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PigMainClaudette

PigMainClaudette

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PigMainClaudette
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  • The community CAN be toxic, but then again, any community can have it's toxic elements.

    I've certainly had some fun games, but there have also been miserable ones. Then again, you'll get that in any multiplayer game. It is largely dependent on the killer/survivor team, though.

    High tiers can be repetitive, if you let them. Mid-tiers are usually best since there is some room for error and fiddling around, but people have also generally established something of a playstyle.

    The grind is pretty real, but it's not WoW or Destiny levels. You can occasionally play and still get plenty of what you need, and there are perks to also help with that.

    Generators, totems and hatch are all semi-random. There are only a set number of spots that they can spawn.


    Good characters to pick up are 3 of the original ones: Dwight, Meg and Claudette. Dwight and Claudette are more of a priority, since Dwight had great teamwork perks, such as Prove Thyself (which also gets you more Bloodpoints) and Bond and Claudette has healing perks.

    David King from the (should still be) free DLC Lullaby for the Dark can also be helpful since he has a decent farming perk, and a decent Exhaustion perk.

  • @Zaitsev said:

    https://forum.deadbydaylight.com/en/discussion/comment/1190771#Comment_1190771

    Nonsense. Having differing opinions than the rest of us, does not give you infamous status. Youre a resident of the fog. Same as us

    Nah, but calling out a "loved" character like Hillbilly and calling a majority of his player base bad at the game for relying on his saw, daring to point out how flawed NoED is at it's core and saying that killers forced the "Second Chance survivor meta" doesn't make me exactly popular.

    Same with saying that I owe you nothing and will dip at the first chance in certain circumstances. I am 100% willing to sacrifice 3 people to prevent a 4k, and that can be taken wrong so easily. It's a context sensitive thing.

  • @Spectre13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1191564#Comment_1191564

    The problem with the warning system your suggesting is pure nonsense. If survivors are warned as soon as the exit gates are powered that totem will be hunted down and cleansed before the killer can even head towards the nearest exit gate. Atleast with it hidden it gives the killers a chance. Devour has no excuse since its a plain in sight hexed totem if seen. If no survivors are looking around for totems off hand when searching for a gen or chest that's their bad. Not the killers.

    I'm hoping that you are just misunderstanding my point with that. I mean like how when GF/Myers stalk you and the effect activates, or when you unhook with Make Your Choice.

    And yes, the totem would be hunted, but killers can literally see it's aura.

  • @elvangulley said:

    https://forum.deadbydaylight.com/en/discussion/comment/1191682#Comment_1191682

    Well ive been apart of plenty of teams and ive played sports football a team game if a teammate screws up or isn't as good as their opponent it usually hurts the team thats how teams work so yes you should be punished for your teammates mistakes you are benefitting from their contributions so you should also suffer from their failures and im going to say this with nothing but respect i dont want to hear about leaning on a perk when survivor meta is 4 second chance perks that require no skill pure crutch bs nerf those then we can talk

    Well, I find the Second Chance meta a bit BS too, but I can also say that they are usually out if the survivor's hand.

    DS - killer has to basically target you off hook. That or you're throwing yourself at the killer like an idiot.

    BT - usually good for use against tunnellers and campers, but also exploitable. If someone unhooks directly in front of me, it is my mission that they are next.

    Unbreakable - requires the killer to ignore you. Punishes bad play from the killer, but is also ONLY ONE USE.

    Adrenaline - single use Sprint Burst and a health state. Only triggers at the beginning of endgame.


    My killer playstyle also naturally counters ALL of these perks, since i never tunnel, camp or slug. Adren has no concern for me because I enjoy the hunt. I'll hit you again no issue.

  • Easy to play, kinda fun in some ways.

    Super helpful to get emblems.


    People also tend to define a killer meta (to me, through my observations) as basically ease and consistency of a 4k. Legion is wildly inconsistent at higher ranks with this, and commonly doesn't perform well apparently. If they changed their meta ideas to pips and emblems, then Hillbilly would be in the middle of the pack, unless everyone switched to hammer-Billy.

  • @elvangulley said:

    https://forum.deadbydaylight.com/en/discussion/comment/1191564#Comment_1191564

    If survivors were to lazy or to cocky to do bones they dont deserve a notification theres to much info for survivors in the first place and what do you expect killers to do especially slow killers like clown or buba you just took the only thing that gave you any o hope of an early game or at least getting to the middle of the map before 3 gens pop in a minute of course they will start to play for endgame

    Grammar and punctuation, please. It actually makes your replies understandable.


    As for your point, NoED punishes players for their TEAMMATES doing poorly with no input from the killer. Survivor is also mostly an information game, more than it is a skill-based one. Let's also keep in mind that Exposed is the single most powerful effect in the game.

    I play slow killers, I literally branded myself on here as a Pig main, after all. I know EXACTLY how important old Hex: Ruin WAS in slowing the game for them. I also know how to use the new Ruin and just how devastating it can be. If you refuse to put in the work, on EITHER side, then it is not up to certain perks to bail you out. That is exactly what old Ruin and NoED do, same with the old insta-heals or original Mettle of Man.


    New Hex:Ruin is both incredibly punishing to survivors if they leave it alone, and actually rewards skillful play in the killer's side IF USED CORRECTLY. You cannot rely on it like old Ruin. It is how a perk should work. The change was 100% justified.

  • @Spectre13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1190518#Comment_1190518

    Wish survivors would take that same advice for DS, BT, Adren,. Ruin and BBQ were the 2 main killer diet staples but now many killers are starving. That why there's a huge increase to camp and tunnel and slug plays. Seems ALOT of killers have replaced ruin with NOED to focus more now endgame instead of beginning pressure. Not to mention mori after mori after mori!

    @elvangulley said:

    https://forum.deadbydaylight.com/en/discussion/comment/1190792#Comment_1190792

    Thats bs because survivors lean om bt ds adrenaline and spine chill but those unhealthy perks aren't nerfed into the ground uf you couldn't hit the checks do the bones its that easy didn't have to be nerfed and it was nerfed

    Decisive Strike is now a perk that at least one person needs to carry because there are more tunnellers than ever. It is a necessary evil, and the only one I consistently see out of the list that killers complain about.

    Borrowed Time deals with campers.

    Adrenaline is only a small and temporary boost when endgame is triggered.


    There also aren't that many people using Spine Chill, but it is just a solid anti-stealth sperk for survivors.


    It does also feel like there are a lot more people running NoED lately, and I think that it is an issue because it is a fundamentally badly designed perk. Now before you try and lynch me, my issue is the warning that people don't get. If it warned you of exposed, like every other expsoed effect (except Devour Hope, but you have to earn that one) then it'd be fine.

  • @Kwikwitted said:

    https://forum.deadbydaylight.com/en/discussion/comment/1190849#Comment_1190849

    Oh no I wasn't saying it was a useless point to bring up, I just thought it was a little off-topic to the current conversation, but in some ways it does connect, and it is certainly a good topic of discussion in general, maybe I should have been clearer on that, my apologies.

    Yeah I do think they will make changes slowly, breakable walls may help, and they will likely slowly rework the most egregious offenders in the terrible map department.

    I think lower ranks are killer-sided, I would admit it completely, because when survivors make mistakes in low ranks even baby killers can usually capitalize. But I also think that's why using them as the justification for changes that affect all players at all ranks is flawed.

    Yeah, the problem is here that so many problems here are intertwined. This game is at it's core just so complicated that balancing it must be a nightmare.

    A perk like the old version of Hex: Ruin was heavily tied to Gatekeeper, from what a lot of killers were saying on here. They've now moved to map size arguments (which I can agree on for SOME) but it doesn't change the fact that it was something that newer killers could easily rely on, or the issues that I've stated before on other threads regarding it's use on console and it's optimisation. I'm fine with it, except for the occasional lag spike or delayed reaction.


    While I did disagree initially with what the rework was, with my own idea literally being slowed generator repairs, I'm not unsatisfied with how the change has gone. If utilised effectively, it can be a devastating perk. I feel though that topics like this are somewhat clouded by nostalgia and some killers refusing to play the game differently from patch to patch.

  • @Kwikwitted said:

    https://forum.deadbydaylight.com/en/discussion/comment/1190632#Comment_1190632

    Again, for the record, I wasn't against changing Ruin, I was against changing Ruin and not doing the other work required to make it so losing Ruin was not nearly as devastating to every killer below red ranks.

    As someone who hit Rank 1 both before the Ruin rework and after Ruin I can confirm that Ruin was rarely used at higher ranks, and most red rank killers had already adapted, the red rank meta was about using Pop Goes the Weasel and mobile killers for a long time. The Hex: Ruin rework just made that meta the meta for all killers in all ranks. The problem with this is that for newer or less skilled killers their games went from "win some lose some" to "gen rushed in 5 minutes, get good baby killer".

    So this off topic to the original point but you bring up the problems with the killer meta and the emblem system. The problem with the killer meta is that there ARE no priorities, at least that I've seen from the developers, nor does there seem to be any unified standard on what is a win, loss, or draw. We get some vague "killers should shoot for 2k" stuff but nothing beyond that. The meta isn't built around who can get a 4k the easiest, it's more who can stall generators long enough to at least get respectable emblem scores and enough kills to pip. As you said Hillbilly is not an easy killer to pip with due to his chainsaw not getting enough extra malicious score points making it almost better to play him as a very mobile M1 killer instead, as opposed to dopey boy Legion who can Feral Frenzy his way to a Safety pip or even sometimes a ruthless just because he frenzied and did meaningless hits all game. However Hillbilly is still considered a very meta killer because he can zoom around and utilize pop goes the weasel, which is objectively the best regression perk in the game now, on priority generators at critical times to slow down progress and stall the game out.

    I agree that skill check related perks are not the best, but getting rid of Hex: Ruin and not fixing the problems with maps wasn't helpful either. Again, if Ruin's change comes with map changes I'm not even bringing up the issue.

    And yes, some players will improve, I had to go through those growing pains when I first hit red ranks many moons ago because to red rank survivors (at least then) Hex: Ruin was a minor inconvenience and a wasted perk slot I couldn't afford, so I had to adapt, learn to optimize every loop I possibly could, learn to immediately identify priority generators to protect, all that. The problem is that newer killers and those who play setup killers have no ability to get going before the game is halfway over, and that's what causes the killer meta you see now. People don't like getting embarrassed by a five minute game just cause they wanted to play Trapper or Myers.

    By all means if reducing map sizes means nerfs to the core four meta killers, that's a fair trade to make everyone at least viable. But until that time, I'm gonna be spamming my Freddy, Hillbilly, and Spirit and survivors can deal with it.

    I thought that the emblems were something to bring up, especially since Ruin was championed by a lot of killers as one of the few ways to get any sort of decent Gatekeeper, and the unfocused Killer "meta". Never meant for it to be a central topic, but something to still consider.

    Peanits did indeed say on his initial Hex: Ruin thread about how they would monitor the statistics and feedback. With a lot of people saying now that map size is the problem, they will probably just slowly rework all the maps to an acceptable level, and THEN look at re-doing the meta 4.


    As for new killers, it's a complete stomping on one side or the other. Not normally a balanced result there per game. Something I've noticed with a pair of extra accounts so I don't drag my rank 19 and 20 mates into the firing lines of purple ranked killers.

  • Monitor and Abuse for SURE!

    I'm All Ears might be a good one too, since you can then read the auras of people and get a sense of the mindgames that they will try to pull.

    Discordance is also good for finding more people to stalk, but Surveillance is also good over the cource of the entire game.

  • @elvangulley said:

    https://forum.deadbydaylight.com/en/discussion/comment/1190632#Comment_1190632

    Why cant survivors ever adapt and grow its not the killers fault your rig isn't good enough old ruin for fine

    Because you can't get better for Xbox than what I've got, and considering I've already spend about $300 Aus in the game, I'm not switching.

    Old Ruin was NOT fine because of it. Old Ruin literally punished a majority of console players for playing the game, between slightly choppy frames all the time, controller input delay, and the fact that my TV is at about two meters away from my face, rather than 30cm, saying "Just hit great skill checks" is not a good validation for old Hex Ruin.


    I can go into great lengths as well about how newer killers could lean into the perk and be near carried by it, it only being useful against lower ranks and a majority of console players, the devs saying it was covering and skewing important statistics. However, that probably goes against the PC killer bias you have presented. Saying "get a better rig" is also not exactly a good justification either. Not all of us can afford or care to have a high performing gaming PC, maybe some of us prefer the overall guarantee of performance from console gaming and the feel of a controller in our hands.

    I am an Xbox player who has a neutral perspective, as I play both sides. In my opinion Hex: Ruin V1 was not a very balanced perk, and it's REWORK was not only better for those who were able to adapt and accomodate it's new use, but it now has it's power accessable over ALL ranks with arguably equal effect. It also synergises better with other perks such as Surveillane and rewards skillful play on the killer's side rather than punishing bad/unlucky play in the survivor's side. Sometimes it is perfectly FINE to not pursue a chase for long to ensure that generators are not being worked on.

  • @Zaitsev said:

    https://forum.deadbydaylight.com/en/discussion/comment/1190436#Comment_1190436

    The cue is the neck crack.

    Kwik suggested that the perk instead just increases passive gen regression for each hook

    I was thinking more along the lines of how Oni has that red aura. Something to visually tell for the duration. Maybe even something subtle like a stance change, since the Legion change how they hold their knives.


    Kwik's idea is also really good. I missed everything after when you tagged me, because I'd gotten half-way through my response and opinions and started my shift at work.

    @Kwikwitted said:

    Oh crap, I've become forum famous (or infamous, depending on the perspective).

    Even if DBD doesn't get Jason, these could easily be perks for a different original killer, albeit one with a similar build to everyone's favorite hockey masked murder.

    As far as the power, I like it overall. I think people would complain about lack of counterplay but if your end result is only one M1 attack basically it's worth it just to take the hit and let him get stunned and hopefully lose him. It's kind of like Iridescent button legion where if you're stupid it's OP cause he'll leap and break pallets but if you realize he can't down you in frenzy you just wait for him to end his frenzy and stun. In a way it would make him way more dangerous to injured survivors who can't afford to take the hit and thus would waste pallets trying to get away from him. This power with sloppy butcher would be devastating.

    Now Ingenuity on the other hand would probably never happen, even though I would ADORE it. Because the very first time I would hook my obsession my happy butt is marching right on over and destroying a god pallet, either the shack one or another one of that type with no counterplay. Maybe if you put a range on the perk's effectiveness? Like the only way to destroy the god pallet at the shack is to get a basement hook so it's in range? That way you can't just save this to eliminate particularly nasty ones, it's more you destroy something nearby while empowered or something.

    No Place for Cowards seems situational enough people shouldn't complain and overall I think it's pretty balanced, I wouldn't see myself running it much but it's kind of like Iron Maiden where you could see yourself running it with huntress since you check lockers way more often.

    Serial killer is tough because I think the problem would be it would really encourage camping and tunneling to get kills and that's kind of against what I'm sure BHVR is trying to encourage. However I DO really like the idea of increasing passive regression with each hooking, which rewards the killer for playing well by giving them natural generator slowdown and would also give more value to kicking generators even if you don't have pop or overcharge.

    So maybe this for a remake.

    Instead of "Serial Killer" we rename it "Head Trauma"

    Your increased blows on survivors limits their ability to focus on the task at hand. Every time a survivor is hooked generators regress naturally 25%/50%/75% faster (numbers would need to be tweaked). Basically it would act as a mini ruin that builds up as time goes on but also can't be cleansed like a hex totem.

    Just some thoughts, either way I dig the creativity and I like the ideas. Well done!

    You'd probably get fame. I'd get infamy.

    As for your idea, I'd tone down the numbers a bit, as this can easily overtake Ruin. If it is counted as a natural regression as in when the generator is kicked/activated by Hex: Ruin, then these numbers should be relatively fine, but if it's like Ruin, then lower them.

  • @Kwikwitted said:

    https://forum.deadbydaylight.com/en/discussion/comment/1190506#Comment_1190506

    Stop stealing my analogies :)

    https://forum.deadbydaylight.com/en/discussion/comment/1190518#Comment_1190518

    It's not about "leaning into a specific perk" it's about the fact that perk was holding back a tsunami of other problems, mainly the egregious issues with map design.

    If the ruin change had come with reworks of the worst maps I would agree with you.

    In this case, the cart is ahead of the horse so to speak.

    Ruin was critical for trap-based and setup killers (think Myers) to get some setup before generators started popping. Corrupt Intervention is a mediocre replacement at best. Killers who ran Ruin never expected it to last longer than 1-2 minutes, but that was long enough to get a couple chases done and hooks accomplished so they could begin to snowball assuming they were playing well.

    In the game's current state, I think it's debatable whether the change was actually healthy for the game. Instead of killers relying on a perk, instead we just have fewer viable killers who can actually "pressure gens bro" enough to be effective.

    You don't think it's coincidence that the four killers considered "meta" happen to all be killers that have cross-map pressure? Either through teleportation (Freddy), Chainsaw Sprint (Billy), Phase Walk (Spirit), or Blinks? (Nurse). You notice none of those trap based or setup based killers in that list? That's because by the time they even get going 40% of the objectives are completed at least.

    I find it hilarious that survivors complain about seeing the same killers over and over in high ranks without coming to the (seemingly to me) obvious conclusion that the reason you see the same four is because right now, those are the only four survivors who can counter the gen rush on every map if played correctly.

    Well, the thing is that it's something that the player can do, and something I did myself.

    Peanits and Almo did also say that they needed to look at the statistics WITHOUT Ruin used in 90% of all games.


    As for the killer "meta", I believe that they have a problem with their priorities. Most of them tend to base the "meta" around the ease of a 4k, rather than the emblem system. Both are inherently flawed approaches, but emblems mean rank. Hillbilly is technically TERRIBLE to rank up, considering the "proper" way to play him. Legion is fantastic, since you can do so many hits, amd force people to waste time with mending but is widely considered a weak killer.


    Skill check related perks are an inherently flawed approach, since they are so random to generate, or in the case if old Ruin, punish certain types of players for not having an optimised PC rig, such as console players, who the chance of actually hitting a Great skill check is pot luck half the time. They (myself included) were one of the loudest voices against the old version of ruin.

    As a Pig main, I highly understand the importance of old Ruin and it's stall potential, but this change has forced me to adapt and grow. I therefore welcome it.

  • New Ruin ia healthier for the game. You just have to learn to not lean into a specific perk.

  • @Zaitsev said:

    https://forum.deadbydaylight.com/en/discussion/comment/1188903#Comment_1188903

    Thank you! Ive been thinking about it for awhile now

    Also @Kwikwitted and @PigMainClaudette

    I like you guys a lot on the forums, could you spare a few minutes and look at this?

    Power is kinda interesting. Might need a visual cue for the survivor side. I'd also make it a small buff similar to Tier III Myers for destroying walls and pallets, but add a reduced stun to his Rage. That way, if a pallet is dropped early, he can still play around it, but hard-countered by good use of jungle-gyms.


    Ingenuity should be at LEAST 2 tokens, since survivors have 140/130/120 seconds to reset a downed pallet.

    I can just see No Place for Cowards being a sign of a gives-no-fecks tunneller. Noboy uses Boil Over anyway. Head On is cancelled by you opening a locker anyway. Same with Inner Strength. I don't see a use outside of that.

    Serial Killer is hit and miss. Not many people run that much aura reading perks. The stun reduction is nice but you could also just run Enduring. This perk also feels like one you'd want to tunnel for, and even then, you don't get much benefit. If there were double the amount of survivors in a match, then this one would be good. I don't know how I'd have tiers for this one either, so you'd proba ly have to find a replacement. I'll dig through my own perk lists later and come up with one for you.

  • I like him. His add-ons aren't game breaking and can be interesting to vary gameplay and keep survivors on their toes.


    That being said, there are some things that I am not a fan of. Having the ability to instantly kill someone with a single basic hit is kind of disappointing to go against, considering there is zero warning. I'm ok with Exposed, since you have to work for it most of the time, but just being murdered out of nowhere is infuriating.

    I also have issues with a permanent 1-shot killer, since a lot of this game is based on the whole two hits part of the game.

    And, yes, I get that both of these particular things require more of his power to activate, but it is a small price to pay for changing the "attack" button to something that goes "D E L E T T H I S" to a survivor.


    Mirrors can be a nightmare to go against if you don't have Spine Chill, but that is also a risk that you just have to take some days. They are kind of interesting to go up against, but kind of predictable when the killer brings an indoors map offering.

  • @WRussoW said:

    Wow, you, guys, are really quick at finding your new nerf targets. Before the Spirit nerf the Hillbilly was the most balanced killer in the game, his add-ons and the power were fine but now all of a sudden something is not right.

    I have expressed my dislike for Hillbilly LONG before Spirit was even looked at for changes.


    He is also far from the most balanced. THAT title belongs to the Huntress.

  • @FabsRinas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1188727#Comment_1188727

    It is mentioned that he (Wraith) activated the crusher to crush cars, but he didn't know that his boss put live people in it, and when he found out, he let de dude in the car go free and his boss killed the same guy in front of him.

    The only person he was aware/wanted to kill was his boss, so he literally killed one person by his own (pretty brutal) way.

    It is why I said that he "techncially" killed only one person.

  • @BenZ0 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1189114#Comment_1189114

    Well if it would work its a decent one. Seeing a survivor removing a beartrap can be very usefull and give you alot of suprise hits or kills. Its basicly like nurses calling. There are ton of addons that are underrated as hell, its not the first one.

    Yeah, I avoid this add-on like the Plague (Yes, that one) since it tends to promote the dreaded Tunnel Pig that I so deeply despise. It just feels unfun to be tunnelled out of games in general, and you should have bigger concerns, such as the other 3 survivors who could still be working on generators. Not to mention the extra kills that Tunnel Pigs are actively boosting the statistics and ensuring that Pig doesn't get the love that she needs.

    I can't help you in telling if it's bugged or not, but I can warn you that it promotes an unhealthy style of play. If you're concerned with survivors getting traps off, then I might just suggest both Gears add-ons, or going Crate of Gears and Tampered Timer.

  • Freddy. For and Against.

    The false sense of security within loops, baiting with the teleport and actually having a chase are WAY better and more fun for me on both sides of the game.


    @Oicimau put it well for my feelings about Billy. Theoretically you could destroy an entire survivor team with only a mouse/joystick and one button as Hillbilly. Most people use two joysticks+button/mouse+5 buttons to do this. Part of the reason I play Hammer Billy, which is better than 99% of the player base will give it the credit it deserves.

    It also probably doesn't help that I'm a Pig main, and I take the lesson for both emblems and using that character as "toy with them, make them suffer, break their spirit and ONLY THEN can they taste the sweet release of death." rather than the typical and kinda false statement of "I'm a killer, my job is to kill!", ok then Jason. Go back to Friday the 13th if that's how you want to play.

  • You just confused me is all since you said it "as a Legion main"...............

  • Wha......... how?

    I think you have the wrong comment. Unless you think that a similar thing could be done to Legion.

  • I personally think that having high mobility, destruction and an instant-down with next to no penalty is a bit on the OP side, no matter how much skill turning takes.

    I've been told heaps that I'm "wrong", to which I say that I don't think I am and don't bother trying to change my mind. I have versed too many Hillbillies and played him enough myself to know that my opinion is based on experience and isn't going to change any time soon. Maybe if Hillbilly players didn't rely on their saw as a goddamn WEAPON, then I probably wouldn't have a problem with the character.


    That being said, most of his add-ons need tweaking. Remove the "Stacks" portion on any add-on relating to charge speed. It charges too quickly for what it does, and Insta-saw is just boring and unfun to go against. Most of his add-ons need looking into though.

    And make Speed Limiter give WAY more points, so people might actually be tempted to use it.

  • @Hag.is.Dtier said:

    People say that the old Freddy was boring but I've yet to see a new Freddy in a while. The meta on PS4 seems to be Hillbilly and Doctor. New Freddy is braindead easy to play which is why most of the killer mains praise the rework. Why learn to flick and curve with the chainsaw or hit hatchets, when you can spam snares around a loop and get a free hit with no effort.

    I'd still rather see snare spam than chainsaw spam. I feel like I can actually do someyhing about snare spam.


    Xbox is bit of a mixed bag for my region atm. But Hillbilly is still popular choice. Spirit is having a resurgence though.

  • Timer and gears are really gun on Pig.


    I don't really care much for add-ons, but Devour Hope is becoming a truley guilty pleasure perk. Especially on Deathslinger.

  • Spirit or Wraith, considering that they are both victims of circumstance.

    Wraith technically only killed one guy. I know it can be argued that he killed a lot more, but we don't know if they were alive or not, or if Phillip himself actually activated the crusher.

    Spirit never killed anyone (in her backstory, I haven't done her archives at time of post) and just tried to do her best as a Japanese high school/university student.


    On the survivor's side, there are a lot of candidates. Kate does seem like the best one to pick as most of them have a defining character trait that they're lacking/missing/need to work on. Something I don't really see in Kate.

  • Go back to my first comment: You shouldn't need an add-on to cover a glaring weakness.

    One of the first things I said in regards to old Freddy.

  • @Reborn2020 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1188537#Comment_1188537

    So? does it mean you cant find counter to the opposite side playstyle?

    I literally stated the opposite. An easy counter was found. There was a Survivor counter for Freddy, SEVERAL counters for Freddy, but literally none for Freddy to counter Survivors.

    Self-Care? Coulorophobia doesn't affect Skill Checks.

    Exploding generator? They've already run off it.

    Aura reading outside of TR? Like I said, he has to be looking at you, so lockers or stealthing while in his TR.

  • You have two separate games who are trying to be balanced against each other, with some people only playing one side.

    That is the core issue of toxicity in the game. And the fact that certain shunned elements within the game are "not bannable".

  • @Reborn2020 said:

    Can weak killer do well like this ? This is from tournament play. First two games has Freddy as a killer.

    https://www.youtube.com/watch?v=1lUdZ23s1us&list=PLANRIcAwSIvrsEMPPbxDYgGWncDs8Zhav&index=7

    LEGION can do well in high rank games. BUBBA can do well in red ranks. Just because 1% of a particular killer's player base has found the secret to optimally playing a killer, doesn't make them a strong killer.

    Clown in theory is a strong killer, but over time people learnt how to counter him. Same with old Freddy. That and the myriad of nerfs over time made him literally the weakest killer in the game for an overwhelming majority if players.

  • What?

    Old Freddy was a joke. Even on console. I don't remember the Dream World doing anything and it was super easy to snap out of.

    He didn't have any real form of map pressure since there was no real threat for being within the Dream World, and even if he could see your aura, he has to be both looking at you and be far away since it was based in Terror Radius.


    Entirely reliant on his power, which has BUILD UP, so heaps of warning, before you could even hit someone. I know there were add-ons to help with this, but they shouldn't be relied on to cover a massive weakness. He was also the most basic of M1 killers, with zero ways to even come close to ending a chase effectively.


    The stats proved he was a joke. People on BOTH sides were saying issues. Survivors were laughing at him, killers struggled and hated playing as him. This isn't complaints about relatively inexperienced killers, it's the entire community and the dev team acknowledging that there is a massive problem here.

  • @Booper_Of_Snoot said:

    https://forum.deadbydaylight.com/en/discussion/comment/1187296#Comment_1187296

    Oh for sure. But sometimes, I wish we had broken dedicated rather then killer connection.

    They were so bad that I literally had to quit because I couldn't play properly. The hits I was taking were something else.

  • I'm sorry, but you want to compare ID SOFTWARE and BETHESDA, two industry titans, with a game released 4 years after this one? At the end of a generation, when limitations have clearly been defined? Compared to what can only be described in comparison as an "indie dev team"?

    Of COURSE someone who invented the FPS genre is going to make a better game with the amount of cash people, myself included, would throw at it on a whim.


    Patches also cost valuable memory space on a poor hard drive, since it feels like game devs (as a whole, don't shoot me here Almo or Peanits) are basically allergic to compressing files to save space. I'm lucky that I have a 2TB hard drive in my Xbox, but even still, every update is taxing.

    Considering I only get the occasional spike in latency because of Australian NBN, I think that the game runs fine as a whole.


    As a whole, though, DOOM: Eternal is also mostly a SOLO experience. As in single-player campaign. And the multiplayer mode has to accomodate only 3 people at most, instead of 5.


    I'm not saying that a DbD equivalent of R6: Siege's "Operation Health" wouldn't be a bad thing, but jeez. A fair comparison is needed.

  • I have thought about using a "passive" bonus tied to a character, but that'd have it's own balancing issues.

    Survivors also get items to replace the slot for the killer's power. A killer's power also dictates the playstyle of said killer.

  • Pig: have Sprint Burst ready to go, crouch near her while she's crouched. Stare at her. Gesture "come here". If she comes over passively, boop da snoon and RUN LIKE HELL!

  • Well, I have seen some Survivors stick around for the EGC timer to get them. I personally don't since I play solo, and surviving is hard enough. Especially since quite a few archives now are based around escaping.


    I also don't usually let survivors go. If they've had some early DC's or I've completely demolished them, then I might leave one alive. By that point, and with my own playstyle of literally stalling out the game to a crawl, I have MORE than enough to pip.

  • @YaiPa said:

    https://forum.deadbydaylight.com/en/discussion/comment/1187014#Comment_1187014

    the important is ending chases, legion has probably the easiest first hit in game, but who cares?

    fine we understood you judge killers based on chances, also "psychological element to it. Having that trap on your head can be stressful", it's probably judged over less experienced players who find this game scary...

    are we really considering worth emblems?

    Legion has issues with following through with their attacks because of their stun animations. Pig has an alternate weapon cleaning animation and can continue a chase as normal.

    Ironically enough I prefer consistent things. As a veteran Warhammer 40k player, random chance is the bane if my existence. This is why I always suggest buffing every other element of Pig, as in not touching the RBT.

    And emblems mean rank, which is important for some people. Hillbilly players are somewhat notorious for this type of complaint.

  • @Kwikwitted said:

    https://forum.deadbydaylight.com/en/discussion/comment/1187351#Comment_1187351

    Ah yes, I like how booze is considered "essential" in these times.

    @ad19970 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1187352#Comment_1187352

    I wouldn't be suprised if it kinda is. I mean gamers like us are not nearly as affected by being locked in the house like others, and even then it's starting to at least drive me crazy.

    ONLY IN AUSTRALIA! Alcohol is considered as important as good and medicine.

    Priorities are in order.

  • @Kwikwitted said:

    https://forum.deadbydaylight.com/en/discussion/comment/1187327#Comment_1187327

    Don't know if you meant to but I liked the double meaning there.

    Could mean "calm spirit" like the perk in the shrine currently or a "calm" spirit meaning a low intensity liquor to take the edge off.

    Don't know if that was your intention but if so hats off.

    I'll take the second one since I'm about to start another shift at Dan Murphy's.

  • @Booper_Of_Snoot said:

    PS4 struggles much more then xbox. Xbox just struggles from lack of dedicated and some slight optimization glitches

    download.jpeg

    Dedicated servers were literally the worst thing to happen for Xbox DbD.

  • You could literally also change the text to Rank 20 and Rank 1.

  • @kosmi said:

    https://forum.deadbydaylight.com/en/discussion/comment/1186963#Comment_1186963

    I didn't say it is less fun, i said more like if you were red rank and downgrade all the way to rank 15 then game is simply easy to you while the new player have hell as a kill or as surv to outplay you while picking up the basics.

    As for high rank, well massive high ranking camping and tunneling should be question for devs. there is a good reason why there is a little red killers now and why many of them use face camp, mori and so on every single match...

    Funny thing is that quite a lot of the time, they actually ditch me at an appropriate time. Or even tend to focus down more on everyone else in the match. That being said, it's still kinda fun to make a killer chase you around for five minutes using nothing but a level 1 Dead Hard and some lockers.

  • @YaiPa said:

    https://forum.deadbydaylight.com/en/discussion/comment/1186961#Comment_1186961

    has much less viability in chases than shred since you have to crouch, can't cover well shack or L T walls unlike demo and to avoid the dash you can just leave the loop, so her chase potential is weak to inexistent.

    it might force people off gens, but it's rng so inconsistent.

    Ghostface's stealth is far better, stealth on command, grants instadown, you're not slowed by it.

    Dash is better as a first hit, rather than a chase ender.

    It's still time off generators, and there is the psychological element to it. Having that trap on your head can be stressful, especially with the stereotypes of the tunnellers or a literal death clock ticking.

    GF does have faster stealth, and an instant down, but there are minute audio queues and instant downs do actually hurt players in the long run by having less Chaser emblems. Him being faster in crouch is an issue that a lot of Pig players, myself included, do bring up quite a bit. It's one of my QoL changes that would help boost Pig up quote a bit.

  • I don't deliberately try to do it, but I'll have a laugh if a killer DC's in me. If survivors DC against my killer, I won't go as hardcore and if there are 2 or more DC's, I'll generally let the last guy go to make up for the fact that they had to suffer through generally terrible teammates.

  • @kosmi said:

    https://forum.deadbydaylight.com/en/discussion/comment/1186908#Comment_1186908

    Why to make game hell for new players? I know there are lot of derankers in purple and green ranks. But why to make to inocent survs game hell, simply change to surv only and wait till the gen rushing get fixed for all killers.

    Play meme builds or underpowered perks. You'd be surprised how fun Lightweight in replace of an exhaustion perk can be between ranks 15-20.

    New players have bigger concerns, like always trying to 4%, WAY more facecampers and generally getting smashed by the killer.

  • @YaiPa said:

    https://forum.deadbydaylight.com/en/discussion/comment/1186930#Comment_1186930

    ah yes, rng based stall potential, a weaker dash than demo shred and a weaker stealth than Ghostface...

    It still forces people off generators, it can be turned unlike Shred and crouching leads jnto her dash. You also can't be taken out of it by survivors.

  • @YaiPa said:

    "almost guaranteeing that it's an automatic free kill for the pig"

    no, just rng, which is basically why pig is a bad killer, she's rng dependant.

    also, it might be off meta since 2019, but you can still 99 gens against her

    You don't play Pig for the RNG element. You play her for the stealth and for her amazing stall potential.

  • Just drop rank by waiting for resets or make a new account on console. Play a new killer. Do some Survivor archives in the meantime.


    With the list of killers that you've given us, I'd suggest a stealth killer that isn't Myers, so probably Ghostface, and play for the hunt. Be an unseen predator and play for the ambush. It is so much fun than the usual "Go to generator, find survivor, CHASE survivor, down survivor, hook survivor, kick generator" loop a lot of other killers fall in to.

    Toy with the survivors and control the match in its entirety. The hunt is better than the sacrifice.

  • Sounds like you got unlucky with a large map and Tampered Timer and/or Gears. Which also sucks for the Pig, since they got a large map.

    You can also tone down on the sarcasm just a little bit.


    As someone with extensive Pig knowledge, her RBT's aren't THAT lethal. A lot of survivors, especially in the lower ranks, refuse to work on generators so the test subject has a chance to get their trap off. And the only times you get kills are if you set up your entire build for it, verse a Rank 19 who doesn't know her power, or have a box in the middle of a 3-gen patrol route. Or your case of sheer bad luck.


    Maybe you should be looking at the idiot teammates that I'm gonna assume did a generator while you were either being carried or on the hook.

  • @CosmicParagon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1185293#Comment_1185293

    For the same reason as Discordance. The survivor could tap the gen and be long gone by the time you show up

    Well, yeah, but a shorter timer doesn't exactly help you there, unlike Discordance. You can use the extra time of the aura to plan your next move.

    It doesn't trigger multiple taps or extended repair sessions, unlike Discordance.

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