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  • My experience with the new auras regarding BBQ has been negative. I'm not sure I've managed to see a Survivor working on a gen using BBQ with the new auras.

  • I take it this means DC penalties are back?

  • @FFirebrandd said:

    So a couple things.

    Yes Tampered Timer + Crate of Gears/Jigsaw Sketch is pretty toxic. But much like Iri Head + Infantry Belt, most Pigs don't run it.

    Yes her traps are kind of RNG. But in all honesty it is equally likely to screw her over as you. They probably should be reworked to be more consistent on both sides, but its not terrible.

    StBfL isn't even all that great on her if you're good with Ambush hits. Traps + PgtW does buy her a lot of time, but what do you expect from a Killer who's power primarily is a Control power? Ambush is completely fine.

    So like... I get it that her traps have a toxic add on combo and are a bit too RNG... but like... there are so many other killers that are stronger than her and more problematic so I really don't get why you're going after Amanda.

    If any Pig add-on is the toxic one, it's Amanda's Letter. Anyone who gets a Trap on basically has a 50% chance to just die if the Pig decides to camp one of the boxes. Pair it with Last Will, and you get to coinflip a chance at death two times.

  • @Widden said:

    https://forum.deadbydaylight.com/en/discussion/comment/1487738#Comment_1487738

    Her normal lunge is really good against 360 and pallet hits. Ambush attack is impossible to 360

    Her normal lunge is identical to every other Killer's normal lunge. What are you talking about?

  • Her lunge hard counter for 360 and pallet hits

    You mean her ambush attack or her regular M1 lunge?

  • @Seiko300 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1487231#Comment_1487231

    Woah woah woah woah woah wait a minute wait a minute wait a minute hold up. Woah.

    Are you telling me,

    That Lopro Chains will now only deal 1 state of damage AFTER cutting through a pallet? And will still allow you to instant down in every other instance? Like everyone universally thought and agreed was how it should work??

    and the devs actually listened to community feedback and CHANGED it???

    @AhoyWolf said:

    I just had the game with Billy's Lopro Chains addon, but it still works the same, it's just speed limiter 2.0, but the description says something different.

    https://us.v-cdn.net/6030815/uploads/DGERHTSS3F57/obrazek.png

    Did they just accidentally released only descriptions?


  • @Zeus said:

    I dont think they are out yet. It's just the description. Does the add-on do what it says?

    Supposedly, Lopro Chains still functions as it did during PTB (ability to charge through pallets in exchange for not being able to one-shot Survivors with chainsaw) despite the description being updated (according to the live description, chainsaw can still charge through pallets only loses the ability to one-shot Survivors for five seconds after breaking a pallet with the chainsaw).

  • Video evidence would definitely go a long way to getting them to take your report seriously.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1478249#Comment_1478249

    I've grown to dislike the "The only thing that matters is the match outcome" mentality in gaming. If the only reason to play the game is to win, then you need to use meta perks, and the perks that give you the best odds of survival/killing are the only way to play the game. Fun is only attained by 'winning' right? It can't be moments like: Oooh, "I sure as hell styled that Killer with that setup, I died, but it was cool". Or Killer: "With this setup I'll really irk a survivor, probably most will escape, but this one survivor will be in a real pickle".

    ######### I remember back when The Pig had the add-on that only allows two boxes and one Trap. I got trapped and The Pig just sat in front of one Jigsaw box (the one with my 'key' as it turned out). The team escaped, but we all crowded around The Pig and watched me die... It's a moment I still remember.

    Deliverance should absolutely be able to be used if they would otherwise enter the 'Game says die because time saving' state. Simply because, well, the additional time added isn't egregious, and it actually allows a non-standard expected outcome.

    ######### I remember back when The Pig had the add-on that only allows two boxes and one Trap. I got trapped and The Pig just sat in front of one Jigsaw box (the one with my 'key' as it turned out). The team escaped, but we all crowded around The Pig and watched me die... It's a moment I still remember.

    This to me sounds like a miserable moment that I would not want to see replicated, not a fun one that supports the idea that "winning isn't everything".

    Deliverance pointlessly extending the game 99% of the time isn't worth the 1% of the time where it makes a difference.

  • @alaenyia said:

    https://forum.deadbydaylight.com/en/discussion/comment/1484466#Comment_1484466

    Clearly you did not read all the thread of this convo, scroll up a bit it is explained, probably several times.

    No, it actually is not explained how the EGC managed to kill you if the Killer stood in one place and never even saw you. What you pointed out was the EGC managing to kill someone after the Killer killed everyone else and successfully managed to close the Hatch. From there, the Killer deserves that credit.

  • @Raccaine said:

    https://forum.deadbydaylight.com/en/discussion/comment/1484480#Comment_1484480

    Interesting. I don't really see flashlights being uncontestable? There's a few necessary evil mechanic-cancelling perks (such as Corrupt Intervention) but I don't see a point in Lightborn being like that, other than them stubbornly wanting a perk that solely counters flashlights + firecrackers (do people actually use those btw? I'm on vacation too much to play when they're prevalent finds.)

    To be fair, of the ones you listed, Lightborn is the one I have an issue with the most because flashlights have a pretty straightforward counter.

  • Mechanics that exist to cancel other mechanics are a pretty fundamental aspect of game design. They exist so certain mechanics don't end up being uncontestable.

  • @alaenyia said:

    https://forum.deadbydaylight.com/en/discussion/comment/1478697#Comment_1478697

    Have you not played in a while? The entity kills you, not the killer. So even if the killer just stands in one place and never even sees you, they get credit for the kill if the entity gets you. I think there should be no points of credit given to the killer, since they didn't actually kill you.

    If the Killer stood in one place doing nothing, then how did the EGC manage to kill you?

  • @ClickyClicky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1483253#Comment_1483253

    Maybe if you took time to read the patch notes instead of trying to talk trash to people you disagree with....

    ”The Hillbilly has a versatile kit with traversal and double-damage effects as a part of his base power, leading this character to overperform compared to other Killers.”

    Which is what people like myself and others who actually understand the game have been saying for a long time. It was obvious to anyone without bias that Hillbilly was overperforming and made most other killers look ridiculous.

    Maybe you should have read the part that said that they overdid it with the nerf. :P

  • @Peanits said:

    Wait, so who was in the casket at the funeral(s)?

    PTB Billy

  • @ObscurityDragon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1482203#Comment_1482203

    Oh its of both sides, really.

    They may have said it in the bad way or without giving the right infos

    But people now use just one part of the sentence to day they dont want the change

    Humans stay humans you could write and essay and they still could use just the words they think are good to use against you (perfect exemple: TV , lol)

    So yeah its some of both

    I'd say it's very much more that it was poorly communicated IMO. It's comparable to being told by your teacher "I'm mostly happy with your term paper," only to be given "Needs Improvement" when you receive the paper back.

  • @ObscurityDragon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1482161#Comment_1482161

    They probably meant by that that they where happy the way he could pressure survivors, chase them around or get EVENTUALLY counterplayed

    But the fact is they kinda knew what the problem was, but cmprobanly didnt had any idea yet about how to fix it as billy had almost instadowns, all the time, at great speed and he could rush from 1 hook to another leaving no time for survivors to even escape him. Beside i also guess there was way more billy players back then then now? I dunno.

    What caused his changes is also probably the addition of new maps and mostly perks to help him secure quick kills and games like the plague perk to make other survivors cry when you down someone, seen so so many games get done quickly because of this or because you couldnt unhook another survivor without getting on the hook yourself

    There are always many things to look on and you cant always patch what you wanna patch when you wanna patch it

    Then that means that it was poorly written/communicated, not just a matter of people misinterpreting it because "people read what they wanna hear."

  • Diversion:

    Press the Active Ability button while crouched and motionless to throw a pebble, which creates a distraction for the Killer at a distance of 10/15/20 metres.

    Diversion has a cooldown of 45 seconds.

  • @ObscurityDragon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1482017#Comment_1482017

    Finally someone opening his eyes lol

    These 4 words turns an entire sentence around but people keep hearing what they wanna hear

    I mean, do they? If they wanted to say that Billy was overperforming, just say that Billy was overperforming. Saying "We're mostly happy with him" has a noticeably different connotation.

  • @zoozoom6 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1480665#Comment_1480665

    https://forum.deadbydaylight.com/en/discussion/comment/1480668#Comment_1480668

    but it can heal a dying player to injured when the killer closes the hatch and if the doors are open at that point it can take an earned kill away just as surely as noed can give it

    Like I said, I support changing both.

  • @MaybeShesCrazy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1479869#Comment_1479869

    While I do remember the thread I really wished an open talk could have be held about it. Maybe one day it will be. Maybe not in that thread - but maybe another - one that has both a DC'ers POV on a game experience and one on the other end.

    Currently we do have an abandonment BP for games. I don't think it's quite working all the time the way it is suppose to though. It gives the people abandoned a 600 I think bump and it also -1 from the DC'er rank.

    I had a whole SWF team DC on me today. The killer apologized to me after. I was on the hook when they did it. No coming back from that. It wasn't the killers fault, they didn't do anything wrong. A teammate died and they DC'd. I had another group that I'm not sure if they were SWF or not, but same thing. Honestly - I didn't care because if someone doesn't want to be in the game - I'd rather for their sanity and the team - they didn't.

    I do wish they'd not do it on first down though. At least give us a chance to prove we will be there for you as a team. I guess if they've had one too many bad experiences though - it's hard for them to trust the team. I know - I've had those moments. I've had teammates leave me to bleed out for no good reason a few weeks back. Sucks - I would have been absolutely in my rights to DC at that point without benefit to them and without a penalty on my end. I didn't. I died and moved on to the next game.

    https://forum.deadbydaylight.com/en/discussion/comment/1479917#Comment_1479917

    See I do do that. I admit this full and frankly think it's okay.

    Reasons so far:

    • Teammate is about to get pummeled for trying to rescue me.
    • I'm being camped to high heaven and another teammate is for sure going to go own and I'm probably in the basement.
    • Teammates self-healing right beside me or doing gens while I'm going into second phase. I mean seriously what kind of nonsense is that?
    • Teammates ignoring getting off hooks until the last second, again that puts someone into phase 2 and the second they are hooked again they are dead.
    • Teammates all rushing from across the field, getting off gens to get BP. Gesh man only one needs to come the rest need to stay on gens. Chances are the lot of them are going to end up going down. I'm actually saving them from themselves lol. Seriously think about it - I actually am.
    • When you have an obvious SWF that involves the killer. Oh helk no am I dealing with giving a cheating teammate and killer extra BP's.
    • An SWF that obviously is only looking out for each other and not the whole team - yup - bye bye.

    So above are some reasons some may think are selfish but I think they are sanity savers and if anything the other parties behavior is unfair.

    Some are very much for the team.

    I actually have accidentally done it a few times too when someone was almost there, I thought they had me and stopped spacing and yikes. Oh that's bad. I feel awful when that happens. It's happen I think 3 or 4 times. I am more careful now.

    I think those are pretty legit reasons and I've experience a load of those. It gets very frustrating to play that game, after game, and not suicide and say "oh, forget this" and move on to another game where you can actually have fun with people.

    Lemme amend what I said before: Punish super early hook suicides. The ones that are clearly just fueled by a desire to ragequit. Stuff like suiciding to give someone the hatch or suiciding because you're already down a person and someone else is on the hook at 5 gens still is okay. Hook suiciding in a way that basically just screws the entire team over is not okay in my book, and that's what should be punished.

  • Pig already has an imbalance with regards to how her add-ons affect aspects of her power (too many affect her RBT; not enough affect her ambush). Having add-ons that completely change an aspect of her power like that would only exacerbate that issue IMO.

  • I support changing both of them, for what it's worth. But to answer your question, it's because Adrenaline activates when the Survivors are basically ahead whereas NOED activates when the Killer is behind (except when the hatch is closed, but at that point, NOED doesn't make much of a difference).

  • Jake. I like 2/3s of his Blight Halloween costume.

  • @Sluzzy said:

    Forcing someone to play in a miserable match is not something that needs to come back. Doing so will only result in suicides to get out of there.

    Hence why we should punish hook suicides as well.

  • @stikyard said:

    https://forum.deadbydaylight.com/en/discussion/comment/1480017#Comment_1480017

    WTB Survivor perk that reveals the Killer and grants me extra BPs.

    Dark Sense isn't a very good perk, so I don't think tagging BP onto it is very good either. If anything, WGLF and We'll Make It would work well as a single combined perk.

    in BBQ is OP Comment by TAG
  • @stikyard said:

    I'm baffled, if BBQ is so easily countered and doesn't disrupt the gameplay of every survivor, then why do I face it 85% of the time?

    My loadout is typically... Dead Hard / Spine Chill / Lightweight / Borrowed time. If I have them.

    Sometimes I try to run... Mettle of Man / Breakout / Dead Hard / Inner Strength. I usually don't get MoM to proc and I cheer for joy if Breakout actually helps!

    Extra bloodpoints.

    in BBQ is OP Comment by TAG
  • @LemonFeeb said:

    Infinite tier 3 Meyers is basically like iridescent head huntress. Except without the projectiles.

    It also requires a substantially extra amount of stalking.

  • @stikyard said:

    https://forum.deadbydaylight.com/en/discussion/comment/1479911#Comment_1479911

    DS, BT and, DH all do what? Give the survivor an extra chance to run away. It doesn't end the chase or hide the survivor, they don't reveal the Killer to every survivor either.

    I can't count the number times I've used anyone of those perks just to be chased down and whacked again, it's not game breaking.

    I hate to say this, but each post you make here further suggests that you need to improve a lot as a Survivor.

    in BBQ is OP Comment by TAG
  • I don't see the issue with what anyone did. You are allowed to use Fragrant Tuft; they're allowed to use the second chance you VOLUNTARILY gave them in whatever way they see fit.

  • I often find that Corrupt is only sorta-ish useful-ish for one chase's worth. Unless it's on a setup Killer, I don't think it's worth using.

  • @stikyard said:

    https://forum.deadbydaylight.com/en/discussion/comment/1479848#Comment_1479848

    The "counterplay" to BBQ is you have to play every game around BBQ. If that's not OP, I don't know what is.

    If it were a far range scream, it would still disrupt survivors and make them move, also being close to the killer would no longer be a counter play.

    It's no OP, though. Playing around BBQ isn't some monumental game-costing strategy. It's just something you do within a certain timeframe for a few seconds if you worry about the Killer maybe being able to find you.

    in BBQ is OP Comment by TAG
  • @stikyard said:

    https://forum.deadbydaylight.com/en/discussion/comment/1479910#Comment_1479910

    It kind of is though. I've tried to get some friends into this game and, they get so frustrated when they don't understand why or how the killer was able to track them down without any warning. If they screamed, they would know they've been revealed and time to move.

    Then they should improve. If they are not willing to, then whose fault is that?

    in BBQ is OP Comment by TAG
  • @ClickyClicky said:

    And when it comes back the disconnects will go back to hook suicides, and when one survivor gives up early the rest usually do after. It wasnt much better with them.

    At least now if someone quits in the first 60 seconds I can quit too and find a new game. Whereas before when someone quit you got a few miniscule pity points and were expected to play out the rest of a tilted, unfun game. Punished despite doing nothing wrong.

    Punish hook suicides. Done.

  • @stikyard said:

    The possibilty that the killer has BBQ disrupts every survivor. I have to leave my gen and run closer to the killer or find a locker.

    New players don't even know what's going on and, look stupid when the killer knows exactly which rock they were hiding behind.

    New players not knowing proper strategy isn't a reason to change BBQ. Neither is playing around BBQ.

    in BBQ is OP Comment by TAG
  • The Masked Mutant from Goosebumps also has a chance of being a future killer, but I wouldn't get my hopes up.

  • The main thing I think solo queue needs is some form of communication between Survivors in the middle of a game. Just two vague emotes is not enough.

    I think if there was some sort of way to use the Survivor icons so Survivors can see what other Survivors are doing (the Killer wouldn't be able to see them), I think that could help a lot.

  • @pseudechis said:

    https://forum.deadbydaylight.com/en/discussion/comment/1475413#Comment_1475413

    And once everybody has killed everybody else finally we'll have peace.

    Hey, it's not like that Killer is likely to ever see my original message.

  • @pseudechis said:

    https://forum.deadbydaylight.com/en/discussion/comment/1475034#Comment_1475034

    Doesn’t justify its use though or the cycle of toxic crap just keeps repeating and repeating.

    Nah, I don't agree. Killer's behavior in the post-game chat merits it.

  • @timbologna said:

    https://forum.deadbydaylight.com/en/discussion/comment/1474954#Comment_1474954

    Git gud is a toxic statement in itself. It's not constructive.

    Yes, which would fit with the Killer's non-constructive assessment of the situation.

  • "I can't mindgame against braindead Survivors"

    Kinda sounds like he is admitting that he needs to git gud :P

  • John Wayne. Meanwhile, the Clown was John Wayne Gacy. 😛

    (I am just making this up. I just wanted to make a stupid reference.)

  • @animalmak said:

    I think it favors killer animation, so if you've pressed 'close hatch' before they've pressed 'leave through hatch,' then it'll close it on them.

    I believe it favors the person whose button press is registered by the server first? So if the Killer's command is read first, the Survivor will jump and be stopped by the closed door. If the Survivor's command is read first, the Survivor jumps through as it is closing on them.

  • Clown in only a speedo. That is all.

  • @Mr_MoneyInTheBank said:

    https://forum.deadbydaylight.com/en/discussion/comment/1465545#Comment_1465545

    That was the point of playing old Freddy, he was the most difficult killer to play, that’s what i liked about him, i also liked his old power but now it’s changed so much

    They changed old Freddy because they were very unsatisfied with him enough that they were willing to basically make an entirely new Killer rather than keep him.

  • @Funguu said:

    I see all are saying no to the deep wounds, so a yes for no growl then??

    I am kinda sorta in favor of the growl change. Maybe only moving it closer to the dash start would be safer, but maybe removing it outright could be an add-on or something.

  • Unlikely. Given how much work went into re-doing Freddy completely, they probably wouldn't have done it unless they were that confident that they did not want old Freddy back.

  • Last I remember, devs have said they are not interested in bringing old Freddy back. I imagine if they were, they would never have re-worked him to the degree that they did in the first place.

  • There are two Killers that I don't think should have access to Deep Wounds: Doctor and Pig. Doctor because of how you can't mend until you snap out of it, and Pig because Deep Wounds can legitimately screw over someone with an active RBT.

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