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Seraphor

Seraphor

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Seraphor
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  • @th3 said:

    Automatic gen regression is extremely strong. Having it basekit would be incredibly oppressive. There's a reason why ruin undying became meta so quickly and why it was complained about so much. There's also a reason why when ruin was reworked to be automatic regression it wasn't made a normal perk instead of a hex perk to some people's confusion. The fact that you could have a person hooked, a person being slugged, and a person being chased means that last person would have to give up a gen that the killer isn't even pressuring to go help their team. I don't think basekit gen regression being automatic would be healthy at all. That mechanic should stay optional as a perk choice rather than what you've suggested.

    Ruin isn't meta because it's 'too strong', it's meta because it's necessary to compete with the gen speeds when facing competent survivors who genrush.

    Ruin is actually a pretty lopsided perk. It's nearly useless in early game when survivors have 7 gens to choose from, and becomes most effective at late game where you can more easily pressure gens. However being a Hex whose existence is announced as soon as someone touches a gen, means that it usually gets cleansed before you can get anything out of it. Yet despite that, it's still the meta for gen defence, because gens get completed too quickly.

    In the time it takes the killer to completed 1/12th of their objective, 2-3 gens can pop, equating to 2-3/5ths of the survivors objective.

    Sure, it usually snowballs in the killers favour as the number of potential gens decreases... but only if the killer can manoeuvre between those remaining gens fast enough. Split the map and a slow/non-teleporting killer doesn't stand a chance.


    If something like a half-Ruin that's isn't cleansable doesn't happen (it could still be a perk, just not a Hex perk) then maybe gen speeds could be scaled according to active survivors or gens remaining. Something like survivors gen repair speeds increase as generators are completed, from 50% to 150%. Or all survivors regardless of if they're working on the same gen, also suffer an additional 5% repair speed reduction for each other survivor who's still alive.

  • Yep, I think this archetype would fit perfectly in DBD.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2020334#Comment_2020334

    There are counters, yes, but using basic ######### like "don't get hit", "just hook survivors" isn't a counter.

    I mean, it is.

    If that scenario is built as a penalty for 'getting hit' then 'don't get hit' is the solution to avoiding that penalty.

    The Spirit can hear you when you're injured? Don't be injured.

    Oni can power up when you're injured? Don't be injured.

    The Nurse can see you when you're healing? Don't heal.

    Bubba can one-hit you when you're close to him? Don't be close to him.

    Ghost Face can Expose you when he can see you? Break Line of Sight.

    Plague gets Corrupt when you cleanse? Don't cleanse.

    Hag can hit you when you activate her traps? Don't activate her traps.


    There are also additional counters to many of these. Hag traps? Flashlight. Nurses Calling? Distortion.

    Perks and Items CAN be counters, just as ACTIONS like 'don't get hit' can be counters. They're all counters, and all vary in viability and accessibility.

  • I guess FtP isn't a net heal, you've just moved one health state from yourself to the other survivor.

  • @StibbityStabbity said:

    https://forum.deadbydaylight.com/en/discussion/comment/2020315#Comment_2020315

    Well, I've seen people say "Run No Mither against Spirit for noise reduction". That one in particular made me jerk my head so hard I need several rounds of physical therapy. I've seen people say you should bring Detectives Hunch to counter Undying and Ruin, which sounds solid enough until they run that in matches where it does absolutely nothing for them. Bring maps to counter Trapper, run OoO to counter Hag and Trapper, bring Flashlights to counter Hag, the list kinda goes on.

    You could run Detectives Hunch, Inner Strength and Head On for a decent all-rounded locker-based build that will see you through nearly every match. You've always be getting use out of Detectives because you will always need totems, and you'll be regularly using lockers to heal so that Head On will be a viable defence.

    Again, this isn't a "you should run these perks or YOU have made the mistake" its one of many, many possible builds.

  • @StibbityStabbity said:

    https://forum.deadbydaylight.com/en/discussion/comment/2020324#Comment_2020324

    Builds being weak in a specific scenario is fine. I understand that entirely. My issue is when people act like "WELL YOU SHOULD HAVE KNOWN YOUR BUILD WOULD BE BAD FOR THAT PARTICULAR TRIAL." When people basically toss out the idea that a player should have specifically prepared for a specific scenario that they don't encounter every game, and devote multiple perks and specific items and addons to it. Yes, you can make a build that specifically counters Spirit, Hag, Trapper, Michael Jackson very well, but those builds would be far less useful against other Killers. So when people make these oddball build suggestions against specific Killers, Survivor perks, whatever, it makes me go "HOW WERE THEY SUPPOSED TO KNOW THAT?!"

    You're not expected to know that. What's the problem exactly?

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2020248#Comment_2020248

    Don't get hit is the same as saying just hook survivors. It removes any of the complex variables of the game.

    Also, completely ######### over solo survivors, because the weakest role really needed that. I definitely know where the baby Kate has decided to throw down every single pallet and definitely know where the only resource left on the map is.

    Don't get hit isn't counterplay, like just hook survivors isn't a counter to rushing gens. Just don't get downed wasn't a counter to moris like just kill survivors isn't a counter to keys.

    Using this logic, there's no such thing as a counter to anything. Both sides are equally OP and weak AF.

    These are all counters, but they're all 'situational counters'. Everything in this game is situational, and once you accept that you'll find a huge weight of frustration is lifted. Situational weakness can make you feel powerless, you've done everything you feel you could reasonably do and the game still screws you over. That's just how the game works. It's 50% skill, 50% dumb luck, and you need 90% in total to get ahead.

  • I'm assuming you believe that comment somehow discredits any disagreement you have about said killer. For example you say "Spirit is OP and has to be nerfed" someone says "just run Iron Will" and you feel that's some kind of fallacy and that justifies you in thinking "Spirit is OP and must be nerfed"?

    Spirit has plenty of counterplay without Iron Will. It just takes a different approach to most killers. You have to stay hidden, you have to avoid getting/remaining injured, for which you probably need good teamwork. On a one-to-one level, you can crouch, change direction at the right moment, and try to outplay her mindgames, just like any mindgames, it's like a game of rock-paper-scissors, it's not foolproof, but it's not one-sided either.

    I play Spirit. I don't smash out every match I play. I even have decent headphones and I still don't find it that easy to locate survivors purely on sounds, I need some other cue as well, usually scratch marks. So as well as Iron Will, you also have things like Lightweight, Fixated, Poised, Dance with Me, etc. included in your options of perks, which again, can be valid against many different killers.

    There's never going to be a one-size-fits-all perk build, and there shouldn't be. Sometimes you have to accept that your chosen build is weak in a particular scenario.

  • @StibbityStabbity said:

    https://forum.deadbydaylight.com/en/discussion/comment/2020287#Comment_2020287

    I understand that Iron Will is actually universally decent. That's not a problem.

    My problem is people that say "Oh, you were up against (INSERT THING), should have brought (INSERT THING)". It's a useless counter-argument that does nothing except say "You should have made your loadout based on information you didn't have."

    Right... so your complaint is against a specific comment someone made. Did that require an entire thread?

  • Except that Iron Will is a valid choice of a perk no matter who the killer is, and Flashlights have their use no matter who the killer is.

    Everything has strengths and weaknesses, some things are good against certain builds/characters, and weak against others, that's just the way this game works. That's the whole point of having four perks out of countless options, you're create a specific build for a specific situation, there is never going to be a one-size-fits-all, despite the fact that every half-decent survivor runs DS, BT and UB.

  • This isn't bad matchmaking at all.

    People seem to want to be matched with people of their exact same rank every time. There just aren't enough players to pull that off.

    For starters, higher ranks are more saturated, so at red ranks you might mostly face other red ranks, but at ranks <10, you're most likely looking at a +/-6 range, which on a bad day with few players could be anything from 8-20. There also aren't enough killers for survivors.

    If the MM system is supposed to wait until it gets five people of the same rank, or even of the same rank +/-2, then you'd be waiting 30+ minutes for a match.

  • I usually play casual SWF with friends, we're not that great, a mix of ranks between red and yellow.

    One of us decided to take a key, just because they had no med kits or toolboxes and thought "why not?"

    5 killers dodged our lobby, the one that stuck around slaughtered us in seconds.

  • Regular hooks? probably not.

    Basement? Definitely.

    Trapper, Hag, Demo and Freddy need to be incapable of trapping the Basement. That way, you can only put your traps right at the top of the basement, where survivors can more easily anticipate them. Reducing their ability to proxy-camp the Basement.

    Basement camping is bad enough, without proxy-camping as well.

  • The problem with NOED, is that it's a crutch perk for killers who get slaughtered by survivors... and it's intended that way.

    If anything, NOED should be 'charged' by survivors playing way too good, completing gens too fast.


    What I would do:

    Every time a gen is completed, NOED gains a token and becomes active for 60 seconds. While active, if a gen is completed, it gains 2 tokens and resets the timer. If the 60 seconds elapses without a gen being completed, it goes back to inactive and the net gen only gives it 1 token.

    At 8 tokens, NOED is fully charged and you get the fully Exposed effect after all gens are completed.

    This means you need to have lost 4 or 5 gens within the space of 3 minutes or less, cumulatively. So one gen = 1 token, next 3 gens get completed within 3 minutes = 7 tokens, doesn't matter when the fifth gen is completed, NOED will be charged.


    If survivors are capable of pulling this off, then they are also capable of dealing with NOED once it's active.

    If they're not, they didn't deserve that genrush.

  • @CanWeGetANewMap said:

    https://forum.deadbydaylight.com/en/discussion/comment/2019391#Comment_2019391

    But I saw him. That's my point of this reveal mechanic making no sense.

    If he was just 'somewhere' on your screen, you'd never be able to see him without revealing him. That would put you at a huge disadvantage as you couldn't see him without him seeing you.

  • @Mr_K said:

    Someone theorized earlier today on an earier thread, they think only one survivor can activate the reveal at a time. If that is true, then the other survivor might of been the one revealing him.

    This may be the bug, but it doesn't seem to be intentional, at least it's not consistent.

    I've played GF and been revealed by multiple people at once, with the directional indicators going off on multiple parts of the screen.

  • Maybe we need more like:

    Get 10 hooks in a single match.

    Get 12 hooks in a single match.

    Break 3 pallets using Spirit Fury, complete this in a single match.

    Hit a survivor while blinded.

    Etc.


    I did try to do Pyramid Head's daily in one match yesterday. It involved chasing survivors for about 10 minutes trying to herd them into my torment so that I could cage them. If it had been a competent team I would have definitely thrown the match. I even had Nancy locked in a corner surrounded by torment pools, self-caring. I could have easily gone in an M1'd her and hooked her, but she refused to walk though my torment even when I was standing right behind her with her exit clear.

  • Only ever camped when it's EGC and I haven't got a kill. Otherwise I actively try to get as many hooks as possible, which means letting survivors get a save.

    Tunnelling is often a matter of perspective. If you're the only survivor I noticed, or can find after a cursory search, it doesn't really matter if I hooked you last, I don't have a much better option.

    If you got unhooked by a blendette with Iron Will who slunk off immediately, I didn't tunnel, your team mate refused to take aggro.

    If I see two survivors and I recognise one of them as having just been unhooked, I'll go for the other one. If you're both injured and playing the same character, and I didn't take note of the name, it's 50/50.

    That said, Camping can also be a matter of perspective. If I'm leaving a hooked survivor and someone else charges at me, I'm gonna chase. Their fault if they decide to loop around the hook.

  • Even if this were technically possible (I imagine a ton of lag) ...this would just be a massive joke.

    Everyone would just load into this to dick around all the time while they earn unlimited Bloodpoints.

    Hardly anyone would play ranked matches except streamers.

  • Surveillance works wonders with Ruin, and can more than make up for something like Tinkerer or Discordance.

    However when Ruin is gone, so is Surveillance, two perks lost to one Hex cleansing. That's why it's not worth it.

    Surge could maybe work if you're lucky with gen placements and such. But unless we get another perk that works similarly to Ruin but not so OP that it has to be a Hex, there's no much going for Surveillance really.

  • Some people have these things called 'friends'.

    in SWF Comment by Seraphor
  • @JudyIscariot said:

    I see a lot of replies in this thread are saying that it promotes you playing in a healthy manner but it misses that it relies on both parties for that. If, as a killer, people suicide on first hook you're punished for that and it's nothing you can control.

    Right... and?

    Yes it's a two-way street.

    But just because the survivors all committed suicide, doesn't entitle the killer to a boatload of bloodpoints and a rank up for no effort. The match only lasted 2 minutes, so the rewards reflect that.

  • Problem with 'purely visual' is that you don't know what is correct.

    Did you gain a pip or not? Were you supposed to rank up or not?

    In this case, is the 'purely visual' bug the fact that it displays 0 progress, or the fact that the 2nd pip is illuminated. In either case, if his rank actually increased, is that what was supposed to happen, or was the pip he gained a bug as well?

  • I only started playing around September. I'm guessing some time between last June and September PH was nerfed so that he can no longer see the cage...

  • @C3Tooth said:

    1. I would make 10sec to collect Gas give you ability to fix 40sec Gen. (which make a single disrupt will force Survivor to collect the 3rd time to finish a Gen if they go alone. A slash on survivor who has Gas will instantly deplete Gas they're holding.
    2. A harder way to fix is, 10sec to collect Gas, 10sec to fill Gas in Gen, allow you to fix that specific Gen for 20sec , a Gen done in 40sec. (you have a total of 20sec collecting Gas, 20sec filling Gas to Gen, 40sec doing Gen. A kick on Gen will not regress Gen, but regress Gas, can only be stopped if filling Gen to Gen. A slash on survivor who has Gas will instantly deplete Gas they're holding.

    Total of time to do a Gen still 80sec, though it requires the shift between Gas & Gen. Its likely to make Killer slash multiple survivor rather than tunneling one down, because Killer can deplete Gas.

    While I like the idea of adding a new objective to complete before jumping straight onto a generator, this sounds a little complicated.

    How about this:

    In order to repair a gen, you have to possess a Wrench. These randomly spawn somewhere within range of the survivor spawns, and are relatively easy to spot for survivors, but not so obvious they can just make a beeline for them right away. They're kinda like the Red Glyphs but with a slightly larger reveal radius.

    Picking up a Wrench essentially grants you a permanent buff effect that unlocks the ability to repair gens for the rest of the match.

    Purple Toolboxes as well as one Green Toolbox add-on can grant this buff as well and take the place of a Wrench, saving you time looking for the Wrench at the start of the game, but means you have to bring a toolbox with you. It also means if you lose that toolbox, you have to then look for a Wrench.

  • Like, you can break down the bottom part of a window and turn it into a door?

    That's not a bad idea for some windows, essentially it would act as a pallet that's already been dropped. Would add a little more variety to the obstacles in the game I guess.

  • He simply has way more tools than other killers do.

    Teleporting. Snares. Dream State. Intermittent Invisibility.

    Three entirely different powers that cover the four main aspects of the game from the killers perspective, Mobility, Anti-loop, Objective pressure, and Stealth. He's a Jack of all trades, master of none.


    I think one simple change could make all the difference personally. You don't automatically enter the Dream State. He HAS to hit you once to trigger it. After that, every time you wake up, you then start to fall asleep again, but to start with, you get nothing. This way, a survivor who successfully evades him, doesn't even have to contend with his snares/pallets.

    No other killer has a power like that, that doesn't require them to actually do anything. Even Plague has to manually infect objectives to infect survivors by proxy.

  • There's also the case of time investment.

    Does any game that only lasts 2 minutes deserve to give any of its players tons of BP and rank progress?

    That severely handicaps survivors who have a 15+ minute wait between matches. You want the killer to drag the game out, so that they (and you) get a better chance of using their/your skills and earning more BP/rank progress.

    Survivors are in the same boat. Complete all gens and escape without engaging the killer or healing/unhooking anyone and you might de-pip.

  • It would be nice to get a little 'gamepad' icon for console players, and a 'mouse' icon for PC players. At least then if you're playing from a console (or the Xbox PC app) then you could differentiate crossplayers as 'the other console' or 'pc'.

    Obviously it wouldn't change anything for native PC players though.

  • @Lord_Tony said:

    If SWF aren't that good then why are most killers afraid of SWF?

    Please don't act like SWF didn't damage their reputation for being known to be so sweaty that 90% of killers will lose against

    Killers are afraid of good SWFs, not all SWFs.

    You often face bad SWFs with no idea they're a SWF. Sometimes you even face a bunch of really good solo survivors and mistake them for a SWF because they're that good.

    You can either be a good solo survivor, or a half-decent SWF, and you'll give a killer a run for their money without being OP. It's only when you combine SWF with really good survivor play then it becomes OP.

  • @Magikazam said:

    https://forum.deadbydaylight.com/en/discussion/comment/2017703#Comment_2017703

    I mean, if the pig going to waste her time on a single survivor that just good new for all the 3 other survivor who get more time to focus on gen. Focusing on a single person Mean less people need to heal, so less pressure

    In an ideal situation with an experienced SWF, sure.

    But other survivors tend to circle around on the outskirts of a hooked/tunnelled survivor waiting to rescue, wasting time, and ultimately throwing the game once the tunnel survivor dies and they become the next target.

    Killers tunnel and camp because it works.

  • @ShamelessPigMain said:

    I'm not really getting the entailment here. Pigs rarely tunnel people with traps on; the timer pauses when in a chase or downed.

    Although statistics can only tell so much, I doubt her kill rate is directly attributable to her base kit (which is pretty weak; stealth and ambushes are a breeze for experienced survivors), and even tampered timer/jigsaw's sketch has a 1/5 chance of getting a kill. I think that it's more due to the players who play her. Much like nurse, who attracts many players because of her reputation for being incredibly powerful, her kill rate is dragged down by players who don't know how to play her. Similarly, Pig is both fun and a challenge to play. But, we'll never know.

    "Pigs rarely tunnel people with traps on."

    You can I have VERY different experiences.

    Pigs SHOULDN'T tunnel people with traps on, but I find they almost always do.

  • I think there should still be an indication that he's teleporting, but for someone who is supposed to be 'undetectable' he makes so much noise stomping around it's impossible for him to sneak up on anyone.

    Just make him completely silent for 3-5 seconds after emerging from a portal.

    Survivors will know he's teleported, but they won't know where to, and that could be just as good pressure.

  • Imagine if survivors could take a perk where the killers objective, hooking, severely inhibited them. Like, If you hook someone, a random generator starts repairing itself at 200% speed. Good luck working out which one it is, you have to check them all and kick it to stop it repairing itself.

    That's what this is. You're asking survivors not to complete their only objective to win the game.

    Everything in this game centres around generator progress. Everything the killer does is to stall it, everything the survivors do is to progress it, in each case, as much as possible. So yes, it's unreasonable to expect other survivors to not complete gens, especially if there's any gen pressure perks like Ruin on.

    It wouldn't be so bad if the timer to remove the trap wasn't so tight. If a gen pops just as the survivor is unhooked or recovered and able to head towards a box to disarm the trap, they barely have enough time to make it to all four boxes. Maybe if each unsuccessful attempt to disarm the trap set the time back 5-10 seconds, giving you some additional grace period to reach the next one without being forced to sprint in a straight line right through the killers path.

  • @Hex_goes_byebye said:

    https://forum.deadbydaylight.com/en/discussion/comment/2014923#Comment_2014923

    You can say most SWF aren't OP, but SWF is still OP. The game isn't balanced for SWF.

    The game isn't BALANCED, period. It's asymmetric, and every attempt to balance it one way will take something the other way.

  • People like to claim she's too easy if you have a decent headset, but I find all the other sounds in the game, especially generators, or other survivors, or even her own whines and grunts, still drown out the noises survivors make more often than not. Definitely don't play her with Whispers, you won't hear a damn thing.

    You have to be lucky and get them away from any other noise sources.

  • I just want some faint sounds (her usual grunts and whines) that follow her when phasing, probably at about 25% volume. This way you can tell roughly where she is, but only when she's quite close to you, and only if you're listening out for her. That OR, she disrupts grass when moving through it.

    I don't see why her vacuum sound being directional is an issue because you only hear that when outside of her terror radius anyway.

  • How about adding flags to players you've blocked.

    So when in a lobby, you can see any survivors you've blocked, and also get a notification if the killer is someone you've blocked. That way you have a choice to lobby dodge if you wish.

  • It's not ALWAYS impossible, but it is often impossible, due to RNG map placement, tiles, and killer presence. If you're forced to run up to the killer, because they're in your path to the next box, and you have no room to manoeuvre because as you said "if you sprint and take an efficient route there's no problem" that's a broken scenario.

    That implies that if you don't sprint and/or take a less efficient route, then there IS a problem, and sometimes that's unavoidable because you could encounter the killer and certain death that way instead.

    You really think nobody has an issue with this? Despite this being the third thread on this subject in the last couple days?

  • @Kebek said:

    https://forum.deadbydaylight.com/en/discussion/comment/2015173#Comment_2015173

    What am I supposed to tell you. If you evade the pig and run straight to each boxes in effecient manner, you are supposed to get the trap off every time, it's designed like that.

    If you still somehow manage to fail at that, the issue isn't in the traps but in you.

    This is a ridiculous statement.

    It's not working like that, so it's not working as intended, so it needs adjusting. That's what feedback is for. Not gaslighting people in the name of blindly defending a broken system. "It's not broken, maybe you're just insane."

    Like I said, just a few extra seconds could make all the difference. So that you don't have to sprint in a straight line in order to make it. The traps are a great mechanic for pressuring survivors off gens, but it already comes with a risk of death. Forcing players to literally sprint right in front of a killer to not instantly die, thus ensuring they become an easy target and die anyway, isn't a fair mechanic.

  • An alternative could be scaling regression after kicking a gen.

    200% regression for 10 seconds, 150% regression for the next 10 seconds, 100%, then 50% until it's at 0.


    Automatic (weak) regression could work, but it would have to be quite weak (50% if not less) and then I'd worry if it just wasn't worth it.

    I'd much rather it come in the form of a perk, something like:

    Killer Perk: Generators not being repaired automatically regress at 80/100/120% of normal regression rate. All generator regression is paused when you are within 32/28/24 meters of a hooked survivor.

    Rationale: This is a minor Ruin-like effect, that is disabled when the killer is camping. Like Ruin, it encourages the killer to leave the hook and pressure gens to get the full effect. The regression is only half of Ruin so that it’s not overpowered, as it is not being a Hex and thus uncleansable.

    Counter: Lead or engage the killer close to the hook to pause the regression. This of course means one more survivor isn’t doing gens so less overall gen progress is made anyway, balancing it out. However if coordinating, the remaining two survivors could be rushing gens to make up for it.

  • @Kebek said:

    https://forum.deadbydaylight.com/en/discussion/comment/2015166#Comment_2015166

    Even on huge maps, the boxes basically never can spawn so far away from each other to make it impossible to remove the RBT. You're just taking inefficient routes.

    I took straight lines.

  • @Kebek said:

    https://forum.deadbydaylight.com/en/discussion/comment/2015140#Comment_2015140

    Yeah well see, there is your problem. You walk towards the boxes, you need to sprint if you don't want to die to the timer.

    If you're afraid of the pig seeing you, just take smarter route, you have time for that, I do it and never had issues. And even if the pig sees you and chases you, what of it. She's basically M1 killer and the timer stops during chase. If you're easily getting caught by her, you need to work and your looping and positioning skills.

    Increasing the timer that is already generous is and unneeded nerf to pig who could actually use some buffs. No good survivor team ever struggles against a pig.

    No that was with sprinting, that's why I got caught. Some maps are huge.

    No good survivor team every struggles against any killer, the game is SWF sided. Not everyone is an elite teabag commando.

  • @Eve13 said:

    Pig Main here: 

    Piggy has already been nerfed and is insanely rng dependent. If I'm unlucky, they all get rid of their trap at the first box and I won nothing. 

    Why shouldn't a survivor get damage if they are wearing a RBT? Survs are already so brazen that they run to a box in front of me and calmly want to take off their mask and then I'm not supposed to knock them out? If they're lucky, I'll let them lie, but at least one should hide or wait until I'm gone. After that I'm a tunneler, even though they run me into the knife? 

    I often feel reminded of the movie Tucker & Dale. 

    It's not that they brazenly try to take the trap off in front of you and expect you not to do anything. It's that they literally don't have a choice. If they hide and try to avoid you, the trap will kill them.

  • @Kebek said:

    https://forum.deadbydaylight.com/en/discussion/comment/2015087#Comment_2015087

    Basic timer has more than enough time to seach 4 boxes each in one corner of the map if you do it efficently. On average you'll get your trap off on 2nd-3rd try, 4 is an extreme (that still doesn't kill you baseline) as is 1 which you can even remove under 30s, such usefull power.

    Besides traps, pig doesn't have anything going for her, her stealth is slow and obvious, dash attack is pretty bad anti-loop tool so she's as good as M1 killer without her traps.

    Whenever I face pig, I'm extremely unlucky, almost always needing to do all 4 boxes and I still died to her traps like less then 5 times since she released. If you die to the trap, it's completely your fault or the pig hard tunneled you which is a death sentence from any killer even without a trap on.

    1 in 4, or 25%, isn't an extreme scenario by any stretch. I've never been able to reach the fourth box in time. Not without sprinting between them, which usually means getting caught.

    I have on rare occasion actually been saved by being caught though. I was once on my way to my third box, as I got there the pig caught me, downed me and hooked me. That paused the timer, so that when I was eventually rescued off the hook, I ran to the other free box, the fourth one, and I made it in time to remove. Had the pig just left me to try that third box and fail, it would have been certain death, by carrying me to the hook, she reduced my travel time to the fourth box just enough that I just barely managed to get there in time.

    I think they need to increase the timer on the traps by about 15 seconds. Or, every failed attempts gives you an extra 5 seconds, or something like that. That's not a huge difference, and it still takes you out of the game, not doing gens, rescues, etc. for the duration of the timer.

    The rest of the Pigs skillset? Yeah, not at all OP, probably a little too weak, but it's that 1 in 4 chance of certain death that really kicks you in the nuts. You feel utterly powerless. I'd happily trade a nerf in traps for a buff in other ways. Faster crouch speed, longer duration on the ambush dash, whatever, just lose the RNG certain death.

  • @Kebek said:

    Yeah no thank you. That's a bad idea. Pig's far more than fair for low tier killer.

    I don't think having a passive power that has a 1 in 4 chance of certain death while you're incapable of doing anything productive for 2 minutes counts as 'fair' personally. Maybe it is once you average it out, but if you're the person who has to try all four boxes and then just barely misses the timer on the last one...

  • 250,000 online doesn't mean that many people are available to play against.

    1. Matchmaking pulls players from your local area (typically a continent, sometimes less) to minimise latency issues. So you likely only have <50,000 players you can possibly be paired with.
    2. AFK payers who just have the game open. Knock off at least 10%, if not 20%.
    3. Most of those online players, are in a game. For killers, 90% of them are in a game at any one time because they spend so little time in the lobby.
    4. So you now have about <5,000 potential players, and 4,700 of them are survivors, all waiting in the queue for a killer.
  • Its the Nurse. She can cross an entire map in 5 seconds.

    You left scratch marks and weren't hidden at all.

    If it was anyone other than a Nurse (or you had tried to hide at all) that would have been an amazing spawn location, right on a generator.

  • MM can only do so much. If there were no red rank killers in queue at the same time they were, who is it going to match them with?

    It's 'correct' because it went down to purple... instead of yellow.

  • If anything, this should be on the 'free' side of the rift, filling in the blank spaces.

    Things like 500 BP, 25 Shards, 50 EXP, bridging the huge gaps between the free cosmetics and charms on the top 'free' section.