Avatar

PigMainBigBrain

PigMainBigBrain

About

Username
PigMainBigBrain
Joined
Visits
1,341
Last Active

Comments

  • @migaloo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1209074#Comment_1209074

    Unironically calling me a disingenuous troll while completely ignoring the point I made in the OP so you can use this as an opportunity to throw out buzzwords you don't understand and talk about your roster of killers. Your entire argument was irrelevant until you resorted to adhomming at the end because you can't seem to address the fact that it's unfun and uninteractive. Projecting buyer's remorse maybe? Or is it the classic insecurities of an OTP who has to justify their inability to be good with multiple killers?

    Other killers have abilities that provide opportunities for mind games in a variety of ways without being unfun. Even a simple abilities such as Trapper's provides a ton of decision making opportunities for both the survivors and the killer, without dumbing down how they interact with each other & the ability during the match. In other words, other killers exist and don't have the same issues.

    So the cliffnotes are, this entire thread is a troll post? I mean I even gave a play by play of how to work effectively with traps, and countless people in this thread gave you info, but I'll admit, you got me to respond. Good troll thread.

    clap reaction.gif


  • @OBX said:

    https://forum.deadbydaylight.com/en/discussion/143710/is-it-just-me

    The messed up ranking system combined with brain dead swf have boosted so many survivors to red. The sad part is, the devs will eventually bring out some shite statistics about kill rates in reds to justify some insane action. Just reintroduce the 2x depip on loss and bring back old rank reset and the boosted will be culled

    This ^^^^^ you're not playing against the old school consistent red ranks like you were before. The pip system is jacked up, the match making is jacked up, and a ton of people are BOOOOOOOOOOOOOOOOSTED, LIKE....MEGA BOOSTED!!!

    Since this new matchmaking came about.....I've seen red ranked players.....



    Who don't look behind them....



    Let that sink in....

  • @Shocktober said:

    https://forum.deadbydaylight.com/en/discussion/comment/1208961#Comment_1208961

    Then you are a smoothbrain. Combining two add-ons to create a mori is almost as good as a tombstone. No wonder you are here arguing she is a good killer.

    "I don't know how to block a survivor in at a box that has only one entrance". There's so many boxes like this. Too bad you have not taken the time to find them. Good luck on your future matches.

    All that time you spent trolling a box with your body....survivors are gonna go do gens....thats actually worse than tunneling the person trapped...

  • @migaloo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1208925#Comment_1208925

    How is that pitting the survivors against each other? You're not interacting with the other survivors at all, nor are you interacting with the killer. The RBT is actually forcing non-interaction. Maybe you have an easy time because people don't enjoy playing a walking simulator and want to interact with the killer/game in a meaningful way.

    Seems like maybe you have a bit of buyer's remorse and need to project that on other people. To each their own.

    https://forum.deadbydaylight.com/en/discussion/comment/1208934#Comment_1208934

    Ah, OK. Go ahead and explain then since it's so complicated.

    https://forum.deadbydaylight.com/en/discussion/comment/1208936#Comment_1208936

    Whether or not she's good is irrelevant, the mechanic is unfun. Interaction should be maximized because we're not playing a single player walking simulator.

    https://forum.deadbydaylight.com/en/discussion/comment/1208937#Comment_1208937

    No, I'm resigning myself to having fun which involves interacting with the killer and not playing a walking simulator.

    And it is literally reading comprehension issues as most of the replies have been something along the lines of "pig isn't OP" or "that's now how RBT works" when I've said neither that pig is OP or inaccurately described the mechanic.

    Alright now you're just trolling or disingenuously new to the game. She's the only killer I play, with plague being a close second, followed by spirit. For when I want some....Variety. Its pressure.....I don't think you really understand what that is, maybe you don't play survivor enough and realize how easy it is to gen rush with nothing else in your way. But if you've played against pig enough you'd know that it the traps cause survivors to get selfish. They have a trap on, and run right past injured survivors, they have a trap on and run past hooks, <----I've seen it happen countless times, and it either tilts the person injured or tilts the person hooked. Which is a mental play. If they're tilted their interaction with that guy who left them changes. Survivors become less trusting of themselves, and you can capitalize on the lack of altruism by having tons of targets who aren't healed. I could write a book on how to play her, but, ain't nobody got time for that go look at old posts and if you don't like my style go watch some of Scorpionz gameplay which is more in your face and focused on the chase. If anything I think you're projecting how bad you do with a killer onto other people....which....is pretty sad tbh.

  • @Shocktober said:

    https://forum.deadbydaylight.com/en/discussion/comment/1208925#Comment_1208925

    Pig is terrible. She is an M1 killer, who can maybe do something with the lunge at some short loops which are unsafe anyways. The traps are pure RNG. They are only set-and-forget mori's if you run two very specific add-ons. And even then, it's a 1/5 chance it works.

    Unless you are following someone with an active head trap while crouch, which is a borderline abuse of the game.

    Thats not what makes traps strong against competent players. Pig is one of the few killers in the game besides doc and plague, who can set and forget and throw survivors into a secondary mini game besides doing gens. Doc, plague, and pig are all semi decent built in "Ruins" if you think about it that way. You throw a trap on someone, hook them, now you don't have to tunnel them or if you do see them and attack them you can leave them on the ground and throw them off of their flow in which boxes they were going to check. 1 Person running around trying to get a trap off is 1 less person doing a gen....which = more time for you to put pressure on survivors. It also allows you time to set up your stealthy approaches and throw people of when you're sitting right next to them about to grab them off a gen.

    Also you extremely underestimate unsafe loops that can be lunged, with the right add ons she can capitalize on it. Also its not a 1/5 chance your trap explodes it explodes every time as long as they don't take it off. And running tampered timer is stupid. It doesn't matter if they get the damn thing off....thats not the point of the traps. The point is they're doing something else, so her best add ons are the ones that add jigsaw boxes and the ones that extend the time it takes to search boxes. More time searching boxes and getting rejected from boxes=more time you have to kill their team mates, and less time they have to get the trap off....And as long as you can track where survivors are you can time the first person with a headtrap on, plan an approach for the next person, knock them, trap them, memorize where the other survivor with the trap was in their search loop, double back, and throw them off that loop if they don't get it off in the first box, knock them down, leave them, move on to the survivor near them then knock+trap+hook, then move back after that last trapped person or the person you just slugged for another knock/hook. Meanwhile while all this ######### is going on, nobody has done a single generator because they're too busy being flustered by traps.

    Stack dying light, stack thano, end chases effectively and before you know it its 3 gens left and 2 survivors alive.

    Could she use a buff or a tune up? Sure....but she's not even close to trash tier. Save that trash tier talk for Wraith or someone like that whos powers don't help him in a chase nor do they create secondary objectives....

  • @Shocktober said:

    https://forum.deadbydaylight.com/en/discussion/143704/pig-is-the-most-unfun-trash-ive-experienced

    Lmao. You only get killer headtraps if the pig is running two rare add-ons. And even then, it's a 1/5 chance they actually do anything. There is a 1/5 chance her power literally does nothing.

    She is one of the worst killers in the game, hands down.

    No she's not....people like the OP are why I'm as deadly as I am. Just pit the survivors against each other and have them do a task outside of the typical generator and they lose their minds and die/kill themselves. It really is brilliantly beautiful.

  • @Peanits said:

    Of all the people you have on the ground, you picked up the one that was the least recovered (furthest away from being able to use Unbreakable if they have it) and the only one that was unhooked recently. The smart move would have been to pick up one of the other survivors in case they're running Unbreakable, preferably the first person you downed since they're the most recovered.

    What magical guessing game do you expect us to play where we instantly know survivors have these perks? Considering the amount of free info you give survivors about our perks and add ons, feels like a one way street....

  • @MigrantTheGreat said:

    Well you said killer's, but killer's do have a perk that highly encourages them to not camp, but to tunnel. It's called Make Your Choice (MYC), but the perk is underrated, and I see a lot of meta potential in the perks as well.

    make your choice is good in theory if you have a killer who can be mobile enough to see the guy who just unhooked the person. For everybody else who has to make that trip back to the hook its a waste of a slot because the person who's exposed can just hide leaving you to flip a coin during your next chase to even determine who has the debuff on. They feed survivors tons of information for free but didn't even bother to mark the exposed person with this perk......trash.

  • @ZarosNozara said:

    Maybe something like, if the killer remains within terror radius of a survivor on hook for more than 5 seconds he loses 50% speed for x amount of time.

    Before you say it's not fair, we all know camping is incredibly toxic, and survivors get birds fly over their heads if they camp too long. So why should survivors get penalized for camping, but not killers?

    So basically, in order to win every chase with a killer, I just run near the hook and loop them for 5 seconds? Eazy.

  • You're asking for a work of god tbh....like....people have grinded the gears for years trying to figure out a solution to this....how do you nerf SWF.....but also not completely DUMPSTER solo queue survivors in the process? The only quick....yet chaotic solution I can even think of is buffing solo queue survivors to the point where they match current SWF....then at the same time BUFFING KILLERS TO THE GALAXY!!! To compensate.... I don't even dare imagine ######### that would look like....

  • @senki527 said:

    wow, again survivors get nerfed. killers are still strong. why reduce great skill check bonus time for example???? it wasn't easy to hit them at all, but at least it helped winning the game, now it's just for useless bloodpoints. and reducing size of maps? come on, you want every killer to get 4k every round. all i read is survivor nerf there, survivor nerf that.... can the devs please chill with all the survivor nerfs and maybe fix the 3 meters windows hit boxes first? or the hits getting through after a pallet is dropped?

    OP you are drunk.....the last 2 patches were killer nerfs...

  • HEY HEEEEEEEEY!


    The changes seem good on paper, we'll have to see and ask all the low mobility killers how they feel during testing. Cause, I'm not gonna lie it might send my pig over the top. I hope not and that I'm just overselling how good I am and itll just make me as good as the other killers but, here's hoping.

  • @tippy2k2 said:

    The issue is there are two kinds of SWF groups

    1. The group of friends who want to play together
    2. The SWAT Team

    Group 1 is great to play with. They're fun; they get to have a good time with their friends while I as the killer get to go through my normal Killer Duties and stab people

    Group 2 is the problem. While this may be anecdotal evidence, I have found that the SWAT Team is usually not only damn impossible to beat since they are in constant communication with each other but they're always the biggest toxic ######### to play again. If there is a cheap tactic, they'll use it and if they get any chance at all to mock the killer, they will 1000% take it.

    The biggest issue that Group 2 causes though is that these are the groups killers remember and these are the groups that make killers quit the game because they're not only frustrating to play from a game-play standpoint, they always seem to make sure to rub it in your face and make the experience as awful as humanly possible.

    The problem is that I don't know how you could solve Group 2 without directly hurting Group 1. If Group 1 starts getting hammered and frustrated by nerfs, they're gonna quit and now you just lost four players from your player pool. If you just ignore Group 2 though, Killers are eventually just going to say "F*#$ this S$1* I'm out" and now no one has anyone to play against as your Killer pool Yeets out.

    I do not envy the position that the DBD team is in here

    We should probably call it the SWAT team then instead of SWF....cause I notice the same things. It isn't the fact that SWF exists that causes people to lose their #########. Its the fact that as a killer....what do you honestly have that guards your game from information leaks all over the place? Patch after patch survivors get more and more and more information.....which isn't necessarily bad for solo queue survivors, since they can't really communicate with each other anyway. But its tricky, if they take away too much information from the game solo queue survivors get destroyed, which is sad because they're my favorite survivors to face. But if they give too much information, SWF groups and SWAT teams jump to the moon in power. We need a way as a killer to close off on more information. But without it being so strong it kills solo survivors....

    I don't have a solution.....but I would give killers more tools to disrupt information, while also buffing the information solo queue survivors get. For instance, buff blind perks maybe make the blind hex no longer a hex and make the blind it gives last 2 minutes. It encourages not tunneling people, and also stops information from auras. At the same time you could make perks like Kindred counter it so you could still see the aura if you had kindred encouraging more group plays without coms. For a SWAT team, a change like this would do nothing, because they always know where their team mates are.

    Now if you wanted to mess with the SWAT team, I been saying this for a while, but having a perk or something killer side that gave visual distortions to people who got hit similar to clowns poison or docs madness OR COMBINE ALL OF THAT together with auditory noise so it disrupts them visually and sound wise. This would mess with SWAT teams that constantly need clearer coms, but you would have to figure out a way to adjust the perk so that it doesn't effect a solo player as much.... Maybe a perk that reverses a survivors directional audio on top of that other stuff? I dunno....spitballing..

  • @CrispyBiscuit said:

    Noed's such a nooby ######### Perk. You just get rewarded for playing like crap. It's really frustrating if you play well all the time and then lose just because of this Noob Perk. fuckingasd briefmarke

    You sure its the killer being a noob and not yourself for not doing bones?

  • @Yamaoka said:

    Even the slightest map change (this includes change of loop variables) can have huge impacts on the outcome of a match. The harvester loop (to name a sample) used to be quite a pain to mess with. However the devs nerfed Balanced Landing AND repositioned the hay allowing killers to either just use the vault to catch the survivor or even jump on the hay allowing some killers to straight up instadown survivors trying to loop the harvester:

    https://youtu.be/ulnidbrNZFg

    So yes, map changes can (and most likely will) change a lot in the long run. It just takes a lot of time.

    Map changes won't solve everything, because certain killers don't care about map layouts. Some killers its an improvements, others it makes them weaker, others it does nothing.


    We need to get out of this mentality that all killers play the same, have the same problems, use the same perks, have to deal with the same mechanics as each other because we don't. All survivors are the same....literally, only difference being size and skins. And the only way you can make a survivor unique is by using perks which any survivor can use.

    ^ Killers are not clones. You can't just balance the game around one aspect and expect all killers to fare the same way. Now gen times have been an issue long before ruin was nerfed, its just that the nerf brought our attention to it and made it stand out WAAAAY more. Now imagine before the ruin nerf....not running ruin.....and feeling the gen speed time. Its still the same time....and we've been complaining about it for long before the ruin nerf and the devs don't listen. We talked about adding extra objectives and what not, we talked about perks, we talked about maps, we talked about toolboxes, we talked about hexes, but the only suggested fixes the devs ever implement are bandaid perks (when they aren't nerfing them) and toolboxes (which were never an issue to the overall). Or completely breaking the game with goofy ass suggestions like the sabo changes.....

    Toolboxes exacerbate the problem of gen times, but you can get gen smashed without toolboxes.......

    And Bandaid perks are just that....bandaids. Every single killer in this game has at least 1 or 2 or in some cases 4 or 5 useless add ons....why not fix the problem by giving those killers useful add ons that give them something to combat gen times? Cause I'm telling you right now, fixing maps isn't going to do anything but put killers who are already ahead, even further ahead. Meanwhile the rest of the roster feels nothing and continues to complain about gen times.

  • @ZoneDymo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1147763#Comment_1147763

    Not a problem I would say, someone gets up? chase is on, down and move on.

    Cool....except the fact that it counters the very thing you're trying to do, which is slug. Competent survivors are going to milk it. Only rank 20's don't understand how it works.

  • @BeHasU said:

    Hey, how often do you play killer or survivor and why?

    I really enjoy playing both sides equally-ish. There's days where i just want to play killer, hit survivors just to hear their scream, but somedays i just want to be in their shoes, getting chase and that great feeling after you escaped from an intense chase with close-calls.

    Now i'm trying to learn a bit of survivor too, so its a 60% survivor and 40% killer at this moment, what about you guys?

    I play killer 80% of the time, survivor about 20%. Some cases its 95% vs 5%. Some cases its 100% to 0. But usually when I play survivor I play with the intention of being more stealthy.....which is a playstyle to this day...they still haven't figured out how to balance the game and make it interesting. Instead its just the same old, gen rush+run and loop until the gens get rushed BS. Which is more "optimal" to do as a survivor, but not fun. Since the game is over in 1 or 2 chases. Don't care how big brained your killer gameplay is or how many mindgames you have up your sleeve, theres just way more safe pallets and loops you can make than get hit within the span of 60 to 120 seconds. And god forbid you have yet another chance like Dstrike or something else, you can just dedicate yourself to distracting the killer and playing ring around the rosie instead of booking it out of there so you don't die. Theres no risk vs reward while playing survivor, so I usually play it when I want free bloodpoints without thinking about anything. Cause you can just pop a gen, and rescue someone, along with some add ons or perks for bloodpoint and you're done.


    Killer on the other hand, even though I'm a bit masochistic....this ######### is insane. I dunno how killers outside of pig tolerate the fact that you're just non stop tunneling people. This game is turning into Evolve Stage 2. Where they candidly killed off half their player base due to balance as well. I almost hope they don't get the rights to stuff like Hellraiser as to not ruin the franchise by making the characters look pathetic.

  • @ZoneDymo said:

    I mean, imo if they sabo in your face the entire time so you cant hook, if you can just slug them all and leave them slugged until they die OR just stand in the basement, if they dont want a real match then fine, no match.

    "Unbreakable".

  • Better to murder in a video game than IRL yes?

  • @Rezblaze said:

    Another tool in the Survivor's arsenal, one that was rarely used because it was extremely weak and took too long to pull off.

    Now that a survivor is rewarded with being coordinated, what do new killers do? They complain. They think they're entitled to a hook because they downed a survivor.

    Yes, gen pressure is a problem with Survivors, but if you think reverting Sabotage back to its original state is going to help you, you're not gonna get better.

    You want a good perk to counter the new Sabo? STBFL or Agitation. I prefer Agitation, as the perk is extremely underrated. It shaves off time transporting survivors to a hook, and it allows you to beat most survivors who are not already prepared to a hook. Agitation at full rarity makes you slightly faster than survivors, meaning not only do you have the potential to beat them to a hook, you can punish survivors being cheeky and trying to bait out swings to slow you down, and get injuries going. Often times, with Agitation, I found myself trading hooks off, or getting a hook and a slug.

    Run Agitation. IMO, its worth the perk slot. Stop making forum posts just because sabotage is now a viable tactic.

    NONE OF THIS MATTERS BECAUSE THERE ARE STILL GENS POPPING AS YOU'RE LUMBERING YOUR HEFTY BODY OVER TO THE HOOK, THE GAMES ARE TOO FAST FOR YET ANOTHER KILLER OBSTACLE!!!

  • I play pig every game so my perception comes from a different place but no. I don't get bullied or gen rushed....largely because of pigs default kit mechanics (about the best killer to deal with the current situation imo, that just so happens to be my main.)

    That being said, if I decide to play wraith.....its over dude. If I'm not running ruin and every slow down perk in the game he gets booty blasted. Like its not even a fair comparison in the slightest.

    Pig game times are what game times should be all the time......but these other killers dude.....this ######### is ######### ridiculous. God forbid you play a killer with low mobility on a big ass map its ALL THE WAY OVER!! Like don't even bother showing up over. Low mobility killer, large map, without any gen speed add ons....yeah....GG get ready to depip, and get bullied because the survivors know you can't do anything to stop the momentum. AND GOD FORBID YOU PLAY TRAPPER AND HAVE PRE GAME SETUP.....just....uninstall....game is over with.

    Thank god for pig and doc and pllague. Thats 3 killers in a full roster that have any type of objective or generator pressure/extensions. 3 Killers in an entire roster that the ruin change didn't murder.

  • @ThiccumClownBoi said:

    So far too often the term is thrown around and In fact it was thrown at me recently. Incorrectly but I digress. Did you know, survivors are supposed to do gens? I know shocking that's their objective who would have thought. But yes I will say in the current state gens are done was too quickly but that's not really the fault of survivors that's the design of toolboxes and the add-ons (soon to change alongside chains of hate dlc). To Make gen repair speed go faster. So ohh shocker of course survivors are gonna choose perks, add-ons, and items to make their objective go by quicker. Kind of like how killers pick the best perks and add-ons they have to make their objective go faster. Oh my God shocking revelation I know. But it's wrong when survivors do it just because? That isn't how it works sorry.

    But, regarding the topic of "gen Rushing", so recently I was playing a match with some randoms and we were up against a hillbilly. A newbie hillbilly at that. Soon as he found me he tunneled me until I died on hook. I called him out on this and accused me of gen Rushing. I rightfully pointed out that not a single one of us even had a toolbox (three of us had med-kits the other nothing) and none of us had leader or prove thy self. But, you know what did him in? Why gens were popping left and right? Because he wasted his time chasing me around until I died along with someone else. The very thing these types of killers think is the solution to "gen Rushing" being tunneling is the very thing causing them to lose and gens to pop. While you constant chase one guy over and over again, 2 or 3 people are on the other side of the map already half way done with the objective. If you don't want "gen rushing" to be a thing you have to apply pressure to all of the survivors and generators. Of Course for some killers this is harder and easier for others but at least try. Of course this is just a suggestion you can play how you want but I'm simply stating that you can go ahead and keep chasing that one guy for 5 minutes but don't be surprised when gens start going off while the chase is happening. And don't call it "gen rushing" either because it's not. They are just simply taking advantage of your absence.

    Nah.....not buying it. I've seen some of the best killers in this game play, and even without a toolbox or perks, you can pop 2 gens in the time it takes 1 person to go down. And I'm not talking about consecutive stacks of 80 second gens. I'm talking about 2 gens being repaired at once by 2 different survivors while 1 guy is being killed and the other is either goofing off or getting ready for a save.

    ^ Thats damn near half the game over with within the first minute and a half of a match. And the only perks that can break this cycle are perks to begin with. Pause.....think about that for a minute. Problem----->Gens go by like greased lightning even without perks/items within the first 2 minutes of a match. Solution -----> Killer dives a perk slot. <----Killer now starts every game with 3 perks instead of 4 by default just to balance the game.

    ^Thats #########.....up...

  • @Hoodied said:

    https://forum.deadbydaylight.com/en/discussion/comment/1141566#Comment_1141566

    Incorrect, his Harpoon attack is considered a basic attack, causing NoeD to instantly down the survivors, even saw people mention this that he can do it as when grappling a survivor with his UR add-on, it exposes the survivors if grappled over 15 meters

    So the devs are contradicting themselves when they said they were going to differentiate M1 and killer powers so powers didn't stack perk effects?!?!

    Yeah.....seems like something BHVR would do...

    "Legion and Huntress have entered the call."

  • @Hoodied said:

    He isn't a weaker huntress, actually he is a stronger huntress in the right hands

    He actually does something huntress can't do that makes chases easier, he limits the distance between him and the survivor, while huntress makes the survivors go farther with her power. While he may only have 1 shot, he is fully capable of reloading on the spot, unlike huntress who needs to open a locker to reload. His power also combines extremely well with exposure perks, such as Devour Hope, NoEd, and Haunted Grounds, whom huntress only has an add-on that one shots survivors down at the cost of 4 hatchets

    He's way weaker than huntress even in the right hands. Huntress will just straight down you. This guy on the other hand.....takes 2 extra steps to the process of downing, and you get stunned.....

    He also has terrible synergy with NoED and exposure perks. You're still taking 2 steps to get 1 down. He can't insta down with his harpoon.

  • @ItzPixelYT said:

    It's getting really boring and tedious reading killers moaning about DS, Ruin, BT, Adrenaline etc...

    Right, I've played rank 1 on both sides of the coin. I enjoy survivor more because i like running around and engaging in chases with the killer. Killer is fun also, it's also easy enough to win as killer even in high ranks.

    The DS complaints... DS is used so much because of killers who are lazy and just want an easy kill. While I get that survivors would feel less reluctant to use DS if they weren't getting tunneled every game, I hate running DS it's boring as hell. But sadly I gotta force myself to run it because killers feel like it's fun to instantly down and target a somewhat exposed survivor. You only got yourselves to blame for the high usage of DS.

    Ruin... Oh boy I would hate to see how much you guys sucked back when the old ruin was a thing and it got cleansed... Probably a instant DC...why do you guys try and rely on a gen slow down totem to get kills. Devour Hope is a great alternative...if you want to run a hex or even Noed. But there's some good builds out there, make your killer stronger with perks instead of trying to slow the game down.

    BT is the same scenario to camping, tunneling killers...we wouldn't run it if killers didn't camp :).

    I love when I get a good killer, has good perks... Doesn't tunnel and still gets 3/4 kills. All I seem to get is lazy killers...gen pressure is good.

    The main issue with this game is the map sizes. It takes someone like doc a good 30/40 seconds if not more to get across coldwin...map reworks are coming.

    Op, you're straw manning and assuming all killers care about, complain about the same things, or play the same.

    Fact.....We don't.

    I main pig....I don't really care about ruin. I don't care about BT. I don't care about DS, and smaller maps would BOOST THEEE ######### out of me.

    My spirit on the other hand, Cares about ruin, doesn't care about BT, cares about DS, and does better on larger maps.

    My plague, doesn't care about ruin, doesn't care about BT, cares about DS, and doesn't care about map size.

    My wraith, cares about ruin, cares about BT, cares about DS, and cares about map size.


    We're not the same, even within ourselves we're not the same. Until you understand that you won't get the full picture. Every survivor plays the same and has the same problems....killers on the other hand....you'll hear about 20 different issues from 20 different killers all valid from the perspective of that killer but invalid on others....think about that.

  • @Hoodied said:

    I think the language changed half way through my friend

    Thats how you know he's really mad.

  • @Blueberry said:

    I think you're missing the point of it.

    "Some people just enjoy ruining other people’s match enjoyment."

    This is not why people use Knock Out. They use Knock Out because it avoids many of the very strong and popular perks built around hooks like DS, BT, We'll Make It etc. It also make them not waste time with pick ups, walking and hooking. It also avoids flashlights.

    There are many, many upsides to not hooking whether that be perks or time.

    @Cassandra_Alexandra said:

    I’ve had some matches lately where the killer used Knockout, Infectious & Deerstalker (4th one varies). In the last one with Trapper, 3 people bled out completely (1 from beginning of the match - I tried desperately to find him cause I felt really bad, but I couldn’t & then I stepped in a trap). I didn’t care before because this scenario was so uncommon, but I’m running into it a lot more often and it’s just awful. What does the killer get out of doing this? I know I know. Some people just enjoy ruining other people’s match enjoyment. I so wish that perk was nonexistent. It takes quite awhile to get into a match as survivor lately (PS4 for me) only to have to run around trying to find survivors before they bleed out then lying on the ground waiting to bleed out yourself. Then, do you at least get good BP to show for it? No. Ugh... sorry for the rant. I needed to get out my frustration. Thanks for listening!

    I use it to mess with peoples heads, no deerstalker included usually I knock someone out then go stealth as pig and crouch around to see if anyone is close by if they haven't already been found by infectious. I use it because.....you're a survivor....you don't need that information anyway.

  • @ZoneDymo said:

    I really dont know how often I have to tell you all this.... the difference is that the Deathslinger reels you in and applies M1, that makes him viable for so many more perks then the huntress.

    You mean M1 status effect perks they've nerfed already?

  • @Carlosylu said:

    Just look what you can do if you know how to quick shot... AMAZING KILLER, THANKS DEVS! Go to 01:40 and keep watching

    https://www.youtube.com/watch?v=ar2PpBt8zRc

    He's worse than huntress. Imagine if huntress had to stop between each hatchet and play a fishing minigame.....

  • @Mr_K said:

    https://forum.deadbydaylight.com/en/discussion/comment/1121203#Comment_1121203

    Yes it is quite unfair. And the sad part is this type of toxic abuse of killer power is "Not punishable"

    What kind of punishment do you want here? If the other three survivors do the remaining three gens and leave what did the Killer gain? Already they are losing Chase emblem points from staying near the hook. They are losing potential blood points and emblem points from doing nothing. Only way this pays off for the killer is if the other survivors reward him.

    Are you wanting out of match penalties for this? Do you want to see the killer ban for camping? What exactly are you looking for here?

    They could adjust it, add a cooldown to it and give it a bit of a lunge and that would fix a lot. That way you have to actually play the game.

  • @xFAKExAxoN said:

    I mean how is anyone supposed to do anything against this? If anyone tried to unhook me, we would be downed instantly. I know that what the others did was the right thing to deal with this but I kinda wish that wasnt the only solution.

    I know that camping can be necesary if the survivors are about to escape and you still haven't killed anyone, but this is just ridiculous. I also know that the devs don't really approve of facecamping but they don't do anything about it either. I mean how is this supposed to be fun for either side? The killer preetty much wasted his time and I was supposed to just sit there and watch as this guy just did the most scummy thing I have ever seen in any game. At least with the other killers someone can rescue even if the person is being facecamped but against leatherface there just isn't a way to save either person in the interaction

    https://m.youtube.com/watch?v=0_BMLqnb9g4

    What did you do to that poor leatherface to make him rage?

  • @Rey_512 said:

    I know what some of you are thinking: “Great, another thread about gen speeds!” But this is meant to explore a particular perk that everyone and their mother loves to run... Barbecue & Chilli (BBQ).

    It may be safe to assume that BBQ & Chilli is one of the most used (if not the most used, especially after the Ruin nerf) killer perks in the game. In my experience I see this perk used by the killers I face a VERY HIGH percentage of the time (probably 3 out of every 4 matches). Why is this the case? The conditional aura reading that’s countered by lockers or being close to the survivor about to be hooked? In part, yes... but I feel like it’s those ever-tasty bonus bloodpoints (BPs). I get it, the grind is ridiculous and BPs are the currency that keeps your killer/survivor economy running. We need to unlock teachables, P3 everyone (if you’re into pointless bloody versions of default cosmetics), and stock up on items/addons. BUT - if we take out the BP factor from BBQ, what are you left with? Like I mentioned earlier, a conditional aura reading perk that lasts FOUR seconds does nothing to slow down gens (the point of my thread). Yes, you may get a good proc [code word for the perk activating] and see 3 survivors then pick your target; maybe it’s 2 survivors left and now you can secure the 4K... but during the critical portion of the match this perk is situational at best, especially on killers not named Freddy, Billy, Oni (if his power is up), Nurse and maybe Spirit. Other killers don’t have the speed/map control to utilize this perk effectively even with a good proc, yet I’ve run into Trappers and Hags that are running the perk. We all know why, but I’m pretty sure they’ll be the first to complain about gen speeds. But even with those killers I mentioned it’s better on, there are much better perk alternatives.

    Thrilling Tremors is a better BBQ for gen stalling. “But Rey, there’s a cooldown!” Yes, there is... because otherwise this perk would be INSANE. It gives you immediate information of which gens (the survivor’s primary objective) are being repaired REGARDLESS of distance. Even if they let go of a gen, they are now forced to wait out those precious 16 seconds worth of gen time for you to hook your survivor and decide your next move. Pair it with Pop Goes The Weasel for maximum effect.

    I won’t get into every gen-regression strategy/perk combos since there are quite a few. Corrupt Intervention + Dying Light (initial slowdown from CI while you build up DL); Sloppy + Thanataphobia (keep them injured and destroy their action speeds); etc. The point is, if you’re one of those killer mains that has an issue with gen speeds and still run BBQ, STOP RUNNING BBQ. There are perks designed to slow down gens and BBQ is not one of them, especially if you’re not good enough to capitalize when it does proc.

    This is not meant to come off as me dictating how you should play or what perks to run. If you want to run BBQ (again, I see this perk probably 90% of matches I’m in) that’s your choice, but don’t complain about gen speeds.

    What are your thoughts??

    ~ Rey (equal Survivor player / Killer player who doesn’t use BBQ every match)

    You do realize....we can run a lot of those perks you just mentioned plus BBQ right?

  • @Gh057f4C3 said:

    What makes you give hatch to a survivor when you're on the verge of everyone else dying? For me, it's when a survivor has stayed on objective and out of the way rather than tossing themselves at me, or someone that's proven they know how to loop/juke/evade me, also if I'm Ghostface and they teabag with me rather than run.

    I spare survivors for lore reasons related to pig, always leave 1 to run. Never 4k. But if I do 4k its because they were toxic in some sense.

  • @Mushwin said:

    https://forum.deadbydaylight.com/en/discussion/comment/1118129#Comment_1118129

    I ctually like and appreciate your ideas and thank you for not saying about how gore and blood don't make scarey yes i understand peoples pov but i just feel it adds, like suspense and atmosphere *s

    I mean technically they could do both, add gore and more suspense. But for whatever reason their gore doesn't allow decapitations and other things, possibly due to censorship in certain countries. So while gore is great and all, theres probably a legal limit to why they can only go so far.

  • @Mushwin said:

    https://forum.deadbydaylight.com/en/discussion/comment/1117107#Comment_1117107

    and your idea is? an eerie whistle through the trees? i was expressing ideas that's all, this game says blood and gore, i felt it needed more

    I think the game could capitalize more on false positive horror.

    For instance, one of the things that stands out the most is sound in this game. Lets say someone is running michael myers against 4 survivors. And RANDOMLY you hear the directional breathing of Myers right behind your camera, but when you go to look, he's not there. Say you're facing a pig, same concept direction sound plays of her breathing, but when you look, nothing is there. Big killer like trapper is walking around, but he's far enough away and the mist is thick enough that you can't hear his terror radius but you would be able to see if he was walking. Spoof a ghost of him walking outside that looks like him but it disappears and isn't really him. Or you're sitting on a gen, and randomly you hear for about 3 seconds a terror radius approaching you, but there's no one actually there.

  • @yobuddd said:

    https://forum.deadbydaylight.com/en/discussion/comment/1117827#Comment_1117827

    The gore helps, but you’re right, it’s not the end-all-be-all. That’s why several of the suggestions I made earlier were specifically designed to affect you when you least expect it.

    Imagine for a moment that the Trapper is chasing you at the swamp. You run across the wooden deck heading for a damaged gen to tap before jumping off the side. But before you get there, CRAAAACK! The deck breaks beneath you and you fall through. Now your heart’s racing! You need a new plan, and fast! Which way to turn? Which jump to take?

    Its a good idea sure, but the problem is plotting it to be random enough to not be predictable. I'm all for environmental hazzards that suddenly change the course of a match or chase. But they have to be designed in a way that doesn't automatically push people away from taking said course. Falling floors in buildings is cool especially if theres an objective in said building. But it would have to apply anywhere in that building and be so random they would maybe have to change the way they tileset the buildings even. Walls caving in suddenly blocking off paths. Window vaults suddenly breaking after you've vaulted it because it was decayed. A random pallet you just dropped just snapped as soon as you dropped it because it was faulty and weak. A chandelier could fall randomly entering a building. A candle could suddenly tip over inside one of these buildings setting it on fire in a way that allows you to enter or go through the fire but you lose a health state while doing so but not downing you making you scream or something. Survivor walks onto one of those carbines and it turns on giving away your location. The Oni's level I thought had a cool design where the heads of the statue move their heads and follow your direction.

  • @ausanimal said:

    https://forum.deadbydaylight.com/en/discussion/comment/1117590#Comment_1117590

    Even if they wanted to they couldn't put Jason in due to the lawsuit going on atm i used those powers as a example because using that combo in F13 can still give people jump scares even after hundreds of hours in the game, giving a killer all 3 would make that killer OP in DBD but it shows that you can still give survivors jump scares if you have the right power/perks to do it. DBD really doesn't have any killers, perks, add ons that you can combine to do that well in the game giving people a jump scare.

    Stealth killers you can see them coming if your looking around which removes them being stealth killers, travelling high speeds across the map survivors get warned when that happen's take Freddy blood spits out the gen to warn the survivor that he could be coming to that gen any chance that BHVR have off making a killer scary they pick not to. Take Freddy again if the gen didn't spit blood when he teleported to that gen dp you think that would give survivors a jump scare seeing Freddy just pop out off the gen instead of getting a warning and walking away just in case.

    Thats what I've been saying, they babysit and handhold the survivor to the point where the game can't be scary. Oh blood coming out of the gen, well thanks for ruining that scare. A giant LION SOUND yeah thanks for letting them know pig is about to pounce. Ghostface flapping around like a flagpole, yeah thanks for ruining that scare as well. Wraith Stomps can be heard like 50 feet away, thanks for ruining any possibility of being snuck up on by him. Nurse, you can hear what shes about to do, Trapper you can hear him laying traps from waay too far away.

    You just get too much free information as a survivor, someone was talking about F13 earlier, and in that game....yeah they don't just give you stacks of free information as the survivor. Last Year doesn't do it either and even though last year has its own aesthetic problems as well as A-symetrical balance problems.

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/1116995#Comment_1116995

    I'm sorry but no, scary games don't make you jump 10 times if you play them over and over again, It just doesn't happen, there is nothing scary about a game I've put 4K hours into, there was nothing scary about it after I put 200 hours into it, it's never going to be scary for anyone with any amount of hours over 100 no matter how many writers or psychologists you have because things don't get scarier over time, they become less scary, I don't get how that's hard to understand.

    You just proved my point, you've put 4000 hours into the game and already know what happens, and on top of that as a survivor have no real threat or risks involved in your gameplay since they give dozens and dozens of chances. They give you all the info you could ever possibly want short of full game length long killer aura reading. I have thousands of hours in left 4 dead and I'm still shook by mega hordes. Nobody is going to expect you to literally jump out of your seat, but at least create some tense moments.

    People say gg every game but....was it really that good? Was it really anything other than the same mindless hold M1 and walk out the exit gates?

  • @Karl_Childers said:

    https://forum.deadbydaylight.com/en/discussion/comment/1114366#Comment_1114366

    I wish more people understood this. Survivors are not going to feel fear towards a human controlled killer in a multiplayer game. Simple as that. That feeling is replaced by wanting to beat that player and win...you aren’t scared of them. Completely different mindset then one would have playing a single player survival horror game.

    People not being afraid has nothing to do with the aesthetic nor does it have anything to do with the fact that its a human controlled killer. By all means the human element adds more to the equation. The reason people aren't scared of things in video games or movies alike are because either A, your audience can predict whats about to happen. B, you've told your audience whats about to happen. Or C, theres no sense of urgency or threat so even if something did happen its not a big deal <----this creates comedy.

    I don't think BHVR has the same team of sequencers and psychology staff behind them to make this game scary. If it was a AAA title, you have teams of writers and people who specialize in horror thinking about interactions and timing and ways that you can launch someone off their seat. When you get too predictable like a movie or an on the rails video game is things get predictable and if you allow a player to prepare for those predictions to overcome them with east you effectively trivialize your content. DBD has the benefit of the human element in killers so theres always a suprise element in whoevers playing the killer can control the pace of the scares and lean into or off of the threat pedal.

  • @NullEXE said:

    https://forum.deadbydaylight.com/en/discussion/comment/1114365#Comment_1114365

    Exactly! Make it harder and more stressful to play survivor, and nerf the tools that directly ignore the horror aspects to the game. Then the game will be fun again when you think you're safe, and then ... BAM! Myers bursts through the wall next to you.

    I would #########....a cool-aid man myers bursting through the wall....I would be so shook....

  • @Peanits said:

    I like scary stuff as much as the next guy, but just adding blood and gore isn't going to make it scary again. At some point, you just get hardened to the horror aspect of the game.

    If your audience isn't jumping, screaming, or holding onto the edge of their seats.....then I'm afraid you've simply lost touch with the fundamentals of what makes horror....horror.

    The risk of loss, the ever present THREAT of loss, the HIDDEN threat of terror around a corner, the UNKNOWN!!!! <--------- And I'm not gonna lie you guys have been progressing the game in a way thats antithetical to horror.

    You give survivors ALL THE INFORMATION. Making any fear from the unknown....KNOWN!!!

    You let the survivors know THAT A STEALTH KILLER IS NEAR THEM RUINING THE JUMP SCARE

    You allow multiple multiple second chances PREVENTING THE THREAT OF LOSS

    You've made a lot of killers not have map presence so there are sections of a game where a single survivor will have no experience with the killer whatsoever and thus never feel fear, dread, or practically anything the game offers other than a few crows flapping around.


    Any horror movie that handholds its audience through a scare is no longer a horror movie, its a biography or a directors commentary. And thats what DBD has become over time....you're watching the horror scenes play out, but as you're watching them theres a director making commentary ruining the ambiance of the scenes. Theres no sense of the unknown because that same director is telling everyone involved whats about to happen and what is happening, The killer is now using a hex, the killer is now using a power, the killer is now stealth, the killer is now digging a hole etc etc. Blood and gore do not make a horror movie horror....it just makes it gore porn which....isn't scary in the slightest.

    What bothers me is you guys have some of the most iconic horror icons in this game with some of the best horror settings, yet you're too focused around the E-sports esque style of the game and giving people dopamine hits you forget you need to load them up with adrenaline first.

    Horror movies don't take place within 80 seconds. And your games go by incredibly fast, so much so that by the time the threat is realized theres no real sense of fear because the exit gates are about to be done with. Every good horror movie that ever had people scared to walk in their own house with the lights off had good pacing, and you guys recently have been lacking that.

    You get to capitalize on the new player experience in horror because they're completely oblivious to whats going on, and usually have had the best scares I've ever recorded. But they only stay new for so long, and eventually your own Dev teams weakness to keeping a threat alive starts showing and instead of being scared.....it becomes a joke. And if your audience is laughing....its no longer a horror....its a comedy. And as people play this game more and more, it becomes a comedy.

    I've never seen that happen in the swath of horror games I've played except for the ones that gradually become competitive. But I'll list some success stories instead. Dying Light for me stayed scary THE ENTIRE GAME all the way through it, I always felt a sense of dread, it didn't matter how far I was in the game or how many new powers I had, there was ALWAYS A SENSE OF DREAD BECAUSE I WAS NOT GOD!! There was always a risk of dying. And in DBD the more you play survivor you actually feel less dread as you go along because the game isn't balanced in a way that scales with survivor skill, or makes the killer a REAL THREAT. You keep coming out with new ways to disable the killer and counter the killer and eventually it makes the killer a joke, which isn't horror.

    Another horror example I like to frequent is Outlast. It keeps its horror and sense of threat throughout the entire game no matter how many times you've played it because if you make a mistake, YOU ARE ACTUALLY PUNISHED NO 2 3 AND 4TH CHANCES. This game on the other hand, every patch or so you find a way to give people more and more chances to correct their mistakes as a survivor which in turn leads to less dread, less threat because you know that if you mess up you can just hit the restart button and keep going <----Think about how Dark Souls deals with this. If you mess up in Dark Souls you get boned. If you mess up in DBD, you get 3 extra lives. Show me a horror movie where Michael Myers victims keep coming back 3 and 4 and 5 times and I'll show you a joke movie that lacks horror.

    Simply saying, people play the game so much that it hardens them is a cop out and excuse to not fully focus on why people are making a joke of your horror elements to begin with.

    Its been several decades since the release of "The Grudge" and people still curl up into fragile balls when hearing that sound. Because....who knows? <-----Its a ghost? How does it kill you? Unknown.

    If you guys go back to focusing on the actual fundamental elements of horror again you can make this game scary....but you're gonna have to decide if you want an e-sport or a horror game.

    I'll leave this thread with this in case you think I'm not antiquated with DBD's horror, its one of my favorite aspects, and for me theres nothing better than seeing an audience react to a well placed well timed scare. Theres nothing better feeling than seeing your audience of survivors panic and feel dread and scramble.

    https://www.youtube.com/watch?v=ryLR8DKkTLs


  • This character is C list at best....we still have tons of A list killers and monsters to get into the fold first, like cmon now....

  • @fleshbox said:

    https://forum.deadbydaylight.com/en/discussion/comment/1095940#Comment_1095940

    If you run small game and are on Gideon Meat that simple totem find can turn into 30 seconds or longer if the killer is around. Small games seem to take into account both the upstairs and the downstairs. Meaning it notifies and then you have to figure out if it is upstairs or downstairs. 30 seconds as surv. And that is the short version. While i am all for survs spending time away from gens i have been so confused by small game that i stopped running it as i was wasting time and not being on gens.

    Man.....dude.....small game works based on your screen. If the totem is within visual range of your SCREEN it will proc. It will not proc downstairs unless you're looking down. Its a free perk, but theres even better options than small game that are WAAAY better for spotting totems like Detective hunch. 64 meters IS ######### MASSIVE DUDE!!! MAAAAAAAAAASIVE!!! And it encourages you to do gens, do a gen make a sweep for totems, even pick up a few items. People really underestimate the ability to read the auras of objectives.

  • @underlord99 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1095320#Comment_1095320

    you realize theres an addon for green maps to track killers belongings right?

    also I never said you had to run both perks. just one . please dont put those words in my mouth. Also, if you learn how totems spawn and the locations they spawn you wont need those items or perks. it's that simple.

    You say its simple but....I think a lot of these fluff threads are coming from an influx of bad survivors. Doesn't make any sense to me. I've been BTFO'd multiple times with noED in my kit by survivors that weren't dumb. But this.....theres gotta be something in the water making survivors this bad to call for more nerfs. Small game is one of my go to perks as a survivor and its DEADASS easy to find totems with it even as an oblivious non survivor main. I would imagine an actual survivor player be so damn keen on spawns they'd know where the direction of every totem is as soon as the game loads in.

  • @Mert_MK said:

    https://forum.deadbydaylight.com/en/discussion/comment/1094555#Comment_1094555

    Doubt it.

    Also have fun finding them all on Lery's/Hawkins without a Map, Small Game or Detective's Hunch to prevent NOED while someone is getting camped.

    People don't mind the exposed part of the perk. What people want is a requirement from the Killer to activate it. Could be anything, really. I just hate how this perk rewards those that chase/tunnel one survivor the whole game.

    The whole game?!?! Dude the thing doesn't activate until the game is over, what....are we even playing the same game?

  • @Peanits said:

    It would definitely be too late at this point to change that if the next killer is licensed; that sort of thing would need to be decided way earlier on. We're getting close to the release at this point.

    But for the record, the character being licensed or not has nothing to do with balance. We are free to balance them however we see fit.

    So basically.....the next killer is FROM HELLRAISER!!!???

  • @28_stabs said:

    Nah. It will be a random guy with hooks. More hooks - more fun..

    https://us.v-cdn.net/6030815/uploads/851/9E6EBJYL0CAN.jpg

    FAKE HELLRAISER BOOOOOOOOOOOO BOOOOO THAT MAN

  • @Animator said:

    https://forum.deadbydaylight.com/en/discussion/comment/1086881#Comment_1086881

    Why not? Without weapons, he still poses a great danger. Well, perks such as Spirit Fury and Enduring would suit him perfectly.

    If I was the license holder I couldn't see my creation run around without a gun, especially if its the model dedicated to armed combat....kind of makes the T-800 an abomination. T1000 sure, the newer models sure, but not the T-800. T-800 fits better in a shooting game which is what they already did with deathgarden.

  • @Yung_Slug said:

    https://forum.deadbydaylight.com/en/discussion/comment/1087541#Comment_1087541

    Plague infecting basic attacks and doc's hallucinations being both killers were in the original post.

    Spirit and Wraith seeing each other wouldn't make much sense lore-wise. Wraith travels through the Spirit World (similar to Nurse) while Spirit travels through the Ethereal Plane.

    It would be funny to see Billy and Oni charging around the map.

    Make blood orbs lower hillbillys chainsaw cooldown.

  • @Yung_Slug said:

    I thought it would be fun to think of how various killers would interact with other killers' powers if a 2v8 mode was ever added.

    General:

    Auras of killer belongings would be visible to both killers (such as Traps, Jigsaw Boxes, and Fountains).

    Trapper:

    Many killers would be taken out of their powers when stepping in a Trap. This includes Wraith, Ghostface, Billy, Bubba, Legion, Plague (Corrupt Purge), Freddy (Dream Projection, could cancel even with Class Photo), and Oni (Demon Dash, but not Blood Fury).

    Huntress can hit survivors out of Traps with her Hatchets. Same goes for Plague with Corrupt Purge.

    Trapped survivors cannot be stalked, and RBT timers will be paused.

    As Nurse floats, she would be unaffected by Traps, so she might be a good killer to pick with Trapper. Traps cannot be placed near Catalysts or Portals, and vice versa. If there is a Trap near a generator, Dream Projection will try to avoid it.

    Doctor:

    Hallucinations can be either killer. The fake terror radius from the add-ons, however, will always be the Doctor's. Illusory pallets will prioritize spaces that are not already occupied by dream pallets, but they can be in the same place (if the survivor is asleep, it behaves like a dream pallet. if they are awake, it behaves like an illusory pallet).

    Fredward daggerhands:

    While survivors are asleep, Wraith's bell would sound like it had Bone Clapper (but only if they are close enough to hear it normally), and Bone Clapper would be even more distorted.

    Map-wide sounds, such as that of Nurse, Demo, and Oni would also be distorted.

    Many short range sounds such as Hag's phantasm and Pig's ambush would be distorted as well.

    The Terror Radius of other killers would be replaced by a lullaby while survivors are asleep. Sadly, that would mean Survivors working on a Portal could hear a lullaby when the killer is near. Not all killers work well together, I suppose.

    Clown:

    Similar sound-distorting effects to Dream World while survivors are affected by the Tonic.

    Plagg:

    Plague would be able to infect Alarm Clocks, Jigsaw Boxes, Portals, and Traps.

    A Huntress who reloads at an infected Locker will have infected Hatchets until she reloads again.

    Vile Purge, if used on Clown while he is reloading, could apply contagion to the bottles until he reloads again.

    A Plague could also infect other Killers to make their melee attacks (including power attacks like Chainsaw) cause infection for a limited amount of time.

    (I like the idea of Plague being a support killer. She is a priestess, after all.)

    Potentially good killer combos:

    Trapper and Nurse - Trappy boi meets floaty girl

    Trapper and Plague - Don't touch our traps.

    Oni and Plague - Blood orbs, blood orbs everywhere.

    funny/Meme combos

    Scarred Hand Hag and Bubba - Body blockers in the house tonight!

    Pig and Ghostface - Teabagging Duo

    Pallet Freddy and Pallet Doc - There is a suspiciously large amount of pallets, don't you think?

    BK Myers and M2-only Clown - He just needs a little help catching up to the survivors.

    That's about all I can think of for now. Feel free to share any combos or interactions you come up with!

    I've been wanting a mode like this for so long. But you know what it needs though right?l It needs a way to make survivors capable of fending off such a large threat. Maybe lower cooldown on exhaustion perks? More healing bonus from perks that increase healing. Higher durability on tools used by survivors. 1 Extra hook state. 10 Generators but with an adjusted and increased timer to make up for the fact that you can hugely rush gens.

1 … 21 22 23 24 25 … 30