PigNRun
PigNRun
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- PigNRun
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I was kind of a scaredy cat back when I was younger, so I feared one of the Harry Potter movies (the one with Dementors). Nowadays, I never get scared at all.
Probably the one that I found legit unnerving was a specific scene in The Babadook. Most of it was meh, but the scenes where the mother reads the book and when the monster appears in her bedroom are spectacularly well done.
@Pike_Trickfoot said:
https://forum.deadbydaylight.com/en/discussion/comment/528130#Comment_528130
Naw fam. Scooby-doo Zombie Island. Legit gave me nightmares as a child.
I loved that one. Legit scary.
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Give Left Behind something else to work around, not Exit Gates. And buff Wake Up.
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Wait, since when can keys show you the aura of the hatch? Tracking the hatch can only happen with maps with add-ons or rainbow maps.
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Netflix's Sabrina is so damn awful... I would probably even downvote the DLC before even trying it out.
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Jane is probably the one most likely to die. Since the purpose of having Poised is running after completing a generator, she will definitely trigger more traps.
If the Hag teleports back to the hook, then that means Laurie might get to use DS. But OoO might still be a downside for her considering Hag's lower TR and ability to pop out of nowhere.
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That moment when you get instant lobbies and it throws you into red ping lobbies.
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@Horus said:
Like getting a chocolate chip cookie and then you take a bite and its a raisin cookie
But raisin cookies are also good.
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@ClogWench said:
https://forum.deadbydaylight.com/en/discussion/comment/524965#Comment_524965
Isn't the survivor usually intended to be someone who survived
Tapp and Bill would like to have a word with you.
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@Dr_Loomis said:
https://forum.deadbydaylight.com/en/discussion/comment/524628#Comment_524628
May I ask:
Did you get on PS4?
What date did you get the trophy?
Which perks did you use?
Were the heals full or partial?
Many PS4 users are reporting (including myself) that they have done well over the required 50, some close to 100, and no trophy pop.
Oh, if its console, then nevermind. PC - 30th of May - No Mither + other speedy healing perks (was farming it) - I did several heals that match, so hard to tell. Mostly full ones anyway.
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@Dr_Loomis said:
https://forum.deadbydaylight.com/en/discussion/comment/524616#Comment_524616
Work as hard as you like for Wounded Healer...the trophy is currently broken and we've got no feedback on a solution.
Whats wrong with it? I got it some weeks ago with no trouble whatsoever. I do know about the 51/50 thing, but that didnt stop me from getting it.
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Thats not leaked, thats teased.
Also, its not necessarily DbD because they tagged Behaviour. It might also be Deathgarden (and DG needs the publicity).
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I still see no reason why Legion should have any penalty for missing a hit while on Frenzy. Especially after being neutered by this "rework".
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@weirdkid5 said:
https://forum.deadbydaylight.com/en/discussion/comment/522126#Comment_522126
The thing is, only the mask is licensed. Otherwise he's technically a completely original Killer.
Doesnt matter if they only got the rights for a single toe on the Killer's left foot. They HAVE to pay for it regardless. Unless its like Valve and Bill (which most likely isnt), it will 100% be real life cash only.
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@ClogWench said:
https://forum.deadbydaylight.com/en/discussion/comment/520059#Comment_520059
Where do you live that DOESN'T sell S&V lays? Where I am it's a staple. If you can buy chips there you can buy S&V
They dont exist outside of the UK, as far as it seems.
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Nurse 3-blink-grab was extremely easy for me. I only needed to get to a gen, smack it with a Survivor nearby, blink three times and grab them. Dropping them straight up afterwards. It only took me one match.
Since I never play as SWF, "Where did they go?" is difficult. Might be easier to get as solo if the Killer wants to farm during double BP on the weekend.
Skilled Huntress takes a while, but Im getting there. Survivors seem to be really difficult to catch the idea that if you arent playing seriously and take distance for your shots, then Im farming for it.
Taking One For The Team takes ages. But at least its a steady progress.
The Adept achievements, same deal as everyone. Shouldnt be a double pip, should just be a 4k. Still missing a couple. I know I willl never get some like Adept Laurie, Adept Shape, Adept Ash or Adept Ghostface, since I will never buy them. At least I will avoid the Evil Incarnate achievement.
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I have been on different forum boards across the years. Those that would let you change your name usually had a cooldown period of a year or at least a couple of months. I have never seen it being abused, because Im not sure how you would abuse it. When you change your name, you are changing all your previous posts, messages, warns; anything that includes your profile name will change.
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There is one flavour of Lays I really miss and cant get anywhere anymore. Vinegar and salt. Best ones ever.
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Its currently bugged, but fixed on the PTB. It will be applied to the live servers along with Ghostface.
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I dont think it has to do with latency. I think it is simply a way to prevent hatch standoffs. If the Survivor is just hanging out on top of the hatch, then the Killer can close it before the Survivor escapes through it. It punishes attention seeking Survivor. And considering the hatch grab was removed, Im fine with this.
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@TheGameZpro3 said:
https://forum.deadbydaylight.com/en/discussion/comment/518808#Comment_518808
You keep on mentioning he self-slow's himself using his power, but so do most of the killers when going to use their powers.
- Spirit has to stop moving for a moment of time to use her power.
- Hillbilly and Leatherface have to charge up their chainsaw.
- (This part is I think, I know nothing about this killer) Nurse walks slower to charge her blink.
- Trapper and Hag have to stop completly to place their traps.
- The Plague walks slower charging up her vomit.
- Michael walks slower when Stalking.
- Freddy (no add-ons) has to wait SEVEN seconds to even hit his victims.
- Huntress has to wind up her hatchets to throw them.
- Wraith walks slower when uncloaking.
- Pig has to charge up her Ambush, which while crouching, she moves slower.
Not trying to say Clown's a good killer, but that self-slow part is kinda irrelevant when every other killer, in some way, also self-slows themselves.
This is the same argument people would use when saying Clown should be a 110% movement speed Killer back when he was released. Truth is, Clown is a different type of Killer than most, despite the "simple M1" playstyle he has. His power is about slowing down Survivors, not about trapping them, not insta-downing them, not hit them from distance, not teleporting towards them, and so on. If he gets slowed down, you are making his power less efficient for no reason.
Now, comparing it to your examples:
- Spirit covers more distance, and she has to completely stop to use her power. (In reality, the only reason she has to stop is because she has to be stationary to properly create a husk.)
- They get slowed down because they get insta-downs out of their chainsaws. Hell, even people have suggested LF shouldnt get that much of a slowdown.
- I will avoid Nurse for obvious reasons.
- Trapper and Hag dont rely on slowing down Survivors (well, Hag has an add-on for that, but I digress), they rely on completely immobilising Survivors or teleporting to that exact location.
- Plague has range that makes up for that slow.
- Myers is about standing still while stalking (mostly).
- Freddy has nothing to do with this. You could have mentioned the slow he gets from pulling someone to dream world, but that slow was unnecessarily lengthened during his hideous nerf, which even the Devs agree was too much.
- Huntress, has range, like Plague. She inflicts damage.
- Wraith also gets a speed boost after uncloaking, and it is non-stop mentioned how this part of his rework was handled badly, as the slowdown + the haste cancel each other.
- Pig also gets a strong burst of speed after that, and with it she covers more ground than what she would have from normal walking speed.
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Clown still has better overall perks than Spirit. Spirit's perks are more situational. Ironically, Spirit greatly benefits from PGTW, and Clown greatly benefits from Spirit Fury, yet their own perks are pess effective on themselves (especially Spirit with SF).
Clown is definitely not as powerful as Spirit. However, out of all the M1 Killers, he is the one I find the most fun.
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I just think they should remove the "waking up" part of it. Especially after Freddy's rework.
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@MrDardon said:
https://forum.deadbydaylight.com/en/discussion/comment/517963#Comment_517963
I think action speed debuffs won't do much, maybe if you increase the debuff drastically like 50 %. But those are small numbers and I don't think it'll do much. Also, changing numbers so you have to hold M1 longer seems kinda boring. I'd prefer the other alternative which punishes you for not cleansing. Also, if you make the second timer 60 seconds you'll still have time to do other ######### until you go down eventually.
If you find action speed decrease boring, then cleanse. Thats the point.
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@Johnny_XMan said:
Is there one for making the killer miss a hit while in a chase already?
I think that one would be cool.
I like your suggestion OP. :D
Whiffing To Success is similar to that. You have to make the killer miss and vault (like when you vault and the killer swings and misses).
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I actually jokingly once recommended an achievement for killing all 4 Survivors with Rancor after DS got changed. Still possible, but extreme difficulty.
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The rework killed Legion. Doesnt matter if they are more effective now or not. They just made their power way too restrictive and not impactful in any way, making them basically an M1 Killer. And, honestly, why play another M1 Killer when there are better options?
Legion didnt need this "rework", just a few tweaks (moonwalking), add-on changes (literally just Frank's Mix Tape) and bug fixing (infinite mending). They added way too many downsides to everything. They tried making a Killer more fun for Survivors, while completely ignoring the fun of the Killer itself.
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About PWYF, currently, you lose stacks for being stunned by a pallet. Its not listed on the description. I think (along with your suggestion) that should be changed.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/516524#Comment_516524
Note that if it does end up being like the current version in that regard, it will still block things that normally OHD if the Survivor in question is already injured.
Yes, but in that case the presence of an insta-down is irrelevant.
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The current PTB version, it counters them if you achieved all stacks. In their probably final version, the one coming to live, it will be just like the current one; imsta-downs wont trigger it, thus countering MoM.
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I dislike Left Behind and Wake Up both affecting exit gate opening. Wake Up shines because of Endgame Collapse, being rather meh and ineffective otherwise (who cares how long it takes you to open exit gates if other Survivors are alive?). So, why would I run Wake Up instead of Left Behind?
I would like Left Behind to focus on something different. Like extending EGC or not leaving scratchmarks during it.
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@Aiden0715 said:
https://forum.deadbydaylight.com/en/discussion/comment/515707#Comment_515707
Its just an idea, if you have any others comment them, it doesnt make sense to why the timer for the traps dont have the same effect as DW
Why would it make sense?
The point of the change was to make it impossible for Pigs who followed the Survivor with the trap on their head without triggering a chase. They thought, "Hey! We did this with Deep Wounds, it must work with Pig!". The problem is... why would you change that for a Killer that can literally turn their TR on and off at their own will?
So, what came out of that horrible horrible decision? You would not affect the "scummy/problematic" Pigs, but you would punish those Pigs who actually used her power in a non-scummy/non-problematic way. That is why the change was beyond ######### and never made it to live servers.
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I dont. -Fingerguns-
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@Peanits said:
Generally speaking, we try to stick to more realistic/lore friendly clothing. In most cases, the clothes worn by the survivors and killers are the clothes they wore at some point in their lives. There's a couple special cases, like legacy prestige ("touched by the Entity") and the Hallowed Blight cosmetics (injected with serum), but completely golden cosmetics wouldn't really fit in aesthetically or with the lore.
Regarding being able to pick masks and hairstyles: This isn't quite possible with the current system. Right now survivors are split into torsos, legs, and heads. You would need to add a new slot specifically for masks, but that's a pretty tall order to make sure they all work together properly.
Bunny Feng also follows pretty much the same issue. Yes, the head and torso slots could be locked when you have it equipped, but that's also a significant amount of work just for a single cosmetic, so it's just not very realistic.
Swimsuit Quentin is canon in the movie. When can we expect it?
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I use them on Spirit all the time, just because otherwise I feel so slow while phasing. I use the Zori almost very single match. For Clown, I use the reload speed ones (Fingerless Parade Gloves), just because reloading takes too much time otherwise.
Of course they arent particularly amazing, but they help on those matches where you dont have to try hard so much. I have several of them, so might as well use them. Helps a lot when you are dumping all your BP on other characters.
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Make it 2.5 protection hits then.
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@Meme said:
https://forum.deadbydaylight.com/en/discussion/comment/510217#Comment_510217
YESSSS!!! His perks are so garbage. They can easily make Vigil/Wake up better. Idk how they can change pharmacy.
Pharmacy is probably the easiest one to buff. Just make the medkit from Pharmacy come with additional charges add-ons. The fact that it only works enough for one heal, two if you hit a great skillcheck or stack other perks, is the only downside.
For Wake Up, Im fine with it because it gained power with hatch-closing and Endgame Collapse. However, I would love if it was more meaningful, such as increasing opening gate speed or an additional effect.
Vigil is the tough one. You could buff the numbers, but even then it would still be meh, because there are very few status effects based on timers (and those that we have are not that meaningful). And I still dislike the idea of letting it recover exhaustion while running. Maybe an entire rework would be better.
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(They are reworking Freddy and Badham. Quentin should get some love as well.)
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@MaxPowrer said:
https://forum.deadbydaylight.com/en/discussion/comment/508780#Comment_508780
It would be nice, if we could take the things we don't need and give them back for the entity in exchange for bloodpoints. So the grind would ease up for both sides.
Then your problem is with the grind, not WGLF and BBQ specifically. And, frankly, using perks as ways to solve problems in the base game is something we wish to avoid.
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This would also fix those times when matchmaking screws you over by placing you against extremely high ranks or extremely low ranks, but you cant be sure because SWF could have been the cause of that.
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@FrenziedRoach said:
So in a nutshell... you don't want a tunnel? TAKE RESPONSIBILITY FOR YOUR RESCUES
That means
- The rescuer should be ready to throw themselves in the killer's way if they miscalculate and the killer is nearby.
- The victim needs to be ready to make themselves scarce and disappear. Because if bleeding prey runs out in front of a hungry wolf, it's going to be the wolves nature to bite you.
Anotherwords, GET GOOD
Thats actually a very important point. Its rare to see someone actually protecting the unhookee unless the gates are open.
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Im flattered to be considered a professional.
In my case, I intentionally go my way out to avoid tunnelling people off the hook, even though it costs me the match sometimes. At most, I will simply leave them on the ground. But thats just because of my really empathetic nature (as arrogant as that sounds). However, I can perfectly and fully understand others doing it, whether its a match Im not in, a Survivor on my team or myself.
Tunnelling is with no doubt the most effective way to ensure a victory sometimes. Being down to 3 Survivors really helps. Way easier to keep people away from objectives and apply pressure. It is in no way "sweaty", "tryhard", "desparate" or "a baby Killer tactic". It is simply playing optimally. When people call people tunnelling this, it is usually just out of frustration.
I have said this before, but, if Survivors dont care about the Killer's fun (nor they should), likewise Killers should not either. (Toxicity is something else entirely, doesnt apply to this rule, just to clarify.)
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I dont have major problems with Ironworks of Misery. The foundry and its window can be really bad, but I havent been particularly affected by it. Suffocation Pit, same deal. I have more problems with Wretched Shop myself.
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@DoubleTap said:
Legions add ons where completely left out of the re-work leaving most of his top tier add on's completely useless.
I really hope they don't do the same to Freddy.
The difference is that, with Legion, they just tweaked numbers. Freddy, on the other hand, got a complete overhaul. Looking at this add-ons, there are only 3 add-ons (the ones that decrease skillcheck chances) that could work with his new self. Maybe the block add-ons as well, instead of affecting dream transition they affect passive sleep times (in that sense, they are the same). But all his ultra rares, all his very rares and most of his more common add-ons will require and entire mechanic change.
My guess is that, if their intent is to keep the spirit of certain add-ons, Pill Bottle will modify his invisibility/glimpses. Like, you are still invisible from the range at which Survivors would normally see glimpses of you. For Dream Snares, if they end up adding it as an add-on instead of base, it will definitely be an ultra rare.
If Generator Teleportation has a range, Im guessing the drawings or movement speed after pulling someone to sleep will increase the range of it. Or if it doesnt have range limitations, then a decreased CD for it.
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No sympathy for a Blendette with BT.
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I can think of a couple possibilities:
- He learned to hold his breath.
- He doesnt breathe properly, so he straight up doesnt inhale much of his chemicals.
- He developed immunity after years of exposure.
- The Entity made him immune to it.
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Guys, did you know Leatherface is top tier as well? They have the highest kill-rate in Rank 1.
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As someone with Clown as his second main, I have never experienced this. The closest thing I have seen is someone walking into a cloud just as its disappearing and getting the effect (which I loved).
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Instead of an invasive UI element, why not just adjust the key's model to be more visible? Instead of being dark and small (like Claudette), make it bright silver with a key chain, or something. That said, Im not particularly worried about not being able to see if someone has a key or not.
As for the hatch reopening, no. Endgame Collapse is perfectly fine as it is. It rewards both sides appropriately for their actions. The last Survivor doesnt need a fourth chance of escape after failing the other three.
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@Johnny_XMan said:
What maps are considered large? I never really understood what is logically considered a "big map".
Yes some seem more survivor-sided but some seem killer-sided as well (Shelter Woods comes to mind). For me, playing as killer I try to be as strategic and smart as possible to not let the map decide the outcome, but rather use it to my advantage.
"Too big" maps refers to those maps which dont allow Killers without mobility to apply proper pressure. Sometimes its about actual length, others its also because of generator placement.
Mother's Dwelling and Temple of Purgation are the ones considered the most "too large" maps. I feel Fractured Cowshed also falls in that category.
Shelter Woods can be both good or bad, depending on the Killer, I feel. There are less loops, but generators are all in the outskirts of the map. And this map is awful for playstyles revolving around surprise attacks.
![cb5325e6-ce99-4354-939e-23f09c43d812[1].png](https://forumcdn.deadbyqueue.com/6030815/uploads/970/72OB4QWQRHKI.png)