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Soulpaw

Soulpaw

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Soulpaw
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  • @Northener1907 said:

    I am not bad at killer, i am red rank already and i have +%60 wins already. But i really hate losing gens so fast. I mean that makes games so sweaty. I have chill games as killer so rare. Always i have to show more effort.

    Ruin is not helps, survivors finding it so fast. Even i protect it with Undying.

    Pop helps little but still gens really so fast. So how you are dealing with that. Any tips? And i am patrolling gens as well, Freddy is good with that but still so many times i am losing 3 gens in start.

    Don't stay chasing one Killer for too long. At the start of the game, I dont chase survivors for a down until I know where 3 are at the very least (unless I know I can get a quick down). I'll hit them and move on until I think its time to start chasing. Later on in the game, if you are chasing someone for too long, move on and find people to Harass on gens and chase other people. The more pressure you apply to everyone, the slower the gens will go.

  • @CluelessWanderer said:

    I'm so frustrated. I have no idea how red rank Killers persevered through the absolute shite to go through the ranks, but I have a feeling camping and tunneling was the only way they felt they could win. And I say this as a survivor main who gave up playing Solo survivor because I just can't stand the camping and tunneling anymore lol.

    I decided to try to learn Killer because I really like the premise of DBD, those scant few games that are actually well played by all are really fun. But the other 95% of games are just exercises in demoralization. I play on PS4 and I already feel there is a difference in mobility compared to PC. On console, I have never been able to 360 around, gliding like I'm on ice skates as I've seen PC survivors do.

    The thing is, just 2 weeks ago if I got a Lobby of Solo survivors I stood a chance to at least get 2 sacrifices, which I think is fair. I don't need to 4k, but it would be nice as the Killer in the scenario to not feel absolutely mocked and powerless. For one thing, SWF has a distinct, ridiculous advantage from the get go. I find I'm leaving more and more lobbies if I think that might be the case. Secondly, as a Rank 13, I'm constantly matched with purple, or even red rank survivors. So three of them will be red/purple, with ONE Rank 16 thrown in which I guess is how they landed with a low rank Killer?

    INB4: My queues are quite fast. So it's not a case of there being no survivors my rank, and then the search was expanded to high ranks.

    The other issue I've been having is the Rank 16's I get in my Lobbies PLAY like they're RED ranks. For example, I had a Rank 16 Yun Jin that somehow knew every loop, every tile, ran around with a tool box sabotaging my hooks- teabagging me at every pallet, *clicky clicky* and in the post match stats had amassed the most bloodpoints. How in the hell is a Rank 16 that amazing? Like, I'm sure someone will post that it's a rare gaming wizard that just happens to know it all naturally. But I call BS. Either it's someone smurfing, someone who has purposely de-ranked, or something else. Then the bloody mocking, pointing, waiting at the gates and refusing to leave- every down I got they SWARMED the hook, all 3 of them, sabotaging the hook, flashlights everywhere- I just feel out-matched constantly. And it never gets any better. I feel too jaded and frustrated to continue trying.

    So as much as I hate camping and tunneling playing as a survivor, I found myself so irritated that i considered maybe I should start doing that. Most of these survivors I've faced today don't even consider there's a human being on the other end of the Killer. I had to turn of my messages because mocking IN game wasn't enough for them. I need snide comments post-match as well apparently. Meanwhile, I've always kept playing decently, keeping survivors experiences in mind- but holy crap after my last bunch of matches? I'm ready to pack it in. It's just not fun.

    Yes, I'm venting. I'll just wait for the inevitable bitter forumers to come tell me to "git gud" and the unnecessary vitriol I've become accustomed to here, but I'd hope that if you have nothing to contribute, save it for your life and keep things civil here.

    Question to higher Rank Killers: When did it all start getting better? Did you have a moment where it clicked, or did you use a certain Killer when you were new? Do you drink copious amounts of vodka when playing to tolerate it? Thanks in advance.

    I'd recommend to get tips from videos for killers. Remember that your not gonna win every game and that's fine! Pick up your bearings from that game and head to the next one with a mind set of, I got this. Maybe you should switch up your killer too or just a brake even. There's options all around.

  • @randonly said:

    https://forum.deadbydaylight.com/en/discussion/comment/2194894#Comment_2194894

    there's no need to go back 28 meters terror Radius. When devs did it (2017-2018), it could be a nerf, today 32m is an buff because there is a synergy with other perks like Starstruck, reducing the terror radius does not bring any more advantage. And no, there is no reason to increase or decrease the number of traps that amanda carries or change RNG on boxes . There must be a real chance to survivor die with the traps on his head, (like a mori, but based on the SAW series, where with luck you can get rid of it in the first box or be unlucky enough to die looking in all) and it creates the pressure atmosphere, otherwise it will be a 2.0 plague with no pressure at all with power, just a worst m1 killer with power that survivors will ignore.

    Ps: And there is no reason to compare She with the trapper. First because his power has nothing to do with creating pressure in the generator, its only a map pressure. Second because he has unlimited traps with no risk of death, only injuried and because of it, is much less dependent of RNG

    Sure, the terror increaded radius could be seen as a buff if it were for one problem, what pig is using starstruck? It's a perk that can be utilized with mobility which pig doesn't have so its not very effective on her, with her being a Stealth killer, monitor + whispear combo is far more viable and useful compared to starstruck, especially if the terror radius was reduced.

    We want to lessen the RNG element because it's oppressive with certain add-ons, specifically tampered timer and the purple addon that increases the time it takes to search boxes. It's oppressive because it can be unfair if a pig chases you away from a box one to two time, your more than likely going to die. With an increase Chance of escaping with each attempt, your more likely to escape it while the pig gets plenty of use out of her power as intended, to stall the game. Either way with this. There's still pressure because ignoring it can and will kill you in the end, especially with said add-ons once again or if the pig scares you away from box.

    The reason we compare our traps with trapper isn't because of its purpose but more of how much value we get from it and its consistency. The problem with trapper was that if someone gets caught, that survivor can either escape first try and that would do little to nothing for the trapper as he is still on his way or busy with something else or the survivor fails 20 attempts and trapper gets the hit. So it was changed to make it more consistent.

    For the pig, a survivor can escape first try or fail so often that they escape it on the last box or die trying. If a Survivor escapes first try, that power did very little to stall to the point of it might as well not doing much, very little value or they fail and we get a whole survivor out and the survivor will feel robbed from the game. We want consistency in which the survivor has a fair chance to escape while we at the very least get some value out of the power so we felt like it did something. We don't mind if we don't get kills out of it, that's not its purpose (unless your using the oppressive addons that was mentioned.) We want it to stall the game. The kill mechanic is just a way to get survivors moving.

    Sorry for the long list/response but the issues you presented misrepresents why we want these changes.

  • I'd save Cheryl and Blight. Cheryl has been through enough ######### to be dealing with this and blight deserves it. He almost escaped in his backstory and despite him being a bad person in life, he still recognized what he did and accepted his punishment, he doesn't deserve this fate of being a killer.

  • @CaulDrohn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2188727#Comment_2188727

    I like the idea of having the trap activated without a gen. The timer would be longer, but each gen finished will remove half a minute or so from any active trap. That would discourage doing gens with traps on their head.

    Not even the last part would be necessary.

  • @GeneralV said:

    https://forum.deadbydaylight.com/en/discussion/comment/2188808#Comment_2188808

    Yeah, I actually had Whispers in my mind when I mentioned her TR, I think it would help with the ambush. And I am glad to see that we agree about her traps, I thought I was completely wrong about it but apparently that wasn't the case :)

    Well, I was asking for help mostly with the discussion, because a Pig main has much more knowledge about her than a Freddy main. However, I would appreciate a build suggestion 👀

    A general all round build would be

    -Whispears for tracking

    -Endearing so you don't have to respect pallets, especially when dashing.

    -Ruin for obvious reasons.

    - last perk is up to you. I run devour because it's fun but for more consistency, surveillance, pop, or surge. I disagree with save the best for last because I like using charge attacks alot but otherwise, go for it.

  • @GeneralV said:

    https://forum.deadbydaylight.com/en/discussion/comment/2188749#Comment_2188749

    Ah, I was hoping someone would! Thank you, my friend :)

    Alright, so we agree that Combat Straps need to be base-kit, but I must admit I wasn't thinking about a full add-on pass. Thanks to Billy, I am kinda scared of those, but you are probably right about it.

    And I like your suggestion of traps losing the gen requirement, but I think it should be restricted to EGC.

    What do you think of her TR? Should it be reverted back to 28 metres?

    Eh, decreasing her terror radius is OK but I personally don't see much difference in doing so. To be honest, the buff is more of a quality of life for whispers but it's not needed. It won't break her, won't make her strong or weak without it, its just a "oh sweet" kind of thing, other than that, it won't fix her issues.

    I like the idea of her traps being active again during EGC, I'd love to bring back her end game builds again and it would probably be a more balanced buff compared to what I said.

    I mostly just want tempered timer and the addon that increases time to search boxes changed just so behavior can be more confident in buffing her power and properly fix her kill stats. The usless debuff add-ons should be changed to affect her charge attack instead in my opinion, I'd love for that ability to be used more, especially in chases.

    That's about it tho.

    So what are you struggling with the pig at the moment?

  • @GeneralV said:

    -Revert her TR back to 28 metres, as it used to be.

    -Increased movement speed while crouched.

    -Combat Straps base-kit

    -Traps are instantly activated during the EGC

    Just a few ideas, but I am certainly not the best person to comment on Pig's balance. If a Pig main out there is willing to give me a hand, I would appreciate it ;)

    I'd be down to help!

  • She needs an addon rework. Her add-ons that affect the odds of players being able to search all boxes is oppressive. Her brown add-ons are good and balanced, they are fine but the higher raritys are just either useless or oppressive in terms of RNG.

    If we wanted to buff her base kit, make straps base kit, make the keys not in a set place. Too unreliable. Make it work the same as escaping from a trap from trapper, an increasing odds of escaping after each attempt. This is just about all she needs for the most part, consistency and for her crouching to be on par with GF or close to it.

    A more extreme buff is to allow traps to be active without the requirement of a gen finishing. I'd love this to death but again, this is more extreme.

    As a pig main, this is all pig needs.

  • @OGlilSPOOK20 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2188577#Comment_2188577

    Wow I didn't even know that was a thing with Doc & Tinkerer. Alright thanks for the advice. Been playing this game for 3 and a half years and never knew that was a thing. First time seeing it. I'll be switching perks now.

    Any time!!!

  • I main the killers Pig/Blight/Nurse. I like well thought out playstyles with pig being my first main with her ability to stall the game, I can take and control the game at my own pace alot of the time and it's just a good feeling. Blight and nurse because I like a technical challenge.

    For Survivor I just play Tap because I love the SAW series and I love his stake out perk. I run Stake out, Dead hard, spine chill, and BT. This is a "cover all of my bases" based build. Stake out for quicker gen or healing completes, spine chill for anti Stealth, dead hard to help loop killers, and BT to allow me to save allies. Sometimes, I'll replace DH with Lithe.

  • It can definitely be classified as one since SCP deals with anything supernatural or extremely dangerous for the public but the SCP foundation probably wouldn't be able to contain such a being. Maybe a killer if they were to come to earth but that's assuming that the entity can't just snatch them right back.

  • Ok, very easy thing here. You have no terror radius due to tinkerer. Each of these examples is when you have no terror radius. If you read his ability, it's not a fixed range but instead causes all Survivors WITHIN YOUR TERROR RADIUS to scream. Since you had undetectable while using your ability, no one was in your terror radius because you don't have one while tinkerer is active.

    I'd personally replace that ability with sloppy butcher or whispers or try to recognize when your undetectable.

  • I tend to say "GG, wp all!" For all of my games. If it was a really great game all round for everyone I say "GG, good ######### from everyone! GL on your guys next game!"

  • Behavior- "So we've been thinking about a change that alot of players have been asking for from blight. dont worry killers, we hear you."


    "So we are nerfing The Pig"

  • As a pig main, been playing Hex pig or how I'd like to call, Sidequest Pig.

    -Devour

    -undying

    -ruin

    -thrill of the Hunt


    Add-ons, tampered timer, and increase time searching boxes.

    It's a scummy build in my opinion but the idea is to bring the game to a crawl with overwhelming the survivors with objectives. Take off your trap or you die, find devour before I get 5 stacks, find undying so you can deal with the other perks, find ruin so you can actually progress the gens while finding the other stuff, and find thrill so you can do everything else faster.

    Oh and RNG might screw you with the boxes in a large map soo. Oh since I have thrill and it takes like 20 seconds to destroy hexes, if I'm nearby, I'm gonna interrupt you and you have to do it all over again, same with boxes.


    Scummy build again but it's fun to relish in the survivors suffering.

  • A passive power/active power, maybe a reverse Michael Mayers of sorts. If a Survivor looks at you, they experience static that fills a power meter. The closer they are, the faster the meter builds. At full meter, Slenderman can send out a tendril that has a range of a demo leap with a 1-2 second build up before throwing the tendril. This essentially behaves as a range attack that takes off one health state, Nothing too extreme.

    but because the ability only takes off one heath state, the build up takes 12 seconds to charge from a distance but doubles at close range (demo lunge range maxes the build up)


    Since this mechanic is entirely dependent on the survivors looking at the killer, behavior will need to take that mechanic and fine tune it so it's more reliable for this killer and for ghost face too!

  • @Jmang1245 said:

    I mean, what are you guys thinking? Hide Somewhere so it wastes one of the killers perks and denies them pressure in the early game.

    The whole point of corrupt is to stall, that's the best case scenario for killers running this, especially trap based killers who use the Time to set up. Your just hurting yourself by letting killers set up or by finding one of you without you knowing since your hiding

  • @fr0sty1223 said:

    Survivors cannot end a chase and that’s a problem. If a killer wants you they will get no matter what you do. You can use ds, dh, balanced landing, sprint burst, loop them, or stun them but they will continue to get to you and there is nothing you can do about it. They only thing that can maybe end a chase is lucky break + iron will and that’s it. If survivors had more ways to end chases and it was up to only the killer to end the chase I think that would solve a lot of problems in the game. For example: it would be a lot harder to tunnel if the survivor had a way to end the chase and actually get away from the killer.

    Keep in mind that the game needs to be killer sided to move the game. Your in the wrong mindset for this game, think in this way, the longer the killer chases you, the more time you waste for the killer during that time, the others are working on gens progressing it so you can leave. You have multiple chances to escape with different hook states and chances to be rescued.

  • @Huge_Bush said:

    He's fine as he is, not every killer needs to be as strong as Spirit, nor do they need to be made more fun for every survivor. Frankly, the only survivors who can't handle him are just the bad ones.

    If the strategy against all killers were the same, the game would get stale real soon. It's good that it's not. I actually enjoy going against Doctor, Nurse, Spirits (who don't tunnel), Piggies, and Hag. They only become miserable to face when my solo teammates are worse than me.

    Never said he needs to be as strong as spirit. It's just nice to see changed to killers that haven't gotten a change in a minute whether its a quality of life improvement for either survivor or killer side of it. like making him feel smoother to play in some regard or making something less straining to play (flashing lights and stuff.)

  • @FFirebrandd said:

    as far as I know, the only changes coming to him are to make the Madness Tiers more distinct on the UI and make the visual effects from Madness be less intense.

    Thank you so much!!!

  • @Mr_K said:

    What's wrong with Doc?

    alot of people just dont find him fun to play against is all

  • i enjoy it but it needs something changed. i personally want a quick chat option to let your teammates know what your doing or gonna do. Maybe a quick chat saying if the killer is near or away from you or asking people to work on gens and other situational chats of the like. I think this will make solo que close to par with SWF and it can allow teammates to recommend newer players on what to do without the toxicity (for the most part) by just having quick chat instead of typing chat.

  • blight. I would be terrified to look out my window to see a angry midget with a cane running down the street pinballing off of #########

  • paired with DS, its pretty good. if you get unhooked with these two perks and go straight for the killer he either has to ignore you which can allow you to body block kinda or he downs you allowing for the other survivor to get some distance. if he picks you up, you stun him and get away potencially or just stall the game longer or he slugs you and runs after the rescuer which allows you to pick yourself up and get away while the killer is looking for the rescuer which once again wastes his time.

  • its fun but difficult in the matter of teammates being good or not and not having communications with teammates.

  • id use spirit fury and endearing. chase for the M1 at loops and dont respect pallets then down with chainsaw id say.

  • discordance or tinkerer would be nice.

  • "Hey guys, we understand that DBD is in a bad state at the moment so we are announcing a Health Chapter. A chapter devoted to fixing the game for the better and bring it into a better state. So for our biggest change that we are introducing to the game is one that the player base both survivor and killers alike have been asking for a long time now and don't worry, we hear you!"


    "We have decided to nerf pig."

  • @Yords said:

    That would take away the uniqueness from pyramid head and be detrimental to killers. Survivors could just go in the general area of where the hooked survivor would appear and almost instantly save.

    not exactly. its still good due to his cage negating hook perks and it doesnt take away the main reason it makes the ability good, the ability to send someone to a cage immediately after downing someone and continue to chase and apply pressure onto someone else. Pyramid Heads cage will still stand out and be unique.

  • plague is a pretty strong killer, especially if the survivors cleanse quickly in all the wrong spots.

    congratulate your self dude, gg.

  • so heres the best tip that i can give you for playing blight, (disclaimer, i am not a blight main nor do i J-flick but i've been picking him up and learning him for the past 4 months now.) use your power to patrol or to catch up to the survivor. not at loops unless your confident that you can get the hit.

    Theres too much room for big errors to use his power at a loop so take advantage of his size and mind game instead until they flee the loop or drop the pallet then charge at em for a quick hit when they are in the open.

  • had a game on the snow map place as blight. was playing decently but still alot of room for improvement. got one kill and once all gens were done, had one person on the hook. saw in the distance that the gate was 99'd so i decided to camp and just wait.

    saw claudette crouch walking towards me and the hook so i dashed in an downed her, other person then got saved so i turned around and slugged and dashed forward hitting the unhooker bringing her to injured then downed the person that was on hook. ended up getting 3 kills that game due to the end game camp.

    these are the kind of scenarios in which i support a camp.

  • @SammiieK1991 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2152041#Comment_2152041

    Yeah because obviously, camping, tunnelling, moaning about everything... oh and hackers make the game so much better. Sorry I must of missed the fun in all that. My apologies.

    and pre nerf brand new parts were any more fun? trapper being countered by numerous perks and items? games being held hostage by survivors or killers with no EGC?

  • @Yaassin_q8 said:

    really excited.

    probably around the time they buff pig, after tons of small, unnecessary nerfs then a crumb of a buff that does literally nothing. then they may consider putting it on their to do list

  • wait, does it work on the Pig? if i have someone blind with this hex and they have a trap on their head, can they see the jigsaw boxes?

  • Oni is diffidently an A tier. id drop deathslinger, wraith, freddy, and hill billy down a tier.

  • @PanicSquid said:

    https://forum.deadbydaylight.com/en/discussion/246422/imagine-this-mortal-kombat-in-dbd

    Thats just a Deathslinger re-skin

    Sub-zero could be more interesting, but how would you make ice powers work?

    Icy ground, he can spray ice on the ground in a short meter range that lingers for 30 seconds. survivors running on it makes changing direction alot slower, preventing taking tight turns around corners and making it difficult to set up a fast vault when coming from the side.

  • I main pig because of a jack of all trades like power. Some slow down, some loop/mind game potential and some stealth potential. I love the idea of having multiple ways of dealing with situations and taking my time on it. Pig fits it perfectly.

  • sandbagging. had a few moments as survivor working on a gen with someone, killer starts running over to us and we run the same direction, (both of us running towards a loop and the survivor drops the pallet right in front of me and i get grabbed.

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2147121#Comment_2147121

    But then the survivors get pushed towards you immediately, and they'll be able to see you setting up traps. It's counterproductive.

    yes they get pushed to you, whats good about this is that they arent gonna be on gens. they will ether stay by the blocked gens and do absolutley nothing or they see you and run for the hills to not get chased, preventing them from working on gens once again. if they do try to harass your webs, well, you should already have a few up by the time they get to you, time to start chasing and get him down.

  • not my main but i run corrupt, infectious, BBQ, Ruin.


    Game plan

    Start of game- find survivor and puke on em them leave em and find another survivor. repeat until i infect 3-4 people then start downing.

    mid game- if people cleanse, use BBQ to find survivors and use red puke if its on the way to a survivor, otherwise keep infecting and chasing.

    late game if not going well - red puke and slug with infectious if viable to slug.

  • Please behavior, just a crumb of a pig buff. pls.


    *Nerfs pig again"


    #########

  • it doesnt address his issues much in my opinion.

  • For Jack, i'd like to see something done with the mold. Maybe an ability where you spread the mold slowly around a radius that could cover a tile after hitting a survivor. The mold could reveal aura to the killer to prevent mind gaming on the killers end or getting the jump on survivors chillin in the mold. Give him a smaller than average TR so he can be a bit stealthy.

    He could get a power to make a range attack (like demo dash range or something like that) via mold rising and making a small AoE attack (with a minor delay for a chance to react.)

    that be cool

  • @ChiSoxFan11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2143353#Comment_2143353

    I normally play Pig with Ruin/Undying, but I've been sprinkling in Devour to the mix as well in some matches for the same reasons. My sample size has been somewhat small, but in nearly every match, I'm either getting a ton of value out of Ruin or Devour even after the survivors break two of the totems. Despite the luck factor, there's just enough slowdown with the traps and Undying keeping something alive, that even on the maps that have bad totem spawns, it's worked better than expected. I'd like to see that (or with TOTH added in) played out on a map like Midwich, Glenvale, or Lery's (where totem spawns can be downright nasty).

    I have a small sample size as well, ive just been playing on smaller maps sadly but im excited to get a large map. Thats where the RTB kills will be plentiful.

  • @Baby_Victor said:

    I’m not talking to the people who consider themself a Killer Main because they play, primarily, the Killer side of the game... but to those who specifically played one Killer consistently. You ‘Main’ that one specific Killer, either to this day of not.

    You can answer how you want but I’ll pose some questions to sort of dig out what I’m mostly looking to read.

    • Who did you Main?
    • Why did you Main them?
    • Did they change drastically over your time with them?
    • Did you “drop” that Killer almost immediately or after a long period of time?
    • or Did you adapt to the changes and continue to Main them?
    • Did you find a New Main? Who?
    • If your Killer hasn’t had any drastic changes or your still fairly new to the game...do you think you would be the type to give up on your Main or continue using them no matter the changes?

    I’ve noticed, in my time with BHVR, the way a Killer feels or plays can be changed so much that it can affect the player who plays them, in varying degrees. Just wanna read up a lil about Killers and their choices they made, over their time with DbD.

    I think several Killer Mains had, at some point, have to reflect on the Killer they chose to Main (because of changes made to their Killer Power or Kit) and had to choose to stick it out or give it up. I’m looking for those insights.

    -I main The Pig

    -Originally chose her because i am a fan of the saw movies but her power solidify her for me. I am a fan of stealth and abilities that like to take a slower, more cautious approach to situations. Her mind gaming is fun to master and her RBT's pushes for more chases and gives me time to evaluate the match.

    -I played pig when she first released, her nerfs overtime hindered her especially the end game nerf. A tragedy, never even got to make an end game build.

    -I havent dropped her completely but i did try other killers after the EGC nerf, played alot of nurse for a few months but never stopped playing pig. Had to adapt to her nerf by placing the traps faster before the last gen which made the playstyle less adaptive but oh well.

    -Nurse but i still suck.

    Unless they make pig's ability useless, i wont drop the pig as my main.

  • Pig Main here, actually experimenting on a build called Side Quest Pig or totem pig. Hex undying, Ruin, Devour, and thrill.

    Addons, those two mentioned.

    The idea is to overwhelm the players with too many side missions to do/work on. deal with ruin so you can work faster, deal with devour so you dont die later on, deal with ruin or thrill so you can deal with the other hexes, get your trap off your head so you dont die.


    been pretty fun in my opinion but its heavily rng dependent.

  • @marciamarciamarcia said:

    I bought Pig last night, and I've played 3 matches with her so far. I'm still trying to get the hang of the dash and ambush attacks, but that's to be expected. As for her traps, I thought a Survivor wasn't able to escape through the exit gates with a trap on their head?

    I downed a Claudette during EGC, but she was still able to crawl out the exit gates with the trap on her head. I thought that could only happen if trying to escape through the hatch? If traps don't become active during EGC, then that seems to really limit Pig's power as a Killer.

    Thoughts?

    It does limit the pig. use your power to delay the game before the last gen is done.

    Look up the Pig guide on youtube by someone named Scorpionz, arguably the best to learn from.

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