Avatar

LordGlint

LordGlint

About

Username
LordGlint
Joined
Visits
10,121
Last Active

Comments

  • I think people's tendency of trying to rush these challenges are the only reason ppl throw to get it done. Opening 5 chests is pretty simple if you just try to open 1 or 2 during the match. Do that for 3 or 4 matches and you're done. You'll find useful stuff for that match. If you try to stack coin offerings for extra chests so you can do it in 1 match... NOW it's a waste of time because you aren't even using any of the stuff.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3662147#Comment_3662147

    Thats the thing, the Slowdown is unchanged. The Survivors have to spend the same amount of time to do searches, they also have to spend the same amount of time to get their Traps off. It is just harder to get headpops with that, but Pig was never a Killer which should be played in a way to tunnel the people with a Trap on their head.

    While I agree with you, too many of Pig's addons are centered around doing just that. What's the point of making survivors who wear the RBT exhausted if you're not going to chase those survivors? I feel like she needs a major addon pass.

  • If you search "pig buffs" on YouTube, you'll find afew good ones from the recent PTB.

  • I like cosmetics that are valuable because they are of quality. Limited edition anything is just there to stoke egos. If something being available to everyone causes you to see it as less valuable, that says quite abit.

  • @Akumakaji said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3661362#Comment_3661362

    This combo was my go-to survivor loadout, no matter if I ran solo or in a SWF. People claim that SWFs get this perks for free, and while its true that they get a budget version of this info by just calling out to each other, there is a very direct and visceral feedback from actually SEEING whats happening in real time, instead of getting it described by someone, possible in a butchered and stumbling manner of speech, because they are chased by a cracked Billy or Huntress.

    Open Handed beautifully enhances this two basic perks that get a bad rep for being baby perks, but its so good to constantly see what your team mates are doing. And Kindred with Open Handed is kinda busted. The killer has no idea they your team gets wallhacks over half the map, sometimes quite literally. You could even use is aggressively and combo it with Camaradry and someone giving you a Rebecci reassuring Thumbs Up to have 2min wallhacks per healthstate, but its also a bit risky, because the team will be one person short. Still, it can be occasionally fun to play the living recon for your team.

    For sure, lol. Kindred+open handed feels like cheating on maps like RPD when someone gets hooked in the main hallway. All of a sudden, I see the killer's aura for AWHILE due to multiple floors.

  • Open handed. Currently running it with bond and kindred. Being able to see my teammates auras from over 50 meters away makes finding gens to help out on/teammates to heal me super easy. With Kindred, I gain a 32 meter killer aura reading every time someone is hooked, which can be VERY helpful if hooked in a centralized location.

    The fact this buff applies to my teammates too is pretty awesome.

  • @Marioneo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3661127#Comment_3661127

    however more then 1 box was being blocked and was not interactable so still getting guaranteed headpops

    That blows... the survivors would have to get lucky and get a 3,3,3,3 setup for box searches, or for whoever got a box requiring 4 searches to quickly find hatch after his teammates leave.

  • @Marioneo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3661107#Comment_3661107

    Do to how pigs trap logic works if everyone has a trap on 2 people is a guaranteed kill

    Not quite. There's a total of 5 boxes and at most it'll require 4 box searches.

  • I had a game about 2 weeks ago when me and my SWF duo was found and downed at the exit gates. Gate was about 50% powered... We were the last survivors alive so...rip. Killer picks me up and hooks me while my teammate, who has a power struggle/flip flop build, is recovering. Lo and behold, that 4% kicks in for me as the killer is carrying my teammate away. I open the exit gate and my teammate gets off his shoulders and runs through the now open gate. Sheer luck turned a 4k into a 2k.

  • @CorvusCorax86 said:

    How would you do the endgame chat on console with a controller?

    Same way console players can send messages with each other. It pops up a keyboard on screen when you select the chat box. Currently even if you DO decide to replay with ppl from other platforms, you can't even exchange discord IDs in the lobby screen.

  • @gatsby said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3660161#Comment_3660161

    Its Killer inflicted only. If you inflict it on yourself it still works, hence exhaustion perks, deliverance are still balanced.

    Deep Wound is a health state status it never shows up on the side of your screen, so it would still presumably work normally. Doctor's madness isn't actually categorized as a status so they could just remove the de-buff from the side of the screen and tell you in a different way. There's already different survivor profile effects for each tier of madness.

    Obviously, this perk would need to Devs to tweak it a little bit and come up with some logic behind what works and what doesn't but the core idea behind the perk is you're Oblivious for the whole game and that prevents you from being statused by other effects that Killers can place on you with addons and perks.

    I understand the intended effect... I also know that it's highly unlikely it would be implemented correctly. Look what happened to the STBFL changes. If Deathslinger shoots the obsession, reels in and melees... he loses 4 stacks per health state.

  • @gatsby said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3659530#Comment_3659530

    Killer specific power interacts (the ones that change your survivor profile icon) aren't categorized as status effects by the game. Hindered, Mangled, Hemorrhage, Broken, Exposed, Deafened, Exhausted and Blindness are what I am talking about.

    The only Killers that would have unusable powers would be Freddy (if he's using blood snares), Ghost Face, Myers and Clown. All of which are 115 movement speed Killers so they're basically just M1 stealth Killers against this perk.

    Madness IS considered a status effect. You can see its icon on the right side of the screen, not just your HUD profile picture. I think you forgot about the biggest status effect this perk would prohibit, which is exhaustion. This would allow unlimited sprint burst. Would also allow unlimited DH, and even if the killer hits... deep wounds is ALSO a status effect that wouldn't proc.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3659637#Comment_3659637

    Michael Myer's grab mori hard-counters endurance. soft counter to endurance is stbfl or machine gun builds/mechanics.

    Myer's tombstone is its own thing. " Just hit the survivor again" hardly counts as a counter.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3659602#Comment_3659602

    attacks that bypass endurance effect. Mori. Michael Myer's Tombstone.

    i do not think they will put counters on top of counters.

    Gatsby is a perk. the perk is called Hex:Plaything. It just has default Hex drawback.

    Moris don't counter endurance. Moris are targeted at survivors in the dying state while endurance can't be on such survivors.

  • @MrPenguin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3658974#Comment_3658974

    Like said above it's not about blaming the survivors, but that doesn't change the reason.

    "Killers tunnel because gens fly and it's the strongest plan. They don't have the time and luxury to not tunnel from the start and not risk losing by default."

    "There's nothing else for survivors to do, gens will always fly"

    "So killers will always tunnel"

    Assuming both sides actually seriously care about winning and taking their best shot to do so. It's not the players, it's the game. On both sides.

    This post wasn't about tunneling to begin with. It sounds like a team of survivors didn't spread out and got snowballed.

  • @BlightedDolphin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3658593#Comment_3658593

    Honestly The Unknown might be his biggest problem now, not Huntress.

    Unknown can shoot through a lot of the same gaps as Slinger and his attacks require less aim, the explosion damages through walls, AND can bounce getting more hits that Slinger could never get.

    Add on to that a map wide teleport AND he's 115%!

    The only thing Slinger has over Unknown is his ability to use M1 perks. Even then though that's not much since the only really good ones are Surge and Starstruck. Surge is just outclassed by a ton of other slowdown perks, and Unknown already has some map pressure to not need to Starstruck like Slinger.

    I feel like Unknown is more similar to Trickster with his ricochet addon than DS. Unknown might be able to shoot through some of the bigger holes, but for the rest... he's counting on the AOE splash through the wall. This means that if the survivor isn't standing near the wall, he won't hit the same shot a DS might hit.

    Either way, both killers look pretty cool to me in their own flavors.

  • @Moz said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3658581#Comment_3658581

    Map offerings are a problem when talking about merging all of them into the same pool. Having them spread out amongst different survivors and killers makes them far less so. And if you're suggesting that we simply remove map offerings as the person below you is that's also a bad idea. If you play killer at all you should know there are going to be times when you are going to want to play map offerings that fit your build or killer abilities. If you play with friends at all there will be times when you'll want to play on specific maps. Then you have the higher rotations on new maps to consider. That's usually when map offerings tend to get used the most because players tire of the same map, especially if they feel it's unfair to their side.... which happens often in this game.

    So now, if take removing map offerings off the table what are we left with? Am I now going to be able to able to play all the Jigsaw Pieces, Damaged Photo's & Ichorous Loam's I've been hoarding on killer when I play as survivor? Am I now going to play to able to play all the Mary's Letters I've had hoarding on my survivors to use on my killers? If they did this, what about White & Black wards? They would likely get merged into one type of offering since they're all now in the same pool and I'd have more than I could ever use. Might as well bring my best addon's forever....

    Your suggestion is very short sighted, would likely collapse the player base in six month's and go down as the worst update of all time. If the reason you came up with this idea is so you can play cakes across characters who don't have them that's a noble idea but you would actually see far less blood point offerings with this change.

    Things that would occur with this change:

    • Within hours, the forums would be covered with riveting topics such as "ENOUGH WITH DEAD DAWG ALRADY!" to "Every game have iri addons!?" and of course.... "Delete Ormond plz" .
    • Sacrificial Ward would be considered the most valuable offering in the game
    • A very significant downturn of killers. Which equates to longer wait times. Which equates to downturn of survivors. Which equates to longer wait times.
    • Survivors requesting shared inventory. So much for your slippery slope fallacy. It didn't take until the next post :)

    Ok... I feel like I should correct something. I wasn't talking about merging survivor and killer offerings. Each side has different offerings, even if the effect is similar. I was simply saying let Dwight use offerings from Feng's bloodweb while letting Deathslinger use offerings from Nurse's bloodweb.

    I play MOSTLY killer, and I honestly barely touch map offerings. I mostly use em for scratched mirror games, but I'd be fine giving that up.

  • @woundcowboy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3658593#Comment_3658593

    The clutter affects him almost as bad as her. While it’s true that he can get shots that she can’t, Huntress still has several advantages over him. Her lullaby can he quite deceptive and when she hits, it’s a guaranteed health state. Slinger has to hope he hits them around a small tile or a vault, otherwise he isn’t getting a down. It’s incredibly frustrating.

    The clutter affects him similar, but things like tree tops dont. The new map has a canopy of trees that restricts Huntress since she has to aim upwards to get distance. Also basically every crack and hole is a possible DS play. Here's a video that might as well be retitled as "Shots only deathslinger can do".

    https://youtu.be/RQ1zgSiazT4?si=VDBqOXpjKMAsEIRA

    And once again... Perks. Huntress can't really take advantage of perks like surge or starstruck while EVERY down a deathslinger makes is considered basic attacks. Huntress definitely has advantages over Deathslinger, but can we at least admit he has advantages over her as well? He's not just a "worse Huntress", but typically the people who come to this conclusion never take the shots that Huntress can't take.

  • I feel like Deathslinger's biggest issue is people only doing things with him that you could already do with Huntress. Deathslinger has shots and plays that HE can do that Huntress can't. Between that and all the perks that activate upon basic attacks, this mentality that he's just a worse Huntress just feels misplaced. Heck, alot of maps even remove the biggest advantage Huntress has over DS, which was range. The trees on the new map on the PTB make it impossible to hit a ranged Huntress hatchet

  • @Moz said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3658540#Comment_3658540

    "You'd be using the offerings of characters you wouldn't normally be using, which tends to be limited to at most P3"

    Based on your personal account. The last time I counted I have over 380 prestige's for each side. Do you have any idea how many map offerings I'd have access to? And I only have a little over 4k hours. There are thousands of players with more playtime than I have.

    "Map offerings being problematic is a different conversation anyway."

    Nope, same conversation. What you're suggesting would give players more incentive to equip map offerings.

    As for your 2nd point being universal addons/items, that's called the slippery slope fallacy and has nothing to do with what I'm suggesting.

    It's not a fallacy, it's a fact. It's also a feature that's been requested many times on these forums. I realize you're not happy I disagree but I think things are better as they are.

    You're argument about map offerings is that the availability of map offerings is what determines a problem, rather than map offerings themselves. This was the same argument people used to defend some of the most broken addons in the game. Old instaheals and BNPs for example were argued to be OP, even though they were iridescent addons. If something is problematic, it should be changed. The AMOUNT of that item doesn't determine if it's problematic or not. The killer facing 4 instaheals won't feel better knowing those survivors can't use them against every other opponent.

  • @Moz said:

    I get what you're saying but if this were true map offerings would be far more common and the next thing would be 'why don't we have universal items & addons for the survivors?'. Surely you can see the issue with that.

    Not really. You'd be using the offerings of characters you wouldn't normally be using, which tends to be limited to at most P3. This isn't some ungodly number of map offerings. What WOULD show an ungodly number though is all the anniversary cakes ppl got from lvling their characters with the large number of BPs from the event.

    Map offerings being problematic is a different conversation anyway. As for your 2nd point being universal addons/items, that's called the slippery slope fallacy and has nothing to do with what I'm suggesting.

  • @I_CAME said:

    They need to implement limits to how many perks of a certain type each side can bring. Maybe a max of two slowdowns for killers and two second chance perks for survivors. It would encourage some perk variety at the very least. One of the most unfun things in the game for both sides is when you run into an opponent that plays like their life is on the line. Then the game becomes almost as much about the perks as it does the players. I personally don't enjoy getting teammates with meme perks and a Blight who is running four slowdowns.

    That wouldn't work... Imagine loading into a lobby and getting an error message that either you or the randoms in lobby has to change their loadout because there is 4 ppl using 1 second chance perk each. You'd have alot of awkward waiting for the OTHER person to switch, or lobby dodging.

  • @GentlemanFridge said:

    I think the point of the in-game report is to flag the match itself, so it’s easier to find for Support. I imagine it’s not entirely impossible to find the match if you’ve given your player ID, though.

    The point is to flag the actual account. Usernames in screenshots are not unique, and you could have many ppl having the same name.

  • The in-game report is important because multiple people can share the same name. There is nothing stopping me from changing my name to Fox1010, typing bunch of death threats, screenshotting it and claiming it was you. The in-game report however is tied to the actual account and not just the name.

  • @JPLongstreet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3657928#Comment_3657928

    How do you know Steam makes up almost 17% of the overall playerbase?

    I guessing they just divided 100% by 6. PS, Steam, Xbox, Epic, Switch and mobile.

  • @Ariel_Starshine said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3656809#Comment_3656809

    Same! It's so random, sometimes I loop the killer for the whole match and I get nothing haha but like you said, if I'm the last one to survive, sometimes I can get more

    I feel like the big difference is surviving. So much of a survivor's possible point gain is gotten right at the end when you escape. Killers point gain though isn't nearly focused on getting the kill. Killers can 2 hook everyone and still get decent points with 0 kills.

    If they lower the points you get for escaping, but increase point gain for other stuff to counteract, point gain should feel abit more consistent.

  • @Ariel_Starshine said:

    What makes me sad is how little BP we get for how much we do as survivors :(

    It really varies. Some games I'll get like 15k, other games I'll have more than the killer as the only survivor to...survive.

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3656684#Comment_3656684

    To be fair, the situations you've described are problematic due to Boil Over being a thing, rather than map offerings. Many players complain about this perk, and it would be healthier for the game to nerf or rework Boil Over.

    Boil over isn't the only perk that can make a killer want to break a controller when survivors are able to plan before the match starts.

    https://youtu.be/GsN3pNuU3oY?si=DKazQcZ2qfP1C25N

    Here's a head on+vigil combo that resulted in way more value than normal due to the cluster of lockers that aren't present on most maps. If these guys got rotten field, this wouldn't happen. You wouldn't be able to have the entire team clustered together.

  • @Marc_go_solo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3656644#Comment_3656644

    I can see your point, although I doubt it would make someone feel worse if the map offering works - they'd just feel the same as they do now when the offering works, but on occasion feel good when the offering presented by someone else doesn't work.

    As for Sacrificial Ward not feeling good if someone doesn't have a map offering, there's not much thay can be done really. However, changing the map offering effectiveness will make it also a risk to use one. A bit like a high-risk/high-reward thing.

    Funnily enough, if these changes put people off from using them, ironically it can result in them going anyway! Personally, I find them fun to face (I randomize every build, so I never purposefully choose one myself), but can accept others don't. I wouldn't miss them, but the Bloodweb has not enough interesting options to fill the void that would be left.

    Map offerings are never a high risk high reward unless your entire loadout is CATERED for that map. A scratched mirror Myers has risk because he'd be absolutely screwed if he found himself on wreckers yard. A random survivor bringing a sabo toolbox not getting the specific map they wanted to use it on can still just make due with a different map. It's an offering... there s no risk.

  • @GeneralV said:

    Yes, I think they should stay.

    The maps themselves are the problem, not the offerings. No survivor wants to play on Coldwind Deadzone, and no killer wants to see Pallet Town 2.0 (The Game).

    There was one patch quite some time ago that attempted to fix the more problematic maps in the game without making them miserable for either side. Those were the original map adjustments, before the big reworks, and if we still had those specific layouts in the game no one would really have a problem with map offerings.

    I think map offerings CAN be problematic. It's annoying as hell to down a survivor in the downstairs area of preschool, just to find out they have a loadout practically catered to making it impossible to hook if the basement isn't down there.

    When it's pure RNG determining this, the survivor got lucky and it NORMALLY wouldn't be so bad with finding a hook even with a boil over+flip flop loadout. But... survivors can choose both the map AND the basement spawn location to customize their build for what otherwise would be a niche situation.

    I've seen similar situations with the upstairs area of Hawkins. A SWF duo set up boon exponential downstairs and would lead every single chase upstairs to get downed. There's only 1 hook their boil over would allow the killer to get to, which would be immediately saboed. Map offerings allow this stuff to be planned before the match ever starts.

  • I'm surprised no one has mentioned it yet. We have an FOV slider and shadowborn was reworked. You can now go into the options and set your FOV to what it USE to be with shadowborn equiped.

  • @RhysVMT said:

    I run an endgame Legion build Tatariu coined of BFFs/Iri Pin, alongside Spirit Fury/Enduring/No Way Out/No One Escapes Death at reasonably high MMR and win more than I lose, so I'd say it's definitely viable but can be killer dependant. A 'normal' Legion game where I'm not playing for endgame and I'd probably need the bread and butter of Pain Res/Surge, or mix and match to your preference to create enough pressure to secure a draw/win

    Might wanna give batteries included a look. Chasing a survivor who is likely already injured as a Legion that is 5% faster can make a huge difference. You'll get some value from it throughout the match, and then if things go to endgame, it's on CONSTANTLY.

  • @ChaosWam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3655607#Comment_3655607

    I'm sorry but this mentality is the real problem.

    Claiming it doesn't skew the data, but doing it anyway to inflate the kill rates even more is exactly what skewing the data is. If Huntress, or any killer, was getting massive amounts of kills then it should be reflected by the pure stats. This is why stats are usually taken with a grain of salt because even 5% could be contributed to things like survivors throwing on hook or killers letting all 4 survivors free.

    Players spread this stuff like wildfire because they lose a few matches and don't put in the work to test these things heavily, just demand reverts and changes, nerfs, buffs, etc without letting it have a chance. And to clarify, I do think the Huntress changes are a bit much, but throwing games isn't the way to go. You want BHVR to see accurate stats? Then play the matches to your best ability.

    I don't think it's to skew data, or because they hate Huntress. Typically when a PTB is released with a new killer, even if it comes with other things... ppl wanna focus on the new killer. This unfortunately means the other stuff doesn't get much testing in the PTB and you'll hear complaints later saying "how did this ever make it to live?"

    I remember seeing a vid of a guy trying to test the 3 gen system in the LAST PTB with a 3 gen Hag build. He purposefully 3 genned from the start to test its effectiveness... and ppl DCed or suicided because he wasn't Onryo, Billy, or Blight. The focus was on the killer changes and nothing else. If you wanna test if Nurse functions correctly on a new map (which tends to have lots of nurse problems with maps) ppl will insist you're trying to be sweaty on the PTB.

  • Just like with crappy jobs, don't be blinded from all the horrible aspects of it just because of a pizza party. The nerve of the entity to actually charge at all... What does it even NEED money for? Does the entity have bills to pay? Like Joker, does the entity ALSO take the IRS seriously and pays its taxes?

  • While I actually LIKE his design, the entire time I kept feeling like I've seen him before... then I remembered.

    Wee_Dingwall.png


  • I just hope the status timer doesn't end up ticking away on hook. Imagine downing someone, hooking them and by the time they get unhooked, the timer is over anyway.

  • It's Wee Dingwall... how did no one see this?

    Wee_Dingwall.png


  • @humanbeing1704 said:

    I’d support a 5th perk spot for people picking something niche but it would just be 5 meta perks

    Because of this I'd be down to try a point system like some of the COD games do. Weaker or more niche perks would be worth less points so you could use more of them. This could also allow for perks that would otherwise be considered too strong. Just Jack up the point cost so it would take up like half of your point allotment.

  • @mikewelk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3655613#Comment_3655613

    I'm equally surprised because I don't think they realize the extent of these changes. To not even nerf add-ons to compensate is kinda crazy.

    They remembered to do that for other Killers, so... no clue how this went unnoticed. If this goes live though,I might start using Shiney pin.

  • @mikewelk said:

    It's not to skew the data, they just realized how busted Huntress is and there's no denying it. I would do the exact same because I didn't play the PTB to experience huge buffs to an already balanced killer that came from the devs having a brain fart or something along those lines.

    https://twitter.com/RNIN_St1v1/status/1759992506056425727?t=YZtjl7BtrgqQfmgcCkML9w&s=19

    Try to justify this video.

    I'm kinda surprised they didn't nerf the addons to compensate for the basekit buffs. This would actually make Shiney pin MORE effective since it's percentage base.

  • We've asked for this for years. BHVR's answer is there IS no aim assist. That's "aim dressing" to make hits LOOK better... COMPLETELY different...

  • @Alice_pbg said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3655368#Comment_3655368

    1 second to crouch. 3.8 m/s

    0.75 seconds to charge ambush. Fully stopped

    2.35 seconds ambushing.

    Ambush is 6.9 m/s. Not constant but I'll simplify.

    So in 4.1 seconds you cover, 3.8 + 0 + 2.35*6.9 = 20 meters give or take.

    4.1 seconds just running = 4.6*4.1 = 18.86 meters.

    Add a lunge which is also 6.9 m/s and pretty sure you gain nothing from crouching and ambushing.

    Might be abit better with addons... hopefully, lol

  • @ChuckingWong said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3655129#Comment_3655129

    I am really starting to doubt that you have 5k hours on this game. Im really not sure where you are going with this. You dont need to know where things are or "keep track of" at a certain point in both survivor play and killer play. 5k hours is beyond that point, you should have a good feel of where everything is, especially on killer where you dont have other people that could effect that knowledge (did my team throw that pallet?).

    If you dont want to actually test the changes on the PTB you are free to your opinion on the changes. But you might want to actually test things out before forming an opinion. Her chase and anti-loop is now pretty strong on the PTB.

    Maybe actually try her out and see what you think. Rather than what you are currently doing.

    Since I can't access the PTB... Is the dash useful OUTSIDE loops? If I crouch and ambush straight, would it cover more distance than just holding W for an M1?

  • @Spare_Them_Mori_Me said:

    Will this new one overtake Feng for the cosmetic queen?!

    Probably not. One reason Feng is so popular is because some versions of the game has Feng among the base cast. I think she might be the most popular survivor OUTSIDE of base cast though.

  • I feel like the majority of the community is gonna disagree with ya. She seems to be popular. Even without perks, I can tell people are gonna buy her.

  • @Alice_pbg said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3654423#Comment_3654423

    because her power is not very good in chase. it's very situational and requires knowing where it can be used. and most of the times it can be used, it's beaten by a pallet drop or window vault.

    I don't think it was buffed enough to compensate for the issues it currently has.

    At loops, if you're going to ambush, you should take control if the pallet. Start the ambush at or near the pallet so youll hit the survivor before they get back around to it. Obviously if a survivor is camping a pallet and not looping, ambush isn't going to do anything, but they're also blowing through resources fast and making a giant deadzone. Deadzones against stealth killers in general are really bad for survivors. Get afew easy and fast pallets from them, then break off rather than allowing 1 survivor to show you the entire map.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3654398#Comment_3654398

    That doesnt matter that often though. Pig is still 4.6m/s. The fastest she goes is 4.6m/s. With the buffs, she is encouraged to walk around the map with 3.8m/s. On many maps, that is too slow to stop or even interrupt generator progress. Shes not Sadako, who can teleport, Shes not Blight, who has the ability to defend cross map 3 gens and shes not Nurse, who can end chases in under 10 seconds. Traps and also playing around head pops is an elemental part of her kit, just as stealth and ambush are. Im dissapointed that many people seem to forget this.

    Im gonna try the changes out, trust me. But out of the experience i have, these nerfs are way more severe, than what i imagined. They definitely dont tackle the "unhealthy" screaming build some people are using. Thats for sure.

    Semantics, but the fastest she can go basekit is 6.9 m/s. Thats her dash speed, but I know thats not what you meant. As for her crouch speed... you're right that if she's taking a stroll around the map it's gonna be slow. If she's closing the last 32 meters to a gen... not so much. As far as not having a teleport, she'll be one of the many killers in this game that don't.

  • @Alice_pbg said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3654398#Comment_3654398

    not really... depends on the map, the team and how efficient on gens they are.

    you need the traps to go on people fast to get value from them. so you really want fast downs.

    late game downs on pig is not nearly as good or meaningful.

    I'm failing to understand how buffing her chase power doesn't fix exactly that. Or why your upset about an extra 30 seconds on RBTs that never touched a survivor head apparently.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3654298#Comment_3654298

    Thats the point though. Pig currently has a weak chase and therefore is dependent on strong slowdown or even kills from the traps to win.

    This will not change though. The buffs are not enough by a long shot to warrant the nerfs. The Pig will still lose 3 gens to pre dropping or survivors leaving the loop to get her first trap placed. However, this trap is now severely less threatening. Overall, shes just worse.

    How about trying the changes before determining that the buff to her chase won't work. If the survivor is just predropping every semi-decent pallet rather than looping, they're going to run out of resources...

  • @Alice_pbg said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3653932#Comment_3653932

    should always have been a thing. you do something in game, you get a single rocket launcher. insta downs, area of effect, single shot. breaks walls and gens

    That's too weak. A survivor hit by the rocker launcher immediately gets the game erased from their hard drive and their character explodes into a puddle.

1 … 41 42 43 44 45 … 185