PigMainBigBrain
PigMainBigBrain
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@Zagrid said:
https://us.v-cdn.net/6030815/uploads/VSGSDZR7ZH9L/screenshot-20210615-144516-twitter.jpg
The only reason they linked the Leon and Jill cosmetics (not the Clare and Chris ones) is because the difference between the hair styles is so minimal and on Jill literally non existent that people wouldn't buy the full set and instead would just buy the torso and pants.
It's greedy and inexcusable, unlink them or make the hairstyles different, because linking them purely because they realize the head wouldn't sell is lazy, greedy, and an insult to the fan base.
You ever stop to think that maybe.....just maybe....they might have a licensing agreement that doesn't allow them to unlink that stuff?
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@ManWithALemon said:
https://forum.deadbydaylight.com/en/discussion/comment/2283237#Comment_2283237
Man, I have a trap on. I'm really worried.
*Does a gen*
Oh no, my timer's ticking down. Better hurry and get my trap off
*Gets it off in 30 seconds at the first box*
Man, Pig's stall is so intensely good.
So what...you get lucky and get it off in 30 seconds...I don't care....I still have 3 more head traps. At the bare minimum I buy myself 2 extra minutes. Assuming every survivor takes 2 or 3 attemps, I just bought myself 4-5 minutes......
Meanwhile....other killers who are not Doc, Plague and pig, are sweating their ass off because they're literally counting the seconds needed in between chases, and staring at the amount of gens left as if a nuclear bomb is about to go off any second.
Meanwhile pig players can take that extra 4 minutes and do a little roleplay, or sneak up on someone next to a gen for a grab, OOOOR even afford the time to not camp, tunnel, or slug......
Your argument doesn't make any sense. Killers like trapper and hag WISH they could have an extra 2 minutes to just...play the game....
On top of this I can run slow down perks and relax....EVEN MORE!
https://media.giphy.com/media/26FfhVHtQcAn1eW5y/giphy.gifHave a napkin to wipe the sweat off for your upcoming games....I truly feel sorry for the other killers high bloodpressure....
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@ManWithALemon said:
https://forum.deadbydaylight.com/en/discussion/comment/2282760#Comment_2282760
Pig is the second worst Killer in the game. Her power is to move at 90% movement speed and apply a stall mechanic that's more RNG than Nemesis's zombies.
You're trollin. Pig is one of the only killers besides Doc, and Plague with the longest stall and consistent stall out of anyone in the roster, even with the RNG nature of head traps, which makes her, doc, and plague far superior than a lot of killers. While the rest of the killer roster is sweating its ass off and popping blood vessels, Pig, plague, and Doc get to casually take their sweet time. I haven't had a game end in under 10 minutes on any 3 of those characters in 4 years.
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@Jarol said:
https://us.v-cdn.net/6030815/uploads/MRB6IQ0QAKRO/my-image-287-29.png
Laughter and disagreement moment, but this is my list, Nemesis may be weak in the red ranks against good survivors, but in my games I see it balanced, although out of anger to leave the first level of the T-Virus.
Theres no way you weren't drunk when you made this list. You put pig below nemesis, plague.....this list is drunk.
This is the real Tier list.
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@RockScorpion384 said:
They get:
infinite pallets
infinite windows
infinite loops
stuns
blinds
speed boosts
fast gen speeds
how much more hand holding do these kids need. Literally about to uninstall this trash game already due to how much bias there is to 1 side. Give killer more power ffs
Its survivor sided....but you're grossly exaggerating in this post.
Infinite loops for the most part got fixed....except for a few maps which...like ######### BHVR cmon you guys said you'd fix this...
Infinite windows? Since when does the entity just let you pop over windows indefinitely? Other than an infinite loop its not possible. But if it is, and I'm missing something, it should probably be brought up cause you could use that to make some serious exploits.
Infinite Pallets? Theres 1 perk that lets you reset them, and thats assuming the killer didn't just break it, and the requirements for charging that perk up make it not that appealing unless you've built an entire strat around it....which is fine imo.
Stuns, blinds, and speed boosts have always been a thing, and after they added exhaustion....its not that big of a deal.
Fast gen speeds...is part of a huge problem that makes killers across the board completely imbalanced and out of touch with each other time wise. To the point where I don't think the devs realize the full scope of this problem and just create killers without considering this as a factor.
But yeah outside of the gen speeds and rare infinites, your post is grossly overexaggerated.
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@GoodBoyKaru said:
https://us.v-cdn.net/6030815/uploads/QMXLQWX8K0AS/image.png
Imagine not getting over 32k bp in a single trial, smh my head.
(For real Nemesis' "Viral Contamination" score event seems to give BP in Objective instead of Deviousness so you can get more than 32k bp as him right now).
You already know they're gonna hotfix that with the quickness right?
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@Shroompy said:
i deadass just made a meme post in feedback and suggestions about this but mans actually did it for real and its perfect
great minds think alike.
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@NoOneKnowsNova said:
https://forum.deadbydaylight.com/en/discussion/comment/2282378#Comment_2282378
Killers both have a skill floor and a skill ceiling. Nurse and Huntress would have a higher skill ceiling than a killer like Clown, as their powers are harder to use when first playing the character.
That's why I'm saying Nemesis has a high one, he has punishment for missing his attack, and he cant just expect his zombies to do all the work for him, he needs to somewhat loop the survivors into them to make full use.
Thats not a skill floor, his main power isn't even consistent, and misses people at point blank range....
I like to think of it like this. Cause you're right about Nurse and Huntress difficulty and skill ceiling, but Nemesis's main power isn't some difficult thing to calculate in your head. Its not some high skill cap skill....its just a swing....thats it. Its no different from lunging or pushing M1 minus a few milliseconds of wind up thats it.... His skill floor is slightly higher than trapper myers and ghostface, and his skill ceiling is way the hell below clown, PH, plague or anybody else on the roster.
Side note though, this game needs competition to breed excellence. That way garbage like this doesn't get released. I feel like BHVR has gotten complacent because they don't have any solid competitors in the market.
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2282352#Comment_2282352
She has the lowest killrate! But is still over 2K.
I know Nurse mains are always a bit weird but Sluzzy....you take it to another level....
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@Northener1907 said:
https://forum.deadbydaylight.com/en/discussion/comment/2281354#Comment_2281354
Oh lord, what the hell is that? They really made game like this for console players? How unrespecteful. How can they sell dlc like this?
I am pc player, i have not this problem. And i can say Nemesis is weak after +50 matches. And i can not imagine people trying to play Nemesis with this problems.
You didn't even have to put yourself through that kinda masochism you coulda figured that out in the first 5 games on PTB LOL
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@NoOneKnowsNova said:
New killer that seems to have a higher skill floor than a lot of other killers, during the one of the buggiest patches in the past year.
Additionally, the fact that its earlier in the day might effect it.
Killers in this game don't have skill floors, they have skill ceilings. The killers with high skill ceilings are the best killers in the game. Not neutered trash killers that limit your ability to function with convoluted cooldowns and stuns.
Thats why survivors have a hard time dealing with Nurses, Spirits, and Blights....you're no longer facing a robot with these killers, you're facing another player with a brain with infinite capability.
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@Tsulan said:
So yesterday almost every match was against Nemesis.
But today: Blight, Freddy, Blight, Bubba, Nurse, Spirit, Spirit, Billy and Trickster.
Anyone else experiencing this?
Because he's trash. We called it on the PTB, we called it on release day, his kit functions like trash. 3 hits, 2 braindead zombies, and a complete loss of function on open maps.
I'm honestly shocked Capcom even let this one fly.
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@aroell said:
https://forum.deadbydaylight.com/en/discussion/comment/2278510#Comment_2278510
So you can’t play a normal killer? Only busted ones? And yet you guys complained about decisive strike even though it was anti tunnel.
He is playing normal killers, he just refuses to play the ones that give survivors free wins....sooo....you pick one or the other. Either you like free wins, or you like facing the same killers every match, Freddy, Spirit, Nurse, (Now Blight). I personally would prefer all killers be at least Pig Tier as a standard or higher so I can play other killers outside of Pig and Spirit. But survivors keep clamoring for the game to get easier when you already have a massive amount of advantages. Then you wonder why there are so many spirits and nurses and freddys, its cause the other killers kinda suck ass.....
We get a chance to introduce a new killer to the roster to possibly spice things up with Nemesis, yet, people demand more nerfs....
All I gotta say is this, Theres always going to be more survivors than killer players. The population of survivors is at least 8 to 1. You want low queue times and more killer players then you can't demand the game be so easy. If you enjoy 30 minute queues and then when the queue does pop its yet another nurse, spirit, or blight, then by all means, keep the nerf train rolling until they eventually roll in A.I. killers because nobody wants to bother with it anymore.
And honestly, its probably something they should roll out so the massive amount of casual survivors have less to whine about.
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2272582#Comment_2272582
Why is it such a big deal if survivor lose their item?
Friend pointed this out to me: Because some items are only attainable in a very short timespan. You don't want your event toolbox or flashlight to get destroyed by a niche perk like that. This change allows people to salvage them.
I do agree however that this should've come with a nerf to make keys no longer open a hatch if they're drained of charges to keep FD's interaction with keys the same.
Those event items are collectables, you're not actually supposed to use them, they're like reskins of worse items. With the exception of the old fireworks which at this point can be left in the closet because survivors now have infinite flash bangs that you can put on the ground and give to other survivors.
If they really wanted these old items to be a non issue they'd make them item skins.
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@Zozzy said:
So this is the survivor type bhvr is balancing the game around 🤔
Thats why its time to uninstall....
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/2275870#Comment_2275870
Nemesis has a longer effective open-terrain range due to PH's POTD travel speed. PH gets people who are animation locked at longer range, Nemesis gets everyone no matter what but at shorter range.
You literally just described a lunge attack....EVERY KILLER IN THE GAME HAS A LUNGE ATTACK. That doesn't make Nemesis special that makes him basic....
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@phyphrus said:
https://forum.deadbydaylight.com/en/discussion/257678/nemesis-is-pretty-meh
I've been wondering if there's an incentive to vaccinate at all....
There is none. As a matter of fact from what I've observed you can still lock out his progression of tiers by just not vaccinating. Forcing him to kill like 8 more zombies with 10 second cooldowns just to reach T3.
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@Demogorgeouse said:
I keep getting tunneled simply for looping the killer. This rank reset is something else, i got face camped 8 times today by nemesis. And im rank 11. Let that sink in.
So you're upset that you're so good against him and he's so easy to face that its causing people who play him to camp hook against you? Isn't this what you wanted? Shouldn't you be happy?
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@CornHub said:
https://forum.deadbydaylight.com/en/discussion/comment/2275330#Comment_2275330
Most tier lists I see put Pyramid Head in A tier.
Which is even crazier to me, as to how you create a bootleg pyramid head...thats worse than the actual pyramid head and has the help of zombies...
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@WishIcouldmain said:
Still think Legion is the worst
Hell nah, Legion is fast AF, and about the best killer in the game as far as spreading damage and pressure out among survivors.
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@WiiFitTrainer said:
There is no way nemesis is worse than helpless boy trickster.
Never thought I'd say this but.....its true....an actual licensed killer thats worse than Trickster. At least trickster has range.
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@SwampDaddy said:
I read the descriptions of both new survivors and after playing several games with the new killer, there seems to be a massive imbalance.
Please tell me someone else notices that the new killer is ridiculously underpowered.
Nah he's trash. I was excited about buying him at first from the reveal trailer but after the PTB, and now going live he's basically the same as the PTB he's not worth the money....
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@indieeden7 said:
https://forum.deadbydaylight.com/en/discussion/comment/2273369#Comment_2273369
How will this update to Franklin's change that in any way?
Because you can still take advantage of certain items with zero charges. Thats why nobody bothered with Overwhelming Presence.....<--cause charges mean ######### all....
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@indieeden7 said:
https://forum.deadbydaylight.com/en/discussion/comment/2272400#Comment_2272400
Because it didn't, a survivor isn't going to just leave an extremely strong item to get destroyed. If you didn't have the memory of a goldfish, you could easily just pick the item back up before it got destroyed, therefore meaning that Franklin's Demise achieved nothing against that item.
It achieved a lot actually, especially against flashlight users trying to buy time at pallets, and people who crutched med kits, and the guy who now has to go back and find his toolbox with Brand New Part in it. ^ In every single one of those instances (which is extremely frequent) Franklins just bought the killer a lot of time, and in some cases a free down for people trying to disrespect and scramble back for the item they just dropped in the same chase.
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@GeneralV said:
I should be surprised...yet I am not.
This Dev team is either bad at coding.....or
Archeage levels of out of touch with the game and playerbase.
This change is the equivalent of burning down an entire house just to kill 1 spider hiding under a cabinet......
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@GannTM said:
The new Franklin’s will be very good against med-kits flashlights and toolboxes but will be worse against keys.
We already had a perk that destroyed item charges!!!!!!
Overwhelming Presence is a Teachable Perk unique to The Doctor . It can be unlocked for all other Characters from Level 30 onwards: Perk descriptions may vary from in-game descriptions for reasons explained here.Perks support Mouse-over functionality (desktop version only): hovering over the modifier words with your cursor will reveal the values behind them.On mobile browsers, the values are displayed in small text after the modifier words. Desktop users experiencing issues with the mouse-over mNOBODY CARES ABOUT CHARGES!!!!
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@EQWashu said:
Franklin's was changed mostly due to the vaccine with Nemesis being a single use item. The perk would destroy the vaccine and render them unusable.
SO WHY NOT CHANGE THE WAY THE VACCINE WORKS INSTEAD OF BRICK AN ENTIRE PERK?!?!??!
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@Phasmamain said:
This was just something I was thinking about recently ever since huntress got her add on pass. It feels like the devs are definitely biased towards certain killers and there’s no better example then what happened with billy.
So it was common consensus during Billy’s prime that the only issue he had were his add ons mainly the charge time ones. Pretty much everyone including a lot of very good billy players wanted these changed.
So when billy finally got his long awaited add on pass what did we get? A bunch of useless add ons (And one good one) and an unnecessary mechanic that turns new p,Ayers off of him and encourages the billy to avoid using his power.Not only this but on the PTB they thought the overheat which was meant to be very tame didn’t do enough so they nerfed his heat recovery by quite a lot. And since then the devs haven’t said one single word about him.
This brings me onto our other killer the huntress. Similar to billy huntress was in a great spot only needing minor changes. These changes were fixes to her hitboxes and the reworking of add ons (Namely exhaustion and iri head)
So what did we get? Unlike clown, doctor and demo huntress actually got to keep her exhaustion add on and they still haven’t given a reason as to why. Iri head got a boring albeit needed rework and most annoyingly of all her hitboxes stayed the exact same.
The devs old excuse for her truck sized hitboxes were that the game was more casual and didn’t need precise hitboxes. This argument literally falls apart once you realise slinger and trickster both exist. Why make billy harder to play with a micromanaging overheat system while huntress doesn’t even have to be slightly more precise?
For anyone saying that hitbox changes would cause issues with cross map shots or just long range shots in general I have an easy solution . Your hatchets hitbox will become bigger the longer it is in the air so that cross maps stay virtually the same while shots around loops and other tiles feel more fair for both sides.
Overall it just feels like the devs have some bias when it comes to changing killers which is not a good thing in the slightest
Are you new? Do you not remember how messed up her play was when they decided to "fix" her hatchet hitboxes?
You literally couldn't hit people. Axes would go under peoples arms, through their legs while vaulting, you'd miss and go over their shoulders, or you'd just straight up throw an axe through a persons body and it wouldn't register their animation on your screen so it looks like they're randomly dematerializing just to dodge your axes....
It was complete ass....
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@HP150 said:
Hear me out; nearly every killer that's playing "serious" will have a gen slowdown perk. Just like how nearly every "serious" survivor will have an Exhaustion perk. In the past, Devs said that the reason why so many of the gen slowdown perks were weak was because of the possibility of stacking multiple ones.
Why not add an Exhaustion-like status affect (shared cooldown) to Slowdown perks to deter stacking them, then buff the really crappy slowdown perks to be on par with Ruin, Pop, etc?
Hell nah....
Your idea is to basically nerf the current stronger slowdown perks so that you can buff the weak slowdown perks to be as bad as the new nerfed slow down perks? You should work for a korean dev studio.....1 step forward and 2 steps back is their go to for development.
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@gendoss said:
Honestly the basement is such a bad game concept nowadays. It made sense as a band-aid to the problem of hooks not respawning back in the day but now it doesn't make much sense. Why is there a randomly placed area of the map where there is only 1 way up and down with 4 hooks? The fact that it's random I feel is the most problematic because sometimes you're just running a killer and then get punished because you happened to go down near the basement. I can kind of understand it when it's placed near a really strong tile like the shack but even then it's just giving the killer way too much power for a random spawn.
Its not random though(in the traditional sense). The same basement location is always in the same locations of a map. Its not like they randomly pop up a stairway in the middle of a cornfield.....
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I'm excited to watch the backlash from all the power creep in this next one involving flash bangs, and flashlights and stuns.
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@Marik13 said:
So serious question regarding secondary objectives, and I see this pop up a lot from time to time as a solution. In the Friday the 13th game the survivors have to be sneaky and avoid Jason while collecting items in order to help them escape. I do find it kinda funny that every survivor knows how to just fix a generator willy nilly. So would something like this be a way to go, where items (gas cans, wires, gears, etc) are randomly hidden throughout the map and the survivors need to collect them before they can start working on gens?
Obviously there would need to be a balance between the gen items and maybe the number of gens that they'd need to fix. Don't want to make it impossible for the survivors to not even get 1 gen done, forcing them to spend an insane amount of time to go on their easter egg hunt while the killer just butchers them. I think something like this would be a cool idea, and I'd say that yeah obviously something like this would also need a rework of some perks too. Maybe something like this could even make some of the more useless perks that no one uses on both sides, seem more appealing to use as well?
Its a great idea don't get me wrong. But some killers don't actually need the extra time. While other killers are in desperate need of said time.
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@RoboMojo said:
https://forum.deadbydaylight.com/en/discussion/comment/2255823#Comment_2255823
I disagree, it definitely is based on time. If I use my usual build of enduring, spirit fury, pop and then whatever for the 4th, then I typically do have to sweat a bit to win. I may be forced to tunnel and camp to keep up with the gen speeds which can, and sometimes does, go by very fast. Now, if I was running a super sweaty build like Ruin, undying, tinkerer and then maybe pop, suddenly my games would be A LOT easier. The extra time I buy myself means that I don't need to sweat nearly as hard for most of my games (If I face a decent swf then I'll need to sweat obviously but those are relatively rare).
I've had people leave -reps on my profile because I tunnelled at 2 or 1 gens. Hell, someone even left a -rep because I tunnelled when all the gens were done. I don't mind of course, I actually find -reps hilarious. Still though, people hate tunnelling, period. To some, it doesn't matter that there's 1 gen left and everyone is still alive. They're just mad that they were tunnelled at all, regardless of the reason.
^ This, and I know I'm not the only killer player who notices it. Especially with releases like Twins, who from their base kit promoted a playstyle that was terribly bad on top of not having much for Time sake. Like I really do think that because killers aren't balanced with each other in mind, or set to a certain standard, you get these wild ass results.
If the devs are balancing around 2 kills 2 escapes, then theres no way they're balancing around the skill cap of each killer and effort used to utilize said killers.
Lets say you have 2 players each have a skill and gameplay level of 10
1 is playing nurse at 10
1 is playing clown at 10
^ A skilled nurse is always going to outperform a skilled clown just on basekit alone. If skill was a limit the nurse will end that match long before a clown thus her ability to operate quickly is a huge factor.
Take those same 2 players skill cap them at 10
1 is playing Plague
1 is playing Hag
^ Plagues match time should always last waaaaaay longer than Hag, just based on power and basekit alone. And we can keep going over the killer roster comparing just these two factors over and over again and suddenly the performance spread is much wider. To the point where if player skill is capped, you should end up with wild differentials. <-- This to me isn't indicative of balance. If the Devs only balanced around high levels of play or skill caps there wouldn't be a real difference between the lethality of killers or time per match. But considering every player isn't some golden god I could see why they try to balance for players who aren't at a 10. But at the same time....if the game isn't balanced for players who play at their peak, then how can it be balanced for players who only have a skill level of 1?
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@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/2254707#Comment_2254707
Well, obviously. And you find one of them immediately, and you chase them, and then the others get their traps off while you're chasing and hooking that survivor. That survivor eventually gets unhooked, gets their trap off too, and that's the end of it. Having nobody doing anything is great, having no more slowdown after that is awful.
It's wasted potential. You slow the game's progress significantly as long as you're chasing one person and another person is doing a box, especially if somebody else is in recovery mode. You're better off extending this state for as long as possible than blowing a lot of your slowdown at the same time. Ruleset #2 blows your slowdown unless you space it perfectly and get lucky with chases vs staggered gen completion, and makes it so that survivors power through gens with more coordination, instead of a more favorable situation where you keep stopping and regressing partially completed gens because fewer people are focusing on them at the same time.
That's the point of wanting to stretch out Pig's traps - you aim to avoid windows of opportunity for people to spread on gens. RS#2 forces those windows by removing the ability to search off the hook.
Plus, unless you're trying to force a kill with the RBTs (which is still unreliable without addons or the survivor doing some major time mismanagement), it's especially a waste to be chasing a survivor on a box search. They're already useless, and while you should clearly be chasing someone whenever you have the opportunity... you'd get better returns on the match if the survivor you were occupying was trying to do something useful. Pressuring survivors on boxes helps kill them if you move them away from the boxes they need, but also requires you to commit to bothering them afterwards.
Somebody who plays more Pig than I do can prove me wrong, but I never like to have more than two traps on at a time. Things don't go much slower with more survivors out of the equation and it just ends up being less time to exercise slowdown. The only time I would want all four survivors trapped at the same time is if those traps were active, I had lethality addons or I could open the gates, and the survivors were very stupid and piled on the same location (the same gen, hatch) so they have to compete for the same boxes or waste time spreading out.
I always get 2-3 traps on people at a time. There was one instance where I had all 4 traps on survivors and forced them to collectively get up and do a gen so I could play....."The Game". But 4 helmets isn't happening most of the time....like....ever...unless you completely dominate some dumb ass team. Extra emphasis on they have to be dumb....like...reaaaaaaaaaally realllly dumb!
But I can get 2-3 without much issue with about 3-4 gens left. The problem is, getting all 3 on people....and having no gens pop. Cause at that point I've effectively been multi task'd. Which for a pig....isn't the most pleasant state to be in and for survivors....isn't very fun. Preferably, I want either everybody working on traps, or everybody trapped and working on gens.....IF THEY POP A GEN and I have 2-3 traps on people, we get to play a new game called Sadism where I patrol puzzle boxes where at least 1 of these unlucky bastards is guaranteed to die. If they make it past all that trap action they still have to get past me and 2-3 other gens. Which gives me plenty of time to play with my food....or 1-2 of them gets away. Either way it goes, by doing this, EVERYBODY gets more points because the match is much longer. I get a ######### ton of points for chases traps and hooks, and survivors get a shitload of points for saves, gens, and chases.....everybody wins....especially the last survivor....if I choose to let them walk. (Usually if I notice a survivor performing above and beyond to help their team among the myriad of traps and other random bullshit curvballs of versatility I can throw into a match, and not make stupid plays that kill their own team mates, I'll give a hatch). I've had plenty of games where every survivor including the weakest link made 18k bloodpoints or more, and everybody died except 1 person I let get hatch.
Every other killer in this roster doesn't have near enough time to do what pig does in a single match, AND STILL manage to end the game where survivors also profit from secondary objective points.
Thats why pig is the GOAT......Even when you're dead you're winning.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2254248#Comment_2254248
What RSN2 does, from my personal POV, is delay the stall potential you get. If the Survivor has no idea where any boxes are because the auras are gone, then ideally they'd just do a gen, which means you aren't getting any slowdown from that Trap until the gen pops. Fine if you are actively shooting for a Trap kill; less fine if you actually need that stalling.
They still have to stall no matter what. If they don't stall and take off the traps they die....periodt.
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2252523#Comment_2252523
It's not that Spirit has no counterplay, it's just that the counterplay she does have completely negates the skill of the survivor. Everything that survivors learned over their time playing the game are completely irrelevant when playing against Spirit because you're just blindly guessing where she is. It's really not that hard to comprehend.
You're not blindly guessing where she is, you can see her during your chase and force her to chase you a certain way vs another. Again, all you have to do is drop pallet and move. No doubling back, don't try to be slick and risk a respected pallet, don't try to be slick and try to skip over a window....take the pallets, take the windows, and as soon as you get an opening to reach the next loop LEAVE AND GO TO THE NEXT LOOP. Even with the best add ons its still going to force me to port over to the next loop you're going to, wasting my power. If I don't port to you I lose chase time and risk losing more loops. Did I stop to break the pallet? Yes? LEAVE AND GO TO THE NEXT LOOP!
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2252386#Comment_2252386
Maybe I should constantly play Spirit with meta perks and powerful add ons so I can increase her escape rate. Then when the devs see that, they’ll finally do something with her.
https://forum.deadbydaylight.com/en/discussion/comment/2252387#Comment_2252387
Exactly. That’s the exact reason why the strength of Spirit isn’t the issue. It’s her not giving any tells on what she’s doing that makes it an issue and completely gets rid of all skill the survivors have.
The whole point of her kit is to not give you a bunch of information, especially when you're inside her terror radius. What you're advocating for is effectively removing her power and making her a worse off 110 M1 killer. Her whole kit is high mobility and no tells while she's actively chasing you. Which means your counter play is to not look for long winded infinite loops, but instead constantly jump windows, and loop transfer. If you try to loop her like a normal killer (WHICH LITERALLY EVERYBODY DOES CAUSE FORGET CHANGING YOUR PLAYSTYLE BASED ON THE KILLER YOU'RE FACING) you're gonna die....constantly.
I can't count how many times I've seen survivors rush into a jungle gym vs my spirit, and proceed to take the same loops and directions as if I was playing pig....expecting a pallet drop or something. <-----WHY WOULD YOU TRY IT. I see people drop pallet, and then proceed to CAMP THE PALLET vs A SPIRIT....literally giving me the kill. They would have had plenty of time to run to the next jungle gym, or next loop but no....survivors in this game constantly camp pallets and unsafe loops. And nobody addresses this. 1000 posts about spirit, but no posts about dead zones? 1000 posts about spirit....but no posts about unsafe loops? Priorities on this forum are busted as hell.
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2252262#Comment_2252262
Mind giving some examples?
Literally every match. The killer can't see ######### add ons you have on your items, and you can't see ######### add ons the killer is using. So why change that with spirit?
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@Lambch0p said:
https://forum.deadbydaylight.com/en/discussion/comment/2253943#Comment_2253943
This. This would literally make her such a better killer. I’m okay with a killer having rng elements, but without combat straps crouching is painfully slow.
I personally don't like her speed nerf while crouching compared to ghostface, but I guess the excuse is "she can dash" so....whatever.
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@Mert_MK said:
Not sure if Basekit Ruleset No. 2 would be a good idea. If they get unhooked and don't know where any of the boxes are they're very likely not going to waste their time looking for them and instead rush the next gen they find which is not something i'd really want, instead i'd want them to get off gens while they have a trap on their head. But i guess this strategy with Ruleset can work in your favor sometimes in large maps like Red Forest or Swamp for example where it's going to be close if they get unlucky with RNG or even result in a headpop.
I'd personally prefer a buff for her crouch or maybe consistency regarding box RNG.
Good. When you run ruleset number 2 you want them to have red traps on not white ones. If they rush for traps sure they're off of gens, but no matter what they will be forced to remove their helmet. They will have to make that trip to jigsaw boxes regardless of ruleset no 2 or not. All ruleset does is increase the pressure should they ignore it and have their trap timer start. If their trap timer starts, they risk death......<---That was the point all along. To get them to risk death. Thats all ruleset no2 is. Its a "There's a high chance you might die while this is active" add on.
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2252275#Comment_2252275
I really hope they don’t do that because I do love her a lot. I just want her to have her issues addressed while also remaining powerful and fun.
Thats not how BHVR balances things. They usually listen to bad armchair devs on the forum whine and cry about something until they eventually nuke it.
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I give Bill's hatches if I notice them being hero's, either healing their team, or taking one for their team.
Good guy bill....always engaged in the game...never toxic....a real hero.
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@Marc_go_solo said:
Not that it would be likely to happen, but I wondered what would occur if a Chapter or Paragraph was inspired from something based on a music video or promotional artwork.
So here's a few killer ideas with possible, brief description of their powers
Killer: The Parasite
Known name: Sheena
From: "Sheena is a Parasite" by The Horrors
https://us.v-cdn.net/6030815/uploads/C6BPQ82W7ED1/horrors2.jpg
Power: Projects her insides/tentacles to grab and kill, as well as gain extra power as a fully-morphed parasite.
Killer: The Automation
Known name: Rogue car manufacturing robot.
From: "Believe" by Chemical Brothers
https://us.v-cdn.net/6030815/uploads/EI686BXLFI1F/chemical-brothers-robot-believe.jpg
Powers: Extended reach or ability to throw survivors great distances
Killer: The Thin Man
Known name: The Thin Man
From: "Come To Daddy" by Aphex Twins
https://us.v-cdn.net/6030815/uploads/YSLZK8KV5CDA/thinman.jpg
Power: Creates hideous children to block or scare survivors. Scream distorts vision amd hearing.
Killer: The Fatberg
Known as: A lot of waste
From: "Arch Enemy" by Everything Everything
https://us.v-cdn.net/6030815/uploads/R7PWEZADAAOO/everythingeverythingarchenemyv020.jpg
Power: Produces fat-like humanoids that are controlled by the player. Can attack or block up escape routes, vaults, etc..
Killer: The Dolls
Known as: Jack Off Jill
From: The album "Sexless Demons and Scars" by Jack Off Jill
https://us.v-cdn.net/6030815/uploads/Q5RRY9FU8P9Q/c05f60f378bc502137978dc369cdce7b.jpg
Power: Teleports into faceless mannequins around the map; giving them a face and life.
Killer: The Trooper
Known as: Eddie
From: The mascot of Iron Maiden
https://us.v-cdn.net/6030815/uploads/KR055WE5AX23/ironmaideneddie8.jpg
Power: Something involving speed, rushing and dispersing survivors.
The whole game is already based on a music video though....
https://www.youtube.com/watch?v=8aJw4chksqM -
@TheBus4K said:
https://forum.deadbydaylight.com/en/discussion/comment/2245832#Comment_2245832
Again, thanks for using two perks that only serve to heal yourself (and one of them to heal others slightly faster).
They are neither meta perks nor "fun" perks, they are simply perks to help the killer.
If healing your team mates or healing yourself is "Helping the Killer" I think you my friend would make a great killer main or assistant. But only while you're playing survivor. So please, by all means, do not heal yourself, don't bring any healing perks, and absolutely do not heal your team mates.....
Makes my job infinitely easier if everyone is injured....you have no idea how much people not healing helps me kill people. I wish more survivors just, didn't heal. My god....you are the perfect survivor to use to get all the other survivors to kill themselves through misplays. If we ever get into a match together, I will remind myself to save you for last, or even give you the hatch for helping me murder all your team mates because of refusal to heal.
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@NekoTorvic said:
I love Blight.
-He goes vroom vroom
-He doesn't care about DS
-He doesn't care about BT
-He doesn't care about survivors holding W
-He does not care about Sprint Burst
-The mental model you need in your head to use his power is extremely satisfying.
-I love his visual design more than anything else in this whole game
After Blight I like:
Hag: She is the only killer in the game that does not care to try and chase survivors. Survivors have to come and bother me instead.
Demo: He's a big kitty cat boi and i love his clopy-clop feets
Desthslinger: I love his chase music and I love how responsive his power is.
You gotta teach me the mental model needed for blight. I bought him for his perks, but haven't actually played him worth a damn.
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Rulset No. 2 is now Basekit.
Done.
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/254354/there-is-no-gen-rush
My opinion:
You prepared for a genrush, the killer didnt prepare against a genrush, which is by far the biggest reason they lost.
I could prepare for rushing kills as a killer, and if survivors didnt prepare against rushing kills, I would get a kill before they even finish the first gen. You cannot really call something broken if the opponent didnt prepare for it.
Just to break it down:
He saw 4 toolboxes in the lobby, brought Ruin, Bitter Murmur, NOED and Make Your Choice. At least NOED made some sense here, but here's what I prefer to bring if I see 4 toolboxes in the game: Corrupt Intervention, Thanatophobia, Pop, Ruin. It delays survivors from touching gens early on, giving me space to injure survivors and chase them off gens. Meaning any toolbox progress they made will go down. Thana means gens progress slower, making Ruin hurt even more. Since they would have 1 person searching for Ruin at that point, I can dedicate to a chase for a hook, by the time I get them on a hook, 2 toolboxes are empty, 2 gens probably popped and Ruin is likely to be destroyed at that point, meaning I can use Pop instead on the last gen that wasnt regressed to 0. Considering most of them are still injured and didnt heal up(if they did heal, no more than 1 gen is popped, if they didnt heal, Thana ends up doing quite some damage to them at 3-ish stacks).
It comes down to the killer being ill-prepared. And yes, if you are not prepared against a strategy, you tend to lose. I dont really see a problem in this game. The killer was too stubborn to adapt to the information he was given in the lobby, didnt use a sacrificial ward or map offering to counter the map offering(although, map offering vs map offering is a bit broken) and just played too merciful in a game he couldnt afford to be merciful. The killer has the advantage that they do not give any information to survivors while in the lobby. This killer didnt use any of that, losing him the game.
Bro its trapper.....
He's not doing anything to "Prepare" against a gen rush.....HES TRAPPER! His kit out of the gate as soon as the game starts hamstrings him with set up time. He's the most basic of basic M1 killers in the game. He doesn't have some sprint, or charge, or secondary objectives....he's Trapper. Even if he would have come in like a commando with every gen slow perk in the game, he could have saved what maybe.....30 seconds? He can't chase every survivor at the same time, and he can't be everywhere at once like nurse or spirit or hillbilly or blight. He doesn't have 1 shot downs to cut his chase time in half. He gets a trap. Thats it. He could have used Thano, and dying light sure. But in the first 30 seconds 2 gens are gone. Thats not even enough time to start your first chase considering the killer always starts a decent distance away from survivors, and usually they start you facing the opposite direction in which the survivors spawned at. He could have logically added a few seconds onto the 3rd and 4th gen popping if he manages to end a second chase quickly, and get lucky enough to quickly start a 3rd chase within that time limit. But by that time its too late. Trapper doesn't have compelling secondary objectives, once those chases are over and people are unhooked thats it. He has to aim for hook states. He doesn't have reverse bear traps, or force survivors to cleanse some disease, or sit around and mend. You could say well.....if he brings ruin that'll add a secondary objective right?
No.....Ruin can be fully in play while a gen rush is going on and you can still drop all 5 gens in record time through ruin since it doesn't slow progress. It just makes survivors commit to gens.....<----WHICH IS EXACTLY WHAT A GEN RUSH TEAM WANTS TO DO IN THE FIRST PLACE!
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@AVoiceOfReason said:
https://forum.deadbydaylight.com/en/discussion/comment/2239985#Comment_2239985
Someone who is healing themselves keeps them off of gens unless they want to take a chance to get tagged in the open on a gen. You can always prioritize. If someone is good at loops, leave them and search gens. You can usually get at least a hit on someone who is working on a gen and since they use pallets, make them use it, break it and go back to the gen to check.
When I say pressure gens, I'm talking about removing survivor's off of the closest ones that are together and don't follow a survivor across the map if a majority of the gens are nearby. Keep them there to break the pallets. By the time the ones in the back are done, they're forced to work on the gens with all the pallets broken nearby.
I do this almost every match unless I play Freddy or Demo. Once someone is hooked, they can either let them die but they still can't do gens because you're near everything and there is no more safe pallets around or you hook trade and redo the same steps. If you spend 4 minutes chasing a survivor, you chose to lose by default. You have to learn to juggle and prioritize. Always choose areas that have the majority of gens near each other and do your best to break those pallets.
Most survivor's will stay on one side of the map while that person is being chased so they don't get in the chase and can focus on gens. That's how you beat them. If they attempt to do the gens in the majority group, you attack. After awhile, you WILL either have hurt everyone or no gens are being done. Self-Care takes awhile, saving gen time for you to chase someone else. Focus on the majority of gens closest together. That's how you play Rank 1 Killer and I play every killer. I even got videos of me playing Rank 1 as different killers so don't say you can't do something. Its map knowledge and knowing your tiles. That's what wins chases.
You can't seriously say you don't commit your chases. If someones working on a gen right in front of you as you're chasing someone else thats a free hit. But thats not really an issue, common sense dictates that. But most chases survivors aren't brash enough to sit in your face while you're chasing their team mate. Most of the time you're a decent distance away from other survivors. Sure you can tag that guy and leave.....but he can still take that opportunity to crank out a gen. Then you have to waste more time walking across the map to find someone else. Again, you can only chase 1 person at a time, at ANY given time (unless you're bubba or one of these new killers with multi proj downing multiple people in one blow. Just like in the video, the trapper could have come in and knocked everybody off that gen, but as soon as he starts chasing someone else the rest of his team can just jump right back on.
Lets see you take on the same team, unprepared, unaware....and see how that goes...yes, even at rank 1. When you do, (and when you lose) come post that. I'll be waiting with my Monto catch phrase in hand and an extra jar of sweat to cover up all that fun you could have had, if the game didn't allow nonsense like that.
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@Sweet_Potato said:
https://forum.deadbydaylight.com/en/discussion/comment/2240001#Comment_2240001
Strange. If I dont want to get gen rushed I put on perks like ruin, corrupt, undying or pop. Not thana or dying light.
Maybe thats the reason why you complain about genspeed. Because the perks I named work literally on every killer and are also the perks I always care about playing survivor.
Thana and Dying light are mediocre perks and dont bother me at all.
Ruin is absolute dog ######### after the nerfs, don't even mention that perk, its only use is a free generator kick.....thats it. It kicks gens for you when a survivor decides to stop pressing M1 woooooo.... outta here with that garbage. Pop requires you to down someone first....WHICH IN A GEN RUSHING SITUATION MEANS NOTHING!!! When you're getting gen rushed you may only get 2-3 chases in the scenario the op listed especially if you're on a killer who's kit hamstrings you with extra nonsense like Nemesis, Trapper, Myers. Corrupt intervention doesn't stop it either, you can still pop gens at break neck speed, all corrupt does is make sure 3 OF THE GRAND TOTAL 7 Don't get touched for 2 minutes....THATS STILL 4 GENS YOU CAN DO IN 3 MINUTES! <----And your pressure is gone after 2 minutes. Thats the problem with Ruin+Undying, and Pop (pop being extra dumb because you have to possibly waste yet another slot to read gen progress from a distance, and or deal with walking all the way back to wherever the gen was. Thana+Dying Light counter it by giving you permanent stacks on hooks, plus a constant scaling counter to the survivor perks used to rush gens in the first place. 1 hook is 8%, which is enough time to get the snowball rolling.
I used to be a meta goofy too running ruin and pop but its a stupid waste of time since the nerf, especially if your totem gets dropped at the start of the match. (Not that it helped in the first place since ITS NOT SLOWING ANYBODY DOWN WHOS ACTIVELY WORKING ON A GEN WHICH IS THE MOST IMPORTANT PART OF SLOWING THE GAME DOWN...)
Its just crazy to me that survivors get on here and pretend its not a problem (As long as you're winning I guess right?) But then keep jumping up and down calling for more and more nerfs of things that weren't even powerful to begin with (looking at you green and yellow mori's, and also looking at every killer release on PTB where survivors cry about stupid ######### thats weaker than the kits we already have....)
Good thing BHVR is setting up AI ahead of time since that'll likely be what survivors end up facing in most of their games when the actual killer players have enough and ditch. Or you end up in the same match 3 times in a row against the same die hard Nurse and Spirit player match after match.
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@AVoiceOfReason said:
https://forum.deadbydaylight.com/en/discussion/comment/2239743#Comment_2239743
The game is more balanced than it has been since its inception in the genre. Right now, 3k's are usually by the best killers, not an average. If they keep trying to add "balance" so to get a 3k means you have to bust your ass and a 4k being a myth, that is a problem.
3k, 2k , 4k NONE OF THAT MATTERS!!!!
Guys for the love of god. That score doesn't reflect anything other than "people died" They could have died because they killed themselves on the hook, they could have died because it was their last hook, they could have died because of a bear trap, they could have died trying to be greedy and find the hatch at end game but time ran out.
None of that has anything to do with the speed of the game. Trapper had an opportunity for 2 or 3 chases that ENTIRE MATCH.....THERE IS NO INTERACTION LIKE THAT.
A MATCH THAT IS OVER IN 2 MINUTES BEFORE YOU EVEN HAVE A CHANCE TO SEE THE KILLER OR DO ANY OTHER OBJECTIVES IS NOT A MATCH!!!!
I play pig, all day long...and I don't play any other killers in this game without thano+dying light because you can't afford to NOT have them in your kit. If you don't have them, gens will fly left and right before you get a chance to really do anything. And its especially bad for killers who have set up time, and Tier charges, like Myers, and Trapper, and now Nemesis.
GEN TIMES HAVE BEEN BUSTED AND ABUSED FOR OVER 2 YEARS! THATS WHY NOBODY BOTHERS PLAYING ANY OTHER KILLERS! THERE IS NO VIABLE TIME IN GAME TO MAKE THE FULL KILLER ROSTER VIABLE OR BUILD ANYTHING DIVERSE WHEN MATCHES CAN BE DROPPED IN 3-4 MINUTES!
