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PigMainClaudette

PigMainClaudette

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  • @Demogordon_Ramsay said:

    https://forum.deadbydaylight.com/en/discussion/comment/1648534#Comment_1648534

    And for the most part, the community is right in that regard. Your point?

    Equipping perks to deal with situations out of your control to counter the actions of the other side is STANDARD PRACTICE.

    People are tunnelling me, I will equip DS. They move to slugging, add Unbreakable. By your logic I am now a toxic player for equipping perks to counter what I perceive to be a toxic playstyle. Never mind that I am literally using them as intended and that killers are playing directly into them.

  • My question is here is if Technician is going to keep the sound reduction.

    I use Surveillance a lot and that sound buff is insidiously effective. That reason alone is enough for me to want to use it.

  • @Peppa_Pigsaw said:

    https://forum.deadbydaylight.com/en/discussion/comment/1648510#Comment_1648510

    But even when we don't have the data present in front of us we can tell it's skewed because the data states that Pig is doing "fine" when the majority of the community agrees, she is not.

    The point is, the data doesn't matter. The community has pretty much made it a huge meme because of how often Pig (and Legion) have been nerfed into the ground for seemingly NO reason.

    This is one of those instances in which community feedback matters more than looking at spreadsheets. But because we have developers thinking the data is holy gospel, the community is ignored, berated, and told we don't know what we're talking about.

    The community also thinks that just equipping certain perks in combination is toxic by merit of them just being together.

    Never mind that there are people out there not abusing them to all hell.

  • @Peppa_Pigsaw said:

    https://forum.deadbydaylight.com/en/discussion/comment/1648489#Comment_1648489

    The data also comes from games where suicides and disconnects are still present, so it's skewed and shouldn't be taken seriously. Also as @MusicNerd_TC put it, Nurse is at the bottom of this oh so precious data pool. So by this logic, Nurse needs a buff.

    Not the point but OK, sure.

    Like I said, I also have my theories. They include trap tunnellers and hook-suicides. But they are still THEORIES. We have none of the data, different regions experience different results. Different RANKS experience different results.


    Speculation at the level of what happens on these forums is unhealthy. We all need to take a break and back off.

  • @Almo said:

    I will try one more time. Data coallated across literally tens of millions of games shows Pig does fine. I admit she needs an addon pass... weird stuff in there like Ruleset #2 actually hurts her chances. It's just that since she's performing well and other Killers need addon passes more urgently, I'm not sure when we'll be able to get to that. It's definitely on my list though.

    Thank you. It's just that we don't have access to the statistics, so all we can do is speculate.

    I do have my theories as to why she performs so well, but they are just that. Theories.


    In the meantime there are a list of add-ons that are usable and very good for her. If you want ideas on what to do, I'm happy to give my thoughts.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1647213#Comment_1647213

    the problem with that is that all the killers I would want to play are shard purchases

    plus stomping new players isn't really my cup of tea

    My brothers get all the killers I payed for, since they're on the Xbox. And I'm a decent enough killer but I get pretty wrecked when I play Huntress.

    You also don't have the same perks available and are basically relying on the killer's own teachables or basic shared perks.

  • "Buh the other side" is not a point. Killer and survivor are two completely separate games and should not be compared in such a basic fashion.

  • @Almo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1647606#Comment_1647606

    Not needed, she performs well statistically. She's definitely A-tier. Not S... but definitely A.

    Base kit I can see an argument for that, but currently it feels like half her add-ons are actually detrimental to her. If I may ask as well, is this ALL ranks she's doing well in or purple and up?


    In theory the skill-check add-ons are a nice idea, but the fact that they still use the standard skill-check a competent player can hit in their sleep, combined with the Great result boosting progress on the box search means that those add-ons actually hurt the Pig player using them.

    Another huge example that I can think of is Amanda's Letter compared to Wraith's All-Seeing Blood. All-Seeing Blood has zero downsides and is a purple where Letter is pink and takes away a large portion of the Pig's primary power with no real boosts to the secondary power. The only advantage Pig has here is that she can come out of stealth faster, but this can be technically balanced out my the fact that she is far slower in her stealth mode.

  • @xenofon13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1647416#Comment_1647416

    He is a new player not even devotion 1 and he roasts low rank console players.

    My point is, don't be cocky when you don't even yet faced good console or pc players.

    I'm never cocky. Cocky gets you killed quickly. I'm also a console player, and all I can say is that we play a bit differently to PC. More cautious and altruistic.

  • @xenofon13 said:

    This proves nothing. Go to rank 1, play with a good team, and post a screenshot again with your 10k points.

    RANKS prove nothing!

    I've dealt really well with teams of two reds, a purple and a green, AS A YELLOW RANKED KILLER! And a supposedly weak one too! Multiple times!

  • Rather see killer buffs. Reasons are obvious. Nerfs just generate complaints and don't fix many of the other issues in n the game.

  • @[Deleted User] said:

    console survivors tend to run loops less tightly and are overly altruistic

    spoken as a rank 1 (please frakking kill me i'm tired of being rank 1 mmr please come quicker) ps4 killer main

    Just make a smurf, as I have, and come de-rank with me through "not playing"!

    It's actually a lot of fun just playing with whatever random perks the Entity provides and coming up with some jank builds.

  • @hillbillyclaudmain69 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1646645#Comment_1646645

    I don't understand people who go for trapped survivors. Its literally counterproductive.

    @RaSavage42 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1646865#Comment_1646865

    I don't understand either...

    But for the most part the survivors get the trap off on first or second box so It's not as efficient as I'd like

    It's because they will most likely be injured and in one of four spots, so easy kill.

  • If you don't want to farm, you don't have to. Cheap shot or not, a hook is a hook and generally free BP because of it. Pig is surprisingly loved amongst the community, outside of the idiot campers and trap tunnellers.

    I've had the problem a lot in the lower ranks where people just DC basically immediately after I show any level of competency as her.

  • @Slashstreetboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1646620#Comment_1646620

    Neat idea but you know how some people will react...I can already hear deafening screeching by some people if god forbid trapper got a 2 trap base capacity for example ;-)

    Let them screech. I'll call them out for actually being entitled.

  • Better suggestion is to buff half the killers in the game, rather than going for more nerfs because that always just leads to more complaining than anything else.

  • @ZCerebrate said:

    https://forum.deadbydaylight.com/en/discussion/194552/horror

    While @PigMainClaudette might not be a fan of slasher or gore elements - I would really like to see more monstrous killers and less humanoid ones - something like a Xenomorph (Aliens) that injects a chest burster into a survivor as his power or more likely his Mori. Even a giant Broodmother type spider killer that attaches little spider sacs to a survivor and meets some type of condition like having them stationary for x amount of timeto make them emerge with a hundred little spiders that make the survivor scream in horror while stunned for a second. Things like that can be highly disturbing for a lot of people and still have unique possibly even fun gameplay implications

    Oh, don't get me wrong. I LOVE a good bit of gore. It's just that for me, true horror is psychological. Or at least the best ones are.

    I kept going with the SAW series because I loved the traps, and ignored the largely convoluted plots at the end of the series. It's just gore everywhere doesn't scare me.

  • Basically following their lore from the character bio and their tomes.

    The one I want to see though, is the Huntress going on a murder spree through that unit of soldiers!

  • I did cover this in my own thread, but basically horror is derived from fear and a combination of overexposure, and knowledge lessen the effect on the player.

    Horror is best achieved with the unknown. You do not know what is going on, therefore your mind races with possibilities. You cannot figure out how to deal with the threat because you do not know the threat.

    Fear of the unknown is the most effective because of it. And also why the Elder Beings from the Cthuhlu Mythos are so terrifying, with the fact that we cannot comprehend them.


    Here's a great example in gameplay: I hear Hillbilly rev up his saw and scream across the map instantly, I now know everything I need to do to beat the killer. Stick to cover and don't get caught.

    Ghostface doesn't interact with me for the first 4 minutes and 2 generators are complete. He hasn't stalked anyone enough for a ring, and because GF is a stealth killer, I haven't heard a TR. Now my mind goes "It isn't Freddy because no dream world, no Billy/Bubba no saw, no Demo no screaming........." and I still have about half the roster by the time I'm done but nothing on how they play or the perks they use.


    Having a pregnant woman as a survivor is similar to having a mutant as your killer. It's more on the gross-out body-horror side of things than actual horror. Gore effects do not make a horror scene, which is why Slasher exists. SAW is true horror because you have that deep psychological element, where as F13 is just a dude killing teens.


    Hope that helps!

  • @RizeAki said:

    https://forum.deadbydaylight.com/en/discussion/comment/1644293#Comment_1644293

    And that’s more typical survivor entitlement a killer should not have to wait 60 seconds to kill you if they outplayed you

    Tunneling does not happen as much as you think it does you are not being tunneled you are just a weak link play better and you won’t be chased as often or caught

    Lastly it’s not whataboutism if it’s something that’s actually happening and no one has control over besides the devs

    If pop is being changed for being active while being in a chase then gets used mid chase why is ds allowed to be used while on a generator. Don’t try and give any bs reason to how you are doing gens and being tunneled now it’s not possible.

    Gonna also prove a point to why ds needs changed 1. It’s works as anti momentum perk at the moment when it’s supposed to be an anti tunnel perk so it’s not doing it’s job 2. If you try and say it’s not or shouldn’t be anti tunnel so should stay the same you just proved why it needs change anti momentum perks do not need to be a thing. That is why MoM got nerfed.

    Any other questions I can answer for you?

    Yeah, uh, why does everyone jump on the entitlement bandwagon against me when I clearly play both sides and put words kn my mouth or change my argument to suit their own narrative?


    I never said it happens much, just that it does.

    Whataboutism is simply the ".....but the other side!" arguments that always appear. Killer and Survivor are different games and need to be treated as such.

    Pop is being changed not because it is active in a chase, but because a killer can go to a generator, start a chase, WIN said chase and then come back to kick it. The devs want you to make a choice between taking that chase or using Pop. That's it.

    I've rarely come across DS as an anti-momentum perk because of the killers I play and how I play them. As Pig, I just NEVER pick up someone with an RBT on. Easy. Done. Avoids DS every time! As a rule of thumb, I also basically play like I have Devour Hope. If someone unhooks in my face, I target them and only them. Slug anyone who gets in my way. I have been hit by it TWICE in the last year, and one of them was deliberate, the other was testing of the survivor had it.

    MoM was also just dumb.

  • @Endstille said:

    @ScottJund

    Hey man,

    one thing that really bugged me about your video is that you completely ignored the fact that the killer has to earn pgtw with a hook and the survivor gets ds for free. Just really asking, do you think that actually should be considered when comparing the 2 perks regarding the impact of the perks they have on the match?

    That is the reason that I said "killers control the activation of both perks". And yeah, it did get at me a little bit that it wasn't mentioned.

  • He did a generator in your face. All's fair.

    Same with the fact that his team didn't rescue him. If they did and you didn't target them again, then sure. You punished his reliance and borderline abuse of DS, which is what I have been saying for killers ti dk for a while now. Punish bad use or outright ignore it's potential with strategic slugging.

  • Bruh, I don't get a PTB and even I'm saying "chill, the changes are only on paper still"

  • Well, endgame carried by NoED, but I didn't see a single totem done. That locker screwed you first hook.

    Not stealthy enough outfit for the build.


    That thing you did with Bill towards the end was good though, but you were a bit too far out after you completed the generator.

    Build didn't seem like a complete flop though.

  • The problem isn't that the devs are out of touch, it's that the community is so self-centred that we can't admit that we can make a mistake ourselves or that we, AS A COMMUNITY, need to improve.

    WE allow camping and tunnelling, because the devs won't ban them.

    WE allow gen-rushing because it is mechanically allowed.

    WE allow the DS/UB combo, because WE STILL SLUG ALL 4 SURVIVORS AND TUNNEL.


    There is not a single dev, nor content creator, platform or player that we can fault. Everyone is to blame.

  • @CaptainCastle said:

    https://forum.deadbydaylight.com/en/discussion/comment/1641958#Comment_1641958

    You act like this isn't reality. We did get over it, and part of that is acknowledging that often tunneling is the best solution to that issue.

    The reality is tunneling and gen rushing only have bandaid solutions unless we get a full rework of both main objectives.

    You can't complain about tunneling while apologizing for genrushing (such a poor way to describe what we're talking about but it works) and vice versa.

    Ummmmmmmmmm.............

    I wasn't apologising for gen-rushing as I have said before it hurts EVERYONE involved, same as tunnelling. The point was, and I am not surprised it apparently went over your head, is that I can make the same argument for something related to survivors and someone will make an excuse for it.

    Killers also didn't "get over" gen-rushing. They just moved to complaining about the second-chance build designed to STOP THEM TUNNELLING that survivors found ways of abusing.


    Both need to be addressed, I agree. But it is more of a community issue than a purely gameplay mechanics one. Reworks aren't needed.

  • Iron Will, Technician, Quick & Quiet & [Exhaustion of choice].

    Best done on deafult jacket Claudette.


    Stealthiest Blendette in the West.

  • Spine Chill doesn't have a cooldown and helps in a chase. Just saying.

  • I work at Dan Murphy's. I am THE authority on how that goes.

  • Spine Chill - agree on Oblivious, disagree on Undetectable. It is currently the only perk that really keeps stealth killers in check. I do also have a disagreement with Oblivious on the basis of Freddy's Dream World, but that has issues with a lot of perks.

  • @Sonzaishinai said:

    https://forum.deadbydaylight.com/en/discussion/comment/1643435#Comment_1643435

    So what I'm getting from you and others is that slugging as a whole isn't really disliked but when killers specificly try to force a bleed out.

    Okay i can understand that. That bassicly answers my question

    I still think that slugging when done properly is the best way to do well as killer while not ruining the survivors fun completly

    It's when all 4 are slugged or the 1 of the remaining 2 to force an easy 4k.

    I'll slug ONE person at 4/3 alive. 2 if 4 and someone runs at me or is trying to sabo in my face for pressure. If they find hatch at the end, they find hatch.

  • @Almo said:

    You underestimate the power of the failed check not alerting the Killer of where you are.

    As someone who uses a lot of Surveillance, on stealth killers especially so, people also severely underestimate the power of the generator repair noises.

  • @ToxicMyers said:

    https://forum.deadbydaylight.com/en/discussion/comment/1644417#Comment_1644417

    the fact you called it whataboutism even though in this situation its valid

    Not really. I'm complaining about whataboutism in general, and yes in Scott's video he said that this was a MORE FAIR comparison, but I still have my issues with it.

    Killers have the choice to chase or kick a generator. Survivors don't control when they get unhooked or get picked up by the killer. There's always more to consider with situations like this and it's also the reason I made my thread explaining how they are two separate games that we are comparing.

  • Which one? The whataboutism that he too complains about, the fact that people will still tunnel through DS, or the fact that Survivor and Killer are completely separate games?

  • @Justalittlepeeck said:

    https://forum.deadbydaylight.com/en/discussion/comment/1644009#Comment_1644009

    What do you mean here we go? Should we just pretend that DS isn't a problem or what?

    It's yet another case of the usual "whataboutism" that is plaguing this community.

    YES, there are DS abusers ruining the game for people. But there are still tunnellers and people who wait out that 60s timer as of current. Until you fix that problem, then just cease.


    I made a WHOLE THREAD stating about why these comparisons are bad after all!

  • For me there is one key difference.

    I NEVER WANT TO USE DS WHEN I HAVE IT. As a killer, I want to use Pop whenever I can. The killers is also technically in control of when both perks are used as the killer has to A) Hook someone, B) Down the survivor again and C) Pick them up.

  • @UMCorian said:

    https://forum.deadbydaylight.com/en/discussion/comment/1641879#Comment_1641879

    Sure. As soon as Survivors stop working on a gen at 90% to politely and graciously point at it, encouraging me to kick it. I'm still in a bad position, after all, with a nearly finished gen nearby!

    At least they're giving you a chance to get some emblems and BP! That's more than a tunneller gives you.

  • @Exerath1992 said:

    get over tunelling, survivors. Its necessary against good teams to reduce the # of people working gens. Face camping is okay to complain about, but tunelling is 100% valid, especially with perk combos like sloppy butcher and bloodhound. There are plenty of playstyle ways to combat it too, not just perks. Distractions, look alikes, body blocks, be good at looping till the killer drops chase, good hiding in the first place, etc.

    get over gen-rushing, killers. Its necessary against good killers to reduce the # of kills the killer can get. Teabagging is okay to complain abouy, but gen-rushing is 100% valid, especually with combos like Prove Thyself and a BNP. There are plenty of playstyle ways to ckmbat this too, not just perks.


    Doesn't feel nice when it's flipped, eh?

  • @Rivyn said:

    '...right when you get off the hook.' Shouldn't that blame be placed in your team mate for doing an unsafe hook, then? They pulled you off, and apparently didn't have BT, or body blocked. Why should the killer go after a stronger target at that time? Because good manners?

    Punish stupid mistakes and graciously take a trade, still putting the survivors in a bad position, or worst comes to worse, just slug the recently unhooked.

  • @Zarathos said:

    https://forum.deadbydaylight.com/en/discussion/comment/1639892#Comment_1639892

    If your enjoying yourself excellent. Do what brings you fun. But being frank your style of play reeks of inefficiency. Thrilling tremor's is a superior surveillance as your not losing precious time kicking a gen. Nurses is a perk I dropped ages ago because for the most part survivors don't heal and will throw themselves at gens whiles there are still a large number of pallets in play. Ruin imo suffers from a. being a hex perk and b. requires pressure that a pig cannot exert. Which is why I run pop instead. This also encourages survivors to finish gens forcing trap activation at inopportune moment's. If you insist on ruin, hex undying is a must (relatively new so it might get MoM'ed/changed). BBQ is just common sense the grind is heavy in this game and getting as much bp as possible is always smart. The last perk slot can be a flex slot I encourage experimentation maybe dragon's grip if you want to get more value out kicked gens with pop.

    Well, I did actually get to rank 8 one season with this build but it might have been with old Ruin. I have my concerns with Temors for my playstyle, mainly that it relies in me picking up survivors.

    Nurse's is great on stealth killers as you have no TR for half the game.

    I've also had great success if Ruin is left for a few hooks. Pig's best form of pressure actually comes from having at least 1 survivor trapped and away from generators, effectively removing them from the game. Pig can DEFINETLY exert the pressure for Ruin, but you have to play her differently to do so.

    And like I've said with Surveillance, nobody ever expects it.

  • I've just played both sides from the beginning. Easy sort.

  • @DaKnight said:

    https://forum.deadbydaylight.com/en/discussion/comment/1639874#Comment_1639874

    I do worry about the devs plans to slow the early game gen times. I think it might be a better option to just look into buffing the weaker killers instead of touching gen speed.

    Most recent DLC releases and the slew of newly buffed killers I feel are all pretty well equipped to handle current gen times. It could get pretty ridiculous if you start increasing the length of the trails when it comes to the current meta killers. Even an extra minute or two is huge when you have killers like the Oni running around; able to chain 2-3+ downs off essentially a single M1 attack.

    But I don't think any killer should be losing a gen before he can find the first survivor, that would just stem from an oversight in the killers build.

    There's multiple early game perks that will help you prevent that from happening. Whispers, Discordance, Corrupt, and Monitor + Abuse all come to mind. I'd say if you are playing a 115% 32m terror radius killer you want at least one of those.

    I've lost two generators before finding a single survivor before on Haddonfield and still won. Another one I'd just started to hook the first and same result.

    But I totally agree with buffing killers instead of nerfing other things. Except Spirit. She needs to be toned back.

  • @Kumnut768 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1639887#Comment_1639887

    kapkan is awful, just go frost shes just a better kapkan

    or better yet go lesion or ela

    The Russian SMG is actually pretty strong and Frost's traps are more predictable than guessing of Oni has Infectious Fright or not.

    I've won so many rounds because of an unexpected Kapkan trap. Just crouch when you place them so they're actually at shin height. It works better than expected.

  • @Zarathos said:

    Making regression matter is not the right approach. As a killer you should be striving to accrue pressure by hunting and downing survivors. What is ridiculous is that starting at 0 pressure means the killer can lose a large number of objectives before he can secure his down on a map that is filled with max pallets. Currently band aid fixes like corrupt help but I hate having to reiterate the same thing every time this discussion comes up but a perk should not be mandatory to see success against decent players. Say nothing of large maps where some killers will lose one gen (due to a lack of mobility) before they can even cross the map. A brief degrading gen slowdown effect for the first minute ought to suffice. From that point on its up to you as a killer to create enough pressure to get survivors off gens. Kicking gens and playing the attrition game should be the exception not the rule and making gen regression matter is creating a significantly less chase just to hold gens.

    Now, this may be because I am a Pig main and I play a certain way, but for me as a killer I basically have a hand in EVERYTHING. My current perk build has Ruin, BBq, Nurse's and Surveillance. Tracking and regression.

    Surveillance has been one of the ultimate tools for me to track survivors as majority of them never expect it. It requires that I kick generators (when Ruin is destroyed). Generator now regresses and I have more map pressure through Intel. Yes, I still hunt and slug, but those are the ways survivors EXPECT me to apply pressure.

  • @Kumnut768 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1639822#Comment_1639822

    its like being in copper in siege and saying kapkan is op

    Kapkan is good if they don't expect him. Take that from a Kapkan main!

  • I find personally that if I can take care of myself, then I can do better for the team. Having a single DS in the game is also extremely valuable as the killer doesn't know who has it, therefore it helps the entire team.

    As for Self-Care vs. Bond, it's personal preference and situational. Self-Care is anywhere and any time but slower on the individual level, where as Bond requires teammates but gives information and the healing is faster for the individual but the same time for the team. That's ALL that needs to be said about that argument. I used both to get to red ranks, I know what I'm talking about.


    My survivor builds can seem a little selfish, as all of them run Self-Care and I focus on MY performance, but I see no point in taking a perk like Open Handed or Vigil if I'm going to die first because I can't hold a chase. Getting a generator done for the team or running the killer can be strictly better than decreasing Exhaustion timers. But it also depends on SWF or not and how the team works together.

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