteed escape and 5000+ bloodpoints, or going for an extremely risky late save (that you have a solid chance of dying on), you should just save yourself and get out. Altruism kills more survivors in the endgame than the killer.

  • It's barely a consolation prize given that they increased her terror radius in the last set of nerfs. Killing someone with a trap is now even harder, yet they didn't change how it can be done (following someone while crouched). If anything, it makes this abuse case easier, since you'll be able to track them to their boxes easier.

    It's a colossal nerf to Pig's gameplay, and just makes her weaker in general. Even worse so is that she doesn't benefit from terror radius builds to even make the proximity of this useful in her old gameplay design. Couple this with the endgame being longer than 3 minutes due to hooks and downs, and even the endgame nerf doesn't hold much water.

    Basically: These nerfs make no sense.

  • It doesn't affect my Pig builds...


    It affects my Pig in general.

  • I like playing against killers that are incapable of one-shots baseline, and have to hunt. I *would* enjoy Freddy if he wasn't invisible, and his mechanics weren't completely dictated by RNG.

    So, Huntress, Pig, Plague, Hag, and Spirit are fun to verse. I'll usually try against a Nurse because their skill and luck is variable, but most people won't. I find Legion to be weak in most cases, and though he sucks to play against, he's usually a loss or leave because other people bail as soon as they see him for some reason.

    Myers is entirely addon dependent. Most won't stick around for infinite T3, or T3 mori. I mean, it completely lopsides his power. The Clown also varies, but it's primarily by map. He's virtually impossible to juke because his power is a guaranteed hit on a lot of maps. Once you're seen, it's a time limit.

    The Doctor is entirely dependent on how good the rest of your team is, as he can be decently manageable, or the worst killer to face. Part of this is whether he has Iridescent King and 75% range addons (most of them, sadly). I don't blame people for leaving against him, as can setup of a 3-gen and deliberately drag the match into an automatic win. It sucks, and his design is dog-s*** awful to play against, especially for newer players. Without Calm Spirit, good luck.

    I usually suicide or leave immediately against Hillbilly. He's just a completely unfair killer, and why they bothered bringing Leatherface into the game is beyond me. His mobility surpasses all other killers, including the Nurse. Really, the only way to compete is Hag range addons (still requires setup), Spirit with ultra + rare stacked speed addons, and 4-5 blink Nurse. All of those come with drawbacks, but not Hillbilly's chainsaw. He can hit something and is barely stunned for a second. Meanwhile, Leatherface misses his chainsaw and he's screwed for several seconds. Hillbilly also has that huge cleave on the end of his chainsaw and absolutely ridiculous base turning. My friend won't even come back to the game until he's nerfed, and I don't blame him. With him ignoring MoM, it's even more GG that this is the lovechild of the devs. And, of course, Barbeque and Chili OP as hell for him.

    I'll play out against a Nurse. They tend to be a lot more interesting to play against due to luck and object interaction with blinks, and the wild swing in skill. The real issue with her is the proxy camping, and inability to reasonably heal due to A Nurse's Calling being virtually busted on her. Combine it with M&A and you're pretty doomed before the terror radius even registers for you.

    Trapper is fine, except if he's using his ultra rares. While the 30s auto-arm isn't SO bad, Bloody Coil is broken as tits. I quit as soon as I realize that addon is in play.

    I greatly dislike playing against Wraiths nowadays. He's just annoying in general, and ends up being a more obnoxious Freddy (provided Freddy isn't abusing the 0 lullaby/terror radius crap).

  • Endgame should still prevent exiting through the gates. Why? It's a huge gamble for the Pig to try and stack them at the end of the match. She won't have time to chase everyone down before they get them off. I literally had a game like this scenario where I had all four survivors trapped with both exit gates open. 2 escaped, and 2 died to traps (the first, due to her having it so long and her box being near where I got the last down, and the last, whom I beat to the hatch). It's not some magical 4K scenario, and it's insanely rare.

    The second change shouldn't even exist because TR builds are still worthless on her, like most killers. (Coulrophobia anyone? lel) I mean, I understand that it's to encourage her to crouch more, but her crouch is ****ing useless against good survivors, and after early game in general, on any map but Lery's. She's slower than running, has incredibly short/low vantage (to the point that she can lose vision in tall grass easily), all the while still breathing loudly (fair) and being easily spotted from a distance (gimps it) on the vast majority of maps; survivors' third person perspective makes it easy to spot her.

    I'm a Pig main, but I think I'd quit playing her if these went live and just stick to Hag, or basically any other killer I normally play. Between MoM and this, she will have no endgame on her own and it would only exist through 1-2 stacked perks.

    These changes should only go live if she becomes a stealth killer and they (finally) buff Ambush to make it happen. Her current design does not support these nerfs.

  • @Ihatelife said:

    Old or not. This is still a problem.

    The original experiment is flawed, and the new one will be, too: alternate 'objectives' do not significantly affect the primary one against experienced players. It never has, and it's tough to say if it ever will.

  • I leave if I see someone go down in 10-20 seconds of the match starting due to Hillbilly just sawing across the map at lightspeed.

    I can get a new match faster than him, so it's no points loss.

  • The Hag is significantly shorter than the survivors. Even if she was to stand at her full height, rather than slouched/hunched, she'd likely still be significantly shorter than the female survivors.

  • @TheBean said:

    They took that away cause it was a pain in the ass to find a dying survivor. I think the Devs would rather you take the last one to the hook and finish the match off rather then letting them bleed out in some corner somewhere.

    Made for a boring end most of the times.

    Deerstalker?

  • @hisu said:

    Billy is probably the most balanced killer atm, he can easily get looped and 110% movement speed would hurt him REALLY bad, I don't know what you are thinking...

    110% speed isn't killing The Spirit, so...???

  • @Yamaoka said:

    Hillbilly is a wrecking ball but unlike Legion he can't nullify game mechanics and thus doesn't need a nerf. If anything all killers should get buffed to his strength. Hillbilly is strong enough to win games without tunneling and camping (if you're a good Billy) which should be the golden standard for EVERY killer the devs release.

    lol'd. Too bad that's all Hillbilly players do if they don't get someone off of BBQ.

    He should be nerfed and Leatherface reworked to differentiate them more.

  • @deathsia said:

    https://forum.deadbydaylight.com/en/discussion/comment/429794#Comment_429794

    Did you EVEN READ my post? This has NOTHING TO DO WITH carrying a survivor to the hook.

    Body blocking is a massive risk, and generally a bad idea if a save isn't guaranteed. The reason is that you've (typically) just occupied two survivors. If you make it to the hook, this greatly puts the survivors behind. I've won games from the moment a failed body block occurred, as it expedites my hooks and pressure.

    I don't think it should be changed, as Agitation alone completely counters the scenarios for carrying, and you can now pick your targets between two injured that you have actively tracked.

  • Prove Thyself is the only perk you really want. You can put the rest towards survival.

  • I'd say 2 minutes, honestly.

    The survivors should be getting out, and saving a friend should be a massive risk. Your goal is to get out and survive, and that doesn't always mean everyone getting out alive.

  • Color recognition. It's just like finding Claudettes on the old MacMillan. Remember the shades of color, and their shape against whatever you're looking at.

    Also, the game has a tendency to just up and start the chase music if you happened to move in someone's general direction.

  • @GrootDude said:

    https://forum.deadbydaylight.com/en/discussion/comment/428568#Comment_428568

    With pig at most loops you’ll either force them to abandon the loop or you’ll hit them. She is awesome at loops.

    A real survivor will run the moment they see what you're doing, and Ambush won't cover that much distance; you just set yourself even further back when this happens.

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