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FireHazard

FireHazard

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FireHazard
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  • @The_Heir

    It's a decent suggestion, but they wouldn't have two clowns be put into the game tbh buddy...

    Not impossible, but it's very unlikely they'd make another Clown Killer.

  • @Ark_the_Bonsai said:

    https://forum.deadbydaylight.com/en/discussion/comment/764192#Comment_764192

    https://forum.deadbydaylight.com/en/discussion/comment/764351#Comment_764351

    Yeah... I'll be honest this was mostly a frustrated rant. At the time of writing I'd had multiple games in a row where my teammates did nothing but insult the low rank killer we got for not being good at the game, for being loopable, for not finding people thanks to their ability to bully them just after rank reset. That got to me because a lot of these new players were genuinely distressed by this behavior and I'd really not like to lose potential members of the community just because some people can only have fun by stomping on others.

    Like It's ridiculous how many players we can lose because of this behavior.

    Some people are just cruel. That's just how it is when people play games and face some people that're better than them.

    If I faced that Killer, i'd probably suggest what he did wrong and how to improve if he was interested. Otherwise, some people would rather just berate them

  • @bendermac

    Stockpile on Fragile Wheeze's and Dark Cinctures. Those will be the new Blink Charge add-ons for Nurse, and it'll greatly increase the base 6 seconds for both Blinks to fully charge all the way to 4.5 seconds.

    Also, grab a few Spasmodic Breaths for when it's fixed for the LIVE release, it increases The Nurses base walk speed to 4.6 after a Blink hit, so you can blink than just regularly down them normally.

    Jenner's Last Breath is actually an interesting add-on and you should also grab a few of those, it lets you blink to someone than use the alt power key to blink right back to that original position.

    AND! Stockpile on the new Ultra-Rares which are currently the common add-ons (Stockpile on Matchboxes and Torn Bookmarks) They're currently kind of meh, but if they get changed to be even better before the LIVE version after the PTB than they'll be very good to have multiple of them to have.

    That's just a few to name but those should be good to have and use. Also Ataxic Respiration will be one of the new fatigue reduction add-ons.

    If you want more option, here's the post that tells you all of the new add-on changes, so you can decide for yourself if I missed anything!

    @Peanits said:

    https://us.v-cdn.net/6030815/uploads/138/RNKKLPI0RMI1.png

    For the past few months, we have been reviewing the Nurse and her add-ons. We are pleased to say that these changes will be available in the upcoming mid-chapter update, and we would like to take a moment to share some insight into thought process behind them. 

    There were several things we wanted to address when revisiting the Nurse. First, all killers should have 4 common, 5 uncommon, 5 rare, 4 very rare and 2 ultra rare add-ons- the Nurse previously did not meet this condition as she was created before this standard was put in place. Many of her add-ons also had downsides or effects that hindered players' muscle memory, causing them to be very rarely used. Others had unintended side effects that made them much stronger than intended (notably the range add-ons which in turn granted reappearance speed, sometimes referred to as "omega blink"). We wanted to bring these add-ons up to our recent standards and introduce new and fun effects for players to experiment with. 

    In the process, we’ve also made a few adjustments made to her base power. Previously, the Nurse could double blink, go through fatigue, then immediately double blink again. This did not leave the Survivors with much of an opportunity to break line of sight. A recharge mechanic for blink charges has been added to limit how quickly she can perform multiple blinks. Rather than immediately receiving all her blink charges following fatigue, she will instead regain charges one at a time. Each charge takes three seconds starting from the beginning of her fatigue. This time can be reduced through add-ons. 

    The timing of the visual effects for the blink reappearance have been adjusted so that the Nurse becomes visible just before the end of the blink. This allows players to react appropriately and avoid situations where they are hit or blocked by the collision of the Nurse before they can see her. 

    We have removed the “blink accuracy” stat. Blink accuracy stat was functional, but its values were so small that its effect was hard to notice. Blink accuracy would place you randomly around the position you blinked to. 

    New Add-ons 

    Every single Nurse add-on has been altered in some way. The new effects of the add-ons are the following: 

    Common 

    White Nit Comb 

    • Decreases the length of blink attack lunges by 50% (0.15 seconds). Increases blood point rewards for blink attack score events by 100%. 

    Metal Spoon 

    • Hitting a Survivor with a blink attack causes their sounds of pain to be moderately louder for 60 seconds. 

    Wooden Horse 

    • Reduces extra fatigue from missed blink attacks by 50% (0.5 seconds). 

    Plaid Flannel 

    • Rarity changed from Very Rare to Common. The blink indicator placement has been improved, and will now stay visible until the Nurse has reached her destination (it was previously not visible while blinking). 

    Uncommon 

    Dull Bracelet 

    • Decreases maximum blink distance by 20% (4 meters). Increases Blood point rewards for precise blink score events by 100%. 

    Bad Man Keepsake 

    • Rarity changed from Common to Uncommon. Hitting a Survivor with a blink attack causes their aura to be revealed when healing or being healed within a 28 meter range for 60 seconds. 

    Catatonic Boy's Treasure 

    • Reduces extra fatigue from chain blinks by 100% (0.5 seconds). 

    Dark Cincture 

    • Decreases blink recharge time by 20% (0.6 seconds). 

    Pocket Watch 

    • Increases the duration of the chain blink window by 13% (0.2 seconds). 

    Rare 

    Anxious Gasp 

    • Blinking past a survivor causes them to scream and awards 200 blood points in the devious category for terrifying them. 

    Spasmodic Breath 

    • Hitting a survivor with a successful blink attack disables the ability to blink and increases The Nurse's base movement speed to 4.6 m/s for 60 seconds. 

    Ataxic Respiration 

    • Reduces base blink fatigue duration by 12.5% (0.25 seconds). 

    Fragile Wheeze 

    • Decreases blink recharge time by 30% (0.9 seconds). 

    Heavy Panting 

    • Increases maximum blink range by 20% (4 meters) and increases maximum blink charge time by 20% (0.4 seconds). 

    Very Rare 

    "Bad Man's" Last Breath 

    • Hitting a survivor with a successful blink attack grants The Nurse the Undetectable status for 16 seconds.This effect may be only triggered once every 60 seconds. 

    Campbell's Last Breath 

    • After reappearing from a fully charged blink, The Nurse immediately blinks at half charge in the direction she is currently facing. 

    Kavanagh's Last Breath 

    • Increases maximum blink range by 30% (6 meters) and increases maximum blink charge time by 30% (0.6 seconds). 

    Jenner's Last Breath 

    • After blinking, allows the Nurse to immediately blink back to her original position by pressing the Secondary Power Button. Requires a blink charge and must be triggered during the chain blink window. 

    Ultra Rare 

    Matchbox 

    • Rarity changed from Common to Ultra Rare. Removes 1 blink charge. Increases base movement speed to 4.2 m/s. 

    Torn Bookmark 

    • Rarity changed from Common to Ultra Rare. Adds 1 blink charge. The Nurse can no longer blink to locations not in her line of sight. 

     

    All these changes are available to test starting tomorrow on the Player Test Build and will be included in the following mid-chapter update. We look forward to hearing what you think! 


  • @NIC0LASB0URBAKI

    I'm going to go with what I use as a build, than "build" off that.

    perk builds

    Here's the build I use for Freddy... it's pretty standard but it gets the job done. I use, Ruin, BBQ & Chili, Pop Goes the Weasel, and Remember Me.

    For one, I use Ruin because it's one of the best perks for slowing the game down if it lasts for more than a minute... Even if it doesn't, it keeps Survivors off the generators. But, if they can somehow consistently hit Great Skill Checks, than they'll need to focus heavily on that. And if they hear my Terror Radius than their focus will waver, which than keeps them off the generator and makes them fail it more often. (That doesn't always work on Survivors though)

    Next, I use BBQ & Chili because it's the best BPs perk, and it's the best tracking perk to keep me aware of what all Survivors are doing away from me while I'm hooking someone else. It can also tell me if a lot of Survivors are on one generator, and if that's the case I can teleport to them and kick the generator. (Which will give it a 25% regression penalty due to me having Pop Goes the Weasel)

    After BBQ is obviously, Pop Goes the Weasel. PGTW is a very good meta perk that benefits from being paired with perks like BBQ, and its especially good on Killers like Freddy that can teleport to generators and keep Survivors off them as well as heavily regress them after a Kick.

    Last, is Remember Me. While this perk isn't as dependent for Freddy to use anymore, it's still a solid perk to use on him. This is especially the case when Freddy has the last Survivor in the dream state and you put two dream snares at the base of the gates, keeping them from sneaking up and opening it if the gates are very far apart. And, if they get out of the dream state you can tell by seeing their icon below on the bottom left.

    Remember Me will THAN capitalize on a Survivors time spent on that door, and can actually save you from having them open the gate right after they get out of the dream state. Remember Me isn't the most needed perk, but it still does it's job regardless.

    perk swap suggestions

    This build is standard, but if you feel it isn't right... than you can try swapping certain perks out for these perks. You can swap Ruin for Corrupt Intervention, which is debatable better than Ruin in some cases... as it blocks 120 seconds on 3 generators that were the farthest from where you spawned when the game started.

    If you don't like Remember Me, you can swap it out for Surveillance (one of The Pigs unique perks.) This perk is pretty helpful on Freddy especially, since you have the ability to teleport to generators. So if a Generators aura changes from white (When you kicked the generator) to yellow, it means a Survivor is currently working on that generator again and you should probably teleport to that generator if it was almost complete or if you have nobody to chase.

    Pair that with the add-on "Class Photo" and you can effectively hide where you'll teleport and even catch some Survivors who're on that generator by surprise and get a free hit.

    I don't really suggest anything else to swap around, but you can figure that out for yourself if you really think some other perks are not needed.

    add-on combos

    We'll go from a standard add-on combo to the more advanced ones. The most standard add-on combo is something like Jump Rope + Blue Dress. Jump Rope considerable decreases the stats of sabotage, healing, and repairing. And Blue Dress Slightly increases those stats, but Survivors auras will be revealed to Freddy for 4 seconds if they fail generator repairs, healing, sabotage, etc.

    If you don't like Blue Dress, than you can either swap it out for Nancy's Masterpiece which increases the recovery of Freddy's teleports, or you can use something higher tier like Pill Bottle or Class Photo.

    For more advanced add-on combos, the best add-on combo by far on Freddy is Red Paint Brush + Swing Chains. Red Paint Brush starts all Survivors off in the trial in the dream state, and they can't wake up by failing skill checks anymore.

    While Swing Chains slightly decreases sabotage, healing, and repair speeds for all Survivors who're awake or in the dream state (A very powerful add-on) and this is multiplied by the more Survivors who're asleep. So get all 4 asleep and that'll increase it all the way up to Tremendously! (Or so arbitrary stat names go. What I know for sure is Considerable decently decreases all those stats while Tremendously is far worse! If you want the actual stat de-buffs than you can probably find it on Freddys DBD wiki.)

    Another add-on combo for a more advanced add-on build is basically what I suggested above which is Jump Rope + Pill Bottle or Jump Rope + Class Photo. Both of those are decent, and Class Photo is especially good if you swap Remember Me with Surveillance and keep track of all your generators you kicked.

    While Pill bottle just decreases a Survivors ability to see Freddy when they're away from 16 to 32 meters to 12 and 24 meters. It's a decent add-on for stealth.

    basic freddy mechanics

    Basically, when using Freddy you'll want to place Dream Snares right in the middle of the other side of each loop, which if you're chasing them from the start with a little distance you'll eventually have them walk into it and get downed or hit.

    Even if they run around the trap, they'll still most likely get hit (Depending on how far your distance from them was when the chase around the loop began)

    Dream Snares are very useful when in a chase actually, you can put them down for Survivors who're asleep in a chase and actually end chases a lot faster by putting those traps at the end of the loop MID-CHASE! It can easily down those Survivors, and with simple M1 Mind-games like moonwalking and such, you can easily down most Survivors at the worst to best loops because of how good Dream Snares are... Remember, use Dream Snares whenever you're in a chase with a asleep Survivor, and if they're awake you can still put traps around loops when you're chasing to use against them after they get hit or such...

    Planning ahead as Freddy is important, and it's quite easy with Dream Snares. If you Decide to use Dream Pallets, you need to remember to only use them on Pallets that're already broken. If you just place them wherever you want while other pallets are already at that spot, it'll be too easy to see which ones are fake and the Survivors will just drop those to destroy them.

    Dream Pallets are only good for fooling Survivors into thinking the chase is safe, and you should only use them on already broken pallets that were previously there before getting kicked. So Dream Pallet Freddy takes a bit more patience and setting up after regular chases have begun.

    Make sure to also teleport to generators and 99% some generators when in chases that you know has a Survivor or Survivors on it... It'll fool them into thinking you're going to them, and will keep them off it or even make them fail the skill check. Than when doing this you can just cancel the teleport and down the person you're chasing and go kick that generator with PGTW or something.

    If the Survivors are smart enough to know it's a fake out, than you should actually abandon the chase and just teleport to the generator to begin another and injure more Survivors...

    Freddy is very tactical and requires a lot of forward thinking and strategy, he's not a Killer you just brute force everything with, he takes a lot of brains to know when a chase is a waste of time or when to plan out traps for loops to easily down Survivors.

    He's still a M1 Killer and is limited like all the rest of the M1 Killers are, so also keep that in mind. But if you use these tricks and tips with his traps, you can easily down most Survivors, even at Red Ranks.

    tl;dr

    Use Dream Snares in the middle of the other side of the loops to slow injured or healthy Survivors down in the dream state, and with Dream Pallets only use them when you already broken pallets at those loops, putting Dream Pallets everywhere will clash with pre-existing pallets and make it too obvious to not use them...

    For Perks, try my build out. My build is Ruin, BBQ, Pop Goes the Weasel, and Remember Me. But if you don't want Remember Me, use The Pigs unique perk "Surveillance" which is better or worse depending on how you look at it.

    The best add-ons to use is Paint Brush + Swing Chains for the huge debuffs it can bring for awake and asleep Survivors, and standard add-ons to use are Swing Rope + Pill Bottle, Swing Rope + Nancy's Master Piece, Swing Rope + Blue Dress, or Swing Rope + Class Photo.

    They're all standard to advanced depending on how you look at them, but the best add-on combo is Paint Brush + Swing Chains BY FAR!

  • @blackfoxx_x

    You do get points for when DH activates for anything nearby after a Generator is complete, and the same goes for having the auras be kept in the map as well.

    But for your specific question, no, Crystal Bead doesn't activate if you don't use the map. The next time you do use the map with the new recorded auras, it will show your team those new auras. Will it show them the aura readings during DHs activate when you have the map? No, because that aura reading is a separate aura reading from the map itself and it only shows it to you. You can however like I said, get the new auras recorded with the map... than press M2 to show people those new auras.

    Here's the proof below that it records and rewards the player when DH activates.

    Dectectives Hunch Reeee.jpg


  • @Ark_the_Bonsai

    It's because some players like to get a rise in others... they like the reaction and they like to ruin others experience to benefit their own. It could be because they're bored, they actively seek to ruin other peoples experience, or they're just in-general "toxic."

    These players are in the minority now of the community (which is good...) and they still sometimes come out to give negative feedback like on the forums, or even in game against nooby/pro players. Some players also actively go to the lower ranks to do this...

    It's a cruel outlook on how to treat your fellow Survivor/Player, and it's kind of sad tbh.

  • @edogast

    The rarity scale used to be a lot different back in 2016, and we used to have even less than what you're asking right now.

    For context, the reason we don't have things like "common" flashlights, is because having a lower tier flashlight than the pre-existing yellow one doesn't make a lot of sense... as the yellow flashlight doesn't have a lot of features anyways.

    Same with the green map, we don't have "common maps" because the green map (the rare map) doesn't really offer much, or anything for practical use in higher ranked matches... That's kind of why Ultra-Rare items like rainbow maps and skeleton keys have increased drop-rates now... because the green maps are quite useless and skeleton keys are pretty much the same as the dull keys except one has a longer time when using add-ons that focus on aura sensing.

    short version

    A lot of items we have don't need lower tiers on the rarity scale because the lowest tier of that item already offers so little... Like, the grey toolbox doesn't really offer much in terms of what the yellow can do, it's just slightly worse...

    Most people don't even use the yellow items, so it's kind of pointless to have a downgraded version of items that nobody uses. (Mostly nobody uses)

  • @WaffleFalafel

    The patch will come out on the same day as the Withered Blight. The Withered Blight is scheduled to drop on October 22nd and last until November 1st.

  • @Poochkips said:

    Holy smokes this was informative. I very much appreciate this. I'll be bookmarking this. Thank you very much for taking the time to do all this! :D

    No problemo. 👌

  • @Sir_Kazi said:

    https://forum.deadbydaylight.com/en/discussion/comment/762447#Comment_762447

    i STOPPED playing for a while and I come back and killers have so many things. Super fast and they can exchange pallet hits.

    Please elaborate on what makes this game "Killer sided" over Survivors...

  • @Sir_Kazi

    How does nerfing insta-heals make the game majority Killer? When they just nerfed the strongest Killer in the game.

    Insta-heals needed to be nerfed anyways, they were too broken and required zero skill to use. You just get hit, go to a loop, go behind the loop, heal while spamming space bar, than you're fully healed negating all damage.

    Plus, the purple add-on was changed in the PTB to give you the ability to take a hit like pre-nerf Mettle of Man for 20 seconds... so you can use that as a "free health state" even though it was changed... the benefit is you can just wait 20 seconds before downing the Survivor, but that's only worth it if you know nobody is doing anything on the generators.

    Also, the Ultra-Rare insta heal was changed in the PTB to activate at 6 seconds, so instead of just negating any damage from the chase, you actually have to get chased for 6 seconds.

  • @doitagain_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/762319#Comment_762319

    Haha I’m not trying to bring in movie facts or lore. I’m just saying they are all mirrored on the menu screen. Is it not on Freddys left hand in the menu? In video games it doesn’t really matter. MK9 Freddy had claws on both hands after all.

    It's not really about lore, I think its to either keep with the movie like you said or because Hag literally doesn't have the ability to swap her weapon between both hands... since her weapon is literally her hand, claw, thing.

    It's the same thing for Demo, it's just his claws. Except both of them are the same unlike Hags where one is gigantic and the other is just her normal hand. With Freddy it's to stay true to the movie, as his claw isn't left handed.

    With Spirits sword, Myers Knife, Clowns Knife, Wraiths Axe, Doctors "Punishment Stick", etc... they can clearly swap the weapons between their hands.

    It's weird how The Pig also does this, despite her weapon literally being a device strapped to her right arm.

  • @doitagain_ said:

    All the killers are lefty’s in the menu screen at least cause it’s mirrored.

    but yeah I’m a lefty and it would be nice if they added an option to switch hands.

    Actually, Killers like Hag, Freddy, and Demogorgon are not left handed on that screen.

    Hag and Freddy because there is no left handed claw in the movies, and Hags hand can't be made for both sides since it's a genetics thing or whatever.

    And Demogorgon just uses his hands to hit people (Mostly his left, but they can't really dictate which is his dominate hand on the main menu)

  • There are no "Survivors Rules" that's just a meme made by people because certain players like to dictate how you should play...

    When in reality we all can play whatever we want and do what we please as a Survivor or Killer (Within the rules of course...)

  • Let's just wait for the official statement on these sort of things shall we...

  • @bendermac said:

    https://forum.deadbydaylight.com/en/discussion/comment/762105#Comment_762105

    If the that would be what you're saying, then why do get I constantly Auto-Heaven or Coldwind maps?

    @bendermac

    Because there is literally like, 5 auto-haven maps and 5 cold wind maps... now add 5 Macmillan maps, 5 different versions of Badham Pre-School, 2 Swamp maps, 2 Crotus Prenn Asylum maps, 2 Red Forest maps. THAN add Haddonfield, Yamaoka, Gideon Meat Plant, Ormond, and Lery's and that's literally 31 maps you could possible get...

    And I didn't even count the Hawkins map, so obviously you'll most likely get a big dry streak for awhile because that's literally a 1 in 32 chance to get the Hawkins map...

  • It's as rare as any other map, we just have so many maps now that it can be pretty hard to get it.

  • For me, if both sides had fun it's a 100% win.

    If I only had fun, it's about 50% tbh. I prefer having both sides have fun and try their hardest if their team is coordinated. I don't like playing against overly sweaty players, but if the team or Killer is pretty decent or very good and i'm feeling up for the challenge than i'll enjoy it.

    If I face overly sweaty killers all the time than the experience isn't fun to me anymore, and the same goes for teams that try... too hard in a game.

  • @Eleghost said:

    have you not seen the one on crotus penn asylum? Where it's just smack dab in the middle of the open. Not even grass covering it.

    What about this one? (This image is really old, so ignore the lower tier perks.)

    Wow.png
  • Myers, Freddy, GhostFace, and Demogorgon.

    Demogorgon is especially good at some loops and Killer shack is pointless to loop with him on some occasion's

    GhostFace and Myers can give the exposed status effect to Survivors, making them get one shot. They're also two of the best stealth Killers in the game and can drop on any Survivor without them even knowing it if they're not paying attention.

    And Freddy is really good at placing Dream snares and stopping chases quickly around loops because of those dream snares. Even his Dream Pallets are decent, and they can fool Survivors into thinking a loop is still good with it isn't.

  • @millennial_dwight

    No, like I said you won't be unbanned due to the ban being issued through EAC (Valves easy anti-cheat system for cheating)

    And it'll consider you were cheating in the game, which is a valve issued ban and it's out of BHVRs jurisdiction at that point.

    So when they say "use at your own risk" they literally mean USE AT YOUR OWN RISK!

  • @Kikki

    I'm going to copy and paste what I gave to someone else, it's basically the same thing that'll help you out also.

    Note, it's not exactly the same and I edited it with some new parts to help you with your specific issue.

    here's that guide

    So, first i'll give my personal advice than recommend you to a video that might help you out. Back in the day, I had a really hard time learning Spirit for some reason, than I found this video and it helped me out a bit with understanding some stuff. It's a little dated, but it'll still prove useful to you.

    Anyways, personally you'll want to focus on using perks that work well with The Spirit, perks like BBQ for the aura readings which will help when phasing, Save the Best for Last which can be INSANELY GOOD with The Spirit, especially when you get a fully stacked STBFL when using your phase walks or just normal hits...

    You also need to know when you phase, the Survivors leave scratch marks which are somewhat reliable, but they also move grass and corn and such when they run into those objects... So that'll give you a better idea of where they'll be and go when you're phase walking.

    Be aware, some Survivors know this and they also manipulate the scratch marks by running in one direction than walking right back to your husk to avoid being hit. You'll know if a Survivor does this the first time around, than you can bait it out or even walk out of phase early to meet them up at a closer distance since they're walking back to you.

    This doesn't work well when they're injured, you can still hear them when they're injured. perks like Pop Goes the Weasel also work well with her since she can cover distance over the map pretty decently... so it's good to to have PGTW to break any generators you chased Survivors off beforehand...

    edited additions

    Also, for your specific issue you can try using perks like Stridor which help you hear Survivors breathing during phase walks as well as giving you the potential to better track people during a phase walk chase.

    Hearing Survivors breathing really does improve chases, and it can even help track Survivors that use Iron Will as a counter against The Spirit. Note, if you decide to use this perk you shouldn't rely on it heavily. As if you grow too dependant on the perk than you'll use it as a crutch rather than assistance with chases. (Meaning you'll grow dependent on the perk and require it to even play The Spirit... It isn't that severe though it'll just make you get used to not the default settings on the games noises with Survivors.)

    You can also use perks like Bloodhound to better track Survivors blood stains when they're injured during a phase walk, and perks like Predator that bunch Scratch Marks closer together and give you a better idea of where they're going when they run away.

    the recommended video to help you with all your spirit questions and issues

    This video will for sure help you out with some issues and even give you some basic and or advanced phase walking tips. (Note, the intro is pretty loud for some reason... not like extremely loud just decently loud)

    https://www.youtube.com/watch?v=7AG8v-5sszA&t=393s


  • @Poochkips

    Hope this helped!

  • @Poochkips

    warning both the main post and the tl;dr are decently long to read...

    Here's what you should do, i'll focus on perk builds and their practical uses on The Pig before I go into mechanics and what you should ALWAYS do in a match as The Pig for an optimal trial.

    Perk builds

    For one, this is the build I use as The Pig and it usually keeps people off generators as well as giving me time to chase others without people gen rushing me during a chase, this build and many others with The Pig go together with her mechanics and power, so keep that in mind before you just read this and use the build without reading how to effective use her power.

    What I use is this, Ruin, BBQ & Chili, Pop Goes the Weasel, and Brutal Strength. This perk combo along with her powers allows me to effective waste a Survivor teams time and gives me the opportunity to chase people down without worrying about time (To a degree, this isn't always the case)

    I use Ruin because Ruin is the most meta perk and when not found can devastate a team even when they're able to hit great skill checks to a degree. Hitting Great Skill Checks takes focus, and if they hear the Killers Terror Radius while they're focusing on hitting those skill checks than they'll falter in those precise moments of concentration.

    Next, I have BBQ & Chili so I can gain a ton of points post-game as well as have map knowledge around the map to know where people are and what they're doing, it also goes well with Pop Goes the Weasel as if I see 2 or more auras on a generator and I make it there in time, I'll be wasting their time running away from me and with Brutal Strength I can quickly kick the generator and proc Pop Goes the Weasel on the generator, which regresses it heavily.

    After BBQ, I use Pop Goes the Weasel. Pop Goes the Weasel is insanely good as a meta perk for most M1 Killers, and it's especially detrimental on The Pig for many reasons. For one, when you hook a Survivor you're given a flat 60 second timer to kick any generators you see fit deserves of a regression, and once kicked those generators are given a 25% regression penalty instantly after the generator is kicked completely.

    This works well with The Pig because of how her RBTs (Reverse Bear Traps) help slow the game down, and when used on a Survivor they'll be more focused on removing the RBT than they will be worrying about the generator as a whole. It also goes well with Brutal Strength, Surveillance (One of The Pigs unique perks), and even Overcharge.

    Last, I use Brutal Strength over perks like Surveillance and Overcharge for many the extra bonus it helps me with in a chase. Brutal Strength (A unique The Trapper perk) increases my kick speed by 10/15/20% depending on the level, and this works with generators AS WELL as pallets as well. As a M1 Killer, breaking pallets and removing them from the game is very important, as chasing as a M1 Killer is quite difficult at ranks like Purple and Red due to the odds being stacked against most M1 Killers depending on the map.

    alternate perks to use with this build

    If you feel like Brutal Strength isn't needed, you can swap it out for perks like Overcharge or Surveillance. Overcharge will give a skill check after a Survivor attempts to repair it again, and sometimes the Survivors will fail it and regress the generator even more.

    Beware though, Overcharge is easy to hit the skill check on, and at Red Ranks the perk is worthless unless on Killers like The Doctor WITH perks like Unnerving presence that increase the difficulty of the skill check, as well as decrease the size of the skill check... so on killers like The Pig it's not worth using at higher ranks honestly.

    Now, a perk like Surveillance is very useful on The Pig. It's one of her unique perks and it can be effective in keeping track of generators you have kicked and regressed with Pop Goes the Weasel. It gives a white aura when its been kicked and tells you nobody has touched it, and when someone does touch it it turns yellow for a limited time before returning to red. Indicating that someone has stopped the regression on the generator and is possible working on it.

    If you don't need perks like BBQ also, you can swap that out for perks like Enduring, Corrupt Intervention to assist with Ruin in-case the perk breaks early, and Nurse's Calling to help track people who're healing within a radius of 24 meters.

    add-on combos

    The best add-on combos to use on The Pig is something standard like Last Will + Bag of Gears, or Rules Set No.2 + Bag of Gears. Rules Set No.2 is useful to keep people from removing their RBTs until a generator is complete to activate them, and overall isn't useful for any other perk combo, as the add-on alone isn't very useful for other advanced add-on combos, and it should honestly be in base-kit to be honest...

    for an advanced add-on combo, you can try these two. Crate of Gears + Tampered Timer is the best add-on combo for The Pig at the moment, due to how Crate of Gears considerably decreases the time it takes to search through Billy boxes, as well as moderately increasing the time it takes to put the RBT on a down Survivor (So it's insanely fast)

    Added with Tampered time decreases the RBTs death time from 2 minutes and 30 seconds, to 2 minutes flat. That add-on with Crate of Gears can actually kill a lot of Survivors if you're around a Billy box they're at. And if they don't just search boxes right away and do generators to activate it, it takes about a 30 seconds or so to search one Billy box...

    So in theory, if they waste too much time doing random things, and they'll instantly be killed by the RBTs... that's why this add-on combo is the deadliest of The Pigs add-on combos.

    If you feel Tamper Timer isn't needed, you can also try Crate of Gears + Bag of Gears to decrease the time it takes to search Billy boxes by about... 45 seconds each I believe. But the time on the RBT is set back to its default 2 minutes and 30 seconds, so its debatable if both add-on combos give the same reduced time or not. (IMO, Tampered Timer + Crate of Gears definitely reduces the time more than both those other add-ons.)

    the pigs mechanics and what to do

    First, when using The Pig you shouldn't throw her RBTs (Reverse Bear Traps) on people once you down them... That's a huge waste of their psychological and time wasting potential, and overall shouldn't be used like that.

    A good time to use your RBTs is about 10/20/30 seconds after your Ruin has been broken, if you're in a chase when Ruin breaks and you down someone after or right when it breaks than also use it at that moment as well.

    You must save your RBTs when your Ruin is broken so it can be used as a 2nd objective for Survivors to remove. It wastes their time not doing generators and also can lead to some Survivors dying if you're dominating one area that has their key to the RBT on their head. (Don't camp Billy boxes, by this I mean you're downing people in that area and they refuse to go there until you're out of the area to go to the Billy box)

    Doing this will maximize the time you have to make mistakes or none at all within chases, and destroy the time due to too much time being wasted on other things... Of course this power isn't full proof, and relies mostly on the Killer being able to down Survivors in the first place without wasting too much time...

    Also, when I say RBTs have a psychological effect on Survivors, it's kind of the same thing with Legions mending or Plagues broken status effect on Survivors when they're fully sick... Survivors don't heal with Plague to avoid being hit by her corrupt purge vomit, which can down a healthy Survivor in under 15 seconds easily...

    And people don't heal OR heal with Legion to avoid being one by him afterwards, or they don't so they don't waste time doing that rather than doing generators.

    It's the same with Pigs RBTs, Survivors don't wanna keep the RBT on to waste time on not removing it... It's so that when it's active and you're dominating an area with the Billy box they need to remove it, it can literally kill them because they didn't remove it beforehand.

    basic m1 killers strategies

    If you struggle on that, you should try reviewing videos that will teach you how to use moonwalking tactics, and mind-games at loops. A basic summary is, you should moonwalk around corners at loops to hide your red stain (the red light Killers have) from the Survivor, so they think you doubled back to the other side then in reality you're moonwalking right into them to hit them on the side you were just at.

    mind-games are also helpful at loops, its so you can have Survivors think you're going places so they waste pallets, vault windows by mistake, or if you're good with it you can moonwalk around corners so they think you doubled back, and once they think that you can fool them into attempting to mind-game YOU by faking the window vault.

    In reality you mind-gamed their mind-game by mind-gaming them into faking that window vault so you can moonwalk right into them around the corner and hit them at the window...

    This is most effective at tiles like the "L-Wall and T-Wall" tile, or this tile to be specific.

    L-Wall and T-Wall.png

    You should also look up videos reviewing basic tiles in maps to help you in chases as a M1 Killer and better learn how to mind-game these tiles and what mind-games Survivors use on them on YOU!

    tl;dr

    Basically, try my build out. I use Ruin, Pop Goes the Weasel, Brutal Strength, and BBQ & Chili. This perk combo helps me waste time with my RBTs (Reverse Bear Traps) and also regresses generators around the area so I waste a lot of the Survivors time.

    Don't use RBTs until your Ruin is broken. Once Ruin breaks, count about 10/20/30 seconds after it breaks to get an idea if a generator nearby will finish after the RBT is on someones head. If you're mid-chase and Ruin breaks or ruin breaks and you down someone 10 seconds after, you should than also put the RBT on their head.

    Doing this will have a generator on the map get finished and activate that RBT so the Survivor wastes a lot of time removing it. This is optional to do and if you don't want to do that part about counting 10/20/30 seconds than don't. (By count 10/20/30 seconds, I mean seek out chases after Ruin breaks to put the RBT on their head, counting these seconds will give you an idea if a generator is done nearby.)

    If you use your RBTs before Ruin breaks, than you're just ruining your own killers potential in wasting the Survivors time doing other objectives. Aka, removing the RBT off their head and not doing generators because of that.

    you can also mix and match perks with this build, like swapping Brutal Strength with Overcharge or Surveillance. But most Survivors can hit the overcharge skill check so don't really use that perk, and surveillance is to keep track of generators you kicked beforehand with the white aura it emits after they're kicked.

  • @__Panda__

    We'll Make It if you're going with a altruistic build. No One Left Behind is kind of niche, and compared to We'll Make It, it's terrible in comparison.

    We'll Make It gives you the ability to quickly heal people after an unhook and can be stacked with various healing items and perks like Botany Knowledge to help increase the speed given to the healing.

    Plus, in terms of most people who actively save people on hooks to gain a We're Gonna Live Forever stack, they tend to bring that with so they can heal the person off the hook insanely quick than move onto the next thing like unhooking someone else, generators, or in some cases being chased and trying to not get downed.

    In terms of raw percentage, We'll Make it beats No One Left Behind. If you're going for BPs than No One Left Behind is what you'll use, but even then nobody uses it because the BPs gain isn't really worth the time.

  • @shepherd404 said:

    I appreciate you taking the time to do some research on these. I got these queued up for my commute this week I cant wait to check out this content! Thanks for being a solid community member, I am so glad I stopped turning to reddit for help and decided the check out the forums

    No problemo.

  • @Sholynn0415 said:

    I have ACE prestiged all the way... and most of my other survivors are level 2's but when I get the perks from the shrine they don't hit the blood-web too often. Even with him prestige all the way some perks don't come up... ugh :/

    It is how it is, that's the way of the DBD grind my friend.

  • @Some_Dood64

    Try this, Save the Best for Last, BBQ, Pop Goes the Weasel, and Ruin.

    Ruin cause it's Ruin, BBQ to help track auras and help you meet up with them (wherever they were runnings/facing) and hit them with a phase attack, Save the Best for Last to gain 8 tokens (max) and have an insanely quick cool-down when hitting Survivors and missing the attacks.

    This will give you the ability to quickly hit them than phase right to them right after and get another really quick down.

    And last Pop Goes the Weasel to down someone, hook them, than phase to the generator that was almost done and kick it, or find other generators that're almost done or half way and kick them with the 25% regression penalty.

    If you feel Ruin isn't needed, use Corrupt Intervention as a substitute, and if you don't like Pop Goes the Weasel you can swap that out also for something like Thanatophobia.

    If you feel you want to try the Dying Light + Thanatophobia combo on Spirit you can, but it isn't like Plague or Legion where damaging the time is their objective rather than fast rush down chases like Spirits is.

    If you need help with other things like phase walking or how to play Spirit, I can copy and Paste something I wrote up that will help you as well.

  • @Kikki

    When you attempt to drop someone who doesn't have a full wiggle bar but close to one, you'll still get stunned and lose them from your grip.

    Your issue probably has something to do with the buttons allocation in the settings, and you should go edit it to something else and see if that changes anything. If not, edit it, than edit it back to its default preset and see what happens.

    If nothing works than this is something I can't help you with, it either has something to do with your controller, a bug, or something.

  • @Kikki

    Describe what happens then, as you should be able to drop Survivors when pressing the designated button to do so.

  • @Kikki

    Could be Dedicated Servers causing you to delay your drops, since the test is still causing roll backs and delays at the moment.

  • @Sholynn0415

    The way it works is that you level up a specific Killer/Survivor that has the perk(s) you want. Than after you reach the designated level... like level 30, 35, or 40 which would unlock all 3 of their unique perks THAN you can start leveling up other Killers/Survivors to get that new perk that was unlocked for all your Killers/Survivors.

    The same goes for DLC, if you buy a DLC with a Killer and you level them up for their unique perks, you'll need to hit level 40 on that Killer to get all 3 of their unique perks unlocked for all your other Killers to THAN spend more BPs to unlock in their blood-webs.

  • @MrJack20252

    Not to shoot down your hopes, but they'd need to go through licensing agreements to bring him to DBD and that's a whole different issue.

    It could happen, it's just unlikely they'd bring a Killer from another one of their games over to DBD... and have them both on both games. I'd be kind of weird, and the licensing might not agree.

    But who knows.

  • @millennial_dwight

    As Inji said, its a "Use at your own risk" thing since you're tampering with the game files, and this could get you EAC banned through easy anti-cheat which is out of BHVRs hands if this happens.

    Since that ban is issued through Valve, it's out of BHVR'S jurisdiction once you get banned through easy anti-cheat. Even if it's within BHVR's power to remove the ban (Or they issued it), the ban will not be removed because it is considered "cheating/tampering with files" on Valves side.

  • @Kikki

    The next patch is when the Withering Blight comes out, the Withering Blight will be coming out on October 22nd and it'll last until November 1st.

    @Peanits said:

    https://us.v-cdn.net/6030815/uploads/893/0YOV5QDZREJ0.png

    We are happy to celebrate the most horrific time of the year, where the stench of rotting Pustula Plants fills the air across the Entity’s realm. Soon, the Withering Blight event will be upon us, and we don’t want you to go unprepared. 

    Classic Tricks 

    In addition to spooky campfire decorations, some staples of past Halloween events have returned, including: 

    • The Will O' Wisp flashlight 
    • The All Hallows' Eve Lunchbox 
    • The Pustula Petals offering 

    You can find these limited time items scattered throughout newly generated Bloodwebs and in chests for the duration of the event. You will keep any leftover items and be able to use them year round, but be warned: Any unused Pustula Petals will stay in your inventory, but will not be useable after the event period. 

    Following feedback from the Hallowed Blight event last year, Pustula Petals will instead create a pair of event Hooks and Generators for each Offering used. Survivors who burn one of these Offerings will receive bonus Bloodpoints whenever an event Generator is powered, and Killers receive a bonus each time a Survivor is hooked on a special event Hook. If you don’t burn an Offering, you’ll still receive some bonus Bloodpoints, but not as many as those who do. 

    Brand New Treats 

    https://us.v-cdn.net/6030815/uploads/472/7S4MYRLAXOOZ.jpg

    The Withering Blight event is woven into The Archives (for an overview of what The Archives hold, click here). By completing challenges and progressing through the current Rift, you’ll be rewarded with Putrid Serum. These Putrid Serum can then be exchanged for cosmetics from either the Hallowed Blight or Hallowed Catalyst collections. 

    Putrid Serum is only available in the free track of The Rift. A total of 60 Putrid Serum are available this year, allowing you to earn up to 6 Hallowed cosmetics (or two full outfits). Putrid Serum will remain in free track for the duration of The Rift. Any unspent Serum will expire two weeks after The Rift closes.

    https://us.v-cdn.net/6030815/uploads/125/2GNOJBKHL3RT.png

    Scary Stories 

    What’s a Halloween event without a spooky tale? Complete specially marked nodes in the first Tome to unlock new lore continuing from last year’s Hallowed Blight event. Collect all Memory Entries to unlock a special animatic, revealing the next steps in the story. As with any other lore in The Archives, you will be able to collect and complete the story any time, even after The Rift closes. 

    The Withering Blight event runs from October 22nd - November 1st. Act fast, the Pustula Plants only appear once a year and when they’re gone, they’re gone.  

     

    See you in the fog, 

    The Dead by Daylight team 

    Here's the post in the news sub-forum that confirms this date.

  • @MarsArgo99

    Yes, this will happen every time you revert back to the LIVE game after you switch from the PTB or vise versa.

    It's because when you switch from LIVE to PTB, the game is updating itself to accommodate these changes like it was a normal update, the same goes for switching fro PTB to LIVE except its reverting back to an original version.

  • @Raven014

    Think of it as a "warning" rather than a ban on your account, you're limited to the following above for however much time it's placed on you.

    These individuals may be told how long the "warning" will last, but that's unclear to me personally as I've never been jailed to know if that's true or not...

    Regardless, if you're jailed, the next time you break a forum rule your account will get banned for a certain amount of time, I think it starts at a 1 week ban than a 1 month ban than perma? That information is more clear if you go review them on the forum rules and bans sub-forum.

    I do know this, if the offence is severe enough it'll skip all of those time frames and just go straight to a perma ban, and some bans can be given without warning depending on the offence.

  • @Naked_Gramma

    It's more fun to me personally if I faced that as a Survivor, I prefer memeing over Killers and Survivors playing the game hyper seriously...

  • Maybe one day...

  • @FrenziedRoach said:

    Okay, just to be clear. Hiding traps around corners or high high grass is fine.

    But there were and may still be spots where the traps clip through the ground - that's what we're talking about, right? Again - in the past they didn't ban for it. I cannot comment for now.

    Yes, that's what we're talking about in reference to "invisible traps" it's traps that're not seen due to being sunk into the ground but still give you the prompt to disarm them... so it's kind of a moot point to count it as an exploit since you can still get the prompt to notify you that they're there.

  • @Madjura said:

    https://forum.deadbydaylight.com/en/discussion/comment/757163#Comment_757163

    Please do not downplay you spreading potential misinformation that could get people banned as just "[my] worries". You should not feel the need to clarify your original post because of one person but rather because of the aforementioned possibility of it getting people banned.

    Thank you for editing the original post in question.

    Again, I remember this subject being talked about a long time ago with how it was fine I just don't know where I can find that official statement for you.

    That's why I edited the post, it was because you're right in regards to me not having an official statement on hand to go and give as proof. I wouldn't spread misinformation intentionally or accidentally because I'm confident that I know what I saw and read from an older official statement.

    Let's move on shall we?

  • @Rizzo said:

    It's not something bannable if that was your worry.

    @Madjura @Snapshot

    Well there you go then.

  • @Madjura said:

    https://forum.deadbydaylight.com/en/discussion/comment/757144#Comment_757144

    To eliminate ambiguity:

    I am talking about specifically and deliberately using spots where the traps sink into the ground. Not about players who put down traps and just happen to be putting them in one of the spots but players who intentionally put them there because it gives them an advantage.

    As you do not have a source backing up your original claim I politely request that you edit your post to include that there is no current confirmation whether or not it is allowed. People may see you have "Trusted" status and think it is official policy when it is not. This is dangerous because they might get banned if you turn out to be wrong.

    Yes, I know of these trap spots like Blood Lodges window for example. I know exactly what you're talking about, and i'll edit the post if it puts your worries to rest.

    Those trap spots have not been fixed in years, and BHVR is very aware of their existence. Also, I've never heard from anyone being banned for those trap spots in the first place.

  • @Madjura said:

    https://forum.deadbydaylight.com/en/discussion/comment/757127#Comment_757127

    I would like to see an official source confirming that it is not bannable.

    To me it seems like this is clearly not intended, and using it intentionally means you are using an exploit.

    While you may be right that currently there are no bans being issued for this, that does not mean that it is allowed, but rather that it is in a grey area and that you use it at your own risk.

    Would an @MandyTalk @Peanits or @Rizzo90 help put that suspicion to rest?

    If it is ok or not, they'll let us know. But I'm sure it is since its been there for years...

  • No it's not bannable, and some of these trap spots have been known by BHVR for years but haven't been changed.

    edit

    No further confirmation on this has been found (That I can find at the moment) so take my claim with a grain of salt.

    2nd edit

    A confirmation has been said below, the one I was referencing couldn't be found by me because it's quite old... But for anyone who's reading this it's been confirmed below to not be bannable.

  • @Khorzad said:

    https://forum.deadbydaylight.com/en/discussion/comment/756862#Comment_756862

    "Not looking at them" is a bad counter against when your ability is based around looking at people and from what I found, Spine and Premonition have a greater range of detection (36 meters) than the distance in which you can stalk people (up to 32 meters, I believe), so they always know that you are there if you want to stalk, which you are going to want to do eventually, which mean that they will know that you are there and run away, which would still make gaining Evil Within in EW1 harder and take more time, which would make, in those matches where you are fighting against those perks, Myers a worse killer,something that was never an issue with pre-undetectable EW1.

    More importantly, that counter doesn’t work for Mirror Myers, that is where this patch hits the most and my main concern because is the most fun build in the game my opinion, and it doesn’t need to be nerfed at all. As others have said, a change to the add-on would suffice.

    Also, from the patch notes, Myers only has Undetectable at EW1, losing it after reaching EW2 and right now, EW1 Myers is immune to OoO, so this patch doesn’t change anything in regards to OoO. You still have to deal with it in EW2 as any other normal killer. The only “buff” is the lack of terror radius, which as explained, is meaningless compared to the full immunity.

    Again, this is not as big of an issue as you're leading it on to be.

    It's a 1 in 17 chance to get Myers, and at ranks like Red Ranks it's even less of a chance because of how the meta works there... Unless that Spine Chill/Premonition user uses those perks on the daily, it's unlikely you'd be paired with someone with those perks. Despite it being rare and can happen, it's still not a giant nerf to his stealth.

    Mainly because after EWl it doesn't even matter at that point... Even if you have Spine Chill proc the Survivor isn't going to instantly know it's Myers and run off to hide. And even if they do, it's one person, are you expecting the entire team to have those two perks? It's highly unlikely.

    And yes, EWll and EWlll are still hit by OoO, would you rather it be on EWl also and have them know exactly who you're and where you'll go to call out to their SWFs team or just solo team in-general?

    Seriously, they'll know exactly where you're all the time in EWl and just make sure nobody ever encounters you... And, the entire patch really doesn't do much of anything besides swap OoO at EWl with Spine Chill and Premonition, and even if they use those perks to hunt Myers users, you can still use OoO on EWll and EWlll so this entire argument is a moot point.

    It literally didn't do anything besides make EWl a little less of a headache on people who hunt Stealth Killers. AND might I add, Wraith cloaked, Pig Crouching, and GhostFace in NightShroud are not seen with OoO anymore... SO! Its actually a good thing this happened since using Nightshroud on a OoO user is a terrible idea, cloaking with Wraith was horrible, and crouching with Pig eliminated any possible stealth with her.

  • @kaminarisan91 said:

    thank you, both FireHazard and Katzengott, Im fairly good hitting something not to far away so I dont think I need a "crosshair", but I will practice with the "guess where they will go and throw for that position" as well as trying to throw over objects (never really tried hitting survivors with an arked throw... :)

    Good Luck.

  • @Lefty24

    So, first i'll give my personal advice than recommend you to a video that might help you out. Back in the day, I had a really hard time learning Spirit for some reason, than I found this video and it helped me out a bit with understanding some stuff. It's a little dated, but it'll still prove useful to you.

    Anyways, personally you'll want to focus on using perks that work well with The Spirit, perks like BBQ for the aura readings which will help when phasing, Save the Best for Last which can be INSANELY GOOD with The Spirit, especially when you get a fully stacked STBFL when using your phase walks or just normal hits...

    You also need to know when you phase, the Survivors leave scratch marks which are somewhat reliable, but they also move grass and corn and such when they run into those objects... So that'll give you a better idea of where they'll be and go when you're phase walking.

    Be aware, some Survivors know this and they also manipulate the scratch marks by running in one direction than walking right back to your husk to avoid being hit. You'll know if a Survivor does this the first time around, than you can bait it out or even walk out of phase early to meet them up at a closer distance since they're walking back to you.

    This doesn't work well when they're injured, you can still hear them when they're injured. perks like Pop Goes the Weasel also work well with her since she can cover distance over the map pretty decently... so it's good to to have PGTW to break any generators you chased Survivors off beforehand...

    Anyways, here's the video that will for sure help you out with some issues and even give you some basic and or advanced phase walking tips. (Note, the intro is pretty loud for some reason... not like extremely loud just decently loud)

    https://www.youtube.com/watch?v=7AG8v-5sszA

    Hope this helped!

  • @kaminarisan91

    Use Nurse's Calling (at its max level) like Katzengott said, it'll give you a general idea of how far that distance is from you and it will familiarize you with it when you take the perk off afterwards (Or keep it on the entire time, the perk is great to use anyways)

    Perks like that, and BBQ can give you aura readings for each Survivor and unless they're running behind a structure it should be a straight shot with some guessing to where they'll walk ahead for your fully charged hatchet to meet them at.

    Whispers also gives you an idea of how far a Survivor is from you, but doesn't give a aura reading. So that can also help you figure out the distances of how far a Survivor is from you.

    The video suggested above should help you figure out how to play Huntress a bit better when it comes to long range shots, so you should review it. Otherwise, practice makes perfect and common sense for when to throw a shot or hold off on it is also important when in a match if you're throwing from long range...

    You should (If you don't already) also get used to the center of the screen and "imagine" it as a cross hair for you to view when throwing a hatchet, or you can just out a piece of tap where the cross hair is supposed to be, either one works... But it's better to just get used to where that cross hair is supposed to be and get used to it.

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