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MoNosEmpire

MoNosEmpire

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  • @goodfriday said:

    I do not know if its just me but I feel like every since unknown release in every map every gen is spawning literally right next to each other. No matter how careful you are on gens its seem some how the game is literally setting 3 gens situations from the beginning of a match and killers seems to be abusing this and will already start 3 gen camping even if not a single one popped.

    I don't notice 3 genning happening too often ATM but I have noticed that open area maps are more common for some reason, I've also only played the new map once so far and I have been getting stuck on invisible walls more often during chases and not when I'm not being chased, it's weird atm.

    The gens in the middle of the map usually have 0 cover for me too for some reason. Very strange indeed lol.

  • @Rick1998 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3691644#Comment_3691644

    may not be your fault but it's your teams fault. Try using dejavu and getting rid of the 3 gen early on. Otherwise after 8 kicks it will be blocked anyways

    The issue isn't specifically 3 genning, it's that 3 genning is boring.

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3692050#Comment_3692050

    Any killer can camp a 3gen. But holding them is a different story and as far as I am concerned there is not a single killer that can really hold a 3gen in a problematic way anymore.

    Problematic meaning, that it was possible to hold the game hostage / drag it out for all eternity without actually progressing. As much as I hate SM, that part is gone. She can't work around the 8 regression events, so she can't hold 3 gens anymore, if she doesn't end her chases, which was exactly what the devs wanted to achieve. This goes for every other killer too.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3692031#Comment_3692031

    I get that it becomes a drag after a while but this isn't an easy thing to fix, if we're honest. 3gens will always favor the killer because they reduce the area they have to patrol, which is honestly fair with the 8 regression events limit. If they try to hold a 3gen from the start, then it helps a lot, if you can bait out a few kicks on them before the other gens are done. Do that a few times and the killer won't be able to make much use of their 3gen.

    When it actually comes to the point where only these 3 gens remain, then spreading out is a sure way to force the killer to either commit to a chase and abandon the gens or waste their remaining regression events.

    I think the fact that 3 genning exists is just hella boring tbh.

    Should be some sort of minigame we can decide to do instead vs the killer instead of having to 3 gen lol.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3692030#Comment_3692030

    If you consider something that's 3 months old as "new" then yeah it's new:

    Specifically this:

    Generators System Update

    The 3-gen strategy (identifying the closest 3 Generators and defending only them) has become very strong, especially on certain Killers. This can lead to very long games and frustration. To help prevent such situations, the following now applies:

    • Each Generator can only suffer 8 regression events maximum.
    • After the max has been reached on a Generator, that Generator can no longer be regressed by the Killer (including kicks, Add-ons, and Perk-related regressions).
      • Number of regressions per Generator is indicated by increasing VFX after 3 or more regression events.
      • Gens at max regression events cannot regress by the Killer (including kicks, Add-ons, and Perk-related regressions).
    • Survivors failing Skill Checks still regress Generators normally and do not count as regression events.
    • Killer kick regression is increased from 2.5% to 5%.
    • "Gen tapping" is no longer possible. To stop a Generator from regressing, a Survivor must repair 5% of the Generator.
      • Regression does not occur while repairs are in progress.

    https://forums.bhvr.com/dead-by-daylight/kb/articles/430-7-5-0-alan-wake

    Ah I see. Yeah I missed these patch notes cause I quit the game for these past few months. Thanks for the notes mate. Appreciate it. And yes for me it's new lol

  • @MrPenguin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3690396#Comment_3690396

    No I'm not personally offended but that doesn't mean I'm going to defend people being rude and nasty just to be toxic for no real reason.

    That doesn't mean I'm going to excuse their behavior just because there will always be toxic people in some amount. That's true of any bad behavior.

    That doesn't mean it's acceptable just because "its debatably worse somewhere else", which doesn't make this situation any better. There will always be "something worse".

    That doesn't mean we can't advocate for it to get better.

    Surely you're not taking the side of cringe immature players flipping others off being sore winners and donkeys right?

    Why are you trying so hard to minimize what's happening and excuse it? They're being toxic, and that shouldn't be encouraged nor defended. Correct me if I'm wrong but the only reason I see to defend it is because you're part of the problem and do these things yourself.

    Just because I'm not personally offended doesn't mean I think it should be a free pass to excuse what's happening.

    The issue I'm concerned about here is not them being toxic, it's the overall movement of the game, nerfing crouch spamming will make the game feel sluggish, it also heavily affects dodging hatchets and whips etc. This is bad for the game however you look at it. Even if they did do something about this it would still not stop people being toxic, that's the main point here.

    I've been playing games since 2005, toxicity has gotten worse and worse since then and regardless of what has been done to circumnavigate away from that it still persists, nerfing this would still keep toxicity in the game, except it would reduce the overall health of the game too. Bad change imo.

  • @TheSubstitute said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3691594#Comment_3691594

    Bodyblocking off the hook is a tactic. It's a tactic that should go the way of the MFT perk outside of endgame. @Xernoton is correct; I'd much rather have his suggestion so that tunneling is much harder to do.

    The issue this opens up is that it opens up a free hit regardless of which one is done, bodyblocking at least allows you to choose who wants to be hit.

  • Anything at this point that makes it less boring lol

  • I was SoloQ last night and I was there for a good 10 minutes tryna break the 3 gen lock vs gunslinger, all 3 gens were 10s walking distance between each other, we eventually got it done but sheesh it was rediculous and got to the point where it started to feel so boring to do.

  • @Rulebreaker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3691644#Comment_3691644

    Each generator can only have 8 "regression events" before they can't be regressed anymore. Meaning each gen can at best be kicked 8 times.

    Is this new? I've never been told this before lol

  • @FrogDispenser said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3691610#Comment_3691610

    dawg it's like 5 meters in front of you at tier 3, huntress exists and can do the same thing more efficiently. I don't see why it's itsuch an issue to patch out an obvious bug lol

    Yeah but huntress' hitboxes work differently because her hitboxes are ridiculously large and that's why they can hit around corners. I don't think it's a bug to be able to dodge a whip which you ducked under, that's just giving killers more ease of use.

  • @HexHuntressThighs said:

    They can only be kicked 8 times. And also don’t 3 gen yourself lol.

    What do you mean they can only be kicked 8 times buddy?

    And it ain't my fault if my random teammates do every gen in sight and force a 3 gen 🤣

  • @FrogDispenser said:

    Dear Behavior Interactive,

    As a loyal Nemesis player (p15), I very much enjoy this killer and his design. I find him to be very fun and I love the zombies. However, survivors can simply crouch to negate the effects of hitting with the tentacle through pretty much every window/pallet. Please fix this! I love nemesis too much to throw in the towel sad face

    Sincerely,

    FrogDispenser

    So you want range, anti loop and have it be uncounterable? lol

    It should take skill to use like how crouching to dodge doesn't always result in a miss.

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3691112#Comment_3691112

    If the killer doesn't camp, then you should unhook when they are far away. If they do camp, then you get the exchange and because they don't apply pressure on the other survivors, you easily get the gens done and come for the safe afterwards.

    It might help to read the full sentence. 😉

    If you are unhooked and the killer goes for the person that unhooked you, then they are not tunneling. So I have no idea what you are trying to say with that second part.

    Tunneling means that the killer picks one survivor and ignores the others as much as possible. I don't see the reason the killer should be punished for exactly that. Why should you get to decide how the killer has to play?Bodyblocking with base kit BT forces them to tunnel.

    Most of us want tunneling to decrease, which would happen, if base kit BT worked the way I suggested, simply because for the first 10 seconds the killer would be unable to harm that survivor in any way and after that OTR and DS would still come in play. So it would be less efficient to chase that survivor in the short run. It would also remove the situations in which this anti tunneling measure is misused.

    A camping killer can always get an exchange against a single rescuer. That was my point. There is no experience needed for that. That might have worked as an argument with hook grabs but they were removed. And pressing M1, waiting for the unhook to happen, then pressing M1 again isn't hard.

    Lol 1700 hours on the game and you're really trying to explain basic terms to me just because you're not happy with the response?

    Bodyblocking the killer after you are unhooked is a tactic just like camping, tunnelling and slugging.

    You want killers to be buffed yet you don't want survivors to be buffed in retrospect. Flashbangs getting a nerf also means that survivors who use them as a whole get a nerf, it's not a small nerf either as prior to this nerf flashbangs had a ridiculously small hitbox and the timing was severely unforgiving. Reverting the clipping of the killer swinging and hitting the person who unhooked and not the person being unhooked was never an issue. Nor was it an issue for tunnelling, in some aspects yes, but if a killer decides to unhook nothing changes this, even this silly no clip issue.

    Also, to make this clear, IDK how low your MMR rating is but in mine the killer comes back at least 85% of the time, so there is virtually no such thing as "safe unhooking" for me.

    Having X seconds of invincibility (something I've also suggested in the past on one of my previous anti tunnelling posts (around feb - march last year when tunnelling was in a serious prime time) would only be viable if it was more than 30 seconds, 10s is way too damn short, 10s is laughable as a killer, that doesn't deter anything, and if the other 2 coming into play also means the survivor has to equip them then it forces 2 perk slots to be used up, if they are given out for free then it also means killers are forced to use up X amount of perk slots also to help counter it. Neither of them work.

    "A camping killer can always get an exchange against a single rescuer. That was my point." - this statement is also false, i've unhooked without being touched and being the only person coming to get the rescue against a camping killer and both escaped before.

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3690652#Comment_3690652

    I fail to see the problem with that. You shouldn't unhook when the killer is nearby and if they camp, then that still puts them at a disadvantage because you can force an exchange and get at least 3 people out with close to no effort.

    Getting the 4th person out is a bit harder because it requires at least 2 people to come for the unhook.

    What do you mean "you shouldn't unhook hen the killer is nearby and if they camp" lmao, do you want me to just leave my teammates to die on the hook?

    Your analogy makes no sense here brother.

    I would rather die on the hook than allow a teammate to be tunnelled and camped.

    For endgame, yes it requires 2 people to come for the hook when all gens are done but midgame it doesn't always require 2 people unless the killer is experienced at camping the hook and waits patiently for the unhooking person and attacks them as they are mid animation.

  • @lifestylee said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3690622#Comment_3690622

    You can get crazy distance in 5 seconds and get to safe loops. They wouldnt be able to use their power at alI for 5 seconds while you run away. Could see something closer to 10 but anything above that is absurd(10 itself is probaly too high i think).

    Ds shouldnt give endurance after the stun being able to stun a kill and get a ~5 second stun is already crazy powerful and endurance would just hurt weaker killers even more.

    Ds should be a deterrent to tunneling not some all powerful shield that makes you invincible to it.

    lmao 5-10 seconds won't change the decision for a killer to stop tunnelling. The perk has to physically hinder the killer and make them fear it to stop them doing it. Even if OP did throw around the seconds, 30-40s does sound about right in my opinion, especially when a gen takes 120 seconds now, and there are 5 to do. In an ideal lobby this perk would happen somewhere midgame but a lot of games end up with the killer wiping the entire team way before then, so this perk would also create another playstyle in the game during it and would help to promote slugging and not just tunnelling and camping mainly.

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3690482#Comment_3690482

    No, I think I do understand.

    But if you take that protection hit, the killer has all the more reason to tunnel you because the base kit endurance effect is gone immediately, so a potential OTR is too.

    Anti tunnel measures are not meant to be used as a protection for anyone but the survivor that was just unhooked because that defies their purpose. That's why old BT was nerfed.

    Leaving it be would at least give the killer a chance to avoid tunneling. But that's not what I suggested. I suggested enforcing this further, so that the killer literally cannot hit you for the first 10 seconds after you were unhooked but you also cannot bodyblock them. This would make OTR a way better perk and weaken tunneling as a result while also removing potential for it to be abused.

    The problem it is also creating is the person unhooking you has now been instantly hit which guarantees a 1 hit kill because of the cheap unhook hit. That's why allowing clipping was better.

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3690474#Comment_3690474

    The killer should not be blinded when facing a wall however, at the same time though if that's getting fixed then so should the killer being able to clip through the person being unhooked to hit the survivor doing the unhooking.

    Isn't this what we want though? For the killer to go after the unhooker instead of tunneling? I honestly think this might be better as intended feature. If the unhooked survivor completely lost collision with the killer and their power, this would benefit survivors more than killers.

    So I see less of an issue with this bug in particular.

    You're not understanding, you can be unhooked and forcefully take a protection hit for the person who just unhooked you, yet with body clipping behind disabled for a few seconds it doesn't work. That NEEDS to be fixed. And I've played 8 games in a row today and all 8 I have been targeted and tunnelled, so your suggestion of leaving it be makes no sense.

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3690442#Comment_3690442

    Can we at least fix the bugs that make flashbangs stronger than they are intended to be?

    Sound occlusion makes the drop silent and survivors can glitch themselves into the killer during the pick up animation, which allows them to blind the killer even if they press their face into a wall.

    Other than that I'm mostly fine with both flashlights and Background Player. Although, I'll admit I like facing 4 people with Background Player about as much as I liked playing against Boil Over squads.

    Flashbangs we're already difficult enough to use. The killer should not be blinded when facing a wall however, at the same time though if that's getting fixed then so should the killer being able to clip through the person being unhooked to hit the survivor doing the unhooking. This has ruined many games for me alone because of how fake it is.

  • In todays decision of what will we nerf today from survivors because we are too lazy to pressure the survivors away:

  • I see hex totems in my game often, surprised you haven't seen one yet lol.

  • @HEX_DEAD_BY_AI said:

    Apart from camping, which is easier to penalize, we also need punishments for players who consistently engage in tunneling. There are two styles of tunneling that I've encountered:

    1. The killer may or may not camp, but they always target the first survivor, relentlessly forcing them to die by any means, before proceeding to play normally with the remaining three survivors. This tactic is aimed at tipping the trial in their favor. They exclusively focus on the first survivor.
    2. The killer may or may not camp, but they systematically tunnel survivors one by one until the trial concludes.

    Some of the most trashiest tunneling tactics I've encountered include:

    1. Wraith: He goes into stealth mode and lurks in a corner (the dirtiest form of camping) until a survivor attempts a rescue, then suddenly appears to resume tunneling the rescued survivor. Alternatively, he may ignore a survivor he's currently chasing just to stealth and target that unhooked one again.
    2. Pig: Similar to Wraith, she crouches and hides near the hook, waiting to do her rushing and resume tunneling.
    3. GhostFace and Shape: Relying on the ability to hide or a small terror radius to execute tunneling.
    4. Hag: She sets traps near hooks to facilitate easy tunneling.
    5. Chucky: He uses the Insidious perk, hiding near the hook to resume tunneling.
    6. Unknown: Leaving a hallucination near the hook to make tunneling easier.
    7. Clown: Almost as bad as camping, he searches around the hook until a survivor attempts a rescue, then throws his bottle at the hook and resumes tunneling.
    8. Trickster and Deathslinger: Similar to Clown, but using their gun and knives.
    9. All other killers who can quickly close the distance (such as Blight and Spirit) to swiftly reach the hook and resume tunneling.

    Encountering these tactics often makes matches feel exhausting, frustrating, and ultimately a waste of time.

    Have any of you experienced this in The Fog?

    Surely, there must be some mechanism for punishing this tunneling, right?

    https://us.v-cdn.net/6030815/uploads/W0S5SAW5ODES/the-trashiest-tunneling-killer.jpg

    It doesn't matter what you suggest, I've made countless posts in the past about tunnelling. The only conclusion I've come down to is that BHVR want tunnelling to be apart of the game just like camping and only when it is seen in over 90% of games will they do something that slightly deters killers from doing it, only to make it a viable mechanic once again a few updates after.

    It's just a tactic to make both sides of the player base happy to keep drip feeding escapes.

  • @MrPenguin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3686601#Comment_3686601

    if someone flips you the bird and is being a sore winner I would not say the problem is the person it's directed at.

    That's all these things are, the gamers middle finger. Maybe stop defending these type of players when they're being obvious donkeys?

    Surely someone pressing a BUTTON doesn't offend you, right? RIGHT??

    It's the same argument for killers repetitively moving back and forward behind my body after knocking me and hitting me on the hook and personally targeting me all game for simply being apart of their lobby, it's apart of the game.

    Crying about everything is not the answer here because it can't be nerfed without making the game worse.

    Flashlight clicking was already nerfed because of the overly sensitive players and that inadvertently affected being able to blind the killer because of the dumb delay added, stop ruining the game.

    REGARDLESS of what is done there will always be toxic players, especially now more than ever. It's really not that serious.

    These issues are nothing compared to the toxicity witnessed in Modern Warfare 2/COD4 lobbies. Grow some thick skin, it's always usually an immature child being toxic anyway.

  • @SwampDaddeh9 said:

    I'm honestly sick and tired, both as a survivor and killer, of Survivors teabagging and repeatedly flashing their flashlights.

    I get it. You're a skilled survivor. I get it, you want the killer to chase you because you think so highly of yourself. But this constant teabagging in the exit area or anywhere on the map and the repeated flashlight clicking is only promoting a toxic behavior that is still going unchecked. They need to put the flashlight click on a long cooldown and they need to put the crouching on a cooldown until players can start learning to play in a civil manner. It's time the game developers start taking charge and start teaching their player base to stop being so toxic.

    If someone tapping the crouch button or clicking a flashlight offends you.. Sorry to say but it's not them. Yes some survivors are toxic but it's really not that serious.

  • @WolfyWood said:

    And I don't mean in-house or developer builds. That I'm sure they've played multiple hours of.

    But do they actually play the live game?

    Did the team responsible for shipping out Weaving Spiders play solo queue since to see the fruits of their labors?

    Has the team responsible for leaving Freddy in such a state played him in any capacity since?

    The lack of communication has been frustrating lately, I think it would be nice to see them acknowledge problems more often, even if its not to say they're working on it, just that they are aware of it.

    Though I suppose I can understand why they are hesitant, this community isn't very warm lol.

    I'm sure they play but not near enough to realise what needs nerfing and what needs buffing if they have that power in office.

  • @TheycallmeLix said:

    I’ve been playing a lot of Bubba lately with the BP build and trying to hook everyone 2x but why do most survivors just tbag me so much at the exit gate like tf is your problem man? I’m not camping/slugging or BMing or using 4x slowdown perks, I’m just here having fun and grinding the bloodpoints. And it doesn’t help that most of them say ez in endgame chat 😂 btw if you see a handsome Bubba with his purple suit and letting you escape, you are totally welcome ❤️

    The reason for this is due to lack of interactions in the game. If any new ones are added you will see less of it.

  • @Atom7k said:

    I think people underestimate how much time this perk actually steals from the killer.

    The times of survivors beeing overly stealthy are gone and looping is more and more common. Therefor having a single perk that shows you EVERY RESOURCE in your reach is completly broken.

    When looping a killer resources like windows and pallets are crucial to gain distance, extend the chase, burn more of the killers time and escape.

    There is a meta build out of windows of opportunity, resiliance, lithe and adrenalin. This build relies almost entirely on windows of opportunity. Survivors will try to bait you in a chase because they know where the resources are.

    You cannot drop every chase with a woo user and it needs an atrocious amount of time to catch one.

    This being said if you don't catch a survivor in a bad position this perk alone will extend the chase for a significant amount of time. This add's up when multiple people are using this perk.

    Thats why it's too strong. Time is curcial for a killer and a perk which burns time in great amounts, is active without conditions infinitely is absolutely broken

    Suggestions:

    • Windows of opportunity only activates when in chase
    • Max range is reduced from 32 meters to 28 (20/24/28)
    • Once a pallet got dropped or a window/pallet is fast vaulted the perk goes on cooldown for 8 (12/10/8) seconds.
    • You gain a stack for each pallet you dropped, window/pallet you fast vaulted in chase. At 4 stacks the perk deactivates until you are out of chase for 30 seconds, then all stacks are removed.

    Do you understand how hard DBD is to play as a new survivor? Windows is an information perk and nothing more, how survivors use it is up to them. Players will always blame the perks and not self assess.

  • @Thusly_Boned said:

    A few of them (very few) are meme-y and funny, but I am sick of them.

    The new seasonal outfit for Yui is just the latest example of an otherwise great outfit nearly ruined by a big honking backpack. It's practically a trope at this point.

    It's gotten to the point where every time I see a cool new outfit I restrain my enthusiasm until I can turn the model around and confirm they don't have one of these kitschy monstrosities tacked onto them.

    Or give the option to toggle them on off. But to me it's just a lazy, unimaginative way to seem like you're giving "more" when you design an outfit.

    They're not a positive, imo.

    An easy solution to this would be to make them unequip-able just like in Fortnite.

  • @ReikoMori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3610466#Comment_3610466

    You can try your best not to go down at all or your team can trade speeding through gens for overall safety by stalling gen completion to let a person get their trap off without being pressured. People forget that by default the traps aren't immediately active and pose no threat to you until a generator gets completed while it's on your head. The trap wasn't meant to kill as consistently as it does as it's primary function is to make survivors slow down on progressing their objective to circumvent the instant death risk. People tend to just try finish games as fast as possible though which makes it more worthwhile to force head pops.

    I know all of this and none of these are issues, it is the trap timer not pausing when being followed in stealth.

  • Stop telling me what I should or shouldn't do please. Removing TTV from my name does not stop the killer chasing me in stealth without pausing the timer.

  • @JPLongstreet said:

    I must be the only Piggly Wiggly that has never used the scream stuff

    Trust me it's hella annoying, especially if you're being tunnelled in the process lol., imagine a 19s timer to remove the trap and then it interrupts at the last second and the killer is just teabagging behind you watching it all unfold lol

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/399043/why-are-the-pigs-head-traps-still-not-nerfed-yet

    I personally disagree with this topic. She doesn’t need a nerf. The only suggestion is timer doesn’t keep counting down while she chases you in stealth. 🤷🏼‍♂️

    My humble opinion.

    It seems that with me being frustrated by being followed in stealth for at least 5/6 games in a row almost; multiple people trying to get their points across and making this post feel more like a chore to reply to, I have also come to realise that I somehow forgot to actually write the exact nerf clearly that I wanted fixed which should've been in the OP. That was her timer pausing while you are being chased. It's funny because I'm PRETTY SURE I DID add this in at one point but I guess describing fixes to a problem rather than explaining what the problem actually is is definitely a male trait... or someone deleted it.

    I have amended the OP, hopefully it makes a lot more sense now.

    @LapisInfernalis The point I was trying to make with the "TTV" comment is that the killer does not care about protecting gens to get that TTV kill. and again mate, I do not care if I get tunnelled by any killer because I have TTV in my name, I don't care if it's any killer in the game, tunnelling has been happening almost 9 months to me now, I'm used to it.

  • @LapisInfernalis said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3603171#Comment_3603171

    You might not want to hear this but if you put TTV in your name you need to accept that some idiots will target you to feel better. (I don't think it's OK, but what can you do about these idiots)

    I don't stream, but having almost 7k hrs combined with a P100 makes you an automatic target.

    This is a completely different topic and still no need to nerf her timer. The killer player would still tunnel you without them playing pig, if they really wanted to.

    Yes it is not fun if you can't to anything in a match besides solving boxes, but these are edge cases. At least in my games.

    Lol I get tunnelled almost every game for having TTV, that's not the issue here. It's the pig timers. Everyone keeps forgetting this because she is "weak" when compared to others. In a perfect scenario there's always enough time to take off the trap, but with a little bit of resistance there just simply isn't.

  • @dknb said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3603542#Comment_3603542

    stay low, and go to the boxes.

    That won't make it in time.

    Of course hiding against a pig who's got an active trap on your head makes sense. 😂

    His words: People should use their brain in scenarios like this.

  • @LapisInfernalis said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3602636#Comment_3602636

    Then please complain about Ultimate Weapon (or screaming perks in general), not about Piggy.

    Toxic players are everywhere. It does not need to be a TTV.

    Ultimate weapon has already been complained about, that's apart of the issue but not the main issue. It's her trap timer.

    Being TTV increases your chances of getting tunnelled exponentially.

  • @CrypticGirl if you want a really easy way to finish the challenge, get a friend and blind the killer with them at the same time. You'll most likely get it within 5 games max.

  • Tier 3 is always the best, it's useless to want the weaker tiers.

  • LOL one person wont make that much of a difference in the grand scheme of things xD

  • @luvcraft said:

    "blind the killer to make him drop a survivor, TWICE in the same match"?? The only people who do that are the absolute worst of the worst jerks in Survive-With-Chat.

    Don't reward those jerks with a tome challenge only they can do.

    Run lightborn, problem solved lol.

  • @tuttoinunavolta

    I want you to understand the following:

    • These scenarios always happen in SoloQ so I want you to understand that there is zero communication when going for a trap removal box in any given area
    • I also do not generally fail skill checks
    • Just because you did not understand my reasoning behind how I explained something, that does not instantly make something factually wrong. I assumed the majority on the forums would be experienced players with hundreds, if not thousands of hours, so at times I do not feel the need to paraphrase

    A pig can see:

    • 5 Trap boxes
    • When a survivors trap is active because of the survivors banner Aura turning RED from white

    Now as a killer what would you do next? you'd keep a mental time memory of the trap activating it for later. The killer would then play the game like normal.

    The survivor on the other hand has the following constraints:

    • Has to remove the trap in a very tight timeframe and reach all 5 boxes if RNG is not on their side
    • Usually by this point a gen is almost done and will be popped just as a trap is placed on your head after prolonging a chase as long as you can, depending on how bad the loops in an area are, so you haven't got any trap boxes done yet but your trap timer has instantly become active
    • Experienced Pig killer mains clearly understand the trap is oppressive so they'd add major delay addons to trap removal (can be up to 16s per box)
    • Has to traverse the map in general, avoiding the killer as best as they can

    I said:

    ""Pig speed does not make a difference when in stealth because your timer is still continuing" and then follow it with "She can let the timer continue by following you in stealth while still chasing you". "

    In other words:

    • Your destination is known because the pig can see box trap auras
    • A pig in stealth can still follow you without pausing the trap timer cooldown, you have no choice but to go to that trap removal box in that area because of bad RNG, both trap removal locations being so close together on some maps (for reference, yes I know there are 5 trap removal boxes), as well as lack of trap time and a heavily increased delay in general from trap box addons, and the obvious killers' memory from earlier knowing your trap has been active for a while now
    • The killer usually switches to you when she see's you, again the oppressive trap timer forces you to act hastily and go directly to the trap removal box (if you delay this she will purposely just stalk you in stealth regardless of slowdown speed because she knows where the trap removal auras are and if you're in that area with an active trap it's obvious you're heading there)
    • She can wait at the box and count down the trap removal timer (with her addon extensions and lets use the 16s as an example) while you're trying to remove it and knock you off it before the 16s have elapsed, you have no time to delay and if you're still in the trap removal animation it will still blow your head off
    • I'm also not talking about crouch following you around the entire map obviously, she can walk at a certain range before it becomes a chase and then she enters stealth when within chase distance

    This can be seen as tunnelling but it can also be seen as a design exploit.

    The Pig is weak at the moment when compared to other killers so that would naturally assume only experienced killers would play as the pig. This would also assume that they know exact trap removal timers with their chosen addons like the back of their hand. I am also not talking about a scenario of them finding you randomly on a box and waiting it out to hit you, I am talking about a scenario of you being forced onto the trap removal box while they are still stealth chasing you and you're unable to lose them because of time constraints, trap removal auras being shown to the killer (this is what I mean by they know your location) and they are behind you in stealth with no punishment while your timer still ticks away.

    Now you would ask:

    • So why wouldn't you lose them first?

    My reply would be, "How? Time constraints". With addons trap removal timers can take up to 16 seconds as someone stated in this post, more than enough time for a pig to run/stealth to you on a trap removal box, hook you once and then come back a second time once you've been unhooked and knock you once for a guaranteed kill. And thus the reoccurring, repeating dilemma we have in this post.

    @UndeddJester Usually SoloQ teammates unhook you asap, finish gens without caring about inactive traps. The killer tunnelling me would just destroy me even faster due to it as he's not even left the area or purposely proxy camping in general. I haven't used plot twist much but I'll give it a go. In a SWF this wouldn't have been as much of an oppressive issue but in SoloQ it's so bad.

    @LapisInfernalis 240s sounds good in theory but practically, the last 60 seconds is what screws you over when there's screaming perks, extension addons that purposely interrupt you and then the killer coming to you at least once and forcing you away from that trap removal location. That is usually more than enough to delay the trap on your head to blow up. The killer is usually happy to throw the game to get that TTV kill.

  • I swear if I have to repeat the EXACT SAME THING A 5TH TIME.

  • @tuttoinunavolta said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3600902#Comment_3600902

    There are 5 boxes in the map, not 1; the Pig either has to guess the box you're approaching (and if she guesses right, it's frustrating I know, but it's literally just a luck factor) or she has to constantly keep you in her sights, aka follow you fairly constantly, aka tunnel you, and if she does that you would have gotten out of the game relatively quickly even if it was a different character (probably even faster if it was someone higher in the tier list). Her crouching speed absolutely does matter, because following you while crouching is her only way to actively follow you without pausing the trap timer. If she's not fast enough to crouch-chase you like that, she can't hard tunnel you in any way that is different from that of any other killer.

    Every killer can always expect survivors to be in specific areas (survivors are usually nearby gens, survivors with a trap are usually nearby boxes) so really, all of these Pig players targeting you relentlessly seem to me a problem of tunneling more than something strictly related to traps. And the character virtually having nothing in chase (crouch/ambush powers have very low and slow stats) + some badly designed add-ons that incentivize attacking those wearing traps (that need to be changed) is what probably causes a lot of Pigs to resort to tunneling, more than traps themselves existing.

    It would be a problem if she could physically bodyblock and safely prevent you from getting the trap off (she could in the past and she can't anymore, and that's what I meant when I said it was fixed by adding the 5th box) or if she could let the timer keep going while keeping you busy in a chase (and that's not the case).

    Trap timers are absolutely not too short; with some lucky RNG and maybe some strong add-on / perk sinergy they can be deadly (and that has to be the case... If she could never get a kill with a trap ever, why even worry about taking the trap off?) just like a Pig can bring Ultimate Weapon, Tampered Timer and Crate of Gears and only manage to trap 1 or 2 survivors, both of which will end up taking the trap off in 1-2 boxes because of RNG.

    Can I ask how many times have you played against Pig lately and in how many of these matches you died because of a headpop? I play as Pig and I often play against her too; headpops happen on both sides, but they're not too frequent, even when the killer side brings the timer reduction add-ons. I don't mean to discredit your experience and I sincerely believe you've had these frustrating matches, but since the frequency you describe doesn't seem to be as common as to ask for a pig nerf among people in this thread and other online dbd circles, I just wanted to know if it was a couple of matches where unavoidable headpops happened or if the number was much higher.

    Pig speed does not make a difference when in stealth because your timer is still continuing, she obviously knows your location and where you're going or you wouldn't be in her radius in the first place and she can also see the amount of time before the trap blows up so of course she'll target you at least once and hook you and that is usually more than enough because addons do the rest with how long it takes to attempt to remove the trap.

    "It would be a problem if she could physically bodyblock and safely prevent you from getting the trap off (she could in the past and she can't anymore, and that's what I meant when I said it was fixed by adding the 5th box) or if she could let the timer keep going while keeping you busy in a chase (and that's not the case)."

    • Her version of "body blocking" atm is grabbing you off the trap after counting down the timer just before you finish the trap with extended timer addons
    • She can let the timer continue by following you in stealth while still chasing you. trap timer never pauses on a trap removal machine

    In an ideal match without interruptions and going directly to every single trap box you roughly have around 1/10 - 2/10 of trap removal time left.

  • It's usually down to being bad at looping. If you can't loop well enough then you'll most likely get destroyed in SoloQ. I mostly play SoloQ now and that's what I've noticed. Matches aren't always the best but you live and learn, or in this case you die and you learn. Teammates don't always do gens or come for a unhook or are scared and hiding but they're trying their best. That's all you can honestly ask for. If you take this game serious then you'll always be mad when in soloQ.

    @UndeddJester So the exact same thing that happens in every other game?

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3601164#Comment_3601164

    Lol...

    The searches of the traps are regulated via a random number generator, Rng for short.

    How much searches you have to do is literally Rng. The Pig has no control about that. She can however use it to her advantage.

    Brother I have been playing games since 2005, I know what RNG means. I am not talking about the box RNG I am talking about killers disrupting the box animation. It's you talking about RNG and all sorts of other stuff and going away from the main point of the post lol.

    And its not the screaming that's the issue, its the interrupt from the screaming when the trap removal speed is heavily increased.

  • In todays news of what should killers decide to come together to nerf today: Woo.

    Jokes aside, there's nothing wrong with the perk, if the survivor is trash then they'll always be trash, perks wont change this.

  • @Archael said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3600558#Comment_3600558

    entitled killer mains.

    I think 4% should be removed, not because its unfair for the killer but because hoping for it can screw whole team. Anti-camp should be better thought out and auto unhook should occur in certain situations.

    There is no reason for it to be removed at al because all that does is remove another style of play. I like the crazy games sometimes, even with people suiciding, it can still be fun and also means that 0 camping is required on the killers part. That would also change the dynamic of the game heavily too.

  • @Halloulle said:

    I agree that an otherwise mediocore killer should not get a pass on unhealthy mechanics to "make up for it".

    Given e.g. Face the Darkness it becomes quite impossible to remove traps quite easily. Especially when paired with Thrill of the Hunt. Nearly no effort on Piggy's part required to get headpops. (It's incredibly boring to play that way, imo, but it's not like I can keep people from doing it.)

    These two perks have been an issue for me when it comes to pig too.

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