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ShamelessPigMain

ShamelessPigMain

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  • If it's an easy hit, probably tentacle. If it might be more perilous or you're under a lot of pressure, M1.

  • You're not wrong but you're also forgetting that the killer community isn't any better. We just need to accept that we are all terrible people who promote bad gameplay.

  • Doctor's power already counters flashlights so I'm not sure what the utility of Franklin's is on him

  • @Edgars_Raven said:

    https://forum.deadbydaylight.com/en/discussion/263037/no-way-out-is-my-new-senpai

    So stbfl, noed, blood warden and no way out. This will be fun 😈

    Quite literally saving the best for last

  • Well they can give us an update without addressing an issue as broad as "console version sucks" because they have a standardized monthly update schedule. 

    Thee majority of these updates are usually for balancing and other minor changes, while the great, big systematic changes usually take some more time. Those huge overhauls come once in a shooting star (meaning a few times per year), since they take time. Patience is a virtue. The developer update when Clown was reworked is still in the rearview mirror, so don't hold your breath.

  • @CakeDuty said:

    Seems like a nice buff you can combine with Bitter Murmur to quarantee chasing someone during endgame and not fear gates being opened. At the same time, if you're not chasing someone and No Wat Out activates, survivors can just play super immersed for a minute and it won't help you at all.

    *Laughs in Doctor*

  • @gentacle said:

    Might be nice to have end game perks if keys ever get nerfed :^)

    Why deal with keys when you can play stridor spirit

  • There are a few loops that are raise some eyebrows, but otherwise, I kind of like it. Run balanced on it though and the map becomes thoroughly unbalanced.

  • @ALostPuppy said:

    For gaming and PCs in general, 8GB isn't really enough anymore. 16 has been the norm for a few years now. But DbD should be fine on 8GB. If it's not then you can thank the terrible optimisation for that, as usual.

    Well thank you very much for making me feel self-conscious about my age. I thought 16 gigs was still a pretty premium option, is 8 gigs really not the norm anymore?

  • Ruin's a great perk, but it's not a one-size-fits-all perk. It's great on virtually every killer, but just like other perks, there are some killers on which it holds the limelight, some killers on which it takes a backseat. Blight and high mobility killers are gonna have a field day, Pig's niche will bring her decent value, but on killers like Spirit or Huntress, who can both end chases pretty quickly in the first place, stridor and iron Maiden can just be a lot more useful.

  • @MadLordJack said:

    I have 16 gigs of DDR4 and I don't think this game has ever used more that 7 gigs.

    My OS itself and background processes take up a hefty chunk (and plus I use Chrome for some reason) so I can't relate with that kind of silver spoon gigabyte abundance.

  • It's probably unnecessary. I can understand how frustrating Pig is for new players, for which Pig brings everything to a standstill, but the greatest asset of the party hats is the fear they bring, and the best counter to that comes with just playing more and getting used to searching boxes efficiently.

  • Be careful about having her purported "counter" being an item. Plus, with how fast spirit moves, good luck getting two seconds of the flashlight beam on her.

    Otherwise, I kind of like your idea, being that if you can "detect" her (which addresses the issue that survivors don't have much agency when it comes to her phasing), then you can force her out of invisibility (much like how dealing damage to Sombra forces her out of her stealth), but flashlights are not the best conduit for this, and 60 seconds seems really harsh. I would say, good concept, but maybe workshop it a little bit. The ideal nerf is still going to be one to her ability to track precisely while phasing, but a new direction is sure to be appreciated.

  • Just play normally. You don't need Bubba to beat a bunch of survivors just standing there. They're not doing anything particularly destructive so there's no need for such a response.

    Plus, can you blame them, with bloodweb RNG? I just played Nemesis for like 4 years in a row without leaving my room and I haven't gotten BBQ once.

  • NOED is frankly not that great against good survivors but the fundamental mechanic is terribly unfair. Dead hard is annoying but not particularly unfair nor powerful.

    Any insta-expose, especially in a situation when endgame is triggered, is terrifying. It enables an endgame camp and leaves it all up to totem RNGesus faith stat. Plus, it's not even like devour hope where you have to make a concerted effort to not only keep the totem around, but actively work for it using your own agency. NOED gives you the big fat piece of dubiously helpful cake for doing badly.

    The point of perks like NOED, unrelenting, etc. are all supposed to be training wheels, minor buffs to help ameliorate bad gameplay (emphasis on minor). The issue is that NOED is simply too powerful to fit into this category.

    Meanwhile, Dead Hard is really, really annoying, but not even that powerful and requires that you be somewhat familiar with looping before you go trigger happy with "e." It serves to augment a skilled looper by helping to extend chases on demand. But in the end, it doesn't hold a candle to sprintburst. The distance gained by DH is incomparable to the distance gained by sprintburst, or other sprint exhaustion perks for that matter. Those perks will help you get to far, far away loops, whereas DH requires that you're already almost at a loop, or already looping, to extend it by a few more loops. That's gonna be hard if you don't have a loop to DH at in the first place.

  • The angle is definitely 100% unflattering but they seem to have patched them up in release.

  • @Gnarly said:

    https://forum.deadbydaylight.com/en/discussion/comment/2290669#Comment_2290669

    NOED needs all gens done which depends on the survivors to do. The killer still has to then chase and BASIC ATTACK someone to down them and it only lasts as long as their is a totem and if there is one.

    Keys are something people leave in the basement or somewhere so whoever is last alive or if hatch spawns, they can pick it up and leave without any warning.

    They are not the same thing

    Of course they aren't the same thing, nobody is saying that. I'm drawing equivalences in certain aspects. DBD is an asymmetrical game for a reason.

    NOED requires that all generators be complete, which means that you haven't been playing well. Otherwise, you can close the hatch to prematurely trigger this. Keys require that you either be down a survivor, which means you haven't been playing very well (or someone got tunneled), and if you make it to the endgame, it can be a premature activation. But in both senses, they give both sides an unearned boon in the endgame.

  • @Kraizmer said:

    Because you didn't do anything, duh.

    Well thank you for saying exactly the same thing I said without elaborating

  • @GrimmGaliard said:

    https://forum.deadbydaylight.com/en/discussion/comment/2292859#Comment_2292859

    OoO only does it if you're the obsession, so I can't see how that's the "cost" when it's possible for you to completely skip said cost or get it taken away by something like For The People Both give information but one allows you to keep tabs and one allows you to hide.

    Even experienced loopers can be caught, hooked and left there depending on map tile and killer. Experienced players can also just avoid having to loop in the first place. If it's irrelevant to your playstyle, good for you. Use OoO instead.

    Well that only bolsters my former point. The inconsistency of said cost can be completely abrogated if you're not the obsession, and then OoO is completely superior to distortion.

    Experienced loopers will not rely on stealth, because looping is just a better way to do things than evasion. You aren't gonna loop forever, but loop for a long, long time (hopefully), so that time may be wasted and your teammates can push through generators. Stealth will just let the killer find another survivor, or if they're experienced enough, deduce where you are and negate that stealth. OoO goes precisely the first approach; promotes looping, not stealth.

  • @GrimmGaliard said:

    https://forum.deadbydaylight.com/en/discussion/comment/2292704#Comment_2292704

    It hides your aura and gives you information, I don't see one as more central than the other. If it wasn't meant to do the latter, it wouldn't show you how many tokens are left and just go dark when used up.

    It was popular with swf groups because they could broadcast the killer's location. There's a reason I said I recommend it for solos. I use other perks to keep track of the killer or at least the rough location of him, but there are none that can give me information and keep me from being found. Since I don't play that kind of Swf, this is far more useful to me in higher ranks.

    The centrality is found in what it is described explicitly to do. If the central purpose was to find information, you could have a pure information perk that gives you an alert when your aura is revealed. But it doesn't; it hides your aura, with the tokens diminishing as a nice side effect.

    OoO reveals your aura for that cost. That part is irrelevant, the fact of the matter is that having your own aura revealed is just not that big of a deal for experienced loopers.

  • @BenZ0 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2292616#Comment_2292616

    Ye sounds reasonable. You are actually the first person in this threat that answers like a human beeing

    Wow, human connection! First time I've seen that here in a while.

  • @GrimmGaliard said:

    https://forum.deadbydaylight.com/en/discussion/comment/2292607#Comment_2292607

    If the primary focus was to hide your aura, it would not have tokens. OoO is much riskier because it reveals you if you're the obsession, so I'd say it's the inferior one. I wouldn't even compare the two

    Well of course it needs tokens, having one perk completely counter an entire subset of perks is too powerful, so you add the limit of tokens to keep the primary intention of aura hiding from running out of control.

    OoO is unlimited in its usage and being able to know where the killer is is of much greater utility than hiding your own, in the highest ranks. That's why it was so popular back then; it's a manageable cost for an ample benefit.

  • I don't like NOED either but a DS-style nerf to NOED is too harsh. We need rebalancing, not nerfing things into the ground for no apparent reason.

  • @Ruma said:

    Why is it so wrong to have one second chance perk for killers while survivors got tons of them?

    Killers don't need second chances, and it's really difficult to design them in a meaningful way (Blood warden, unrelenting, and no way out are the closest you'll get). It's a lot easier to design second chance perks for survivors, just by the nature of their basekit, and the second chance part usually takes a backseat to a primary function.

  • @GrimmGaliard said:

    https://forum.deadbydaylight.com/en/discussion/comment/2292564#Comment_2292564

    Hey, that's their problem. And the tokens aren't to keep you hidden forever. It's to give you enough information on the killers perks to adjust your playstyle around it.

    The primary focus of distortion is to hide your aura. The information is secondary at best, and inferior to the new OoO. It fails in this regard spectacularly.

  • In theory, yes, in practice, no. DS and object were really the only good licensed survivor perks, and BBQ&Chili is way overrated.

  • *cries in three tokens and the fact that teammates who don't also have distortion will display their auras anyways*

  • I guess it just makes it scarier to play injured. Oblivious is a scary status effect when injured, due to the element of surprise.

  • @AVoiceOfReason said:

    https://forum.deadbydaylight.com/en/discussion/comment/2290672#Comment_2290672

    120 FPS on Steam. I got a 3060 Nvidia Graphics Card and most of the time I don't see it come out before I get attacked.

    Oh gosh. I usually play on 30 FPS just for consistency. My computer would blow up if I even thought about running 120 FPS.

  • @Marik13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2275471#Comment_2275471

    Nah the speed boost on the initial tentacle hit for infection needs to go. That one thing alone completely negates and renders a portion of his power useless to the point where it makes you wonder why the hell it even is a thing to begin with. I'm talking about the hindered side effect of being infected. Hard to really capitalize off of this when the survivor ends up in Timbuktu by the time you get out of your strike animation, and it only applies to the initial infection slap. Imagine it every time you hit someone with clowns bottles they get a speed boost and wind up on the other side of the map. Would kinda make his power useless huh? Also it's kinda sad because the hindered effect from Clown's bottles even last longer than Nemesis' infection slap, with Clown's bottles leaving them hindered for 2 seconds after clearing the purple smoke. Meanwhile for Nemesis, survivors are hindered for...

    https://us.v-cdn.net/6030815/uploads/BUNC3LJGMQNZ/screenshot-20210617-154708-chrome.jpg

    0.25 SECONDS! At that point why bother even having this?!

    So one of two things needs to happen. Either A) Take away the speed boost from the initial infection slap, and maybe bump up the hindered duration to 1 or 2 seconds, bringing it more in line with Clown's bottles. Or B) take away the hindered effect entirely, keep the speed boost, and just have Nemesis tentacle deal damage and infection at the same time.

    The point of the contamination speed boost is to help survivors get to a decent loop. Contamination renders you much more vulnerable, and it can be annoying when you get contaminated and don't have the opportunity to make it to a decent loop. Of course, the precedent is that vulnerability debuffs (torment, sickness, etc) don't give you speed boosts, but it's not exactly impactful. 

    So there's still no demonstrable necessity to remove this. You talk about the measly hindered effect but not why we need to do away with this.

  • @AVoiceOfReason said:

    https://forum.deadbydaylight.com/en/discussion/comment/2275953#Comment_2275953

    Sorry about the delayed response. I think your comment got buried between the other posts on my notification bar. But yes, I've faced him a few times as survivor and STILL cannot see him even prepare the tentacle. The least they could do is make him grunt or something when its out so you can prepare yourself against it.

    Eek. What's your normal Fps?

  • @Gnarly said:

    https://forum.deadbydaylight.com/en/discussion/comment/2275946#Comment_2275946

    NOED doesn't end the game instantly though. You can prevent it from even happening.

    Neither do keys. You can prevent hatch escapes from happening, both through playstyle and pure providence. They just make such an occasion more likely, just as NOED.

  • @AVoiceOfReason said:

    @ShamelessPigMain would you be alright if when he pulled his tentacle out, you could actually see it for 1 second and actually see the whip come down like PH's attack? I think then it wouldn't be such a pain in the ass to face it. Also, I would like health states if Tier 3 and all gens are done. Trying to get people after that once they cleansed is pretty much a no-go. 3 health states with a door 99'd xD I think those together (and fixing the ai so they don't run into rocks or stand next to a person while they're doing gens would make Nenesis solid but balanced at the same time.

    I think maybe for a red add-on, but otherwise I think that would make him too similar to PH. Relatively short range and little to no telegraphing, unlike Pyramid Head's longer range, ability to go through walls, but well-telegraphed attacks.

  • @AVoiceOfReason said:

    https://forum.deadbydaylight.com/en/discussion/comment/2275487#Comment_2275487

    I take back my previous statement about being able to dodge his attack. I've been playing against a lot who didn't know how to use it properly. If they just use it immediately, you can't really dodge it. I think the animation isn't playing on survivor side. On killer side, you see it come out. While I was running away, I never saw it come out. I just saw an invisible movement lol. I think its bugged. On PTB, I remember seeing it come out.

    Oh yeah, his tentacle is weird. It's probably because my FPS is always on ketamine, but just because of how fast it moves without actually being instantaneous, it seems inconsistent.

  • @Gnarly said:

    https://forum.deadbydaylight.com/en/discussion/comment/2275935#Comment_2275935

    NOED needs a totem and also as well can still be countered. If some has a key and find hatch...OVER

    Again, the analogy is only with respect to mechanics.

    Plus, the RNG of finding the hatch is not dissimilar to the RNG of finding a totem, not to mention that hatches need keys to harness their full power.

  • @Gnarly said:

    https://forum.deadbydaylight.com/en/discussion/comment/2275523#Comment_2275523

    Problem is NOED is a negative mindset to want to use...it is picking a perk thinking you will not do your job. NOED isn't a problem on most maps, but totem spawns can be a pain.

    Keys aren't an endgame issue. They are an issue present mid match as well. 3 survivors alive with 1 gen left, or 2 survivors with 2 gens left. They can be used anytime when the hatch spawns. They are a freebie win if one person brings it. It's so often for certain types of players to use it when they care only to survive and not play the game.

    Keys can also effect endgame more than NOED, as they can work like this...

    I close hatch and your last alive, but you remember some claud left a dang purple key at basement. She figure I bring Franklin's so why she left it there. Now the hatch is closed and I am watch the doors you can just hop in the hatch.

    The point of the NOED analogy is that they're both kind of last resorts that give you a burst of power in your time of need. That's really it. They both feel kind of "cheap" and unearned.

  • Probably indirectly, by changing hatch.

    The fundamental premise of the hatch is the same as the much-maligned NOED. It gives you a little boost in the endgame for games that didn't go so well. That needs to be examined and redesigned entirely, such that it'll get rid of the desire to slug for the 4k and indirectly nerf keys.

  • Bring a flashlight, windows of opportunity, and spine chill. He becomes slightly more tolerable when you can either predict him or delay him for long enough to make it to a decent loop

  • Well no, T-bagging has no purpose other than spite, slugging for the 4k is a questionable tactic used to milk every last drop of bloodpoints out of a game to circumvent an intentional mechanic implemented by the game developers.

  • This question is the answer to why you can't win

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/2275485#Comment_2275485

    It’s almost as if they’re acting brain dead, kinda like a Zombie. What a coincidence.

    The concept and rationale behind them is in following with the theme too.

  • I mean, that's a pretty provocative way to say it, but in essence yes.

    The problem isn't that AI acts of its own volition, without influence or input from a player, it's that their efficacy is heavily RNGesus faith stat-dependent. Indoor maps are going to be a field day for Nemesis, and turning a corner can be a trap. Zombies are desperately lacking in consistency.

    And that's not just bad for survivors too. Zombies get themselves stuck in ways that no human could ever figure out.

  • @AVoiceOfReason said:

    https://forum.deadbydaylight.com/en/discussion/comment/2274061#Comment_2274061

    The Tentacle attack is very easy to dodge if you're looking back while running. You seem to think his tentacle attack is super long. It's like 3 meters in front of you. It's half the distance of PH's attack and works the same way but much thinner. He also has a CD with a 2-3 second slowdown if he puts it away. They also get SB no matter if they're hurt or not by the tentacle. He has a ton of downsides and 1 positive and that's to break pallets with it.

    Just like pretty much all extended melee attacks, it's not telegraphed extensively. The survivor can juke but the killer can either stagger their timing or simply predict the survivor's course and adjust. The cooldown isn't too punishing at loops, where it's not like the survivor is running straight away, and makes up for its relatively short range (which is 5 meters, not 3, a simple search can prove this) by its ability to 1) break pallets, 2) go over pallets and windows, especially in animation lock, and 3) happen almost instantaneously. At short-walled loops, it can straight-up cross over obstacles. Plus, it's not telegraphed as easily as something like PH's punishment and is still more spammable than deathslinger. 5 meters (6 in mutation III) is more than enough for loops. It's like the length of a wall at a pallet gym.

    The cancellation cooldown is not 2-3 seconds. It is 1.5 seconds of moving at 4.2 m/s, still faster than survivors. The speed boost is there to give survivors the ability to find a strong loop (or stronger loop) once contaminated, since the tentacle is lethal at certain loops and the survivor has to have at least a fighting chance. That isn't even much of an issue considering how much Nemesis excels at looping. 

    The only few of your perceived "ton of downsides" is the post-contamination speed boost and the missed attack penalty. In fact, the successful attack penalty for tentacle strikes (2.5 seconds) is shorter than the successful attack penalty for basic attacks (3 seconds), and the post-contamination speed boost is there for aforementioned reasons. This is far outweighed by the potential at loops. The simple fact that he can pull out a tentacle pretty much invalidates many short loops and brings an assortment of new threats to others. If you're close enough at shack, and they vault or are lining up for a vault, a well-timed tentacle strike can not only bridge that gap of 5-6 meters, but also pass through the window. At a T&L wall tile, behind the wall and anticipating a vault? You can moonwalk around the corner with a tentacle at hand and that will 100% hit the survivor if they vault.

  • No?

    Not to mention that the tentacle is pretty much immediate, those extra meters can destroy short loops and bridge a few meters you need to get a hit before you get to a window. The tentacle is fine where it's at now.

  • @AVoiceOfReason said:

    https://forum.deadbydaylight.com/en/discussion/comment/2268988#Comment_2268988

    It still doesn't matter if you buy bulk or none. You still buy the same amount rather you horde or not. A lot of people play different characters and killers. Having an artificial barrier just because isn't healthy, specially since they seemed to have nerfed the BPS, cakes and other point gathering items and have no way of getting rid of the items or offerings that you'll never use. If we could choose to buy what we want instead of it being randomly generated, I could say 1m is fine as a cap. Those who worry about hackers, it still won't stop hackers. They'll just do 1m, buy everything then redo it. Mobile version is a much better version. If they implement that version instead, a cap would be fine then.

    Buying in bulk or at increments doesn't matter by itself, but time does, and that's intrinsically tied to storing up bloodpoints. New items come and go, and the Devs intend for their limited time frame to convey rarity. Keeping the bloodpoints locked up in the basement to save for those events is to be discouraged.

    Besides, buying in bulk or in increments is not the point. You're supposed to spend bloodpoints, and of course you're going to save some along the way, but there's no reason that you need more than 1 million bloodpoints ever. Just spend them. A flashlight is a flashlight.

    This measure alone is one in many safeguards against hacking. It's not the sole solution to counterfeit bloodpoints, nor was it ever meant to be.

  • @CoalTower said:

    She's not. I love pig, but I have to disagree with you here.

    1.) Her slowdown is pure RNG. Great when it favors you, but that's not guaranteed.

    2.) Her stealth is too slow.

    3.) Her ambush will never work against good survivors. It's too short and telegraphed to do anything other than waste your time.

    She's barely viable.

    RNG doesn't always mean bad. If life hates you like it hates me, sure, but it's not consistently bad.

    Don't ambush then. Especially with combat straps, it's always the better choice to uncrouch and m1. The ambush is a gimmick and only should be used at short loops without visibility. Same thing goes with crouching. Crouch tactically, when you know a survivor is going to be somewhere and you're approaching them with the element of surprise.

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