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ShamelessPigMain

ShamelessPigMain

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  • @Shooby said:

    @ShamelessPigMain

    What build do you find most effective on Pig?

    The best Pig I've seen that stomped me used Brutal Strength and Enduring and just W keyed since she has slowdown in the hats.

    BBQ, Nurse's Calling, Sloppy Butcher, and Corrupt Intervention/Ruin.

  • @AVoiceOfReason said:

    https://forum.deadbydaylight.com/en/discussion/comment/2267712#Comment_2267712

    If someone wants to buy a ton of bloodwebs at once, it doesn't matter if they horde at 1m or 10m. They still buy the same amount of items either way. Saying it hurts new players, that's not correct. Also, this isn't like most games. You can only buy items in a pre-determined web. Stocking up for that won't do the same like in a game where stats matter and buying the best armor or boosts would help you win against others'. Either way, you're buying bloodwebs with the same amount each time, whether you play another week for another million to grind out 10 more bloodwebs or spend it on 50 bloodwebs at once since you still played the same amount without dumping your points. You don't get a higher chance of winning just because you have a flashlight. The current way is really outdated.

    There's subtlety to this. Hoarding only begets hoarding, and encouraging people to save up means they aren't buying. Either way, there's no situation where you need more than 1 million bloodpoints at a time. The point of bloodpoints is to buy stuff, not store in the cellar.

    I'm not saying it hurts new players, directly anyways. What I'm saying is that it allows the wealth of veteran players to expand beyond that of newer players, which can make balancing for people with bloodpoint scarcity and people with bloodpoint overflow difficult.

    You're not getting the point. Pre-determination is besides the point and items, offerings, and perks are all buffs that help you win against the other team. The important point is that they're not exchangeable and disappear quite often. That's the relevant part here.

  • @Phasmamain said:

    Problem is pig essentially has no chase power and very mediocre stealth. Her slowdown is too inconsistent to make her anywhere near decent imo

    Well her stealth kind of offsets the need for looping potential. Tactical approach can cut the need for chasing potential, since getting to the survivor before they can make it to a loop is the point of stealth. Whereas other killers have the terror radius alert the survivor as to their location, so that they can anticipate them and maybe leave to find a loop quickly, Pig can stealth up to the pallet on a pallet gym and get an easy hit.

  • Be careful with the wording. Most perks that heal you a health state in a given amount of time or in a certain situation do not count as actual heals. Inner strength, second wind, adrenaline, for the people, anti-hemorrhagics, etc. do not count because they do not fill up that little healing bar. They just automatically move you from one health state to another. The terminology is still ambiguous but these are usually called "passive" heals. They aren't "real" heals, they just change a health state from one to another under certain circumstances, whereas "active" heals involve you healing by filling up that healing bar via self-care, medkits, or just healing other survivors.

  • For one, cheaters were giving themselves ridiculous sums of BP. Even then, it's not like the cap is a hindrance. There's no transaction that requires you to have more than 1M BP, and the point of BP is to buy stuff so you might as well buy stuff.

    There's a bit of economic impetus too. If some veterans have accrued millions of bloodpoints but others are still in the breadlines, it's going to be hard to regulate prices. Keeping the prices of bloodweb items the same will enable those veterans to pretty much buy a mansion made out of purple flashlights. So they have to go up to prevent people from accumulating thousands of flashlights, since they're supposed to be rare. But if prices go up, then the poor newbies in the breadlines starve to death while the veterans watch from their toilet seat made out of purple medkits with instaheals as toilet paper. So by capping everybody's wealth at a ceiling, it becomes easier to keep prices, rarity, and balance in check.

    This is a well-documented phenomenon in many video games. The constant accumulation of cash without a currency sink deepens the divide between the old player and the new, and balance becomes really difficult. And then what? The proletariat stage a communist revolution and take over the video game company which is run by the bourgeoisie pigs and ban anime girls forever. And nobody wants that.

  • Most good survivors are accustomed to playing injured, so legion's power just isn't that useful. Not only that, but they'll be spread out too.

  • Distortion in such an awful perk that I doubt it'll be run with the sole purpose of ruining lethal pursuer, unless lethal pursuer ends up being super OP (which I doubt it will). Not only are 2 tokens of distortion pretty awful, but survivors tend to spawn together, so if not everybody is running distortion, then the killer is gonna know where the survivors are anyhow. 

  • Lithe, Borrowed Time/Deliverance, Iron Will, and Decisive Strike is my I've-been-facecamped-for-the-last-5-matches-and-I-frankly-don't-care-how-you-feel-anymore build (which is most of my matches).

  • Don't take anything you see in the endgame chat seriously. In telling other people to not get worked up about it, you yourself get worked up about it. Just understand that people are frustrated and you aren't going to change anything.

  • 9 out of 10 times, the Nurses and Hags you go against are pretty bad. So that's the saving grace when playing against really top-tier killers, that beginners struggle with them more than you do.

    But if it's the case that you're going against a player who knows the ins and outs of their meta killer, it's not going to be fun. I usually just AFK in a basement locker because I know there's absolutely no way we're going to win, especially down here in rank 5.

  • @Northener1907 said:

    5 killers have not any realm. Leatherface, Ghostface, Blight, Twins, Trickster. Actually Leatherface has Coldwind Farm but it is unofficial. So this killers will get map or not? If they get map, what will the maps look like? Lets discuss about this.

    Leatherface - Farm House from the Texas Chainsaw Massacre 1

    Ghostface - Large Shopping Center and its Garden

    Twins - Two-story Sewer

    Blight - Victorian Church and its Surroundings

    Trickster - Bar Street with Neon Lights

    The Devs said they might go back and do maps for Blight, Twins, and Trickster, probably not Ghostface and Leatherface. 

    The Twins' map idea is still up for workshopping. I thought the wooden temple they were interned at might be nice, or maybe Charlotte's encampment, or even the market that she stole from. Blight is on point aesthetically, being gothic romanticism, and by church I assume you mean like an abbey. I thought his lab or the opium den he was always in. Same with Trickster; it's like Neo-Tokyo but Korean, although I think it shouldn't just be a bar street.

  • I don't see why they should be, really.

  • Well of course, it's situational. If your teammates are a bunch of blendettes who left you to die on first hook and only saved you at the last moment, and then refused to do the gen and self cared against sloppy butcher, then yes, scram. 

    But most of the time, it's the newbie who pre-opens the exit gate and makes a run for it before everybody else is gone. That royally screws over your teammates by taking one survivor out of the synergy.

  • Yeah, it's pretty much the only counter to BBQ & Chili that's a perk, it's just not that great. Chances are, the killer is going to hook other survivors more than 3 times, and if they have nurse's calling or lethal pursuer, you're already down a token out of three precious, unobtainable tokens.

  • Looks like discount Sabrina Carpenter.

  • Well, it's a bit circular. Billy isn't played a lot, so they're going to put their focus on other characters, which keeps the vicious cycle going.

  • @Steah said:

    https://forum.deadbydaylight.com/en/discussion/comment/2261128#Comment_2261128

    And i agree. But the perks are there to lessen the issues and no one seems to use it.

    Just like how killers complain about gen time, the answer shouldn't be "Use x y or z slow down perks"

    https://forum.deadbydaylight.com/en/discussion/comment/2261138#Comment_2261138

    Deja Vu is more for yourself. Kindred gives info for you team which can help. You can communicate builds in lobby on pc. There are things you can do to lessen the issues. I'm not saying that If every solo ran kindred then it would be just as strong as swf. What i am saying is that solo survivor's have tools to lessen the clown fiesta and try to limit miscommunication but refuse to give up perks. Should the killer be allowed to complain about not finding any one ever and also refuse to give up a slowdown perk for a tracking one?

    I agree that Swf is way stronger than solo and i'm really on board to buff solo to try and narrow the gap. What i don't agree with is that Killer is also way stronger than solo. I think you can argue which one is stronger but i'd say they are close in terms of power it's just survivors never want to adapt to being solo and run the info perks that will help coordination and then complain about it and use that to try and paint killer as way stronger than survivor.

    https://forum.deadbydaylight.com/en/discussion/comment/2261164#Comment_2261164

    I guess we will have to disagree. We reached the same conclusion at least but i consider killer and solo survivor to be very close in terms of power if the solo's are willing to adapt.

    https://forum.deadbydaylight.com/en/discussion/comment/2261169#Comment_2261169

    Most people just suck at DBD. You average team mate in solo que is probably terrible. Buffing solo will not sky rocket their IQ. Solo que survivor could literally give you mega buffs to everything. Free info, free perks, faster vaults. But none of that is going to stop solo que nea from Urban evasioning around the map. Nothing will. People just try to use the fact that solo que team mates suck as justification for buffing solo que and try to paint the killer role as way stronger than a solo que because there are bad survivors in the game. I want solo que to be buffed. I just want an acceptable compensation for killers and when people say that Killer is way stronger than solo que then i fear the buffs killers would get wouldn't be enough.

    But honestly there should be an option to play with bots or vs bot survivors or killers. Mobile has it, why cant we. Plus if a survivor dcs id rather have them get taken over by an AI than nothing.

    Well the situation is slightly different from generator speeds. We'd have to nerf generator delay perks after we standardize generator speeds a little more, but information perks would just become redundant if we fixed soloQ communication issues.

  • I think Yui is supposed to be a futuristic kind of survivor. She's supposed to be kind of neo-Tokyo-esque.

  • Requiring the usage of x, y, and z perks is a terrible solution. There is a limited resource of perk slots, and not only do those perks take up space in a selection of 4, but they are inferior to communications. Information does not mean coordination.

    Plus, the greatest benefit of SWF and greatest failing of SoloQ is teammate selection. With SWF, you can choose your teammates. With SoloQ, half of the time you get paired with a bunch of megheads.

  • Their power already has so many restrictions and conditions. It's literally Hammurabi's code. I would try to make it more straightforward in defining what Victor can and can't do.

    Plus, the way they're designed kind of promotes bad playstyles. Victor is a slugging machine and the fact that you have 2 bodies makes camping and being territorial (especially with Victor's little baby-radar) very easy. I would make it so that he inflicts more debuffs on a survivor he latches onto, which become worse if he latches onto you while injured. It's kind of like marking a survivor for destruction by Charlotte, which means probably adding on a hindered effect to help Charlotte chase, or even giving Charlotte haste when chasing a survivor with Victor on them.

  • To be honest he kind of looks like a chipmunk from Alvin and the Chipmunks.

  • I totally agree. Once you get to more senior survivors who know what they're doing, it gets kind of harder as killer, but otherwise its reputation is pretty undeserved.

    That is, unless you have balanced landing. High windows are the most efficient usage of balanced landing, and Haddonfield is rife with them. But since generator spacings aren't really that bad, you can probably just afford to leave chase.

  • Nea and David have got to be my least favorite. David's eye spacing is medically concerning and Nea looks too cute. She's supposed to be this rugged thief archetype, not 12.

    Ace and Adam's changes look pretty good. They finally got rid of that Alyssa Edwards chin on Ace and Adam looks a lot more tired and natural.

    Sidenote: Feng and Kate need to close their mouths. It looks like Feng has an underbite and Kate looks like an anti-botox PSA.

  • 1) Stridor, duh. Just because people hate it doesn't mean you can't use it.

    2) Footsteps.

    3) You can usually guess where the survivors are just by pure prediction. It's just like playing against healthy survivors except with more blood.

  • That sounds more like the inchoate terror radius than a dedicated lullaby. I don't know if terror radius music is directly tied to the heartbeat, but if it isn't, then the explanation is pretty clear.

    To put this to test, you can boot up DBD mobile and see what happens with an M&A Trickster there. Mobile has a visual cue for the heartbeat so you can more accurately distinguish where the 32m and 24m demarcations are.

  • @Mr_K said:

    By the wording, Stridor won't affect it.

    Are you insinuating that BHVR's wording is consistent

  • I play at 30 FPS by default and it's fine. Skillchecks take a little bit of time to get used to, especially with great skillchecks (you have to try to click a tad earlier).

  • Well that sounds more like problem with hook grabs. BT isn't even that great of an anti-camp perk in the first place.

  • David and Zarina, everybody who disagrees is blind

  • I got like 20 this week alone, please, take mine. I don't want them.

  • Not only is she an ouch, but she's an oof that necessitates a spray of neosporin.

  • No, but it would be hard to execute. Perk interactions are supposed to be completely standardized and not affect the specific powers of each killer. Undetectable applies the universal effect of hiding your red stain, TR, and aura, but making it so that it calls out the lullaby, which is specific to Huntress' power, isn't going to jive with this standardization.

  • It's just more content creator drama about "oh my stars, this guy is actually not perfect" and then said guy being like "but this guy is actually not perfect either!"

  • @SwampDaddy said:

    I find it completely asinine that survivors can block a killers path to the hook. It's a loophole that allows the carried survivor time to wiggle free while survivors completely corner a killer and block their path where they can't even move or hook a survivor. There should be a massive penalty for that. It is an unfair advantage.

    I additionally think it's unfair that a survivor can blind a killer several times in a row with a flashlight and the only way to get out of it is to look straight upward. I get the idea behind it, but red rank players use this tactic and overpower killer players who may not even know better and it's an unfair advantage and a pure way of taunting a killer and just another way to be a total dick.

    Survivors are given way too much freedom of advantage when in direct contact with the killer and it is not only unrealistic, but it makes playing against red rank survivors a complete waste of time and is not fun at all.

    Please think of making some changes so these experiences are very rare instead of all too common.

    It's hardly unfair. Wiggle time is 16 seconds and the cooldown for hitting a survivor is 3 seconds. You can easily get two survivors downed if they try to bodyblock while healthy, not to mention that they're huddled up and not doing generators. The only time that bodyblocking works is if you're at the endgame, an open gate is nearby, you're far away from a hook, they have breakout, they have sabotaged a few hooks, all survivors are healthy, and they're all coordinating a rotation of hits. Even then, being robbed of a hook in that situation is not going to make a difference, and even if it does, they probably earned it if they're coordinated enough to carry out the task.

    Flashlight blinds are not an issue. Looking down is a better way to deal with them and it means that they aren't making distance. You can use their footsteps to determine where they're going and use scratch marks to track them down specifically.

    What it sounds like here, and I mean this in a constructive way, is that you're getting matched with survivors who are beyond your own skill level. At red and purple ranks, survivor skill starts to pick up pace and they learn new tricks, so the killer experience becomes much less of a walk in the park. These issues, you may notice, are not issues that you see complaints about from high red rank killers. The way people play the game changes drastically in this transitional area of ranks, and it's just something that people adapt to. It's not unfair, it's just new for you.

    This is off-topic, but "asinine" is not the best word here. The connotation of asinine is something that is childish and foolish, when you're poking fun at perceived immaturity. What you're poking at is not to say that game mechanics are stupid in the sense that they are like a child throwing a fit over a toy, but that they are stupid in the sense that they are (arguably) ill-planned and badly designed.

  • @Alice_pbg said:

    I play this game solo 99% of the time... solo q is fine.

    Well then show us your ways O high lord.

  • @Northener1907 said:

    I hate solo-q and when i have bad teammates, game is really unfun.

    But...

    SWF is different case. I can defeat them but games are sweaty. Because "Discord" helps them so much. When i chase one of them, other is coming and sitting on gen. If they would be solo survivors, they would play without info and maybe they would lose this gen. So i do not think that is fair.

    And that is not about win or lose because i have good rates but SWF have chill games but solo survivors have pain. That is not fair. Buff solo + buff all weak killers and solve this problem. That is really not hard.

    I wouldn't call SWF unfair, all it does is remove the barrier of staying incommunicado while playing.

    Buffing solo queue isn't as easy as you might think. You can still have perfect games on solo queue, it's mostly the variability of your teammates that brings troubles. That's something you can solve by better matchmaking. SWF's greatest benefit over solo queue is the ability to pick and choose your teammates.

  • @th3 said:

    Well they aren’t losing against solo so you won’t hear them complain about that. Unless they think the solo survivors are swf, then you definitely will hear them.

    Don't you know that SWF is synonymous with playing well in any way shape or form that inconveniences me

  • @Junylar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2237375#Comment_2237375

    If you are slugged, you don't lose a hook state, so you can be picked up by your teammates and continue playing. DS serves its purpose very well here.

    It's ridiculous how people want to buff this easily abusable perk, even though I still meet survivors who just abuse the lockers, since interacting with a locker still doesn't deactivate DS for some reason.

    If you are slugged, you can't do anything and may bleed out. DS doesn't do a very good job here. It's meant to prevent you from being tunneled, not end you up on the floor.

    The reason being in lockers doesn't deactivate in lockers is because you're literally doing nothing. It's voluntarily being slugged. Even if you are right next to a generator, touching it now deactivates it. It's quite simple.

  • @WeenieDog said:

    If DeathGarden has shown me anything, it's that playing (or balancing) in good faith doesn't stop anyone from defaulting to the strongest builds/tactics.

    So don't bother doing it unless you really don't care about the outcome. The only way you'll stop a Nea from running all those thing, the only way you get a guy to stop face camping is for the devs to come in and do something about it.

    But the question is: Is it even a problem?

    People like to complain about it so this is more of my cathartic "shut the hell up" post.

  • Are you trying to encourage me to default on my mortgage

  • @Crowman said:

    You can always intentionally go down to try to use ds before it wears out. Long chases aren't an issues because you are already distracting the killer for a long time.

    As for slugging, ds is still doing its job. You weren't immediately rehooked and your teammates have a chance to pick you up allowing you another chance and still have ds for your next hook.

    Neither of these are really issues of the perk.

    The point of an anti-tunnel perk is to prevent tunneling. Being chased for excessive amounts of time is usually indicative of tunneling. DS should probably still work on long chases.

    Being slugged prevents you from actually progressing the game forward. It's essentially taking the survivor out of commission and robbing the survivor of any agency. I wouldn't say that's peak gameplay.

  • There's two things that should be addressed: What the survivor knows when she's phasing and what the Spirit knows when she's phasing.

    We already start off with an imbalance. The survivor doesn't know where the Spirit is, because she leaves behind almost no environmental cues. The Spirit, however, knows where the survivor is, because they do leave behind environmental cues. In fact, the survivor can't even know if the Spirit is phasing while in her terror radius. She is, after all, a mind gaming killer. She used to not have a vault animation for a reason.

    But that makes playing against Spirit very unfun. So what I suggest is that the phasing emission sound (that wind you get when she's phasing near you) plays regardless of the terror radius, and becomes highly directional, in addition to having its volume correlate to the Spirit's distance from you. If not this, then making her footsteps much louder, or maybe even visual cues like one Wraith would have.

    The other half of the problem is that survivor's invisibility isn't that much of an issue for Spirit. They move grass and make noise, from footsteps to breathing to moans of pain. Visual cues are rare enough to probably be left alone, but audio cues should be muffled or distorted a bit, like how noises Wraith hear sound distorted and muffled when he's cloaked. They would muffle and distort not only its directionality to make pinpointing more difficult, but also to make telling distance more difficult. All sounds would let you know is that there's a sound and the general area of where it's in, but the rest is left up to prediction. Same thing with scratch marks; they should probably be thinned out and dimmed when phasing, to make tracking via scratch marks a lot harder.

  • She's very fun to play as. Every time I boot up the game, all the T-bag trigger finger Neas come out to play so I frankly couldn't care less about how the other side feels.

  • @GoshJosh said:

    Breakout is fine as is. If you buff it any further it’ll be broken.

    Well that's why I gave multiple stacks a harshly reduced bonus to speed. Plus, the 2.3 seconds between 13.3 seconds and 11 seconds isn't going to be all that noticeable when to get that 2.3 second bonus requires that all survivors be alive and within the immediate proximity of the killer, assuming that they don't slug in the first place.

  • He has massive potential to shut down looping, because of his ability to hit through walls, pallets, and everything else. Unfortunately, since we can't see through walls, your skill with him is limited to your ability to predict where the survivors are.

    His cages are pretty nifty if you want to cut down on transit time and are a nice way to skip over survivor's hook perks, but not much else.

  • Mine seem to bunch up into these very hook-dense areas with hook deserts in between.

  • Situationally, yes. With save, if they position themselves for a pallet stun but get hit before they can reach, they're screwed. But most of the time what happens when a survivor gets hit is that they use their speed boost to scram, or use a window (which is more recyclable than a pallet).

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