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Peppa_Pigsaw

Peppa_Pigsaw

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Peppa_Pigsaw
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  • @[Deleted User] said:

    Well he would have chased them off that second gen if he had not stood there for like 18 seconds going "Wow...wow..."

    Gen speeds are too much I agree just, in this scenario he could have done something about that second one.

    I'll give the second gen to that argument but still that first gen popping that fast is ridiculous.


    That should not happen, period.

  • @AsePlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/996939#Comment_996939

    They still happened. And yes, you are full of personal bias. Your post history makes that very clear.

    How they handled the situations and their community was vastly different back then, thats not bias that is objective fact.

  • @AsePlayer said:

    lol

    Elaborate sir

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/996914#Comment_996914

    It isn't "beta". Quit being nit-picky. You clearly don't know what the definition of "beta" is if you're going to keep calling those clips "beta".

    You wanted to complain about all the nerfs survivors have gotten and now you're cherry picking the time period to suit your own narrative, apparently forgetting that literally half the killer roster got nerfed in the past 6 months or so, including high tier killers like Nurse and Spirit.

    What's the point of "counting survivor versus killer nerfs" when you can just cherry pick a time period that suits your own personal bias? How does that prove anything about your argument?

    You're the one who wanted to count survivor nerfs, and yet when we look at why some things became nerfed, you go all defensive and say it doesn't count because it they prove your argument has no weight.

    Your argument has no weight. The only way you can weave this argument is apparently putting up an arbitrary time period where survivors had more nerfs over killer which proves nothing because I could go and do the same thing with killer nerfs.

    This discussion is over.

    We can't use stuff from that time period to back up either argument because that is literally 3 years ago when how they approached balance and map design was entirely different due to lack of man power.


    You're mad because you cannot replicate something like this within the current and up to date development of the game so you choose to run from it because you are not able to back up your arguments.

    So let's look at last year's survivor buffs shall we?

    Mettle of Man's entire existence was a disgusting example of how survivors get constantly babied. It took over a month for them to nerf a perk that rewarded you for getting hit, classy.

    Survivors all getting notified with a jarring sound effect when exposed was in play, because that was totally necessary.

    Badham is STILL a super safe map for survivors but now they have 5 of them. Lovely.

    BT has been buffed repeatably, despite being in a position everyone said was ok.

    I can go on if you'd like, but I know I'm full of personal bias.

  • Because survivors would whine about it. Can't have that.

  • I had to fight with the Twitch clip to get it to work but hey it does now.

    It won't work if I type in anything with it so ya know this has to work.


    This is my response to the "Gen times are fine" idea that's been going down. Here you see my friend Scorpionz lose not 1 but 2 gens in under 30 seconds.


    That's not ok in any reality.

  • @The_Second_Coming said:

    https://forum.deadbydaylight.com/en/discussion/comment/996896#Comment_996896

    Unpopular opinion: Games shouldn't be optimized for low end systems. It's 2020.

    Agreed.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/996905#Comment_996905

    This year isn't even two weeks old. What do you mean?

    I can show you a hell of a lot more if you want. Remember infinites in every map? No medium vaults? Much faster vault animation for survivors?

    Remember this?

    https://www.twitch.tv/videos/80892245

    https://www.twitch.tv/videos/80892245

    Alright fine last year. And again you posted beta footage.


    Stuff that isnt relevant because it's YEARS old.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/996884#Comment_996884

    That's like saying you spend $100 on 20 different purchases, and I spend $500 on one singular purchase, that you argue you spent more money than I did because you made more purchases than me.

    The amount of nerfs do not matter. The impact of the nerfs do.

    And if you don't believe ######### like this didn't deserve to be nerfed -- nay, purged from the game, then you're crazy:

    https://www.twitch.tv/pappusgaming/clip/AntsyIncredulousAlfalfaBibleThump

    https://www.twitch.tv/pappusgaming/clip/AntsyIncredulousAlfalfaBibleThump

    I love how the clip you posted is from the beta and has nothing to do with this year at all.

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/996884#Comment_996884

    They are, but not all nerfs are equally impactful. Some nerfs are utterly game changing while others are hardly noticeable.

    So when looking at a list of nerfs you can't just check the length, but also the quality of the individual nerfs.

    Riiiiight so one side being nerfed more is not more impactful.

    You wanna talk about Legion? I want to talk about Legion.


    Legion has been gutted and then repeatably nerfed into the ground time and time again. He's unironically considered one of the worst killers in the game by a large part of the community and unless you're a die-hard Legion main (May God have mercy on your poor soul, I actually feel bad for you Legion mains out there). He's at a point where most people don't even play him anymore.


    Removing a character isnt impactful.

  • @PigMainClaudette said:

    https://forum.deadbydaylight.com/en/discussion/comment/996881#Comment_996881

    No, it really isn't.

    https://forum.deadbydaylight.com/en/discussion/comment/996875#Comment_996875

    And yes, it is. Not all of us are on high end gaming PC's. There have also been games with invisible totems for me, and by that I mean unless I was running Small Game, I'd literally never know of their existence.

    No I'm not a new player, I'm rank 6 Survivor consistently, I have been playing for a year and I'm on Xbox, which makes Great skill checks very hard. Before either of you ask.

    That sounds like poor optimization, in which case, thats BHVR's fault.

  • @Reaper_xx said:

    https://forum.deadbydaylight.com/en/discussion/comment/996875#Comment_996875

    It is the new players who don't want to learn the game that are ruining everything.

    Ahh we were all new players one day, learning everything i could about the game so I could get better way fun.

    Now I can do a bad old man impression and say "Back in my day sonny double pallets were intentional", was fun.

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/996862#Comment_996862

    don't. People get tunnel-visioned on the length of the lists when they do that instead of the impact of the individual changes.

    Nerfs are objectively nerfs.

    You just don't like to admit I have a point.

  • @Reaper_xx said:

    https://forum.deadbydaylight.com/en/discussion/comment/996857#Comment_996857

    I see why noed and ruin is a standard. I don't understand why they are nerfing ruin. As a survivor main, its not that hard to work through it.

    Agreed, hitting greats isnt that hard and neither is finding the totems because totem spots are laughable at best.


    To fix the new player tactic all they'd have to do is actually put new players with other new players, but that requires a functioning matchmaking system, which we have seen is not a thing in DbD.

  • @SpaceCoconut said:

    https://forum.deadbydaylight.com/en/discussion/comment/996827#Comment_996827

    While I'd love to talk about it and share the deleted post since I have an image of it, that's against the rules.

    Let's just say that the context of the post was ignored just like our calls for balance lol

    BHVR would never purposefully ignore their playbase haha, right guys?


    Oh wait, Ruin is still being changed, nevermind.

  • Compare the list of survivor nerfs to killer nerfs.


    Then come back.

  • See you did the one thing that a lot of survivor players refuse to do. I have respect for you too broski.

  • @The_Second_Coming said:

    https://forum.deadbydaylight.com/en/discussion/comment/996835#Comment_996835

    Speaking of not talking about things...

    I read an old thread about people being shadow banned not too long ago. It was a thread from September of 2018 as a matter of fact. I only read it cause it was listed that it had a reply..but strangely enough even though the thread listing said it had a reply, the reply was missing when I went into the actual thread.

    It was deleted in the last week, along with a much newer thread asking about shadow banning...issue is, if you google "dead by daylight forum shadow ban", it's still the first in the search results...click the link and the thread no longer exists. That's how you know it was deleted recently. It's placement in the search rankings.

    Basically, shadow banning is when you are set to "private" in so many words. You can read posts, and in theory still post, but nobody can see your content.

    https://en.wikipedia.org/wiki/Shadow_banning

    Here's a picture of the search results (save this link!):

    https://gyazo.com/e16f56038259d39cb954050920bd8d3f

    Here's a link to a thread of it actually happening to someone:

    https://forum.deadbydaylight.com/en/discussion/comment/303333#Comment_303333

    Sure, you could call it a "bug"...but I feel like it's far too convenient.

    It tends to feel like that actively try to silence/get rid of that which makes them look, well...that which matches their Behavior.

    I know multiple people who have suffered the same fate, it does definitely exist and it wouldn't surprise me if these posts get deleted or a mod goes "Actually we don't do that." When multiple people have claimed they do in fact do that.


    But I'm just an entitled killer main, so obviously im making stuff up because I'm angry about the Ruin change.

  • Then maybe they should make a functional matchmaking system that doesn't pair up new players with veterans.

  • Few friends have gotten banned for stating the developers didn't play their own game and/or were bad at it.


    Which they are. But we don't talk about that.

  • Survivor: I get way too greedy with my Head On stuns.


    Killer:


    #########


    Corn

  • @Almo said:

    This is why the Gatekeeper emblem was changed with Ruin. In terms of emblem points, it's no longer important to keep 5 gens up the first two minutes to get all those points.

    In terms of the game's power curve, it's expected the first couple gens go fast. 4 Survivors, one Killer... several chases to get one Survivor out. But as the number of gens to patrol decreases, it becomes easier for the Killer to patrol, and their power rises. As the Survivors die off, the Killer's power increases more as there are fewer Survivors to work on gens.

    Old Ruin gave people who depended on it the idea that it should not require input from the Killer to keep the first couple gens from popping in the first couple minutes. But that is not how we intend the game to work. My apologies for leaving old Ruin in place as long as we did; it was hard to find a good update, and we knew there would be a huge outcry from the players when we did the change, no matter how good it was. The moment I joined the project in August 2018 I knew Ruin was something I wanted to change. It took a lot of time and a lot of discussion with the other designers to find something worthy to replace it.

    New Ruin requiring Killers to act in order to get its benefit is by design. Its lack of large impact in the first minutes is by design. Its subtlety is by design (by subtle I mean that one of its large benefits isn't mentioned in the text: no need to spend time kicking gens). Because we recognized Ruin's impact on the Gatekeeper emblem and Killers' ability to pip, we made the alteration to that emblem.

    We can easily understand players' frustrations with this deep change to one of their core tools. But the opinion of all of us on the design team is that the new Ruin will make the game healthier overall. Our willingness to stand by it in the face of such anger over the change is an indication of our confidence in the new design and the benefits it will have in the long run.

    "We think its a good idea despite a large portion of the paying playerbase telling us it isn't."


    The playerbase is literally how you get to pay for your bills and other necessaties, if you don't listen to them, guess what? We LEAVE. So you DONT get anymore cash from the players who left.


    The sheer incompetence behind this decision is astounding. You're literally ignoring one of the most basic lessons of business.


    Keep your customers happy.

  • That's a bait and a half

  • Instead of looking at numbers and thinking only about the new players, how about taking your loyal playerbase into account?

    Killers ran Ruin because we felt inclined to. Generators are done too fast. If you fix Gen times, Ruin won't be so popular anymore. Instead of nerfing a perk, how about actually fixing the base game mechanics?

    I also don't see any discussion about perks Killers find unfun to play against. Things like Adrenaline for instance, or Sprint Burst, or literally any other perk killer players complain about.

    Ruin being revolved around endgame pressure is a joke. Hex perks don't make it to the endgame. Ever. End of discussion.

  • @Almo said:

    Hi!

    Just wanted to address one common concern I've seen from the community. "They nerfed Ruin so it wouldn't be hard for new Survivors."

    That's not quite what the intention was. This is subtle, but bear with me.

    New Ruin is in fact really brutal for new Survivors... because it is insidious. They have no idea what's happening, and they struggle to get gens done at all. That little zap effect when you take your hands off a gen? Barely noticable to a new player who's panicing because of the L3 Terror Radius they are hearing. It's not even noticable that the gen is regressing twice as fast as if the Killer had damaged it.

    What we wanted to do was not "make it easy for new players" but "make it less frustrating for new players". In playtests with newer Survivor players, it was 4k with 4 or 5 gens up almost every time. But they didn't hate their time in the game as much because those red skill checks weren't in their faces.

    I'm looking forward to playing on the PTB with some of you tomorrow; see you in the Fog!

    Ok and now I'd like to address the communities concern with this change as best as I can.

    For starters you should stop balancing the game around the newer players. We all had to learn the game at some point and constantly babying the new players is going to make the overall skill of BOTH sides plummet drastically.


    Second, the new Ruin being "devastating against new players". Good for you. Most of us don't play against new players anymore. Why should the veteran players be punished for not playing with lower skilled players? Do you want us to purposefully derank? Despite stating multiple times via streams that you look down upon deranking? This renders the already shoddy Ranking system even more pointless.


    Third, Hex perks don't make it to endgame. Ever. So Ruin being more centered around late game pressure is laughable at best.


    Fourth, one of the reasons stated for why Ruin was addressed was because it was popular at high ranks. So instead of asking killer players WHY we ran it, you instead listened to survivors complaining that it was unfun to play against. Because God forbid survivors actually learn totem spawns or how to hit skill checks while Killers are forced to deal with 4 man Adrenaline, Decisive Strike, Borrowed Time, insert another unfun Survivor perk here.

    Well I will kindly explain to you why most killers ran it. We didn't run it because we thought it was good, we ran it because we feel the need to run some form of stall perk to actually be able to play YOUR game. Because generator times are ridiculously short. I've seen clips of games ending in under 3 minutes, hell I've even seen a clip where a gen pops in 18 seconds at the start of the match.

    I don't care about emblems, I care about actually being able to play my preferred role without the control of the game being swept out from under my feet, and I think a lot of killer players would agree, if we had a choice, we would run a perk that was more fun if we didn't feel inclined to run Ruin.


    I have massive respect for the talent at BHVR that managed to build a game that helped me through dark times and has been hundreds of hours of enjoyment, but you guys seriously need to stop looking at the numbers and actually pay attention to what your paying customers are saying. BOTH sides. Not just Survivors, not just Killers. Everyone.

    I love this game to bits but you guys desperately need to get your ######### together.

  • @Awakey said:

    https://forum.deadbydaylight.com/en/discussion/comment/956307#Comment_956307

    Rather that just say "no", give him some constructive criticism. What's your pig build?

    Well I personally use BBQ, Ruin, I'm All Ears, and Monitor.


    I'll give him credit for having Monitor in one of his builds. But Nurse's and Sloppy are pointless in the current No Heal meta we have. Bamboozle is just horrible in general, I don't understand why people run it. Pop is nice so you could replace Ruin in my build with Pop, which I've done myself.

    STBFL, is a 50/50. I like having reduced down time after a surprise attack but I have to ambush my obsession to keep my tokens. So if the obsession doesn't want to let you keep your stacks, you just end up wasting time.

    Whispers is highly overrated on her imo, it's nice for the start of the match but after your first hook BBQ outclasses it.

  • They're all pretty bad, I wouldnt use any of them

  • I should probably state it doesn't show aura, but the perk lights up. Think of it like a reverse spine chill.

  • @Peanits said:

    It's not an intentional change, don't worry.

    Oh thank God, any idea what caused the issue? And can we expect it to be fixed when the PTB goes live?

  • I admittedly don't know about Demogorgon. I'd assume he can do it because every other M1 killer can, but I'd have to test it

  • @themirrortwin said:

    @Peppa_Pigsaw The PTB has been experiencing a ton of issues corresponding to the update to the Unreal Engine. I am hoping hoping hoping that what you describe is attributable to that and thereby fixable (and the devs will fix it). Food for thought.

    I hope so, I'd hate to see it go

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/747987#Comment_747987

    Not specifically, it's a nerf to all killers who could use this unique tech.

    Assuming this is a Pig nerf is not the correct way to look at this change/fix. You will see the bigger picture when you look at things from all directions.

    Edit: Englih is is hard.

    So basically, all killers except Nurse? Everyone could use this tech, Nurse just didnt need to.

  • @Mert_MK said:

    Another Pig nerf.

    F

    Not just Pig, it's another hit to Pig because she was able to pull it off better than other M1 killers but you could normally M1 across it as well with basic M1 killers (trapper, wraith, Freddy, GF etc) so everyone except Nurse suffers

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/714423#Comment_714423

    I would also have to disagree about dash being too situational. There's some pretty good Pig players out there that can use it pretty frequently. It can take a good portion of loops and make them unsafe.

    I would normally refer to Scorpionz, but he's out for Twitchcon at the moment.

    Scorpionz doesn't even utilize all of Pigs power correctly tho? All he does is ambush.


    Barely stealths, doesn't properly manage traps etc. He isn't that good of a pig tbh, but he is better than most players.

  • @The_Manlet said:

    The reason is that over 90% of Pigs tunnel the first survivor they see and prioritize hunting a player with a trap on their head instead of dealing with survivors who are on generators. And that's when Pig isn't crouching near the hook for a free Insidious camp and tunnel. The devs clearly suffered from this and are doing everything in their power to reduce the number of Pig players so they can enjoy the game.

    While you would be correct that most Pig players play like that (which hurts me on an emotional and spiritual level) that's not a good reason to punish the people that play her well.

  • @The_Daydreamer said:

    I think the problem with pig is that you need to decide, if you want to play with the ambush or with the traps.

    Because the other part will be not useful without addons. I don't understand why pig needs so long for her to crouch. Tbh I hope they will buff her any time soon.

    I've mained Pig since day 1. I have played her addonless to Rank 1 (and only play without addons now), perkless to Rank 1, gotten all perks, P3ed her, etc etc etc. I have a lot of time with Pig under my belt, so I think I have the credentials to actually know what is wrong with her and whatnot.


    To start off, I'd revert her TR back to 28 meters. That was such a stupid nerf anyways.

    Secondly, I'd make her traps still activate during the time period between the exit gates being opened and the last gen being powered. That dead zone where nothing is really going on. All gens are done, all thats needed to be done is for the EGC to start.

    Thirdly, I'd change all of her affliction addons for her traps (Outside of Slow Release Toxin they are all kinda garbage), Rework Amanda's Secret and Amanda's Letter, along with adding or tweaking a few numbers with the other addons.

    Lastly, I would make her ambush count as a basic attack again. Along with having it being affected by the CD reduction of perks like STBFL and Unrelenting. It really is nothing more than a really long lunge. It SHOULD count as a basic attack if you ask me.

  • @GrootDude said:

    https://forum.deadbydaylight.com/en/discussion/comment/696507#Comment_696507

    Yes, they changed her ambush to not be a basic attack, so it isn’t supposed to expose but it was still affected by it, so exposed effect working was a bug after the change (which I already said).

    But you missed they part where they CHANGED IT which makes it by definition a NERF

    smh some people I swear

  • @GrootDude said:

    https://forum.deadbydaylight.com/en/discussion/comment/696466#Comment_696466

    Read my comment again, I explained why it was a bug quite clearly.

    You also stated they changed it....

  • @GrootDude said:

    https://forum.deadbydaylight.com/en/discussion/comment/696445#Comment_696445

    They changed her ambush to not be a basic attack, chainsaws and hatchets(with add ons) are the only non-basic attacks able to insta-down, therefore Pig isn’t supposed to currently be able to insta-down with her ambush but she was able to despite her ambush not being a basic attack, so it is indeed a bug.

    You make my head hurt.


    You contradicted yourself in your own post

  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/696429#Comment_696429

    Honestly if you pair pop with ruin or corrupt, it makes the game a lot slower for Survivors... You can also thank RBTs for their potential to instill fear of death into Survivors lmao.

    It truly does portray the source material they took from the SaW films, and that's something I found the most interesting, and overall cool about it.

    Personally for me, I run BBQ, Ruin/Corrupt, Monitor and Abuse, and Save the Best for Last. I usually run this because it really compliments my playstyle. Although I do run a variety of other builds of her (Benefits of having all perks on one killer baby!).

  • @GrootDude said:

    https://forum.deadbydaylight.com/en/discussion/comment/696425#Comment_696425

    No I didn’t, I was telling you that the exposed effect is not meant to effect her ambush anymore so it was a bug, your play time doesn’t change that.

    That's not how coding works lmao. I literally explained what they did to change the coding to make exposed not be affected by her ambush. That's not a bug, that's a outright nerf. Besides even if it was a bug, nobody had an issue with it to begin with. It was still a pointless change that was a nerf to Pig overall.


    How you view it does not change that.

  • @FireHazard said:

    I have to agree that Pig hasn't gotten the best updates outside the gate when the DLC dropped, and following after...

    But by no means is she bad, shes actually very good at wasting Survivors time in a Trial when effectively using her. The RBTs (Reverse Bear Traps) can be used as a catalyst to not focus on killing them... but to waste their time removing them.

    I have a build focused on capitalizing on Survivors wasting time getting the RBT off, and lemme tell you, it works wonders. Especially with Pop goes the Weasel, this perk will regress gens heavily when you hook a Survivor with a RBT, and keep it regressing until they take it off and go back to said gen.

    Idk how many times I've done this where Survivors just waste so much time getting a RBT off while the gen they had at 80% or something went back to 20%/10%0% its honestly crazy... Ruin + Pop goes the Weasel on Pig is a god tier combo, the other two can honestly be anything... BBQ, Brutal Strength, Surveillance to keep track of gens, Surge, Overcharge, anything really that focuses on regressing gens.

    Yeah Pop is a really good perk to run on Pig. I used to run it myself but I find myself switching between Corrupt Intervention and Ruin at times.

  • @GrootDude said:

    Regarding the exposed ambush bug fix, it was indeed a fix to a recent bug, whenever her ambush was no longer considered a basic attack it was still affected by the exposed effect, which wasn’t supposed to be happening so yes, it is a bug fix.

    You missed the part about how it was in the game for almost two years didn't you?

  • @Alice_pbg said:

    https://forum.deadbydaylight.com/en/discussion/comment/696390#Comment_696390

    You are literally the only person that thinks survivors doing gens with the trap on is a bad thing

    Uhm, the entire point of the Reverse Bear Trap is for them to NOT do gens. It is called a stall power afterall.

  • @oh_0k said:

    Look at demogorgon getting his ultra rare red moss into his basekit when for millions of decades people have been asking for Rule set No.2 to be put in her basekit and they just ignored that. I guess when devs get angry they take there anger out on pig bc they seem to really like nerfing her alot for no reason.

    See the thing is, having Rule Set be baseline would actually hurt her. Because survivors when they see that the boxes don't have auras, they will just do gens and then remove traps normally. So I'm actually glad they have ignored that in all honesty.

  • I think my name gives away which killer I choose.

    Pig is just such a good character, a very strong mid-tier killer who can compete at high ranks. That and her stun squeal is cute af.

  • No thanks. On late game killers and stall killers this change would be too powerful. But I'm all for giving Pig more power :U

  • Surveillance also needs a buff.

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