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@Rezblaze said:
https://forum.deadbydaylight.com/en/discussion/comment/1115768#Comment_1115768
I got the most OP build here:
Agitation
Mad Grit
Iron Grasp
Furtive Chase
No way the survivors escape from this unless they're hacking.
Unless it gets gutted when changed for the live release, I would use Hangman's Trick in place of Furtive Chase.
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@lazytension said:
https://forum.deadbydaylight.com/en/discussion/comment/1115745#Comment_1115745
If stating my opinion is classified as "bitching", then so be it. I'm simply stating that this perk is OP. If the killer suffers no cool-down on hitting a survivor, what sense does it make for the wiggle meter progression to stop? Depending on the location of the survivors, the killer could easily get several hits and potentially down someone before I could even get half-way throw wiggling.
I'm simply stating that this perk is OP
I can't tell if you are trolling. Mad Grit is a bad perk. There's a reason few people run it.
Also, Mad Grit doesn't remove the cooldown for hitting a Survivor. It removes the cooldown for missing.
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@Hoodied said:
https://forum.deadbydaylight.com/en/discussion/comment/1114243#Comment_1114243
That is 1 person off a generator for an extended amount of time.
That is one person off a generator for a variable amount of time. Could be extended, could be comparable to the time it takes to mend.
@des7in said:
https://forum.deadbydaylight.com/en/discussion/comment/1114607#Comment_1114607
Trunchbull next killer confirmed.
*SHOT PUT, JAVELIN, HAMMER THROW.*
Yo, if you actually have any legitimate ideas on how the Trunchbull would work as a killer, please take a shot. I have been trying to figure this fan idea out for a while, but I've never been able to figure out how to properly implement the stuff like the hammer, javelin, and shotput.
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Myer's hospital gown outfit sounds like shoes even though he is not wearing any.
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Keys, Moris, Irihead, certain maps. Maybe a few other things here and there, but those are the big ones IMO.
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@SkeletalElite said:
breakout nerf
Mad Grit is already a counter to breakout, so giving that perk the ability to see wiggle meter won't change anything.
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@BunnyTheHutt said:
Not really needed, if it takes longer then 7 seconds too get too a hook you know they are about too wiggle off. This would be more pointless and just fill the hud up.
I don't think it would clutter the HUD too much or anything. It's just a QoL so you know exactly how much time you have. I like the idea of putting it on Mad Grit because the time you have definitely can be be affected by pausing the wiggle meter.
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@Nyxis_Fier said:
https://forum.deadbydaylight.com/en/discussion/comment/1114177#Comment_1114177
It seems like there's a handful for killer and more need for survivors. They should put in equal works to both parties since it is asymmetrical base game.
They're all things that can be implemented into the game. After all scratch marks are for when killers are chasing a survivor. And also reread that as I stated killer shouldn't be able to see scratch marks unless nearby survivors. Scratch marks last up to 5 second especially if a killer has a perk to make it last longer. So if a survivor is running to a gen and it's lasting that long, it's unfair. Especially if the killer is all the way across the map. Its not off base when it's all just things that can be implemented. Just like wiggle bar can be implemented.
Its a discussion and so I am discussing several things that could be implemented.
None of those things you pitched would be reasonable, though. Besides, this thread is about discussing one specific idea (the one I pitched), not an all-purpose throw ideas here thread.
@Dreamnomad said:
If it was added to a perk like Mad Grit then I'd be fine with it. But I don't think it should be base kit. Perks like Flip Flop barely see use and if the killer knew the survivor had it (which they would the second they picked up the survivor) then the perk would lose the already limited value it has.
This is fair. I would be okay with it being restricted to a perk like Mad Grit.
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1) Mostly undo the EGC nerf. Trap placed on Survivors automatically become active if all the gens are finished, but not if the Hatch is closed (so that the last Survivor isn't completely screwed unless their Trap is already live). Instead, make the EGC timer pause as long as at least one Survivor is wearing a Reverse Bear Trap.
2) The first box a Survivor searches is always auto-fail.
3) The roar on the ambush is moved to at least half-charge (if not later) instead of at the start.
4) An add-on overhaul. She desperately needs one IMO.
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If you don't care what anyone says, then there's no real purpose in discussing this, is there?
Poor teammates is not the game's fault.
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Gimpyfish didn't make Bowser not bottom-tier in Melee, so scorpionz doesn't make Pig good in this game. :P
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He moves at the same speed as most killers.
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@Nyxis_Fier said:
No. I mean it would be nice to see who the killer is before the game but that won't ever happen. Lol or don't let killer see scratch marks unless they're close to survivors. As it is, a survivor can run while a killer walks and still catches a survivor, which honestly doesn't make sense. Its like there's an invisible lasso around the survivor as they're being drawn back to the killer.
Or if they did that, speed up the wiggle when killer has mad grit. Or remove decisive strike as a perk and make it as a passive ability for all survivors.
Personally it seems like theyve been doing a lot for the killers, buffing up wise. Which is starting to make the game more and more unbalanced.
If they do one they should do for the other as well. Since they go hand in hand.
Not everything needs to be "One for Killers, One for Survivors.
Also, how is "Killer can see the wiggle meter" an equivalent change to "Killers can't see scratch marks" or "Survivors can see who the Killer is in the lobby" or "make DS base kit?" Like, jeez. Way to completely go off base.
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Nope. Nemesis only changes the Obsession to someone who blinds you or stuns you using a locker or pallet.
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I have the shards for him, so I'll just use that.
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@Rexis said:
https://forum.deadbydaylight.com/en/discussion/comment/1113382#Comment_1113382
YET, an Ultimate tier 3 myres can take them all down with all their godly addons, a huntress with amazing hitboxes and dedicated servers
Killer game is so easy dude, there is not a single loop that cannot be mind gamed, not even the infinite windows
4v1 Yupe cause we are playing counter strike and we can hit the killer back, what a comment what a gamer
Ehhh, not always. "Tremendously" raising the time to reach Unlimited Tier 3 is a significant downside and basically mandates that you use an add-on that speeds up stalk rate. Strong Survivors can make that a real pain for Myers.
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The solution is to give slugged Survivors an opportunity to let themself die on the ground after a certain point. Not to remove DC penalties.
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@Pulsar said:
He seems like he has a high skill cap for a very low reward. He needs something, I am not sure what.
Boolets. :)
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@Mastropiero said:
https://forum.deadbydaylight.com/en/discussion/comment/1113498#Comment_1113498
Cannibal has the best perk of the game (BBQ) has a power that makes it possible to hit and down 4 people at once. Freddy is an excellent killer at the moment, what is the alleged incorrect information?
I only have 2 hours to test the DLC, I watched some videos and read in the official DBD forum and everyone says that it is a very weak killer, it is fun, but very weak, your ability practically makes no sense, because you are in stealth but you make noise and you get light and radius of terror as soon as you try to use their ability (stealth ability) the traps are easy to remove and do not prevent a survivor from escaping, the traps are only activated when a generator is completed, she is very small and you can barely see anything when you're crouched. I do not need more, I am 100% sure that it is a weak killer and that it is not worth paying for it. The question is whether they will improve it or I return it, end.
Ehhhh, on paper, Leatherface can down four people at once. In practice, he is almost never getting more than one at a time unless he is camping.
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On PS4, I have Adept Pig only. None on PC version.
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@BunnyTheHutt said:
https://forum.deadbydaylight.com/en/discussion/132195/why-is-the-pig-so-weak
Pig can be an amazing killer long as you know when too place the traps too delay the important parts of the game. And how on earth is Cannibal a good killer in any form? his power actively works against him. And Freddy was the worst killer in the game until about a year ago, so that info is also wrong.
Just learn more about killer before posting about how weak/strong a killer is.
Two traps ASAP, two traps in the later half of the game, the fifth trap as you see fit if you are running Last Will. Ya?
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3-4 kills as a Killer.
3-4 escapes as a Survivor.
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@NullEXE said:
https://forum.deadbydaylight.com/en/discussion/comment/1113273#Comment_1113273
Cannibal, Clown, Legion, Plague, Demogorgon, and Oni. More than half the "paid killers" are weaker than her. On top of that she even has a stronger additional objective mechanic than Freddy.
Literally the only thing I would buff about her is how quickly a key can be found, but there are times when you don't find a key for like 5 boxes and that's extremely detrimental to the entirity of the trial. However it would be hard to buff that mechanic since it relies entirely on the fact that it is RNG based.
I personally think Oni and Demo are stronger than Pig (even if I am turrible with Oni), and if the whole thing about her starting with a Corrupted Pool makes it to live, I think Plague will be too.
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@Tactless_Ninja said:
Miss Piggy works best if you can keep track of survivor positions. I usually do this with slugs and setting up ambushes. Blindness perks can also shake up their rhythm. Knockout will delay survivors finding the slug. And if the slug gets up, that usually means a second survivor. You can potentially let the slug go if they have a helmet on as they'll prioritize that. It's better than hook camping.
Her ambush attack can be used mid-chase. It can easily catch up to survivors which is why it got the perk nerf awhile back. People underestimate it's utility.
And if all else fails, I usually have bloodwarden. Got a real angry message for that one.
Her ambush attack can be used mid-chase. It can easily catch up to survivors which is why it got the perk nerf awhile back. People underestimate it's utility.
It ain't gonna catch up to anyone unless you use it point blank with ambush add-ons, at which point you could have just M1'd them anyways. It is only useful at mindgaming Survivors on certain loops.
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Already tried this build. Is hilarious. I hope Hangman's Trick doesn't change too much from its PTB version because I finally found my fourth perk for my Mad Memes build.
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@Hoodied said:
https://forum.deadbydaylight.com/en/discussion/comment/1113259#Comment_1113259
Yeah, not really
With the proper perks and add-ons removing them can be a pain, like Bag of Gears and Huntress's lullaby (By the way Huntress's lullaby is a free DLC perk!)
Its all on RNG, they are not easy to remove, but also not hard
Believe me, I main any killer with a hoodie and she is actually really good if you understand how to play her
Don't just ignore survivors who are on Boxes, scare them away or even hit and/or down them!
Her crouch is really good for early hits and scaring people off the boxes, her RBT's are not meant for killing, but meant for keeping survivors off the generators.
If you manage to get an RBT on a survivor while 1 gen remains then if a survivor is to get a generator done that survivor is in big danger as if someone is to open exit or if YOU open exit for some reason, they have around 2 minutes I believe to get that trap off and get out.
Last I heard, Huntress Lullaby does not work with Jigsaw Boxes.
I love Pig, but her stealthing is slow, her ambush is situational, and her Traps are super inconsistent.
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I don't know if it's an oversight or not, but if it isn't, my guess as to the logic behind the decision is that harpooning someone with the gun by itself doesn't deal any sort of damage, so it's technically not an attack. The damage/attack is caused by either a Survivor breaking free from the chain (which is their own action) or by the Killer straight-up going M1 after the Survivor is snared.
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I don't mind when a Survivor manages to get the hook break before you can make it to the hook. But when a Survivor gets hit while sabotaging and is still able to finish the sabotage during the hit cooldown animation, I think that is a problem. I don't see a good reason for a Killer (carrying a Survivor, obviously) to be unable to stop someone from finishing the sabotage when they were able to straight-up land a hit before the sabotage was complete.
@Dreamnomad said:
There are so many answers that killers have available to them. Numerous perks counter this including Iron Grasp, Agitation, Mad Grit and Hangman's Trick. But you don't even need to equip special perks. Just plain old situational awareness goes a long long way. There is almost always 2-3 hooks within range when you down a survivor. If you see a survivor running to a hook while you are carrying another survivor then go to another hook! Sometimes, just sometimes, you'll get outplayed. That's how the game is supposed to work.
All of those perks except the PTB Hangman's Trick (which is allegedly getting changed for the live release) suck, though.
Source: Every other perk you just mentioned makes up the entirety of my meme build.
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@Slaughterhouse3 said:
Survivor nerf-DEVS CATER TO THE KILLERS!
Killer nerf-OMG DEVS CATER TO THE SURVIVORS OMHAGH
When will devs cater to me and buff Pig? :(
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@evil_one_74 said:
https://forum.deadbydaylight.com/en/discussion/comment/1111224#Comment_1111224
Both sides should have to work hard to achieve their goal. No short cuts. Just an honest hard fought match..
Sure, that makes sense to me.
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#1 would absolutely ruin the perk.
#3 would probably drop the perk into Thrilling Tremors level, which is not very good IMO.
#2 seems like the best option among the three.
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@gatsby said:
https://forum.deadbydaylight.com/en/discussion/comment/1111360#Comment_1111360
The hatch is earned. You have to track it down before the killer and if the killer finds it first they can close it.
Unless you have a key, a hatch escape is an accomplishment.
If you hide in a locker and the Hatch spawns right there, was it earned?
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Both. Is fun to win. :P
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You'll probably have to take it up with Twitter.
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@gatsby said:
https://forum.deadbydaylight.com/en/discussion/comment/1111189#Comment_1111189
Not really sure why Killers feel so entitled to a 4k, there should always be a chance for a survivor to escape, even if its not that high. The hatch mechanics by themselves are still killer sided because all killers have faster movement speed so they can cover more ground searching for it
Killers are not entitled to the 4k, but they are entitled to maximize their shot at it.
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@Archimedes5000 said:
https://forum.deadbydaylight.com/en/discussion/comment/1110855#Comment_1110855
With how often sligging is ised now, I dare to say that Hangmans will get at least a few more triggers.
But the more important part is duration. Carrying survivior takes quite a lot of time, so its way harder to hide from Hangmans than for BBQ
IMO, Hangmans should show ALL survivior auras in 56 meter radius from the killer. The hook part is unnecessary to me.
Disagree. Slugging means you are leaving someone on the floor, which means Hangman's won't be used. Unless you mean "pick up someone, walk to a place, then drop someone," then I think the downside of that still outweighs the upside of the Hangman trigger.
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@Archimedes5000 said:
https://forum.deadbydaylight.com/en/discussion/comment/1110570#Comment_1110570
- BP is irrevelant to perks performance ingame
- Hangmans Trick triggers EVERY time you PICK UP a survivior. So BBQ has MAX 11 triggers per game, Hangmans has UNLIMITED triggers
- 16m is not "close" at all. This is basically range of Deathslinger's spear. Given that there are multiple hooks on the map, and that hooks are often near generators or totems, we can safely say that Hangmans has at least 80% of the performance BBQ has.
- BBQ shows aura for 4 seconds, Hangmans shows for as long as you carry the survivior, so 15 seconds+
- So in the end, Hangmans is at least as good as BBQ, while it can be triggered much more often.
I disagree with your assessment on rate of trigger between BBQ and Hangman's Trick. Yes, on paper, Trick had unlimited uses, but in practice, it is unlikely that you will get many more triggers out of it than BBQ. Maybe there will be a few cases where Trick will pick up Survivors that BBQ misses, but that's it. If you get extra uses from Trick because you had to let go of someone and pick them up again, the penalty of letting them go is worse than the benefit of the extra use of Hangman's Trick.
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@kcwolf1975 said:
What do you think about mad grit+agitation as a counter?
That is part of my meme build, and there is a reason I call it a meme build. :P
My issue is when a Killer manages to reach the hook in time, hit the sabotaging Survivor, but before the Killer can recover and hit them again, the hook gets broken. I don't see why a Survivor that can't sabotage a hook before the Killer successfully attacks them should be allowed to finish the sabotage.
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@Letche said:
https://forum.deadbydaylight.com/en/discussion/comment/1109943#Comment_1109943
If it's meant to counter saboing, it shouldn't have the kind of aura reading range it has.
It'd be a fine perk as long as it only revealed the auras of survivors directly in the vicinity of a hook, much like the way prove thyself works (a 4m range).
16m is a fairly long range when all hooks have a minimum distance of 20 or so. That means you have to make sure you're either in a locker, which isn't always an option or in that sweet 4m spot between all the hooks.
Wouldn't care if it worked map wide as long as the aura reading is reduced some, not saying it has to be 4m, but 16m seems like overkill.
That's why I said "only." Also, if it only had a 4 meter range, there'd be no reason for it to have aura reading at all because the only people who would get that close to a hook are people who think they can body block you or people who are gonna sabotage. The first group would be seen by the Killer anyways, and the second group already has a notification built in for sabotaging, both of which make aura reading useless. ALSO ALSO, if the perk was only meant to counter sabotaging, it would be garbage just like the old Hangman's Trick was (since even if a team had toolboxes, there's no way to tell if they are going to use it to sabotage or to power through a gen, making a purely anto-sabotage perk a complete gamble at best), so giving it additional use beyond that is very beneficial to the perk.
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@Dreamnomad said:
https://forum.deadbydaylight.com/en/discussion/comment/1109943#Comment_1109943
That makes absolutely no sense. Here, let me remind you of the first line of text in the perk: "Your ingenious modifications to Hooks prevent tampering and permanent damage." That is the purpose of the perk. The very nature of the way hooks work is going to change in the next patch.
Since hooks will automatically respawn after 30 (or whatever short period of time is decided) seconds the functionality of this perk will change. But the purpose of the perk remains the same. To "prevent tampering" of hooks. It is not intended to make every hook on the map a surveillance camera to spot survivors. Trust me. There is no way this perk will remain the way it currently is on the PTB.
And it really shouldn't. It would be utterly broken and be used by every killer and not for the reason the perk was designed.
That's what the notification ability is for, silly. :P The second ability was deliberately made to work with all hooks.
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@Dreamnomad said:
Lol, there is absolutely no way this thing doesn't change guys. Just get that into your heads right now so you aren't disappointed later. And it should change. The perk is designed to be a counter to survivors tampering with hooks but it is doing so much more now. What they should change it to do is keep the range and aura reading but limit it to the closest 4 hooks to the killer when a survivor is picked up. It will still be useful but it won't be broken. And if you think every hook on the map giving 16 meters worth of aura reading isn't broken then I don't think you can be reasoned with.
If it was only meant to counter sabo hooks, it wouldn't have been designed to work with every hook.
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@cosmicvolts said:
https://forum.deadbydaylight.com/en/discussion/comment/1109147#Comment_1109147
the game should be called kill the human and it should remain an indie game with no potential!
Lol, Kill the Human is what the Killer is supposed to do, right?
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@cosmicvolts said:
https://forum.deadbydaylight.com/en/discussion/comment/1109113#Comment_1109113
killer mains folks
No item should be able to take away a Killer's power. Removing the ability to sabotage Bear Traps was a step in the right direction.
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@24Life said:
Iron will does work in the dying state. Just played killer and followed the last downed survivor (who I confirmed had Iron will) around for 2 minutes and they made nothing but crawling sounds.
Yet when I use iron will and am down I can hear my survivor making noises.. I don't get it.
That's a bug. Survivors shouldn't be able to silence their grunts in the Dying State.
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@korean_zombie said:
The more important pig issue is her terrible lunge. Don’t even try to tell me it’s the same as other killers. Seriously it’s like a T1 Myers.
Her regular M1 lunge? It is the same as other Killers. The only Killer who might have a different lunge IIRC is Myers.
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@cosmicvolts said:
Anyone else think unused demogorgon portals should be added to the list of things the flashlight can expose?
I think Wraith, Nurse, and Hag traps should be removed from the list of things Flashlights can expose.
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https://youtu.be/viSzv8spLVw@Alice_pbg said:
https://forum.deadbydaylight.com/en/discussion/comment/1108822#Comment_1108822
That would be nice. Thanks 😊👍
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Considering that now the Pig can close the Hatch, I disagree that a Hatch escape should be able to kill Trapped Survivors. I agree on Traps auto-activating once all the Gens are done, though (provided the Endgame Collapse Timer is paused as well).
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@Alice_pbg said:
https://forum.deadbydaylight.com/en/discussion/comment/1108670#Comment_1108670
It does seem to be really good.
But I have yet to see a video of someone trying it out on the ptb.
It's times like these that I wish my notebook wasn't a toaster... 😑
I can record one if you like. I wanna test it with my meme build of Agitation + Iron Grasp + Mad Grit.
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Tombstone Piece has some merit to it, but Judith's Tombstone is just awful.