PigNRun
PigNRun
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That Kate and Doctor. 😗
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The only one that isnt around anymore, if memory doesnt fail me, is a reslly creepy track which played for the Survivor while being stslked. It got removed because it made it impossible to secretly stalk someone without alerting them.
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The thing is the following. Imagine a Survivor opening the hatch in front of the Killer. If they cant close it, then the Killer would just stand on top of the hatch for the 30 seconds it remains open (or the rest of the match if gates are powered). Survivors can now freely escape through the exit gates or something. Otherwise, they die to the collapse. Now, imagine if the Killer chooses to close the hatch. The other Survivors have to open the gates and escape before the collapse.
So, basically, there is no difference between a Killer closing the hatch or not if a Survivor opened it with a key. If either of these scenarios happen, then the remaining Survivors will have to use the exit gates anyway.
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Oh, looking at the same post, the stream on the 25th will be the first time we see Peanits' face.
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@Arroz said:
https://forum.deadbydaylight.com/en/discussion/comment/432971#Comment_432971
Ash perk is so situational, and why does the killer slug the guy?, he should hook him how is supossed to be.
Applying the same logic, why should Boil Over decrease wiggle out time if Flip Flop does the same thing? And if they did the same, and you are calling Flip Flop situational, wouldnt that make Boil Over situational as well?
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The main problem with giving Boil Over increased wiggle speed/less time to wiggle out back then was DS. Now, DS is out of the way. But now we have Flip Flop.
So, basically, Ash is the reason Boil Over probably wont be buffed.
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Honestly, it is far from being low tier, and only slightly situational. The last thing it needs is a buff. A bit useless on open-area maps, but does wonders on enclosed ones or with several obstacles (Lery's, Badham, Haddonfield, etc).
Balanced Landing is useless in a good chunk of the maps, only potentially usable on some others and actually useful in the rest. That doesnt stop people from running it. Unbreakable is even more situational than the other two and yet it is still a meta perk.
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@Arroz said:
https://forum.deadbydaylight.com/en/discussion/comment/428403#Comment_428403
Only legion main hate this change, every other player who play both side LOVE IT, we all already were tired about that stupid overpowered add-on and exploits.
Interesting... So, the ones who actually play Legion dont like the changes, yet those who dont play them find them good. What does that say about the changes then?
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Not exactly that. But I once hooked someone, found another Survivor nearby, applied Deep Wounds and located the other two Survivors also swarming the hook.
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@WaffleFalafel said:
I think with this idea would be better with a 7% haste added to make sure the survivor can get to a hook to body block when the killer is transporting a body to the hook.
Why not just run Empathy instead? Lets you know when someone is going down.
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Yay, Clown mains!
I would love if his slowdown from throwing bottles was removed. Or that inhaling his gas causes Survivors to stop their actions, instead of limiting it to just landing the bottle right on the Survivor.
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I think I only ever watched the 2003 or 2006 one. I vaguely remember not being particularly impressed and only disturbed by the part were Leatherface cuts his father's (?) legs.
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The thing is, as it has been said before, if NOED pops up upon closing the hatch, it is honestly irrelevant.
The hatch is closed > Killer finds Survivor > Survivor wont get away. If it takes two hits, it wont make a difference. If there is no immediate escape (the hatch is closed and exit gates arent open) then they will die. There is no going around it.
Even if you manage to escape the Killer, injured, you wont have enough time to open the gates, as the chase and stealth you have to pull off would have taken almost the entire endgame timer. You would die to the collapse then.
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I have been using custom character portraits for several months and no problems have arose. So, nothing to fear.
I like this one pack from someone who makes hand-drawn icons of each character. They are really well made in a cartoonish style.
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Ok, I got to read the post about it.
@ShyN3ko said:
https://forum.deadbydaylight.com/en/discussion/comment/429666#Comment_429666
That mean I need 2 addons for the old Legion?
Thats sound dumb.
Actually, we dont know how Stab Wounds Study has been changed, so we might not even get to replicate it again. In any case, the new Frank's Mixtape is percentage based, meaning even if you shorten the Deep Wounds time, it will still take 4 hits (plus the first one) to down the Survivor.
What they should have done is completely rework Frank's Mix Tape into something else and making the 5-hit downs still part of their base power.
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Have they shared how all add-ons will work?
It will work just like the description says if so. They said old Legion features, in other words Frenzy hits on already Deep Wounded Survivors, will be possible with add-ons. Looks like mixtapes will be those.
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@ClogWench said:
Once again, maybe try him before throwing a temper tantrum over it. He's not gonna be terrible, he was already terrible. Now you just can't play like a jerk with him. Now he doesn't ruin people's fun. And no, he's nothing like trapper.
You are right. Legion isnt like Trapper. Trapper is better.
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Kinda a bump, but I must share this gem of salt.
I was playing Doctor, found 3 Survivors working on the same generator. I go chasing one, get notified by Iron Maiden that one of the other two had exited the nearby locker and down them instantly. Them and their friend DCed and proceeded to farm with the other two for a bit.
The fact that they rage quitted because the most situational perk in the game screwed them over (literally the first time ever I used it for more than the notification) was so delicious.
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Pulling a Blood Warden stunt of that kind sounds kinda hard. I am personally more interested on Remember Me. Considering how it currently lengthens opening gates to almost a whole minute with max stacks, I predict it will drastically change. Add to this either a high mobility Killer or defence type one (like Trapper), and you are pretty much guaranteed kills.
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Not a meme, but I just love how the immersed Claudette that did nothing the entire game dies.
Edit:
Fixed it.
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"My movies were just a cash grab."
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The problem is the following. Devs have been screwing up lately. And I am not saying they deserve being shat on, but all the outrage you are seeing is cumulative frustration.
It all started with Legion's PTB. People were expecting a different kind of Killer, and it came with issues. Issues the community warned the Developers about and they got ignored. Bandaid fixes were applied. The engine update also came with several technical issues.
Moving on, we got the insignificant mid-chapter patch. Really few changes, leaving bigger issues left unresolved.
Then Plague... Both a good and a bad patch. Good, because they finally addressed DS. Bad, because all agreed Plague was mid-tier at best during PTB, and upon release she got shat on with a nerf literally no one asked for. All requests to make her actually decent were ignored.
Then came Ash. Mettle of Man, not a particularly OP perk by itself, but a second chance perk with no counter and outstanding synergy with broken mechanics and already meta perks. Still no word about it, other than "We are looking at feedback but we wont rush it".
And now, the Legion rework everyone was interested on. It was a really big disappointment. Even the proposed endgame changes and Freddy rework are looking grim because they even thought this Legion rework was acceptable to come onto the PTB.
So, the issues we have: Months of enduring infinite loading screens and random DCs, a new weak Killer which is played less than Clown, a stance from Developers in which more second chance perks for Survivors are ok, an idea to completely ruin a decent character (doesnt matter if its powerful or not), and other stuff. Add on to this the players' experiences with the PTB testing and lack of genrush and low tier Killers solutions.
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My first game ever was as Jake against a Wraith in Haddonfield. We all died with 4 generators left, but at least I was the last one left. I gave up as soon as the 3rd person died. As for Killer, I dont remember. I believe it was Rotten Fields, because I thought to myself "#########, I got a crap map".
I do remember more clearly my first matches after my extended break. It was also in Haddonfield, also against a Wraith, but me as Quentin. And same result. But, to be fair, it was during the Hallowed Blight event.
Killer match was as Pig in The Game (no offerings, just luck). No generators done, and killed all four.
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@Sinner said:
https://forum.deadbydaylight.com/en/discussion/comment/425126#Comment_425126
Wishful thinking!
- This will promote survivors hiding to force killer to disconnect, so no.
- I highly doubt they will change it so much.
The next patch as you saw with Legion rework is meant to treat the causes of the survivor disconnects. I don't think they will change the end game too much, I think it's just a pretense to nerf noed. We'll see.
Then you just reveal their aura permanently.
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People never realise what makes DbD better than any survival horror. Its not the chases, not the M1 simulator, its everything. Its the variety in the gameplay. What prevents people from getting bored of the game is having several options on how games vary with each match. We have several Killers, several perks and several add-ons. All of this contributes. That is this game's biggest and strongest pro.
What you are suggesting, if I understood correctly, is basically removing all replay-ability from the game. No incentive to create a creative build, one that works for you or is just a meme. No incentive for you to get those sweet perks which you want to try out.
It is certainly difficult to balance, but, its worth it. Sometimes a perk or add-on can be unbalanced (and there are), but that is why updates happen. Its up to the developers to listen to their community and change the game accordingly.
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@JoannaVO said:
I'm quite sure if the new changes stop the fun, developers will modify the killer until it's both balanced and fun for everyone (especially killers).
Like they did with Legion the first time and Plague after her release?
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Whats the point of pausing the Deep Wounds timer while Mending? This is extremely unnecessary considering it already doesnt go down within the Killer's Terror Radius.
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The problem with the Deafened status is that, along with Hemorrhage, is quite useless. Following what Disfigured Ear does, it slightly muffles sounds. In order for them to fully implement it, it needs to be more powerful. I would love if, while deafened, all sounds (including TR) are completely muted, the only exception being your own footsteps.
I do love the idea anyway.
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@Tru3Lemon said:
MoM its not powerful hatchets spirit phase nurse and some perks counter it adredaline ok its good you have noed or you can use rancor free mori ds slug or dont tunnel and it have a timer so dont be like that and tell me why they are doing this it most have a reason right? You dont know? Well ill tell you theres ALOT of killers that tunnel and campers so thats why
The lack of sense you are making equals to the amount of periods you used.
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I would like Object of Obsession or Sole Survivor. Back to the old DS days, I wanted Sole Survivor to make it seem I had DS to Killers, but DS's rework ruined that plan. Now, I just want to have all teachables unlocked.
Its too early to ask for Ash's perks, but eventually would be nice. Not going to purchase that DLC.
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@powerbats said:
Well that's why all those smart Legions have been running M&A because they get a smaller terror radius thus causing said Deep Wound timer to countdown. It's the ones running Distressing all the time that're gonna get screwed.
I am not understanding what you are trying to say. M&A Legions run it because of potential sneak attacks and increased TR after Frenzy hitting a Survivor (therefore tracking). How big your TR is doesnt affect whether you are in a chase or not, which is what determined that the Deep Wounds bar dropped. I have never seen any Legions run Distressing.
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Sometime between the release of Shattered Bloodline and Darkness Among Us (the engine update screwed it up a bit).
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You are right! Almost as if decent Survivors cant negate your tracking potential. And vaulting pallets and windows faster... and what afterwards? Either landing a hit which does nothing other than add further distance between you and the Survivor (plus the stun) or enduring a long stun after which the Survivor also gains distance?
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There is literally nothing unique about a visible Wraith, or a trap-less Pig with a TR they cant get rid of. Because that is what Legion will be in terms of uniqueness.
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@FeelsVeryBadMan said:
Community: reewurk Leegun
Devs: *reewurk Leegun*
Rework: *isn't even out yet, changes listed on the forums, no one even got to play them yet*
Community: this reewurk is trash, im quitting dee bee dee and pls gib me a refund.
Can this please stop? Over and over again people have complained about something being weak, and weeks later decided that it was the best thing to happen. *cough* Spirit *cough*
Just wait for the changes to hit PTB and play it for yourself. Actually, now that I think about it, it won't change anything, people are still going to ######### about it until it's not their way.
Were you really around back when Spirit was released? Doesnt seem like you were. Spirit WAS trashy. THEN she got buffed and was made top tier and arguably the most loved Killer in the entire game.
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@not_Queen said:
@Shad03 Thanks for the feedback! This is only on paper, I can't wait to see the feedback when you guys get to try it.
About this:
- The Deep Wound timer progress is no longer reduced by regular Feral Frenzy attacks.
If I am not mistaken, the addons still give you that power, it won't do it on basic frenzy attacks that aren't modified by addons. But let me verify.
Great, so now a Killer that used to be decent is now add-on dependant...
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@Nova_Terra said:
https://forum.deadbydaylight.com/en/discussion/comment/421881#Comment_421881
It's basically making it so survivors have a chance against him, 360ing was easy ish because the legion would just spam the attack until he hit something. Being more tactical with your M1's in frenzy isn't a bad thing.
Tunnel frenzy spam wasn't healthy for the game (re: DC rates against legion) because there was literally nothing you can do. These changes make the match healthier, while making the legion a more skill based killer.
No, as someone who played as Legion a lot and against Legions a lot, thats not how 360s work against Legions. You are supposed to do a single spin and then run away. Most Legions do as you say and keep spamming M1. What this change did was buff a solid counter even further. Unless they somehow reduced the stun from exiting Frenzy and forgot to mention it, you get less out of your power now than just M1ing. Thats not mentioning frame drops on console, laggy Survivors or faulty hitboxes.
I honestly disagree. Frank's Mixtape was what was wrong about Frenzy hits. Otherwise, 5 Frenzy hits to down someone is just as good as doing two basic attacks, if not slightly less effective. If you used that strategy all game, as Legion, you would lose.
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So... Im not sure how to feel about it.
- Standard movement speed: Nice, I guess.
- Standard TR: I dont like it as much, making M&A slightly less effective on them. Legion's ability to sneak in and surprise Survivors was really nice. I understand why they did it (because of movement speed), but it kind of removes a very good strategy for them.
- Iridescent Button: I likey. Wondering if they reworked Fuming Mixtape along.
- Now same to Spirit's power gauge: Not affected by it, I rarely ever managed to pull off those short duration Frenzy hits.
- Longer Frenzy: Good. We will see how faster it is, probably allowing to put much better map pressure.
- Reduced Frenzy speed: I suppose we will have to wait and see how much this was changed. Not too happy about this one, but we will see.
- Cannot see blood pools while in Frenzy: I dont see the benefit of this. Removing perk synergy even further. I personally never used stuff like Bloodhound, but still.
- Frenzy cancelled upon missed attacks: I dislike this. Getting 360ed as Legion was good enough as a counter.
- Deep Wounds timer paused while in TR: Counter for moonwalking Legions.
- Deep Wounds timer paused while mending: I dont see why, honestly. The timer is paused as long as you remain within their TR. Basically, its easier to get out of Deep Wounds. Might as well not use it anymore or what?
- Not being able to see Mending bars: Thats fine.
- Frenzy hits no longer reduce Mending time: I dislike this change, basically means (again) applying Deep Wounds is less useful.
Overall, I feel Im rather disappointed at the changes. We had a cool Killer concept, and now it will turn into just a regular M1 Killer that can sprint slightly faster for a limited time and gains nothing from doing so. I feel they are trying to make it a hindered Hillbilly without an insta-down. Not saying this is bad or good, because, who knows, they might excel at map pressure now, but we will have to test it first. Still, I liked the concept of how Legion played (I never moonwalked or anything) and seeing it turned into this is a bit saddening.
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@foru said:
Daily rituals shouldn't be random and could be used to influence people on which side they should play.
Don't have enough killer? Only Killer rituals should pop on our screens.
@foru Thats exactly how it works now. It gathers the data from the previous day and gives you a ritual for the side you played the least.
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Not sure if you know or not, but, interestingly, back on the first days of totems, Killers were able to see their auras through the entire match.
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Seeing the aura of all generators once per match once you load into the map... Oh, wait, old Deja Vu, right.
But, seriously now:
Quick and Quiet for pallets. Reduces the noise produced from dropping a pallet.
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I really dont see a reason why a Killer shouldnt be able to get a bunch of PGTW stacks and focus down on a specific generator. The Killer gave up kicking generators so many times and got several hooks by then. If a Survivor keeps tapping the generator, then its the Survivor's mistake.
But, as usual, cant punish Survivors for their mistakes, cant we?
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@Hoodied said:
https://forum.deadbydaylight.com/en/discussion/comment/419958#Comment_419958
@Giddawid Why did you change the grab animation?
@Hoodedfengm1n It looked cool, but really long. Pretty sure because of that.
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Its important to notice that Recovering (from the ground) is a different type of action to Healing. Getting healed by someone else while being downed, thats Healing. Recovering yourself is different. Thats why Mangled effect doesnt affect it, but it does take effect when you are healed. As such, Leader, Resilience, Spine Chill, or any other perks that boost healing wont affect what you are trying to do.
The only perk that helps you with this is Unbreakable. As WatchBloodRain said above, Tenacity is a good combo for this. It doesnt boost your recovery speed, but it allows you to crawl faster and gain distance from the Killer. Both being good options to combine with Flip Flop.
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It depends on what type of Legion, or more like what type of Survivors you have as teammates.
If your Survivors are full on gen-rusher types, those that dont heal against a Legion, then Empathy. Otherwise, if your teammates opt to heal up, then Bond. But either of those perks work. The idea is, against a Legion, never stay within close proximity of other Survivors while the Killer is near. You dont have to be on the other side of the map, but just far away enough so that you dont get chain-Deep-Wounded. Either of these perks allows you to keep track of your teammates' positions.
The great majority of Legions will run Sloppy Butcher. If you are the healing type Survivor, Botany Knowledge is really good. Never bring SC, unless you plan to bring your own medkit. You could even use Pharmacy instead for even faster heals.
If you are the type of Survivors who dont heal up, Resilience. Legions also tend to use Thanatophobia, so Resilience counters it a bit (not that Thanatophobia is particularly OP). Bring along Adrenaline as well, obviously.
If you have an extra slot, any Exhaustion perk will do it; SB (against smart Legions, its a bit meh, but still), Lithe or Balanced Landing. Dead Hard, I personally dont like it, but if the Killer falls for it, it can be devastating if they are going for the M1 downs and falls for it.
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@Kilmeran said:
Until about a year ago when I stopped playing the genre, I played MMOs since 1999 when EQ1 came out. Let me tell you, I've played some grindy games in my time.
Dead by Daylight, at this point in time, would make an Asian grinder throw up their hands and walk away. Something needs to be done. On top of that, it's not just a grind, but a grind completely governed by RNG. It's asinine, especially with DLCs being released so often.
As a person who enjoys Asian MMOs, I strongly disagree. DbD's so called "grind" is nothing compared to other games. If we were talking about P3-50ing every single character, that would be possible. But getting all perks on a single character, or getting a solid perk build on a specific Killer, you can do that within a very reasonable time. I have played games with single questlines which take longer than getting a character to level 50 in DbD.
Now, I am not saying they shouldnt adjust it. To be fair, DbD is most likely targeted to (mostly) Americans, probably the culture that dislikes grinding the most out of all (or at least the most vocal about it).
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Devour Hope and Make Your Choice are toxic perks? :P
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What Knock Out needs is so it doesnt get completely countered by Empathy and Bond (Aftercare is fine, since its only one person and has prerequisites to trigger). Like, make it 10m at base. Then having Empathy/Bond increases the range by a certain amount, like 20m.
I do however like the idea of slower recovery or not being able to move/recover/be picked up by Survivors for a certain amount of time after downed.
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@xllxENIGMAxllx said:
No mither should stay no mither there is many things they could do.
- No scratch mark.
- increase BP in all categories.
- put resiliance-like on the perk himself.
- same for this is not happening.
- Be immune to all aura-reading perks.
- have faster recovery.
- wiggle faster
But we SHOULDN'T start HEALTHY.
You are giving way too much power to a single perk.
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/416634#Comment_416634
I'm personally fine with the perk. I just find others don't appreciate it as much. I mostly play killer and usually when NoED comes to its full potential its when I did poorly in a game. Rarely does it come in effect when I do well and Im just against a strong team. Also what do you mean "The Collapse"? Also also keep up the good content <3
@Shroompy The "Endgame Collapse" is the name Devs give to the incoming rework of endgame. It was announced just today, and know nothing about it. It will be expanded on by them next week.
