PigMainBigBrain
PigMainBigBrain
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@ASurvkillivorer said:
I think killers SHOULD have more slots simply because they're totem perks in more than 50% of the cases will be removed right away.How about a 5th slot? A 5th slot that can ONLY be used with a totem perk. Other slots can still have totems as well but you can only place a totem in the 5th slot.
Anything would be more interesting than the current state, as I'm running out of ideas and ways to challenge the survivors..... running oddball stuff.....I just can't get excited or thrilled with the challenges I can present them with....
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@FayeZahara said:
I love candyman as he is my most favourite killer by clive barker. Really onboard licensed killers having two powers so they can feel immersive. If you got own candyman powers please share.Heres my concept:
1st Power: You are many bees flying above sky scouting area over watching above. Candyman remains this way until called the 5th time by a survivor. Once he hooks somone he returns to being bees till called out of another mirror.
2nd power: Candyman has all gens locked down until he is summoned. Survivors must call him 5 times and whoever lands on 5th candyman will have him burst out there mirror. Once he is out and in his chase all the gens open up for all. But once he hooks someone must call him to open up gens again.
Problem:
He can't regress gens until he is brought in through a mirror. Plus survivors have some choice of a mirror far away from a gen.
Once he hooks someone no progress can be made til summoned but everyone gets free unstoppable hook saves.
You can hold the beginning game hostage till killer quits.
I would place mirrors around the map that he can portal to near objectives, make these things give aura vision of the area, make them slightly concealed. Not sure how you'd be able to get the bloody marry summoning style with him and the survivors, but the mirrors could be done in a more interesting way that fits the game.
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@SnakeSound222 said:
Doctor with BBQ, Unnerving, Distressing, Overcharge, Ruin, and Nurse’s. Pretty sure everyone Survivor in the universe will hate me.All you did was add 2 tracking perks to a gen skillcheck build.....on a doctor, whos base kit already includes dozens of ways to track people....
Not sure why they would hate you since this build is redundant.
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hmmm 6 perks....
I'm gonna run bitter murmer, noED, sloppy butcher, Nurses calling, thanatophobia, aaaaaand maybe ruin or franklins. 6 jigsaw boxes.
And you know what even with 2 extra perk slots I bet I'd still have an insane run for my money vs a SWF group.
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@Dabrownman1812 said:
I was playing identity v and something that is great that they do since you are locked into a lobby is give the killers extra time to pick their loadouts and locking survivors earlier to prevent last second switches. This allows for some fair matchups. Maybe we can have this brought to dead by daylight. It's cool that they are buffing sabo and have perks like franklin's demise and hangman's trick. However, having the perks is irrelevant if they switch into the items last minute and the killer has no time to switch into a different loadout whether it is flashlight resistance or for handling sabo squads.I see this happening ahead of time and I would like to propose that killers have 15-20 more seconds than survivors, survivors don't have to adapt their loadouts like killers do. A killers loadout is more make or break than a survivor loadout, survivors can do well with just no mither, no item etc. Killers need tools for the kill. Also, would like killers loadouts not to be revealed until after the match ends. Some killers just dc after item switching and it makes people lose pips, items and offerings and just isn't fun for anyone. What do ya'll think?
Would be nice to go along with the fact they plan on putting item loadouts into the game.... <-----which will make instant switching even more instant...
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@DeadByFlashlight said:
@PigMainBigBrain said:
@Mister_xD said:
their last attempt to create a killer to stop genrushing was the pig...
didnt rly work out too well...Ummm. she's actually one of the strongest gen control killers in the game if not "The strongest". Not sure what pig you're playing but I control the pace of the game. If I had any other killer in my hands outside of nurse and hag who force pressure in an area and are constantly mobile in key zones sure you can do a bit of gen control with them. But hands down, Pig can freeze a game at 3 gens left. Thats probably the most common point in the game where I can lock people, 6 jigsaw boxes will crawl the game, double time on jigsaw box searches will crawl the game, multi traps will crawl the game. You're not going to stall the game as wraith....
So im incredibly confused as to all these people saying pig gets gen rushed....bad players? I dunno. Rank 1 through 5 I don't have any issues with gens...
Maybe you just play her differently. Can you provide footage of such games such that plebs like me can learn from you?

I never know what to do against those genrushing SWF, especially with weak (in my opinion) killers like pigI don't record my games, but I do snatch clips from streamers I kill who roll SWF. Nothing better than watching yourself from the preys perspective to see where you can manipulate the game and increase your overall presence. Compiling all the screams into a compilation for kicks.
She's not weak. She's a proxy killer, similar to doctor, or hag, or trapper, ala you don't have to be in direct contact with survivors to manipulate them or cause damage. You can capitalize and punish their mistakes, like a chess game. Because you play the role of a psychopath, psychopaths in real life capitalize from predicting human instinct and predicting what people will do. People are predictable, you put a beartrap on a person, and they get unhooked, their immediate instinct is to go for a jigsaw box thats directly near the hook so to a psychopath which get their kicks from control, knowing you will go to the closest box because you're human give me enough time to leave, grab lunch (aka attack another survivor) and come back to you standing at a box dressed up to be killed, right where I want you, even if it means pushing you over to a hook thats further away from where I downed you. Even little psychological games where you purposefully walk a survivor toward a position by placing your body left or right like leading them into an area with no pallets.
Some pig mains like to play direct contact running perks that shorten the chase but the overall game time is unchanged, things like enduring, and brute strength, paired with combat straps and other perks to make sprint a faster tool. I on the other hand like to focus on gimmicks and manipulating the objectives of the game so that survivors have to multi task or focus 1 area or risk death, or focus on being altruistic leaving me with less space to run between my targets. Giving me as much hands free time to spread the chaos around since she's not nurse and lacks the ability to just jump across a map in 2 seconds.
Eventually though I hope to run blind as a gimmick if they'd make third seal not so stupid and work like sloppy butcher it'd be a great time. If they can't see, thats just one less emotional reassurance of victory, they lose hope or get confused. But placing it on a helmet or a hex that can be deleted is too risky. Even with coms deleting a survivors aura reading gives you time, because they have to communicate more, focus on other tasks and they have to be precise, because they need to know exactly which TV you're sprawled out on the ground at in the institute. Every gen rushing groups rolls with 4 toolboxes, your only method to counter spin is bring franklins and grief the ######### out of them. Thano would also be great....if it didn't suck ass.....
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@Peasant said:
@Vietfox said:
Peasant said:@The_Fallen_Utopia said:
The current shrine doesn't have anything even close to being good.. third seal will just get destroyed instantly and territorial is worse. Pharmacy might be the only decent perk this time.
You can all laugh at Pharmacy now, but once I have finished building my pyramid of Emergency Aid Kits we'll see who's laughing!
@Peasant
I wasn't planning on getting it, but thanks to you, and the fact that i don't have that dlc, i will. I'll run it along with Ace in the hole and build a pyramid of medkits with instaheals lolWe have to remember. The perk doesn't guarantee just any medkit. Pharmacy guarantees the "Emergency Med-Kit" which is a damn fine medkit. (https://deadbydaylight.gamepedia.com/Emergency_Med-Kit) To put it into perspective, this perk guarantees an item worth as many bloodpoints as escaping. Think about that.
I thought about that, and its pretty god damn strong....
Side note, I wish thanatophobia, surveillance, dying light, third seal, overwhelming presence, remember me, save the best for last, spies from the shadows, territorial imperative, and unrelenting were as good......
Why they made third seal a hex and not an application perk like sloppy butcher is beyond me...
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@SteveyHooves said:
My whole point is the killers have been getting the shaft since they put up nurses calling. Well I'm wrong. One week they put up Make up choice which is a pretty good perk. Crap and near to nurses calling they put Tinkerer. Which is another good perk. Though besides those. I can't remember another really game changing perk like DS or SC. For killersWell....most killer perks kind of suck in the first place outside of a handful that are used all the time on everyone so..... there's not many game changing perks to choose from, there aren't even as many killers as there are survivors.
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I agree, but I also think its going to be funny as pig. Most of the time people are away from me, so I don't need to chase them near their friends. But if hooking 1 survivor means getting to catch all 3 as they rush to me to mess up some emblem I care 2 shits about. I'm all for it. Less time I have to spend actually looking for people.
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@AStupidMonkeyy said:
Rank 1's 99% gens. She doesn't slow ######### down. It's why she's useless.
I've never had this happen to me, and other pig mains who stylistically play much different than me I've watched, and never seen it happen to them at rank 1. I'm not sure we're playing the same game or if you're in korea somewhere but, it takes time to get 5 gens to 99% in the first place. The time it takes you to chase mask, and hook someone slows down that 5 gens to 99% nonsense. If you have a mask on, the pig gets the benefit from you completing it. If you have the mask on and you continue to do gens you lower the time you have left to get the mask off. And if the pig is sadistic and running extra check time on jigsaw boxes or 6 jigsaw boxes, congratulations, you killed yourself.
"She doesn't slow ######### down"
Smoll brains don't count time. When someone is injured it slows them down from doing gens, thats time they could have spent doing gens. When someone has a clock going (and don't want to die) they end up doing jigsaw boxes thats 1 less person doing gens, thus slowing the game down. If you think the gen progress % from 0 to full is the only aspect of time or even a worry for pig you don't play her enough. I could run perks like ruin, but if I don't have enough masks to keep the rotations of at least 1 to 2 people away from doing gens, you run out, and you may or may not need more. But a pig with already currently existing gen control perks is extremely more powerful than a standard wraith or trapper or freddy or leatherface with 0 in built gen control perks.It isn't about the % of the gen, it doesn't matter how many gens get done( I don't have to kick a single gen and in some cases its better if I don't and bait the gen hoping someone will complete it, so even if they delay the game and bring all the gens to 99% in hopes that their friends will remove the mask in time that still gives me extra time to kill the entire team masks ticking or not), it doesn't matter if the exit gates open. I can let you open the gates, down people and start another rotation of objectives on top of the gens.
Because you can't leave the exit gates without removing the mask. You can get out through the hatch sure, but 1 to 3 people have to then do another set of objectives and remove their masks to walk out of the exit gate and then hope the last person can evade the killer and leave through the hatch. Again all of this ######### going down as you have a 115% killer downing people injuring people masking people and chasing people off of objectives while they have a death timer going that can be forced to pop, and a killer that isn't exactly easy to evade since you can crouch sprint and MG harder pallets.So make your choice, either do this gen and start the timer, or leave the gen at 99% and pray I don't kill everyone before you finally decide its time to trigger them, because if you pause for any reason you're essentially giving me even more time to 4k that team, and I don't mind having extra free ruin time going while avoiding tunneling people just to place more masks and put everyone on death hooks. So unless you're looping the ######### out of me you're killing yourself....
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@SteveyHooves said:
DeadByFlashlight said:Pig is one of the examples who gets genrushed so easily.
She has no map control and no tools to help her during chase.
The most funniest thing is that she even loses time if she tries to ambush

It's easy to fight the pig because if have a coordinated team and stay spray separated it's easy to fight her.
If thats your counter there are perks that make staying separated from your team deadly to everyone on the map. Things like mangled which pretty much stop your self heal. Things like BBQ which pretty much reveal you if you're too far away from your team and the killer. Things like blind which kill your aura reading and make it that much worse to be separated....your counter is setting you up to be countered again. Even with voice coms, staying separate you have to go to that team mate to help them or they die.
Her counter isn't gen rushing, I can go an entire game and win never kicking a single gen. Her counter is loops....like...LOOOONG LOOPS. If you loop her for any extended period of time the game is over, she has to swap focus away from infinite loops or it kills the time she has to trap another person or knock out a person trapped.
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@Dabrownman1812 said:
Bandaid fix is to make a killer or perk, there needs to be more objectives for survivors. More in game things that aren't dependent on the killer. Hex ruin helps, but locks a killer into just three perks and can be found easily. The balance of objectives and such was never balanced since the early history of dbd and needs a fix. Maybe more objectives, maybe a way to slow down gens more, etc. I love the new perks but with gens popping so quickly you can barely use them or just get swept. Maybe add a stitch or something extra in different ranks, or make it so survivors have to do more gend in higher ranks but increase the number of gens when host is above a certain rank to make up for it. Idk. Nice idea though, not against it and would be interestingly to have in game.Now as much as I love the idea of the OP I have to agree. Designing a killer around gen control to stop a core problem of the game is a bandaid, but I disagree that perk power is a bandaid because it at least gives that access to quality of life to all killers. But at the same time, if you choose not to carry that perk, you face a large core problem in the game.
That being said though, there is a category of killers that do specialize in gen control to varying degrees. Doc and Pig for starters. I do think that characters like these who have an extended grasp on gen control and forcing objectives or straight locking out objectives like Doc can are good to have in the game. They have strength in those areas and its pretty much their specialty. Knowing these devs if they tilt the design to extend gen control to all killers they may end up "knowing their logic" nerfing the control factor of Doc and Pig which is a pretty gigantic part of their kits.
IMO they should extend gen control to all killers while not touching the kits of Doc or Pig. By raising the objectives possible. Someone before once mentioned a nice idea of having gen parts strewn about the map that you would have to pick up in order to reach 100% gen progression 2 cogs. 1 cog allows 50% gen progress 2 cogs allows 100% gen progress and survivors can see the auras of these cogs all over the map likely within a certain range, maybe like 24 meters, can pick them up and take them back to the gen they're working on, likely having 3 multiplied by the total amount of gens on a map as total cogs spawned on the map. Giving you plenty of opportunities to fix gens while slowing it as survivors search for cog pieces. So even if you had 1 cog on a gen and it progressed to 50% got kicked that kick doesn't remove the cog, it just allows that gen to progress to 50 and then 100%.
But within that same line of thinking there are other aspects of the game that would have to be dealt with that allow survivors to play stealthy enough to get away with picking up the required cogs and get them into gens.
But it would certainly slow down games enough to rework ruin into something else. A lot of moving parts go into reformatting the way gen progress goes, so I don't blame them for keeping it simple and creating killers and perks based around gen control instead of adding more objectives which would force them to rework other perks.
(Is it lazy?) Yes
(Do I blame them?) Not entirely...especially looking at how often they try to add new killers and survivors and rework killers and perks that suck. IMO they should have a giant patch devoted to fixing useless and under performing perks in general. -
@Mister_xD said:
their last attempt to create a killer to stop genrushing was the pig...
didnt rly work out too well...Ummm. she's actually one of the strongest gen control killers in the game if not "The strongest". Not sure what pig you're playing but I control the pace of the game. If I had any other killer in my hands outside of nurse and hag who force pressure in an area and are constantly mobile in key zones sure you can do a bit of gen control with them. But hands down, Pig can freeze a game at 3 gens left. Thats probably the most common point in the game where I can lock people, 6 jigsaw boxes will crawl the game, double time on jigsaw box searches will crawl the game, multi traps will crawl the game. You're not going to stall the game as wraith....
So im incredibly confused as to all these people saying pig gets gen rushed....bad players? I dunno. Rank 1 through 5 I don't have any issues with gens...
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Franklins, franklins franklins franklins franklins
oh and Franklins.
Franklins is highly underrated perk. Make the survivors crutching items who go into your lobby with them regret it. You don't even have to carry it for just flashlights. See a map? See a key? Someone decided to not carry self care and instead box perks and health kits? Rob them...ROB THEM OF EVERYTHING THEY LOVE UNTIL NO HOPE IS LEFT!
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@George_Soros said:
Inbuilt voice chat with limited range would help a lot. Some unfair players would stick to Discord or some other tool, but many would switch. Killer lobby dodging is not such a pain in the ears as DC-ing players or hook suiciders, but still quite annoying. On the other hand, 4 men SWF group on comm really does border cheating (it's not exactly cheating, but definitely unfair). I don't lobby dodge myself: bring it on, let's see if I can have 1 or 2K at least, but it's bad not just for killers, but for solo survivors as well, as SWF advantage is taken into account when devs balance the game, meaning if killers get buffed to have a chance against SWF it leaves soloes in a difficult spot.
It may be more convenient to just have a checkbox option for killer: allow SWF joining Y/N, and/or some indication in lobby that shows whether they are or not."inbuilt voice chat" with the toxicity of this community....not a chance in hell...
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@Smiss said:
@Janick said:
This effect was also in the PTB.At the moment if you are within 9M of the Spirit (husk), while she use her power, you will not hear the Power sound. So this is actually an improvement over the PTB. In the PBT you could hear it all the time.
Incredibly late reply, but unless there was a dev build separate from the PTB with changes, this is not the case. In the PTB, you could not hear the power sound at all. This is why she was so effective at gen grabs. This is also why people believe that survivors hearing the power at all is a nerf, because if it was intended on the PTB for survivors to hear it, then it was bugged and not working. Proof comes from a clip just posted in the DBD mashup
At 4:45, there is a clip of AdmiralBahroo from his stream during the PTB. The Spirit hooks a survivor away from him, definitely further than 32 meters. Bahroo stays on the generator and gets grabbed after the spirit phase walks over and get him. As you can see, Bahroo does not hear any sort of noise indicating she is phase walking. The killer doesn't have tinkerer, so she didn't sneak up to them until she was 8 meters away and then phase walk. The killer did not have the prayer beads to reduce their noise.
This same clip at 1:35 though. When the devs mentioned not being able to hear it within her terror radius and queen saying something about Distressing being a good perk on her with extra terror radius mods, I would assume that they plan on changing it so that she can still jump scare people within her terror radius by masking the haunt sound while you are within terror radius. When she jump scared him he was within radius, but I'm pretty sure this was on PTB where everything was bugged to hell. So.....I guess?
Her base terror radius is 24 meters, the dev said, as long as you haunt within range of the husks terror radius which scales off of your own, the haunt sound is "muted" Im assuming? So that means if you are running distressing and bonus T radius perks you should be able to gen grab people again with a set up like that and maybe tracking perks like whispers.
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@Dabrownman1812 said:
What indications? There isn't any as of now that always tell I believe, could be wrong. I think her masking still needs work right? And her noise is too loud
I didn't see anything in the patch notes about sound changes, so I'll assume they're still janky. I've watched a few survivor games and seen just how loud the noise was even while within her terror radius while she wasn't chasing the person listening.
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@yeet said:
@Dabrownman1812 said:
PigMainBigBrain said:@powerbats said:
@yeet said:
people do well with freddy but i don't see anyone calling him powerful.
True but those that get know how to get the most out of him do so and the same for Rin. The Nurse is a perfect example of those that will learn the cahmp to the fullest will get the most out of them. IF you're not willing to work hard to maximize and learn them to the fullest they'll always be trash.
Dude her skillcap isn't high, she doesn't require you to multitask. Shes about as high IQ as leather face. You chase people thats it, there's no longer an element of surprise from the PTB, and mind games are just suddenly reversing the trajectory of a loop to close the gap on a survivor faster, every killer mind games and at 115% move speed compared to her 110% its way easier. Thats not a skill block, you're just being restricted by her base kit.
She's not nurse, you don't need to think in your head and calculate the distance between you and a survivor while knowing precisely when to release the charge. She's not billy, you're not reeling your chase backwards just to charge a chainsaw while watching the meter so it doesn't overflow while at the same time watching the survivor and calculating exactly when to press over and land the hit. She's not pig, you're not predicting where people go with traps, or estimating time in your head until you need to refocus that person or evaluating. And she's not trapper or hag, where full knowledge of map layouts and predictable chase locations are key to the use of your powers.
She's BASIC. You lunge you chop ######### thats it. All the other mechanics they went on about with the invisibility and the phasing you can't see and have no control over as a killer because frankly, you're not really invisible, you're blind, and your power cooldown is so long you run into moments where a single pallet drop after the initial chase may ruin your shot to drop chase back track and guard a gen just to return to the chase later, AKA 200IQ nurse plays.
Mobility, Map pressure, Forced concentration(ala actual stealth killers forcing survivors to play different because they lose the ability to track the killer changing the decisions a survivor would normally make), and gen/progress control (ala RBT's doc shocks), Sudden death instant down killers that make getting into chases to begin with insanely risky, and projectile killers who can manipulate the direction of a survivor and remove safety from a distance.
^ Her kit as it stands currently with the loud ass haunt noises, forces her into the mobility category, BUT, at the lowest end of any killer with mobility due to her 110% structure and power cooldown. Which means she's not only bottom end of the mobility category among nurse and billy, but doesn't show up at all in the other 5 categories. Every killer in this game excels aka masters at 1 of those categories, or does decently well in 2. She does poorly in mobility and beyond bad at stealth so just like I mentioned before, where is her niche?
Going 5/5 being maximum.
Nurse 5/5 mobility, 0 on all other categories.
Billy 3/5 mobility, 2/5 on sudden death/instant downs.
Myers 4/5 on sudden death the dudes add ons let you mori people. And 1/5 on stealth.
Hillbilly 5/5 on sudden death (only due to aoe since he can multi down)
Doc 5/5 on Gen control and progress
Pig 3/5 on gen control, and 2/5 on stealth
Clown 4/5 on projectiles 1/5 mobility if you wanna factor in he's the only killer capable of slowing people.
Huntress 5/5 on projectiles
Hag 5/5 on map pressure and trapping
Trapper 4/5 on map pressure and trapping
Freddy 4/5 on stealth
Wraith 5/5 on stealth
Spirit 3/5 on mobility and 0/5 on stealth because you're not really stealth.....
You need to reach a 4 total to even be considered viable imo and she doesn't do that atm.
Mind games exist in tight areas where she can fake the haunting power use or barely tap it, but in general loops it doesn't appear as with noise indicators and fathers glasses in an open area she can secure a second follow up hit to put survivors into the dying state but she relies on survivors being injured to see their blood for tracking or have super loud injury noises because if you guess wrong and drained some of your haunting for an attack miss, you get looped till daylight. The clown had a great ptb, two parts that showed changes. Spirit, people couldn't even test what went live.
Incorrect, now that they gave indications attentive survivors can always tell when she is and isn't using her power, making her mindgames almost non existent
Thats part of a sound issue with her haunt apparently? I have to re-rate her because I made that post before they changed the cooldown but, I have to say it would be either 1 or the other, either her cooldown got lower or they bumped her base speed. At 15 seconds base she feels a lot better, so I would bump her mobility up to a 4/5 and hopefully after they fix the sound issues during haunt a 1/5 on stealth, which would put her in perfect alignment.
Which if you look at the way I have the numbers set up above, the only 2 killers without 5/5 are freddy and trapper. Trapper being extremely basic, and Freddy being stealthy but pretty much needing a rework, I have no idea and won't even speculate on what freddy needs, but with these changes the spirit has so far with sound tweaks coming I think itll put her in line with the rest of the killers. -
@Maximus7 said:
Spirit's cooldown got reduced to 15 seconds with patch 2.2.1, hell yeahWas that today? Cause if so, its time to run the gambit and test this out.
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@powerbats said:
@yeet said:
people do well with freddy but i don't see anyone calling him powerful.
True but those that get know how to get the most out of him do so and the same for Rin. The Nurse is a perfect example of those that will learn the cahmp to the fullest will get the most out of them. IF you're not willing to work hard to maximize and learn them to the fullest they'll always be trash.
Dude her skillcap isn't high, she doesn't require you to multitask. Shes about as high IQ as leather face. You chase people thats it, there's no longer an element of surprise from the PTB, and mind games are just suddenly reversing the trajectory of a loop to close the gap on a survivor faster, every killer mind games and at 115% move speed compared to her 110% its way easier. Thats not a skill block, you're just being restricted by her base kit.
She's not nurse, you don't need to think in your head and calculate the distance between you and a survivor while knowing precisely when to release the charge. She's not billy, you're not reeling your chase backwards just to charge a chainsaw while watching the meter so it doesn't overflow while at the same time watching the survivor and calculating exactly when to press over and land the hit. She's not pig, you're not predicting where people go with traps, or estimating time in your head until you need to refocus that person or evaluating. And she's not trapper or hag, where full knowledge of map layouts and predictable chase locations are key to the use of your powers.
She's BASIC. You lunge you chop ######### thats it. All the other mechanics they went on about with the invisibility and the phasing you can't see and have no control over as a killer because frankly, you're not really invisible, you're blind, and your power cooldown is so long you run into moments where a single pallet drop after the initial chase may ruin your shot to drop chase back track and guard a gen just to return to the chase later, AKA 200IQ nurse plays.
Mobility, Map pressure, Forced concentration(ala actual stealth killers forcing survivors to play different because they lose the ability to track the killer changing the decisions a survivor would normally make), and gen/progress control (ala RBT's doc shocks), Sudden death instant down killers that make getting into chases to begin with insanely risky, and projectile killers who can manipulate the direction of a survivor and remove safety from a distance.
^ Her kit as it stands currently with the loud ass haunt noises, forces her into the mobility category, BUT, at the lowest end of any killer with mobility due to her 110% structure and power cooldown. Which means she's not only bottom end of the mobility category among nurse and billy, but doesn't show up at all in the other 5 categories. Every killer in this game excels aka masters at 1 of those categories, or does decently well in 2. She does poorly in mobility and beyond bad at stealth so just like I mentioned before, where is her niche?
Going 5/5 being maximum.
Nurse 5/5 mobility, 0 on all other categories.
Billy 3/5 mobility, 2/5 on sudden death/instant downs.
Myers 4/5 on sudden death the dudes add ons let you mori people. And 1/5 on stealth.
Hillbilly 5/5 on sudden death (only due to aoe since he can multi down)
Doc 5/5 on Gen control and progress
Pig 3/5 on gen control, and 2/5 on stealth
Clown 4/5 on projectiles 1/5 mobility if you wanna factor in he's the only killer capable of slowing people.
Huntress 5/5 on projectiles
Hag 5/5 on map pressure and trapping
Trapper 4/5 on map pressure and trapping
Freddy 4/5 on stealth
Wraith 5/5 on stealth
Spirit 3/5 on mobility and 0/5 on stealth because you're not really stealth.....You need to reach a 4 total to even be considered viable imo and she doesn't do that atm.
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@Dabrownman1812 said:
PigMainBigBrain said:@Dabrownman1812 said:
DeadByFlashlight said:
@PigMainBigBrain said: @DeadByFlashlight said: @PigMainBigBrain said: Why isn't the range of effectiveness listed for this perk? There's tons of times where you can be out of range of the totem and not even get a notification..... I'm dying here...I'm literally dead...cmon now... You always get that notification. I had to learn that in a game where some survivors found it funny to tapp the totem over the whole game and my screen exploded, no matter where I was You don't always get a notification. Some games you can go in, and if someone is too far out of range of you and touches the totem, you get 0 notification, and you can tell, because there will be times you lose a charge of thrill because of a dull totem and you don't get any notification. Guess that notification got lost between all the other sound spamm going on during the game. I never noticed that there actually was a notification missing and the only time I missed notfications was when I played doc and everybody screamed like crazy :lol:
You only get notified for hexes, dulls dont notify you until you lose a token.
I don't get notifications for hexes either.
Rip, what platform?
I'm on PC
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@Dabrownman1812 said:
DeadByFlashlight said:@PigMainBigBrain said:
@DeadByFlashlight said:
@PigMainBigBrain said:
Why isn't the range of effectiveness listed for this perk?
There's tons of times where you can be out of range of the totem and not even get a notification.....
I'm dying here...I'm literally dead...cmon now...
You always get that notification.
I had to learn that in a game where some survivors found it funny to tapp the totem over the whole game and my screen exploded, no matter where I was
You don't always get a notification. Some games you can go in, and if someone is too far out of range of you and touches the totem, you get 0 notification, and you can tell, because there will be times you lose a charge of thrill because of a dull totem and you don't get any notification.
Guess that notification got lost between all the other sound spamm going on during the game. I never noticed that there actually was a notification missing and the only time I missed notfications was when I played doc and everybody screamed like crazy

You only get notified for hexes, dulls dont notify you until you lose a token.
I don't get notifications for hexes either.
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@Sandbagger69 said:
It is clear that she is thee most broken killer in the game.
Fix your game or buff every killer under her.Only for people who lack the ability to dodge. Or maybe even look behind them.
Her playstyle is different, she's the only killer that doesn't punish the mistakes of the survivor, instead her skillset rewards the skill of the killer.At high ranks where people are actually good at the game, she's scary...as she is supposed to be.
At low ranks where people are terrible at the game, she is trash, a literal walking joke. To the point where it feels bad for her as if you are bullying.
If anything, all killers should rev up in fear factor like that the higher rank you go. But its obvious some killers actually go in the opposite direction as you rank up to where you have killers like freddy who are totally viable at low ranks, and a laughing stock at high ranks. Pig is my main, and even her power starts to diminish around rank 5. The problem that most killers face outside of nurse and billy are the ability to apply pressure to the pace of the game without ruin. For most the only option you really have is thano, and if you lose a chase during thano....gg its over the stats on it do not allow you to slow the pace of the game enough for it to matter. I wont even mention the other perks because they suck.
Now on the developers side, they are too afraid to give killers more thought provoking mechanics. Every killer outside of like pig and doc have a binary playstyle. Because of the simplicity of these killers and their lack of abilities they fall off steep, like, mega steep. Like Cannibal won't even make it past rank 10 most of the time, its that bad. He's too basic.If they would give killers more actions and interactions with the world to maybe apply pressure to the pace of the game without relying on 1 perk from 1 character you'd see more balanced matches. But on the same token, it would be nice if they ever increase the tools a killer has available, they really need to incentivize playing a survivor by raising the point gain.
But again for clarity:
High Mobility killers= high map pressure on gens, and faster downs
Trap usage on killers= high map pressure by giving survivors more objectives to focus on.Gen control and map pressure for low mobility killers is the biggest problem in this game, and by low mobility I mean all the killers who can't teleport or go stealth, because stealth creates its own pressure hyper focus and faster ends to chases. And the problem compounds itself, because these same low pressure killers also fall into the spectrum of only profiting off the mistakes of the survivor unlike nurse and billy who can reward high skill in the hands of the killer player.
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I think her power should be a multi power similar to pig.
Power
Bloody Tags: After injuring a survivor absorb their blood with M2 into your entity infused spray can for 120 seconds, you can spray yourself with this can to take on the appearance of the person who's blood you've captured using the action button (E or whatever that is).
While taking on this appearance your movement speed is reduced to 100% and your terror radius is reduced to 0, you may also use the ctrl button to crouch, crouched movement speed is set to urban evasion levels of 100%. Holding shift will allow you to sprint at normal survivor speeds, and you may also perform vaults over pallets and windows while in this form.
By pressing M2 in front of a generator while in this form you can act as though you are working on a generator. If a survivor is working on a generator while you are are on the same generator it will stop progression on the gen. If a survivor performs a skillcheck on a gen that you are on the skillcheck automatically fails and regresses the gen by an additional 5%
Attacks performed while crouching lead into a lunge at 150% movespeed. If you attack while masked as another survivor the paint will immediately be removed from your body removing all stealth and the ability to crouch. (so Use M1 to decloak basically) You may not kick gens while cloaked as a survivor.After absorbing the blood of an injured survivor you may use M2 to place a tag on the ground or any surfaces. This tag reveals the auras of all survivors within a 15m radius, You are limited to 4 tags.
While outside of body paint mode you perform as a normal killer, 115% movespeed 28m terror radius, M1 to stab things.
There, now thats a spicy killer.
Perks, I dunno, but some gen control perks? Maybe some hex protection stuff? Dunno, perks are another deal entirely.
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Its actually more annoying than the swamp, and thats saying something.
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@TatsuiChiyo said:
I main Kate Danson as my Survivor of choice, but Adam's new Deliverance perk has me playing him so I can unlock it for Kate. Now whenever I'm Kate, if the Killer is chasing a fellow Survivor and the Killer sees me they tend to leave me alone. But ever since I've started playing Adam the moment the Killer sees me they are on my black butt. Don't matter if I'm the Obsession or not, or if the Survivor they were chasing is injured or not. The moment they see my sweet black booty they are on it. What does everyone have against black people, huh?Just in case it wasn't obvious, this is a joke post. Though I have seen myself getting targeted far more than usual.
You're wearing a giant white coat that doesn't blend in with anything, you're tall, and you're not Claudette. You're literally walking around with a target on your clothes.
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@alivebydeadight said:
This perk really does need a rework, it could be good, the concept is good but, its so bad, but your idea isn't that good idea it should be like a watered down rancor, every generator completed reveals survivors for a short time is a good rework for that perkAlong with like half the damn perks in the game that never get used...spies from the shadows....what even is this....
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@YaNestea said:
Unlocks potential in one’s aura reading ability. The last 1/2/3 regressing generators’ are revealed to you in white until they are worked on by a survivor.When a survivor works on the generator, their aura is revealed to you for 5/7/9 seconds.
“Are you gonna behave?” -Amanda Young
Oh I'd definitely take that perk over the current surveillance, current surveillance isn't even surveillance, its like some psudo....faulty camera system that doesn't work half the damn time, and wouldn't matter if it did work cause you get no information from it.
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When I'm playing pig, my rule is, if I've slaughtered you before the last gen pops, 1 person gets to walk away from the game. If I slaughter you and the doors open, and all the gens are done, only 1 person gets to walk away.
If there are disconnects I will pace myself slowly, but everyone who is currently connected, MUST PLAY "THE GAME" if you remove your helmet without the timer being started, you are next to die.
If your helmet is still on and the other people are dead, you get to walk away.
If you teabag or flashlight me thinking I won't snap you in half, I will mori you.
If you pull any slick ######### at all during the match trying to be a hotshot, I will mori you.
If I see you farming a weak survivor who's been hooked for blood points I will mori you, if I don't have a mori, I will tunnel you until you are dead.
If you get off the hook, without deliverance at any point in the match aka the 4% self escape, I will personally open the door for you and let you walk away, you lottery winning bastard.
If you bring party streamers, I will let you survive until the end of the game, and then maybe kill you by accident because I forgot. Woops.
If you are getting boosted by your friends (AKA the rank 5 who wants to be a hotshot by inviting his rank 20 or 15 friend to a match), I will let you survive until you are dead on next hook, if you still manage to be a complete screw up by the time 2 gens are left your time is up.
If you bring decisive strike.....I will let everyone live and the game go up and let all gens progress to the exit gates while you are still on the ground and ranchor you or mori you first.My only general rule out of all that mumbo jumbo is to be forgiving of the weak survivor on the team, or the person who shows they care about their team mates even if they lack the ability to be a real "hero". I have a soft spot for noobs. Everybody else though? Mori'd.
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Main: Pig
Style: Sadism.
I run as many perks and add ons that will make the game as painful and unpleasant for the survivor as possible and give them as many objectives/tasks to complete as possible, slowing the progress of the game down so that at least 1 of each survivor has played "the game".
When I'm feeling sadistic, I run 6 jigsaw boxes, carry Bitter Murmur, Sloppy butcher, Thanatophobia, and NoED. Somtimes swapping thano for nurses, or if I see that they have items, I carry franklins just to make the game....that...much...harder. (No potions #########) Basically insuring that any mistake survivors make, stays a mistake that they will feel for the rest of the match. Unlike the devs, who want to coddle them and give them second chances.
Bitter Murmer insures I can punish anyone trying to be immersive and complete gens (aka screw you guys I'm hiding cowards), sloppy butcher forces the survivors to work as a team or walk around injured, franklins removes any items they hold onto, and noED insures as soon as the gates are opened (if they ever even open) that all bets are off, no more stealthing around, I'm serious and I'm going to torture and kill all of you. If you manage to survive 6 jigsaw boxes, and remove all 5 totems, and complete all 5 gens, for a grand total of 16 objectives I will let you live (I've only seen 1 premade group pull it off). Remove as much hope as possible so that the people who value life try to live save your friends, or save yourself by removing this mask you have 3 minutes to decide, aka "make your choice".I also run a horror type build that focuses on stealth, and is less traumatizing where I combo some of the above with noED and blood warden plus 1 extra jigsaw box and 1 extra reverse beartrap along with monitor and abuse to go into stealth faster, to insure that if they do make it that far and leave someone behind, they get to get downed at the exit gates and dragged back inside and trapped so they can play "the game" again, and again, and again. I don't run ruin or any gen regression perks on my pig, only thing I'll do is kick and it isn't that often.
I generally never 4k and always leave 1 person alive unless they want to die, because I believe 1 person should survive (just by an inch of their life) so that I can congratulate them after the game, so they can be baptized, it usually goes to the survivor who's been the MVP of their team, saving others, risking their life to save others so the person just unhooked can get away the makeshift heroes, the ones that aren't skilled and know they will die if they risk it but do it anyway. (Bill will never be forgotten).
Favorite perk: NoED- You only live once, so why grant you the forgiveness to be stabbed twice?
Craziest kill session: Had a guy so shook and horrified when I tried to drag him to the hatch he ran away multiple times (he explained it after the match)
My one wish, is to make it so when a survivor fails a skillcheck or picks the wrong jigsaw box the box puts them in injured status, not downed, just injured. I mean you're picking through a box likely full of razor blades and needles, why are you not injured?
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@jordirex said:
Huntress never needed a nerf, devs have no clue about their own game, don't encourage their horrible decisions with a title like this. You know that Huntress considering the mecanics of its hatchets needed a big hitbox to compensate the slow projectile she throws. Now she is garbage. Devs said they are looking into it, but what does that means? A nerf not that heavy? Still an error and another stupidity to add to the list. Huntress hatchet hitboxes were fine and this killer has not ever been overpowered at all, in fact she was even a little bit weak due to her low speed and 45 meter humming.I will agree about the huntresses previous power level during a game over all. As a guilty pleasure of mine, if I ever see a huntress in my matches on the random odd days I do play survivor, I'm pretty confident as soon as I hear her hum that its an easy game. Just because she's so slow and doesn't have gen control over vast distances, so at least it isn't gonna be a 4 man wipe in the first minute of the game, and if its a no scoper maybe they'll be nice and let 1 person get out after we've been trick shotted to death.
With this change, the huntresses I used to see who would perform phenomenally enough to give mercy to 2 or 1 survivor, are now in games where they perform horribly and all 4 people get away or they're left with 1 kill the entire game. And these guys are master tier huntresses trickshotG2G 420 noscope players doing as bad if not worse than spirit at times. I'm completely shocked given the amount of actual skill it takes to play huntress at ranks 1 through 5. Huntresses are known for being merciful but this....this is just letting people win with these changes and there's nothing they can do about it.... -
@AStupidMonkeyy said:
@xxaggieboyxx said:
Wasn't in patch notes pretty sure this was a bug also these new hitboxes assuming it's not a bug, suck hatchets going through heads and arms and sometimes legs it's like you have to hit them in the body to even injure them which is almost impossible if they aren't vaulting a window or dropping a palletYeah, I just played a little more and man, it really is bugged to #########. Limbs do not register AT ALL and the head is a bit finicky. The only hit box is literally the spinal cord. They really dropped the ball on this one.
I been watching Huntress mains for the past week struggle like hell with this change... god bless you poor souls....
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@Dabrownman1812 said:
DemonDaddy said:The aspects of the hex needs a reevaluation. There are far to many bad spawns for them to be viable every game. Not that a good one never happens but I've seen one to many out in the open for all to see.
They already are on hex perks and gonna fix them. There are some bad spawns, on a hill, next to gen, rip.
The question is, even after they change hex spawns and the way hex's look to make them less "COMPLETELY OBVIOUS" will it actually help or change anything? Will people still be willing to run risky hex's or will it be the same where hex builds are just not viable. I don't see why they don't just give hexe's a respawn timer the way trappers traps respawn after 3 minutes. Come up with something like that and you could combo hexe's then with stuff like hangmans and reduce the respawn by 60 seconds. The hex's don't even have to respawn with full tokens either. But deading them the entire match makes most hex's pretty much useless to run. On top of hangmans <----- nobody bothers with sabo so this perk is pretty dead for everyone except trapper.
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@DeadByFlashlight said:
@PigMainBigBrain said:
Why isn't the range of effectiveness listed for this perk?
There's tons of times where you can be out of range of the totem and not even get a notification.....I'm dying here...I'm literally dead...cmon now...
You always get that notification.
I had to learn that in a game where some survivors found it funny to tapp the totem over the whole game and my screen exploded, no matter where I was
You don't always get a notification. Some games you can go in, and if someone is too far out of range of you and touches the totem, you get 0 notification, and you can tell, because there will be times you lose a charge of thrill because of a dull totem and you don't get any notification.
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I've been trying to make it happen as well, and it doesn't seem to be in game anymore. The loud crashing of glass when you're carrying a survivor and break your sword on a hard object....nope gone....
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@Someissues said:
@Janick said:
I don't have all the list of fixes in front of me but the Blood appearing while charging and a shorter cooldown for her Power is also planned. I know I just teasing sorry about that but more details will be coming soon, please hold on...Thanks!Thank you for finally getting back to us. She honestly only needs a shorter cooldown and or allows her to use her power on 50/75% usage instead of 100%
So that's why the sound is bugged, no wonder survivors can still hear and pellet drop me despite her in my terror radius
She required very high skill-cap, higher than the Nurse, but is not being rewarded for it compared to the Nurse and other killers. Wraith rework is amazing, He'ss now Mid Tier without-addons
Also, is her being unable to see any aura while in phase intended? (Gens, Tinkerer, Rancor, BBQ, Nurse calling etc) none worked if you are in phase mode
Spirit heavily relies on add-ons to be effective, without add-ons low tier, with best add-ons Mid Tier, Killers should never require add-ons to be effective
She's extremely limited in her ability to use perks....which feels like ######### tbh. Like, theres not a single killer in this game beside her where you second guess taking bitter murmer or nurses calling because well....those perks don't work at all while using your power. And comparative game styles, my wraith is only level 35 running trash perks, and feels better than she does with some of the best perks in the game..... like, ugh, you can't use the aura reading from tinkerer, you can't use the auras from nurses, you can't effectively use the auras from bitter murmer, you can't use bloodhound without also using the highest possible tier addon, and with the sound from her haunt you can't even use insidious even if they intend you to not hear her within heartbeat radius, as long as there is still a sound being played that gives away your location insidious would actually hurt her.
So until they change things about her kit I'm likely just going to cap her at 50, unlock all my perks and just leave her during the BP weekend. She's feels like a beta test atm gonna have to put her back in the oven till shes done. I'll just wait here..... at this pallet....

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@Dabrownman1812 said:
Stridor? Didn't try that on her yet, will try itStridor feels better than scratch marks to be 100% honest. The scratch marks are unreliable, and flawed, you can easily see them without the perk and it doesn't make them significantly easier to find. So its worth it to skip it and take stridor to find people that are bleeding for that second hit.
NoED is nice but doesn't actually work that great on her because she's slow as hell and her power takes forever to recharge so, good luck downing more than 1 before they hunt down the totem.
Whispers is nice on her cause again....she's slow as hell, so having to take time out to actually find people on her wastes way more time than other normal killers.
Her biggest problem is the same problem as all other normal killers, shes not pig....so she has 0 gen control. And near 0 gen pressure without some perk gimmick. So.... you're likely better off never taking off ruin+haunted ground as a base function, and you're likely going to have to pick up ranchor as your base tracking perk cause its the only one that functions while using haunt of any significance, and maybe pick up whispers or stridor based on preference obviously whispers speeding up your initial start of the fight.
And if you don't have ruin....well....you're stuck running some other sub optimal gen control perk to make up for the fact that normal killers are rushed....and rushed hard and fast. That gen rushing ######### is gonna be the death of this game I swear to god, I don't know how non pig, players deal with that #########.....
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@scumrrado said:
@alivebydeadight said:
no WHEN he uses his stalk and begins stalking survivors he moves much slower, I know he moves faster when he tiers up but i mean when he is stalking survivorsRight - we're in agreement on Michael's kit. The slow speed while stalking is the caveat for the potential to increase levels, thus earning speed boosts. Michael gains speed by using abilities successfully. Granted he's still at 105% at level 1, but the basic principal is there. And that's why Michael feels good to play as and against.
That's the sort of gameplay all killers need. Otherwise, we're just instantly rewarding players for selecting to be killer. They technically don't have to use abilities to win.
Gens can be done to fast to finish the game for michaels style to be viable across all other killers, if anything all the killers in this game need to be able to control the speed of the game by adding more objectives like pig does. Time sucks in this game....BAD like....really bad. And the devs for some reason have a bad perception of time because they keep reducing the time the killer has to do its job. Pallet loops, having to strike people twice, the pallet stuns themselves, on top of having to essentially hook all 4 survivors, on top of multiple survivors being able to reduce that gen time down even more the more people are on it, on top of quick heals, and getting off hooks, and all kinds of other whacky forgiving perks and mechanics they put in this game to make making mistakes as a survivor less punishing to not punishing at all.... this ######### needs work.
And just analyzing this game from my perspective with heartbeatless killers like michael and pig and wraith.... having a heartbeat is probably one of the biggest downsides to being a killer. The fact that pretty much all other killers outside of those 3 feed the survivor a ton of information is why I don't even bother playing the other killers. I don't want to play a game where I handfeed the survivors information thus making the game and the surprise harder for myself and heartbeats create the opposite of pressure.
When there's no heartbeat on stealthless killers like trapper etc, the survivors know its free time to do whatever they want without any form of caution which means less pressure in the game. And since most killers don't have a terror radius outside of that 32 meters without perks, and considering the size of the map, plus the fact that survivors know full well when someone is being chased, injured etc. The amount of free information survivors get "WITHOUT PERKS" is high.The god damn job as a killer is hard enough as is trying to micro manage 4 people at once plus strategically set up gen progress so you're not walking across the entire map to patrol, plus count the god damn wiggles when you pick people up, plus keep track of who you have in your hand and how many times they've been hooked, plus watching for items etc etc etc. Why make it harder for yourself by having killers have to worry about speed and the time of the game.....
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You're not fooling anyone, I see you under that michael myers mask Dwight...

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@SovererignKing said:
Nickenzie said:
projecteulogy said:lol @ high school classes...
Rank doesnt matter unless you want games full of nothing but slugging and tunneling. You want an achievement? Aright. Throw this free week in and you have stage 6 cancer when it comes to the community. Let the BM begin.
IKR, college classes in high school is so fun... well not really!

Back on topic, I actually like it when the killer slugs me because, coff coff, No Mither grants infinite amount of recovery from dying state!

However it's true, if you reach rank 1 survivor with No Mither then you can actually say that your rank matters! Reaching rank 1 No Mither is a huge deal and not many people can achieve that!
Did that 2 seasons ago. I need to post those videos I recorded of my journey to a Rank 1 with No Mither, We’ll Make It, Iron Will, and Urban Evasion before I lose them among the lord only knows how many other videos I record... I keep recording every match so I can watch them and see what I did right/wrong. 40 GB of videos is getting excessive though...
Upload it all to youtube....save space.....get views....profit?
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@projecteulogy said:
@PigMainBigBrain said:
@projecteulogy said:
Not Sole Survivor.I can't seem to find any counter to it. At all. With the exception of SS... And telling anyone to run this trash perk is like telling a Wraith or Mikey to run Distressing...(unless you're purely farming BP)
It took them how long for Calm Spirit to help counter The Doctor... but.. I'm sure I'm going to regret asking any type of questions regardless of my playtime. I feel like the dev is constantly kicking Solo players in the nads while doing nothing to SWF as both Killers and Solo players have mostly crappy games when paired against SWFs(the sandbagging etc)
The counter to ranchor is to get the hell out...immediately. Don't dance around at the gates, don't go back looking for boxes, when the gates open leave. Counter it the same way you counter noED...LEAVE!
cant leave with 4 gens left to be done.
When the gen is popped, im a sitting duck for 3 seconds. downed and hooked then camped and/or tunneled OR i'm slugged. Then if all gens are powered lol rip. There's so much aura reading now that in combo with Rancor makes it beyond brutal. If i get hooked after seeing i'm the obsession and rancor, i hook suicide. There's no fun to be had. Being on the ground or on the hook the whole time nets no points.
Now... if BHVR majorly boosted struggling and gave points for distance crawled i'd be less bitter.
Can we get a "Crawled x MILES" achievement? lol I would have that in a day
Its no different than if they had bitter murmur if you're talking about the aura half of the perk. Best way to counter it is the same way you counter the mori half of it....run. Get out, hide. Its only 3 seconds. You make your choice, either get up and move and live. Or mope around in the same position and die. If you're getting slugged, you can always run bills perk. And like someone said above, if you're the obsession every round because you're running obsession perks....just stop running them so often. Obsession perks on both survivor and killer are insanely risky to use. And with Ranchor you're feeding free information to the survivor for the equivalent of a weaker bitter murmur with a mori attached.
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@shadowsfall42 said:
The only problem I have with slugging is when you just slug them, and stay nearby for when they get picked up, just to down them again. Had a game today, where I got downed on my last hook, Pig puts a RBT on me, and just stayed nearby waiting for me to get picked up. I don't mind dying, just let me get to the next game, plus I refuse to DC. (I don't think there's any justified reason to DC, even if I get one hooked, I'll at least get a little bit of BP) Just let me move on to the next goddamn game instead of being forced to wait 4 [BAD WORD] minutes. That's the only time I'll say it's too far.The only time I ever slug is when I down a survivor and I immediately see another one, so I chase them a bit, or when everyone is swarming around a hook. Slugging is not fun and although survivors fun isn't my first priority, and I want to win, I will still try to make it as fun and fair as possible while trying to win.
Pigs always slug, when you have an RBT on your head and the gens are done or the exit gate is open, just consider it a hook, you are dead until you finish playing "the game". As long as people are on the map, you have to play "the game". Its an effective way to partially secure a kill while the pig can leave you and maintain pressure on other survivors.
In a perfect world though, in a diabolical fashion, I'd give all killers the ability to mori people if they've bled out to 50%. But I like running 6 jigsaw boxes and throwing as many obstacles in front of survivors to slow the game down. Its not like they mind anyway. Survivors have it easy, so why make the game easier by playing the way survivors want you to play?
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@projecteulogy said:
Not Sole Survivor.I can't seem to find any counter to it. At all. With the exception of SS... And telling anyone to run this trash perk is like telling a Wraith or Mikey to run Distressing...(unless you're purely farming BP)
It took them how long for Calm Spirit to help counter The Doctor... but.. I'm sure I'm going to regret asking any type of questions regardless of my playtime. I feel like the dev is constantly kicking Solo players in the nads while doing nothing to SWF as both Killers and Solo players have mostly crappy games when paired against SWFs(the sandbagging etc)
The counter to ranchor is to get the hell out...immediately. Don't dance around at the gates, don't go back looking for boxes, when the gates open leave. Counter it the same way you counter noED...LEAVE!
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@Nickenzie said:
DISCLAIMER: The numbers are just rough values/placer holders. So if you see anything that is too low or too high in my "Generator Rework" thread, feel free to suggest a better number value! Thanks!REPAIR TIMES:
Generator repair times for the number of survivors on a generator: Left repair time is one survivor repairing a generator 0% to 100% and the right number is three survivors repairing a generator 0% to 100%.
1 Survivor; 2 Survivors; 3 Survivors
80sec /65sec /50secA generator will no longer have all four sides available for all four survivors to repair a generator! A generator will always spawn with at least one side being blocked by the environment!
GENERATOR PARTS:
There will be 12 generator parts in every trial that survivors can pick up. Auras of generator parts will be revealed to survivors within a 12 meter range and generator parts will be spaced 32 meters from one and another. When a survivor is carrying a generator part, the survivor cannot use their items but the survivor can drop the generator part at anytime.
INSTALL GENERATOR PART:
Generators need only two generator parts to be fully repaired. The first installed generator part will allow the generator to be repaired to 50% but cannot be repaired any further. However two installed generator parts will allow the generator to be repaired to 100%.
You cannot start repairing a generator when no generator parts have been installed in that generator!
When a survivor begins to install a generator part which takes 5 seconds, the survivor will be faced with two difficult skill checks during that time frame. Succeeding both of the skill checks will install the generator part but failing any of the skill checks will cause the survivor to start over on the install generator part action WITHOUT alerting the killer.
DONE!
Leave civil feedback below and tell me how you feel about your opinion! If you're gonna disagree with me, make sure you have reasoning and justification!
I like this, I like this a lot. You should also include that once generator parts are installed they cannot be uninstalled, and if the generator repair falls below 50% that the parts are not removed. I like it though, more objectives in this game besides press M1 and wait are a good thing. Another thing I would suggest is since you're adding more objectives is to add a blood point value to installing parts.
I've noticed this but survivors don't get near as many points as killers have capable. I think increasing the objectives like this while also rewarding blood points for parts installed would help a lot. Maybe even like 500 points per part installed. And also give them points to pip toward objectives.
I will say though, that something like this would vastly change the meta, where having people run around just to install parts may end up more beneficial than waiting and rushing 1 gen at a time. I will also point out with a change like this, maybe rework the way ruin works, and maybe even scrap it all together for a new perk that works similar to Nurses calling. Maybe have it so, survivors within like 9 meters auras are revealed to you for 3 seconds if they are within your terror radius and working on a generator.
As it stands now hex's are just.... meh. I've heard what they plan on doing to shrink the stature of the totem, but atm hexes are pretty bad, and the sheer power you get from hex ruin wouldn't be needed if there were more objectives and more points to be earned per match.
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@Sprinkles said:
@Janick said:
This effect was also in the PTB.At the moment if you are within 9M of the Spirit (husk), while she use her power, you will not hear the Power sound. So this is actually an improvement over the PTB. In the PBT you could hear it all the time.
We are fixing that in the next patch, her Power sound will not be heard while she stays within her TR (husk) 24M. Over that range, you will hear her. This was the planned version from the beginning, but our sound system with the TR is very complex and it took us more time than expected to make it work properly.
The change is coming soon. thank you!
I don't know what PTB version you were playing, but that isn't the case in what the rest of us had.
That sound Survivors now hear is HER phase sound we got when we played her and phased. As a survivor i never once heard that, oh and here is a vid;
In the PTB;
https://clips.twitch.tv/PoisedAcceptableHornetVoteNay
The Spirit was outside of 24m when phasing to him, not that it matters as that sound we all supposedly "heard" across the map. I was the Killer in that game.
In the Live version;
So please can you be more accurate and state which sound we are supposed to be hearing when the Spirit is phased. Infact give us a video, it would be helpful.
This is exactly what I'm talking about, there's literally NO REASON for that sound to be there during haunt. It was better on PTB where you could jump scare people, at least the survivors felt SOMETHING! The way hybrid panda jumped, thats how her power should be at all times! Not this god damn
WOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOSHHHHHHHHHHH thats as loud if not louder than a heartbeat because its in high frequency spectrum. They should just delete that sound.
I WANT MY FEAR FACTOR BACK! -
Chase times feel bad tbh. Been losing a lot of potential blood lusts due to what seems like a shadow nerf on the range in which the killer sees a survivor and the chase activates. Before if I tapped someone as pig and they ran away but where still in a decent range to be chased the chase would continue, and open up more of a window for bloodlust no problem. Now after that first hit, they could run say what....10 meters away and the chase suddenly stops, music and everything.
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And redesign the entire game from scratch? Are you feeling well today?
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@Janick said:
It's going to be mid-chapter yes.I don't have all the list of fixes in front of me but the Blood appearing while charging and a shorter cooldown for her Power is also planned. I know I just teasing sorry about that but more details will be coming soon, please hold on...Thanks!
I'll hold patiently... but I been really looking forward to this killer, since there aren't a whole bunch of options to bring that scare you out of your seat type vibe to the game outside of like Pig, and Michael, and occasionally Hag. I love her concept and the execution of her aesthetics, including her creepy gargling and twitching, but she really needs some tweaks to get her to fit within her own niche. I can see where she was going design wise, and the husk manipulation (even on vaulting windows which has its own creep factor by itself) I see where the potential is in making people ######### themselves as a horrifying ghost just pops into their face.
But like any horror film, the best fear is stoked in tension, and if the audience knows its coming....they don't scream....they don't even shudder. My audience are the survivors I play against, and if I can't put on an exciting show... the game feels...bad... if they're bored, I'm bored too... nobody even has to die as long as the experience up to the point of the exit gates was enough to pan the vast array of emotion from safe and tranquil all the way up to full blown panic and doubt as they just barely escape by an inch of their life.....to where gg means something besides
"gg see ya later match is over"
to
"GG that ######### was epic, I can't believe I got out of that alive and my friends distraction actually worked, I just narrowly hit dead hard at just the right time, holy hell that was epic!"
Forgettable experience, vs memorable ones.
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@Dabrownman1812 said:
PigMainBigBrain said:Ghost lady, and insidious. Thats all I'm gonna say.....
It doesn't cover white noise without terror radius so would be a deficit unless you camp I guess
It doesn't, but I've managed to confuse the ######### out of several survivors by standing still and insidious activates, they then think I'm the husk, completely forgetting all mechanics and walking up to me to get hit.
Its a trick that'll only last so long, but It'll be nice while it does last.... as insidious gets like... 0 play most of the time.
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@Janick said:
within 24M of her Husk, it is not.So whats the point of her power then outside of 24 meters? Whats the point of making her invisible and unable to see anyone when you can hear her coming from a mile away?
Big one...what is the point of making her invisible if you're just going to have a gigantically loud sound give you away at all times anyway? Whats the point of removing her terror radius during haunt if you're going to make this loud woosh sound when shes coming thats just as loud as a heartbeat... ITS LOUD! You can literally hear her in another room, behind a wall, and while you're in front of a gen. So its so loud you can hear her through a wall and a gen.....why? Why is this even a thing its like you're trolling stealth players.
So she's useless as a stealth killer because she's not really stealth in the slightest NOT EVEN A LITTLE BIT!
She's bad as a high mobility killer cause her power cooldown is too long, she's not billy or nurse or even hag, her mobility is terrible.
She's not a trap type character using non direct methods to deter survivors from objectives like trapper, hag, or even pig.
She's not a projectile thrower like huntress, clown.....
Shes not a 1 hit downer.You lowered her terror radius to 24 meters.....which even if you added distressing that only puts her up to 30 meters terror radius which is lower than most killers.
So please can someone please tell us ######### she is for? What is her niche?
Why does it feel like she's trying to do everything but do everything poorly....
https://youtu.be/0uCwZykWLfc