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PigNRun

PigNRun

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PigNRun
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  • I mean, they already have plenty of "passives", if you think about it:

    • Their powers (though they are less passive in some cases).
    • Appearance (Legion or Hag is not the same as Plague or Billy)
    • Terror Radius
    • Movement speed
  • But Stake Out is the counter for Ruin. Do we really need more? I certainly wouldnt mind buffing both Stake Out (like the counter going up like Diversion does) or actually fixing and buffing Technician (apparently currently broken).

  • @I_Eat_Worms said:

    @PigNRun good luck waiting 20 minutes trying to find survivors willing to play with that

    Not sure what you are talking about. All Killers wait the same time, whether they play the spotlight for that PTB or anything else.

  • This PTB isnt going to be just Freddy, but it will also come with several changes, such as Badham's rework.

    So, taking the map as an example, what if:

    - It has tiles Nurse cant blink through.

    - It has structures Myers cant stalk through.

    - Jigsaw Boxes and Pools of Devotion spawn in inaccessible positions.

    - Theres a loop that affects 110% movement killers but not 115%.

    Thats not even taking into consideration any other changes that may come along.

  • I like this. Anything is better than the current version.

  • @Visionmaker said:

    You're not the only one. I only do my Killer dailies after Rank reset.

    Otherwise, I'm just asking for depips trying to play Huntress or Trapper in anything higher than yellows, lol.

    I never waste effort on Trapper and Wraith dailies because they give less.

  • There were two reasons:

    - They didnt want to let players control brightness.

    - Tinkerer situation. With each new map added, they would have to consider brightness as well and implement it accordingly.

  • I really hope its not Stranger Things. I was so happy its hype died down the past year.

  • @Centernova said:

    https://forum.deadbydaylight.com/en/discussion/comment/561613#Comment_561613

    bruh cmon now you know you dont use it every game >:(

    I use Pharmacy every game. The only times I havent made use of it were matches I wasnt injured.

  • @Speshul_Kitten said:

    Yeah why does Spirit earn Deviousness easier than Legion

    @Speshul_Kitten

    Spirit and Nurse are both fine in terms of Deviousness. They naturally get more because they have to use their power to land hits (most of the time). Legion doesnt, but hitting Survivors with frenzy gives him double the points, so they get a lot and can do it several times. Legion is even easier to stack Deviousness than the other two.

  • I would like certain Killers to get a boost in Deviousness as well.

    Plague:

    • Contagious (puking on objects): 25 → 50 (maybe 75)
    • Devotion (ingesting corruption): 100 → 300
    • Infection (puking on Survivors): Increase it.
    • Corrupt hits (hitting Survivors with Corrupt Purge): Seems fine, I think.

    Clown:

    • Intoxication (Survivors entering gas cloud): 150 → 300
    • Wasted (hitting a Survivor while intoxicated): Might be fine like this.
    • Bottle Toss (direct hit with bottle): 300 → 500 (we still need more of an incentive for this than an add-on as well)
    • (New score event) Reloaded (replenished bottles): 50~75

    Pig:

    • Trap Set (placing traps on Survivors): 500 → 750
    • (New score event) Game Begins (trap activated): 300
    • (New Score event) Pint of Blood (Survivor searched a box): 100
    • (New score event) Second Chance (Survivor removed trap): 250


    Would like to comment Freddy as well, but he is getting the rework, so I will let that one aside.

  • I have seen only two Legions in the past months, and one of them was running Iridescent Button.

  • Complaining about Huntress' Lullaby... :lal:

  • Finally someone that understands that Left Behind should not increase gate opening speed. And that idea sounds pretty good.

    I still think Autodidact should increase skillcheck odds regardless of a condition.

    I find Distortion fine as it is, honestly. I think most people dont realise how to properly make use of it.

    Maybe Tenacity could get Unbreakable's recovery speed, and Unbreakable just have normal recovery speed. Or make them not stack.

  • @Hailoh said:

    https://forum.deadbydaylight.com/en/discussion/comment/565010#Comment_565010

    https://forum.deadbydaylight.com/en/discussion/comment/565027#Comment_565027

    I think the way you GET tokens right now is fine. I think what you DO with them needs to be buffed.

    https://forum.deadbydaylight.com/en/discussion/comment/565014#Comment_565014

    If this were to happen (BBQ getting a nerf and WGLF getting a buff), I think that another perk should come later to take BBQ's spot. All assuming that this is what you're implying.

    (Referring to the first half)

    And thats wrong. Getting tokens isnt reliable enough. A second effect for this perk doesnt matter at all as long as getting tokens isnt limited by the amount of possible hooks and a faulty protection system.

    If you believe the perk has reliable ways to get tokens, then how many tokens, on average, do you usually end up with during a match? As someone who uses WGLF on every single Survivor that has it every time, I can say mine is maybe 2 tokens. And this is both considering matches I get literally no tokens and those were my team mates are downeed left and right for me to get tokens.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/73860/nerf-huntress

    Pathetic bait. So cringeworthy it hurts my brain.

    Quoting the original post in the same thread is also rather cringe.

  • In your post, you said you recovered to 50% of your bar. 50% of that 50% is 25%.

  • I suppose Freddy will lose his aura reading immunity, is that correct? For example, OoO, Rancor, Dark Sense, etc.

  • Thats exactly how its supposed to work. Flip Flop converts 50% of what you recovered into wiggle progress. If you recover as much as possible, then at most you will get 50% wiggle progress.

  • Im in favour of this idea, as a frequent user of Pharmacy and Ace in the Hole.

    @C3Tooth said:

    Im good with 3 chests, but whats about this idea? All remaining un-opened chest after EGC starts, the chance to spawn Purple Key is 100%?

    I am not in favour of this idea.

  • I am too waiting for the PTB, but I am pretty sure of a couple of things:

    • Gen Projection should be available for ANY generator. Both blocked and completed. I see no reason why to limit this. When they presented this part of the rework, they said you should be able to use it mid-chase. That usage is pretty situational, but only working on incomplete generators makes it even more situational than that. And what if you just want to use the generator to defend something else? Like a totem or seeing an aura from distance?
    • The recovery for Gen Projection should be static, only affected by add-ons or not affected at all. This is his main power. The dream snares and pallets are nice, but projection is his best tool. Why are we, once again, leaving the use of a power on the Survivors' hands. I might be wrong on this one, its just that 60 seconds sounds like too much with everyone awake.
    • I personally see little reason to start the match with his ability on cooldown. Or, at the very least, not full cooldown. I can accept like 15 seconds to let survivors position themselves accordingly.

    Edit:

    Oh, also, STILL WITH ADRENALINE WAKING YOU UP? I know its no longer as powerful against Freddy, but come on! Adrenaline shouldnt have been doing that in the first place, neither it needs to now with the nightmare-clock. If they so want to give a perk the waking up feature, give it to freaking Wake Up.

  • Doctor:

    • Increase his base shock range (aka Moldy Electrode as base). His base range is #########.
    • Remove increased charge time penalty from electrode add-ons. I honestly see no reason for this.
    • Modify his shock range the following way. Either make it so that the area of effect also reaches Doc's hitbox or make a very small ring around him along with the cone (like a built-in Scrapped Tape with reduced range but no "inner radius"). Just because I feel its ridiculous how you can completely dodge a shock by just running up to the killer.
    • Either make the shock apply the effect instantly (no delay) or allow shocked areas to remain in the shocked spot for a couple of seconds (and shocking the Survivor if they walk on it).


  • Microsleep is still better.

  • @Gcarrara said:

    Just to give some context: A lot of other killers lose their powers when they get pallet stunned. Like Plague, Legion... So this made it consistent to ghost face too.

    @Gcarrara

    And this mentality is wrong in the first place. It started with Legion because stunning them made sense for their power to be reset since they could vault over them. But Plague and Ghostface have little reason for that. They dont break the game nearly as much as Legion (or at all, for that matter).

    It also goes against playing efficiently. If the Killer respects every single pallet against good Survivors, it would pretty much be impossible to catch anyone. Wasnt the whole point of allowing Ghostface to hide his red stain during chase a way to incentivise mindgames? Specifically pallet mindgames?

    Sure, the change is minor for Ghostface's overall strength, but, it is worrying how after the fail that was the Emblems system Devs still havent realised that not rewarding efficient plays is not the way to go.

  • BT is already a braindead badly designed perk, encouraging hook rushing and therefore unsafe unhooks. Not only that, but allows people to justify not even attempting to save someone just by saying "I dont have BT".

    Survivors like this are at least taking up a perk slot with this perk. But a base game mechanic that allows players to successfully pull off a play with little effort from their part? Do we really need more of that?

  • I was actually going to post about this as well. There are times when I can literally snipe-reveal him from half the map away while working on a generator. But, for instance, while being chased, it just doesnt even detect him.

  • @tehshadowman33 said:

    https://forum.deadbydaylight.com/en/discussion/comment/557772#Comment_557772

    Yeah, I forgot that killers do sigh, or huff every now and then. I'm not sure if it's the same sound clip that plays that for all killers, but I'm tempted to say it's the same sound clip that plays across the board.

    Another fun fact for you! This one's actually helpful.

    If you hook a survivor, they start screaming loudly. If you hit them as soon as they are hooked, they will scream their usual scream, which sounds moderately less loud and therefore lets you hear if other survivors are creeping about nearby the hook! =)

    No, the sound effect Im talking about is shared by all Killers and plays randomly through the match.

    in Secrets! Comment by PigNRun
  • A couple:

    - The Game map is full of easter eggs. You can see a spare of Pig's mask on top of a shelf near "her room", the bathroom has a heart drawn in one of the toilets, TVs showing static will sometimes briefly change to show the puppet's face.

    - Maybe it happens in Mother's Dwelling as well, but the Killer Shack in Temple of Purgation has a really soothing sound effect as rain drops crash against the metal/wooden walls.

    - As Huntress, you can aim your hatchet at the cow trees. Hitting one will produce a unique sound effect. (They will also behave hilariously glitchy sometimes)

    - Killers can hear a "sigh" randomly. Its like a David breathing out. Not sure if its intended or not, but it can really trip some Killers while looking for Survivors nearby.

    in Secrets! Comment by PigNRun
  • @PickCollins said:

    Small game destroys trapper. Urban destroys hag. Spine chill destroys Spirit. OoO destroys Ghosty Goo. Calm Spirit destroys doctor

    Honestly I think Ghosty Goo has it easy considering the other instances don't actually provide any downside to the Survivior, whereas OoO gives ur location away as well.

    @PickCollins

    Small Game has a cd, and you need to be aiming your camera to where his traps are. Even then, midway through a chase Small Game wont do much for you other than make you receive a hit instead of stepping onto a bear trap.

    UE is useless during chase, which is Hag's biggest strong point.

    Spine Chill counters Spirits going for grabs. Its mostly a slight inconvenience. Still useless during chases.

    Doctor indeed suffers a bit more from no notifications, but he still has illusions. And Calm Spirit users still get affected by every single other thing, like Madness T3.

    So, Object of Obsession makes Ghostface's power ENTIRELY useless. Ghostface has absolutely no edge against an OoO user. Not even pallet mindgames which is yet another playstyle they tried to encourage.

  • Most definitely a typo. They are most likely not reducing the timer, because big maps exist. Swamp is out of the equation, which is nice, but we still have Mother's Dwelling, and now Temple of Purgation. If they shrunk those maps in size (and maybe a few others), which would be really appreciated, then the timer could be lowered.

  • Everyone should be able to push generators around. They have wheels after all.

  • @Almo said:

    I'll address some of the concerns from this post https://forum.deadbydaylight.com/en/discussion/comment/553362/#Comment_553362:

    • No need to remove the ability to see pools of blood

    Now when you trigger FF, you had better know where your quarry is. It's less likely when using it for traversal that you'll stumble across a random Survivor. This allowed us to give it more duration and distance.

    • No need to reduce their feral frenzy speed

    We reduced the speed so we could increase the duration. One FF now covers 50m instead of ~32m. That makes Killer Instinct more useful.

    • No need to reduce their vaulting speed

    This was part of introducing counterplay. Vaults are one of the Survivors' few tools for escape.

    • No need to not let them see the progress of deep wounds

    Deep wound going down or not became an indicator for whether the Survivor in question was inside your TR or not. That was deemed too much information to give to the killer.

    @Almo

    Vault speed counter play? Really? Counterplay to hits that dont down you no matter how much they hit you with it? A long stun? A stun with obscured vision?

    And thats the best argument you could come up with for being unable to see DW timer? A Killer that is apparently designed to stall the game and rely on tracking is suddenly "having too much information". Almost like the timer isnt paused while mending. Maybe if DW didnt pause during it, but really? Same deal with blood pools.

  • @baesik said:

    https://forum.deadbydaylight.com/en/discussion/comment/553229#Comment_553229

    That really doesn't give any benefit to the perk. Safe unhooks are already easy to get. I think it would be fair for both survivor and killer to get a decent farming perk. BBQ&Chili is great. WGLF sucks.

    BBQ is great not because of the aura reading, but because the majority of the matches you will end up with all your stacks. Consistency. Its what makes a perk desirable (mostly).

    However, WGLF, while true that getting unhooks is the best and most reliable way, keep in mind that you are fighting against two other Survivors to get an unhook. Add to that the fact that not all Survivors will be hooked thrice. Add to that the size of the map. Add to that all possible circumstances where you just cant go for an unhook. WGLF is not consistent. I couldnt care less about a secondary effect, but what I am certain about is giving WGLF more consistent ways to acquire tokens to make it more consistent; one of them being tokens from healing.

  • @Gardenia said:

    Tbh, if I remember correctly they didn't nerf it technically. I believe they actually buffed it, during one of the live streams, I forgot which one but they explained that the overall amount is increased

    @Gardenia

    They nerfed the lower tier (1 and/or 2 Survivors injured, forgot which) and buffed the higher ones (all Survivors injured). It was indeed a slight nerf, because in most cases Thanatophobia will only be active for 1 or 2 Survivors injured.

  • @HazeHound said:

    @PigNRun Huntress and infinite exhaustion addons?

    @HazeHound

    Huntress doesnt suffer because her hatchets dont have enough downsides. The only reasons why she isnt top tier is because of maps, hitboxes and chases where she doesnt have hatchets (which also ties with map design).

  • The thing is, lack of common add-ons isnt a problem. Anyone who has spent BP on a Killer (or Survivor) will have a load of common add-ons (actively spending BP on them). The problem is that for certain Killers to be decently powerful, you need the rarer ones. No Killer will suddenly become top tier for having an infinite amount of commons. They dont change enough for that. Integrating add-ons into their kit without having to spend add-on slots; thats a different story, and where they should be aiming for in a couple of cases (Trapper, Pig, etc).

  • Tiles are random indeed, but they do follow rules. For instance, in Ironworks of Misery, you have that huge pile of logs and the water tower. They share two places they can spawn in, and when the map is created, one of them takes the spot the other didnt. You can map out a map if you consider the different spawn points. And judging by what they showed on the anniversary stream, Badham might be less RNG, like Lery's is now. That allowed them to post a bird view of the whole map, as long as that wasnt just one iteration of it.

    There used to be a website that featured most maps (the original realms, Haddonfield, Asylum, Swamp and Lery's), and it was really accurate. Some tiles might have changed though by now.

  • gfmoriselfy.png

    Still proud of this game, because I kept him entertained enough time for the others to finish gens, and it was an ebony.

    I didnt know about the Wake Up bug back then, and it was my first time using OoO against a Ghostface.

  • @ReikoMori said:

    https://forum.deadbydaylight.com/en/discussion/71704/additional-categories-for-wglf-stacks

    Well if they hit you while their original target is in close proximity then you're supposed to be getting a protection hit. The perk diversion shouldn't give stacks though.

    https://forum.deadbydaylight.com/en/discussion/comment/545796#Comment_545796

    We've got a perk that gives bonus bp for healing other already which a lot of people don't use. Also, people already sort of lose their minds with WGLF just trying to fight for unhooks.

    If they also got tokens for healing you would have to consider the effect it would have on people fighting for that heal. It could potentially derail multiple people healing one person as the game does keep track of how much healing someone has done as number value that can surpass or fall well below qualifying as a health state.

    https://forum.deadbydaylight.com/en/discussion/comment/546758#Comment_546758

    Killers do not have an aggro to take in the scoring sense. Chases are determined more by how far into the killer's TR you are and whether or not the game can reasonable determine you're in a chase. If both people run the same way then there isn't anything that changes. If you run different ways and the killers picks one of you to follow you have protected the other person. If you get in the killer's way while they're chasing someone else, but they don't hit you and just maneuver around you then you've also not protected them.

    There is a scoring event for distractions, but that is even harder to proc than protection hits.

    @ReikoMori

    What perk gives you more BP for healing? There isnt one. I guess thats why people dont use it.

    Edit:

    Wait, you mean No One Left Behind? The perk that triggers only on endgame and no one ever uses? People wont fight for heals just for NOLB. And if they fight for heals, is that really wrong? It further discourages the "no heal" meta, meaning potentially longer games.

    And if the usage of WGLF increases (not that its unpopular), because it was made more consistent, then thats amazing. People might consider "speedy healing" builds instead of the stale second chance meta.

  • Was it ever broken?

  • I think they base perk rarity based on how useful/popular they think they will turn out. And, to be fair, in most cases, they have been correct. Enduring's case, see it this way. When it was added, there was little use for it. No DS, much less even SF. Comparing it to Hillbilly's other perks, Lightborn (back when flashlights were far more powerful) and Tinkerer (made add-ons more efficient), Enduring was weaker compared to the rest.

    Taking Spirit's case as another example, if memory doesnt fail me, people really underestimated SF when it came out. Wouldnt be surprised the same thing happened with devs. People would say "Break 2 pallets? Meh.", as well as "Oh my, I can trap my hex totems now! YAY!" and "Free mori! OP!". And how different that is to the current consensus.

    Same thing goes for Huntress, LF, Myers, Pig, Nurse, Hag, Freddy, Doctor and a bunch of Survivors. The only odd ones out are probably Legion (Discordance being largely underrated, and Iron Maiden being designed as THE counter to the patch's main change, like Jeff's), Nea (my guess BL was rated as green because we had even less maps with high enough drops), Plague (overhype from devs thinking Dark Devotion would be the best mindgame perk) and Monstrous Shrine (maybe because basement appeared to be especially dangerous, though the perk was never good in the first place).

  • I would prefer Vigil got a whole rework. The problem with it is that even if we buffed the numbers to 100%, it wouldnt make a difference. The most threatening status effects are either unlimited or not influenced by the Survivor. What is Vigil other than a counter to Wraith's blindness add-ons or Huntress' add-ons?

    Maybe if it went all the way to 100% for Exhaustion, it could be viable. 20 seconds instead of 40 might be nice.

    Edit:

    Also, I honestly feel Sprint Burst is perfect as it is now. Still a counter to ambush killers.

  • Frank and Jeff only talked once, or twice at most. Not to mention several years have passed ever since. Its very likely they just forgot about each other.

  • Increased BP gain is probably not intended by design with "difficulty" and all that in mind, but, nowadays, considering Killers have to do much more than Survivors in terms of pressure, chases, time management, etc, that by itself is fair, at least in my opinion.

    However, the real reason why Killers get more BP is because if you want to play with add-ons (which is a must for most of the Killers), you will have to replenish them. Add-ons are lost in a match no matter how great or bad you performed. As opposed to Survivors who can survive and keep whatever items they brought in, and even acquire new ones. Not to mention Survivors dont really need items to perform good.

    There is also the fact that for Killers, you have to level them all up. In order to get a special build going on a specific Killer, you need to invest BP on it, and this goes for every Killer you wish to get such build on. Survivors, on the other hand, can get all perks in one character and call it a day, for they are simply skins.

  • Its not the Anniversary main menu music, its Ghostface's.

  • Thats a potentially good combo actually.

  • @Ember_Hunter said:

    https://forum.deadbydaylight.com/en/discussion/comment/532533#Comment_532533

    Yes, combine with We'll gonna live Forever, massive Bloodpoints and a worth it perk! Also make grunts of pain at least 90%.

    What if I dont want to be injured to gain extra BP? The idea is terrible. Way better if it increased a category like Survival?

  • "...the product described the perk as a way to protect against tunneling killers"

    Holy crap, I havent laughed as hard at something in a while.

  • The problem is that you put common use features in the menu, while side features belong to submenus. Truth is, you will only be checking the Shrine once per week, at most three times if you are anxious about it. More so if you only use the Shrine for BP conversion. That usage rate is not worth to be in the main menu now that we have the Store.

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