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PigNRun

PigNRun

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PigNRun
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  • Only because he is inconsistent in terms of revealing.

  • Everything in the game stacks unless they explicitly say they dont.

  • Different people, different tastes. I enjoy him a lot more.

    Way better than Wraith that is far more repetitive. Uncloak > Hit > Cloak > Uncloak > Hit. Rinse and repeat.

  • I play her occasionally, and I can tell one thing; she isnt for everyone.

    First off, her BP gain and emblems suck ass. Your Deviousness category heavily depends on whether Survivors cleanse or not, and even if they cleanse your gains are still nothing amazing like Legion or Doctor, or even (good) Nurse. Emblems, nothing we dont know. 3 emblems heavily punish her playstyle. There goes two reasons why you would play Killer.

    Second, the "sweet middle" in terms of matches are rather rare. You either get people who cleanse as soon as they become infected (basically screaming "Im new to the game"/"Never played against this character") or people who remain infected the entire match, focus on generators nonstop and cleanse with 1 generator left. For the former, you are noob stomping, and that may be fun for some, but its not that satisfying for me. For the latter, mainly because her power removes a way to apply pressure on Survivors; healing. Granted you can do this with any Killer, but its way more apparent with her. You could say "free instadowns!", but then we come back to the usual problem of map design towards M1 Killers...

    Third, she has been needing a couple of QoL changes for a while, a few buffs and bug fixing. Stuff like being able to see Survivors' infection level so you dont waste time puking on one while chasing. Make it easier to "tap Vile Purge" (if you click it too fast to infect a generator or vault or pallet, it cancels and gives you the full cd). Increasing her basekit Vile Purge ineffectiveness and adjusting her add-ons accordingly (I would rather get this than a free corrupted fountain). And the amazing problem that came with dedicated servers which puked on Survivors will literally grunt as they are being puked on, but they dont get infected.

    The upside is she has amazing perk synergy, and with her own perks nonetheless, like M&A, Infectious Fright, Corrupt Intervention. As well as interesting choices, like Devour Hope, which they never see coming.

  • If NOED was basekit, therefore making totems a full actual secondary objective, then a "totem counter" would be reasonable. Even then, instead of a simple totem counter cluttering the screen, I would instead go for a global notification for cleansing dull totems, like there is for hex totems.

    Otherwise, even if NOED became meta, an entire UI feature to counter a single perk which may or may not even be present in the match is a pretty disproportionate balance of focus.

  • Why are Adam and Jeff not options?

  • @Demogordon_Ramsay said:

    https://forum.deadbydaylight.com/en/discussion/comment/1172795#Comment_1172795

    "Spirit is counterable."

    She does have counterplay, but the thing is, Sprits with have a brain and half an ear can negate it with no trouble whatsoever, so she might as well have none if the Spirit player is, you know, actually good. Granted, most aren't—which is why they're playing Spirit, probably—but that changes little.

    "Yamaoka is bad but so is Ormond. Both chapter have bad maps I don’t know why you keep stressing the fact that Shattered Bloodline introduced Yamaoka. Yamaoka is no more survivor-sided than Ormond. Is Yamaoka boring? Absolutely. It’s still not worse than Ormond though."

    Yamaoka is one hundred percent worse than Ormond. At least on Ormond, you can actually see.

    "And I’m talking about specifically on the release date...Darkness Among Us is the worst chapter."

    And I'm talking both short- and long-term effects. And the long-term effects of Shattered Bloodline are for worse than the short-term effects of Darkness Among Us.

    If we are talking about long term effects, then lets look at the long term effect of Darkness Among Is as well:

    - The engine update that screwed the game, and still does even to this day. Infinite loading screens? They started because of that update.

    - Unnecessary BT buff. Still encouraging bad behaviour even to this day.

    - Graphical downgrade (related to the first post)

    As much as you meme about Spirit not having counterplay or whatever, Darkness Among Us, much in long and short term effects, sucked ass.

  • @Demogordon_Ramsay said:

    https://forum.deadbydaylight.com/en/discussion/comment/1172707#Comment_1172707

    The difference is, Legion doesn’t exist anymore.

    Spirit still does. Yamaoka still does. Her Perks still do. The no-heal genrush meta still does.

    All the issues introduced over a year ago in that patch—all the terribly balanced Perks, the formation of the meta, Yamaoka’s existence, Spirit’s existence—have not been touched. Legion had his nuts cut off with his own knife a few months after he came out.

    But unlike old Legion; Spirit should keep existing and her perks as well. Yamaoka is the only questionable thing. The no heal thing was needed anyway. It just made the problem clearer.

  • @DisappointedUser said:

    https://forum.deadbydaylight.com/en/discussion/139011/some-new-ideas-about-the-genrush-controversy-some-new-ideas-for-perks-too

    As for all gens regressing after a hook, Surveillance would have to be removed from the game.

    Not really. Surveillance works on regressing/kicked generators. If this hooking regression is like Surge's 8% or PGTW's 25%, or failing an old Ruin skillcheck, a static instant regression, then Surveillance wouldnt trigger at all. Its more like loss of progress rather than "all generators are instantly kicked".

    And would it really be that bad if Surveillance triggered from that? It would simply be a worse BBQ or a Thrilling Tremors without an unnecessarily long cd. (Not like it matters, because it wouldnt happen anyway)

  • @Inji said:

    As far as I know the survivor and killer in DLC's dont have to be connected in any way. Think of Ace and Hag or Plague and Jane

    Its very open ended in that regard, but that is what I love about it personally. You never really know what you are gonna get in the end.

    Cosmetics sometimes have descriptions that give a little more backstory on the characters in a subtle way. They could make some amazing stuff for these characters in the future, but we will have to wait and see where they are going to take them.

    PS: As an aquatic/ocean lover I would have loved an aquarium map.

    Even though characters in the same DLC may not be related in any way, most people are disappointed with Zarina for a different reason, as far as I have seen. She is just plain and adds nothing. She is pretty much a carbon copy of Jane but with less fat (which seems to be Jane's main appeal) and with a different nationality in terms of backstory. And if we look at her general appearance, most of her cosmetics are really similar to the ones of other characters.

  • As to the main question, why not? Unique Killer, unique abilities.

    Now, if we are actually analysing the ability, then you should look at the standard "ghost of a girl as a mistreated corpse" movies. Disappearing and reappearing is a pretty common effect to use with them. I think The Ring (or another of those Japanese "cursed videotapes" movies) is an especially good example, where the ghost is crawling out of the TV, then "passive phases" and appears a few metres closer.

  • Then you are wasting a very safe pallet.

    You are every Survivor team's dream.

  • @Mo4ntus said:

    With all the buffs recently I see a lot of doctors and I’m really starting to get annoyed with him. I feel like the only counter play is trying to preflip pallets or dodging shocks which is getting hard because he has crazy range add ons now. Overall I kinda just don’t have fun playing against doctors anymore

    Why are you trying to throw down pallets if they are so far away that their range add-ons make a difference?

  • That would be a good idea for Up the Ante. They could balance it out by reducing the extra progression from Greats. Or, as someone posted a while ago (which I find an extremely interesting idea), separate the "Great" area from the "Good" area, so that if you go for a Great, you are risking failing the skillcheck instead of just landing a good. Both fit the concept of the perk perfectly.

  • @Kate_Main_01 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1160813#Comment_1160813

    There is actually a perk that does increase your wiggle speed. It is a Kate Denson perk (Boil Over) and it is widely considered one of the most useless perks. I love Kate's abilities and even I do not use that one. Even when fully upgraded to a T3 purple you almost always end up on another hook. And that is on a regular down when the Killer has to actually look around for a hook. When you have a camp/tunnel Killer DS is literally the sole perk that lets you get away from him.

    No matter how fast the struggle meter fills it will never be fast enough to stop a Killer from hooking you three meters from a hook.

    For people who argue that you can offer up an offering to make the hooks further apart, the difference is literally a few meters. Last I checked I think that added three meters? It still helps far less than you would actually think. And again that does not matter when it comes to a tunneling Killer.

    Boil Over doesnt increase wiggle speed, it increases how much the Killer sways to the sides while carrying you.

    Edit: Nvm, someone else said it first.

  • @Nicholas said:

    On the subject of the perk, what happens if you go into a locker and exit? Does it consume the perk or do you still have it active for the next Locker? I'm talking in reference to a situation where you may go into a locker but the killer sees you and so you have to come out or use head on.

    The perk is only consumed if you get the heal off, so if you enter a locker healthy or leave before the timer goes off, dont worry.

  • The Legion rework was handled very poorly. Too many nerfs in different directions for no reason. Its interesting how almost half of those awful "ideas" were reverted after a while (such as decreased Frenzy movement and vaulting speed), almost like they shouldnt have happened in the first place.

    Back to the main topic, the M1 penalty is actually a remnant of old Legion. You would lose part of Frenzy charge so that you couldnt Frenzy instantly afrerward, cancel and down them. Why is it still here? Refer to the first paragraph. IE: The rework was poorly designed.

  • @FiiiiischX said:

    https://forum.deadbydaylight.com/en/discussion/comment/1152743#Comment_1152743

    I would rather take BP from any other perks and maybe transform that to some special offerning? or stuff. Dont know.

    But i dont like the thought of being forced to take a specific perk in order to get more BP.

    Or just make perks like 100% BP only, 4 possible Perks to take.

    So you can decide on how many Perksslots you sacrifice in order to get more BP.

    Then dont run the perk and use Survivor Puddings/Escape Cakes or BPSs. You are giving up a slot for the extra BP. You dont NEED the perk, you just have the option to run it. And if you dislike the perk, dont run it. You still make decent BP progress without them, but its 100% faster overall.

    Im a minmax-ing person when it comes to BP. So I will run BBQ/WGLF every time on characters that have the perk. Getting an extra slot? Might be nice. But its my choice.

  • The only good thing about the new matchmaking system they are considering is that they could make pipping easier since rank literally wont matter outside of achievements. Stuff like removing that awful change of scaling pipping requirements with the rank bracket, 4 kills guaranteeing Merciless, Survivor emblems depending too much on other players, and so.

  • Id place my bet on Freddy. He is an example of an M1 Killer that deals with loops perfectly without unnecessary drawbacks, has mobility to move across the map, can counter Braindead Time users and doesnt rely on an add-on combination (most of his do suck, but at least he doesnt need them).

    Same could be said about Billy, leaving aside insta-saw add-ons.

  • Post-match bonuses do not apply. Anything that doesnt increase BP during the match wont work.

  • @AkiTheKitten said:

    https://forum.deadbydaylight.com/en/discussion/comment/1150543#Comment_1150543

    I just went against a try hard, lag switch Myers. I'm gonna play some Resident Evil 2 today, not dealing with that today

    Unless you are on PS4, are you sure that it was lagswitching and not... something else?

  • @NotSimoun said:

    https://forum.deadbydaylight.com/en/discussion/comment/1149680#Comment_1149680

    Oh was she? Didn't play then but I assumed she started strong with old prayer beads, vault animation and touching survivor models through phase.

    If memory doesnt fail me, she did have lots of bads going for her. Phasing sound played regardless of TR or not, Prayer Beads did literally nothing (they used to just lower the volume), the sound effect while phasing was so loud you couldnt hear much.

    Legion at release wasnt that bad. Old Legion in general, if you were good with him (knowing when to use Frenzy and when not to), you could down reliably.

    Clown, upon release, wasnt bad at all. Just go to all the posts from back then, considered as A tier material by the large majority. Hell, I used to think his reload speed was fine. He is only bad now because they neglected him. Several bugs and such and people figuring out how to counter him.

  • I would mostly want Vigil to get reworked into something else entirely. But if thats not an option, they need to remove the stacking and increase the values, as well as include some more status effects.

  • About Cruel Confinement, do you mean nearest vaults to the Killer or the completed generator? Just making sure, because that was a common suggestion whenever the discussion comes up.

  • As someone who has played lots of Freddy, I can answer this. When the match starts, his teleport ability is on cd. However, it has happened to me sometimes that a bug makes it available right the start. Its extremely rare, but I have seen it happen.

    Also, sometimes I wonder if you spawn in facing a generator and you press the key fast enough, you could bypass the cd, since the marker is up, it might be possible. Never tried it though.

  • @Reborn2020 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1143402#Comment_1143402

    It doesnt. So you basically guess when you can one shot them or not if you forgot whenther its active or not. Its not like noed and needs to have notification whether its active or not.

    How do you even forget? A number 3 on the perk icon = Can insta-down. A number 5 on the perk icon = Can mori. Is it really so difficult?

  • Simple. Spine Chill doesnt only light up in the lower right, it also lights up in your progress bar of whatever you are doing. It will turn yellow from the increased action speed and the "increased skillcheck odds" icon will appear next to the "progress speed" arrows. You dont even have to look at the perk lighting up. Not like you need to look away anyway, because you can notice the perk lighting up at the corner of your field of view.

    Not only that, but Spine Chill gives you more information than Premonition. It tells you "the Killer is nearby" and "coming/not coming your way". Premonition only tells you "the Killer is nearby". You could argue it tells you the direction the Killer is coming from, but that is mostly compensated by map awareness. Premonition is more likely to give off false warnings because of the cooldown, while Spine Chill gives you constant information of where the Killer is facing.

  • Only add-ons like Begrimed Head or Chains show it. They are leftovers from back when they "considerably reduced healing speed" rather than just Mangled. Its just poor wording. They will most likely change it once their respective Killers get their add-on pass.

  • @Almo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1116864#Comment_1116864

    The DLC team is not the team that deals with game changes, so that's not what's happening.

    We make opportune changes to reduce the gap when they arise, such as the Kindred buff. But the main thing we do is ask ourselves when putting in new stuff, "Does this widen the gap?" If it does, it won't go in unless there's some great benefit that outweighs that cost. So a lot of our work on this subject goes unnoticed because it's happening behind the scenes.

    *Introduces Breakout*

  • @Happy_trapper010 said:

    @PigNRun I disagree that it adds nothing in that new players especially would benefit from knowing if they have enough time to complete the last 10% or 5% when they see the killer starting to go towards the gen. Even for seasoned players who can see how much gens quicken based on # of people repairing or tool boxes being used on it. It may be a meaningless change for some players but I can see some finding it useful or interesting.

    Then for your idea to work, it should show how much TIME, in seconds, is left for the generator to complete. Otherwise, that will cause even more misleading information.

    Say that you have this player running this perk. He is repairing the generator with someone else.

    - "Technician is telling me we are at 50% :o So useful!", he says (It isnt). "That means we do 20% every 10 seconds!"

    *Other player sees a fly pass by and leaves*

    *Killer stars wobbling to generator*

    - "Im repairing somewhat slower Im assuming :\ Will I make it? Let me keep repairing to be able to tell..."

    *Player was pulled from the generator because the percentage didnt help*

    Also, again, its useless. Humans react better to visuals than numbers. If you see a bar, you can easily tell whether its full or almost full and how fast it reaches the end (aka generator progress bars). Numbers are not as didactic, and extremely misleading for most cases. Thats why most games hide them.

  • New players may seem stupid, but they do have basic human skills. If you give them a bar to complete and ask them how full it is, they will be able to say 25%, 50%, 75%, and so on by themselves. This change adds nothing.

  • Survivors:

    • Medkits, definitely. Especially Emergency Medkit (the green one). Yes, it was a nerf, not a buff or side grade. I used to run Pharmacy a lot because I could potentially get two heals out of a single medkit (which was all I pretty much needed in a trial). Instead of giving the resulting medkit more charges (which was needed to make it fully reliable), they gutted the perk.
    • BL: I get the why, but, as someone said above, the solution was just lazy. Once again, instead of fixing the real problem that is map design, they went ahead with a bandaid fix. There is a redeeming factor at least; BL wont be an issue for future maps. So, it basically got the Tinkerer treatment.

    Killers:

    • Nurse, of course.
    • Ruin getting gutted because "mid/late game Hex that shows from the start".
    • Snap Out of It keeping progress and missed skillchecks not fully resetting it.


    Wouldnt say its a nerf or buff for either side:

    • Who thought it was a good idea to rework Lery's when there are way worse ones to deal with? "We want to do the map rework with its associated Killer", they said. Yet no changes at all for Disturbed Ward when Nurse's turn happened, which is one of the more problematic ones. And lets be honest, Nurse's rework was a lot more rushed and low effort than Doctor's, and Doctor's was at least somewhat better thought out. Not to even mention that Lery's got a second uber-unmindgame-able pallet for no reason.


  • Unless they release a Killer that gets an instadown for vaulting through windows, this perk will always be a waste of a slot. At least Windows of Opportunity actually does something, even if just for new players or in new maps. They should at the very least remove the cooldown altogether (same with WoO), and even then it would still be less useful than Monstrous Shrine.

  • Costumer Support gets paid for that.Work isnt fun all the time.

  • That would make it too easy to get stacks. If you are really comparing it to BBQ, then BBQ would give you stacks for hitting Survivors, breaking pallets, doing power-related stuff, moring, etc. BBQ focuses on hooking, WGLF focuses on altruism. They go hand by hand.

    I will say this again, WGLF should give you stacks for healing others as well. And thats all it really needs.

  • I really like his sounds in general. The only one Im not sold on are his hook moans.

  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/1114940#Comment_1114940

    If the perk itself doesn't state this, than it's a bug, it's not a "shadowbuff" because the perk was unintentionally buffed by a bug that the devs haven't addressed yet, that makes absolutely no sense.

    While yes, it's benefiting the Killer when it comes to this specific bug, just like the Wake Up! bug before, but that doesn't mean it's a shadowbuff because the perk itself hasn't been fixed yet... fixing the issue isn't a nerf, it's fixing a bug that wasn't intended to be on the perk in the first place. Unless they make it that way in a future patch, than it's deemed a bug.

    I didnt state it was a shadowbuff, I said it was similar to a shadowbuff to put it in perspective.

  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/1114800#Comment_1114800

    I mean, the bug benefits the user so... but it only happens sometimes.

    So, it's just a minor issue if you look at it from a Survivors perspective, otherwise it's not really anything major.

    It happens all the time. There hasnt been a single match that Surveillance worked textbook perk description. Its almost like a shadowbuff they never dared to announce.

    The effect isnt brokenly OP, like when Tinkerer would remove the Killer's TR permanently or Wake Up boosting all action speeds. But fixing it would indeed be a nerf for the perk. With Surveillance, I even kick generators at 1%, because I may need the information of someone being on that generator later on. And, it does help.

  • Its not Ruin or a new bug. It has been this way for several months now, its a bug which started happening some time after the perk got reworked. But it was left like this... for some reason. Maybe because only now the perk is getting more attention and people are finally noticing it (despite being a really good perk already).

    Honestly, I kinda like it. You can literally paint the entire map white if you want.

  • I predict a weekend of x1.5 extra BP. And more Third Year Anniversary cakes and firecrackers, because they "decided to focus more on improving the game" so no time to change the name of the items.

  • Chains of Hate doesnt show that at all. A Killer that pulls Survivor towards them has been something the community has been requesting and suggesting themselves for a while. How interesting that now that we are getting it people are saying "unoriginal Killer, hur hur, Huntress clone, dur dur".

    Same deal with the cowboy theme. If you dont like it, whatever. You cant really say "They are running out of ideas" if they bring in a theme they havent used yet.

    The only point I agree with is the Survivor's background. Not only SJWs arent appealing, but they are annoying, and having Jane is enough. She is literally just a Lebanese Jane. I didnt see her cosmetics, but Im betting they wont be ground shaking either. The perks are fine though.

  • @AkiTheKitten said:

    https://forum.deadbydaylight.com/en/discussion/comment/1106337#Comment_1106337

    Well he has insane chase potential. That alone is good enough map pressure to be high mid tier. Downing survivors fast gives you map pressure cause they have to get off gens

    Then why is Clown considered low tier?

  • @Zeidoktor said:

    My first thought re: For the People is curiosity on whether or not it synergizes with Solidarity. Do they not work together or do you get the 50% despite the insta heal?

    It doesnt synergies with Solidarity at all:

    1) For The People requires you to be healthy.

    2) You become broken, so progress shouldnt be transferred over because you cant heal at all while broken..

  • Retribution + Haunted Grounds might be extremely powerful. Cant wait to try it out.

    Red Herring, seems interesting. Great synergy with Q&Q.

  • It wont be a free DLC. On new chapter PTBs, new characters always appear in the middle of the selection screen, but they are fixed for the live release.

  • Despite me agreeing with what you are saying, wasnt Jake also from a rich family and then he moved to the forest?

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/1094264#Comment_1094264

    You answered the question yourself. Perks take priority because they can appear in every match.

    Basically you can balance around the assumption that each player will have 4 perks equipped. But you can't balance around the assumption that everyone will have an item or 2 addons equipped ect. Especially when it comes to higher tier addons.

    This means that for perks, they can be strong since they only need to be equally strong relative to each other in order to be balanced.

    However since addons don't appear in every game, that means they need to balance addons relative to not having addons. Thus if an addon is strong then either the Killer will be too strong with the addon or too weak if they take out the addon.

    Perks don't have this issue since the only reason to unequip a perk is either to equip a different perk or to give yourself a challenge. Thus the overall power budget remains consistent.

    But addons are often unequipped simply to avoid using them.

    Moris have the same problem but much worse due to being an offering slot, which is why nerfing them to the point of being borderline useless is the best fix rather than smaller nerfs.

    I dont see the logic behind that at all. Its way more simple to my eyes.

    If Item 1 (perk) is present and Item 2 (counter add-on) is absent, or vice versa, then is whatever.

    If Item 1 and 2 are present, the side that "invested more" should take priority. Its only fair. The "cost" of a perk is a one-time purchase and the slot, the "cost" of an add-on is both of those as well as acquiring said add-on again afterwards (or using one from your inventory, which is the same situation).

  • @PapiQuentin_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/1094034#Comment_1094034

    Exactly. I'd rather perks have more of an effect on the game rather than add ons.

    Currently the latter has more of an effect which shouldn't be the way. Perks should be stronger than add ons. Blood Echo is a fair exhaustion perk that has decent power

    Why perks, things that you can use every single match, should take priority over add-ons, one-time use consumables?

  • @McLightning said:

    https://forum.deadbydaylight.com/en/discussion/comment/1079651#Comment_1079651

    They get escape points for it, and it counts as the escape on the scoreboard.

    I swear I've had a killer DC count as an escape for a challenge. Can anyone confirm this? Either way, survivors are rewarded when a killer DC's.

    I was doing the "Escape as David" challenge earlier today. Killer DCed, but didnt get credit for it.

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