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  • @Awakey said:

    https://forum.deadbydaylight.com/en/discussion/comment/1021411#Comment_1021411

    Not really. I agree with @Almo, she's in a good spot other than her add-ons. She has a higher skill cap than most people give her credit for. Dash mindgames plus box patrolling increases her lethality tenfold.

    I think her dash mind are not as good as some people claim. There are some loops where you can indeed pull one over your opponent and really catch them by surprise, but I find that only really works if the loop is not terribly safe to start with and if they, y'know, actually fall for it. Against solid survivors, good luck.

  • @Almo said:

    I am confident given the data we have that Pig does not need a buff. As stated before, there are a few weird things to fix, but not specifically to make her more powerful.

    We can't go into huge detail about the information we have on this because it becomes too large a discussion.

    Recall I am a Pig main... I promise I am not trying to keep her down just for the hell of it. :D

    Sorry, but I still find that hard to believe. I understand that there is only so much you guys are allowed to say, but "our data shows that y'all are wrong" does not really give us much to go on. We really would rather have the large discussion on this. Without it, not many people who don't already believe the Pig is fine are going to think differently.

  • The Doc menu theme is actually quite good IMO. Also like Legion's.

    EDIT: How could I forget Demogorgon's? That for sure is my favorite.

  • @mike4156 said:

    no support, pig is already good enough especially if you follow the guyy with a trap on his head long enough, guaranteed death in a minute

    The Trap timer is 2.5 minutes, and if you are harassing the Trap person so that they never get to take the Trap box, you are likely going to get into a chase or two here and there, which pauses the timer. So "guaranteed death in a minute" is absolutely not true.

    @mike4156 said:

    you guys just don't understand how to pig efficiently, if you're talking about playing as dirty as possible to get all the kills, intentionally lose chase but stay within distance, let the timer run and don't let them get on a box. simple way to be a boss pig

    That just makes you lose to genrushing.

  • @Almo said:

    Pig is in the higher ranges for Killer performance. It's unlikely she need a buff. Having said that, there are a few odd things hanging around (like Ruleset #2) and we'd like to do an addon pass eventually.

    With all due respect, I am not convinced.

  • @Hoodied said:

    Thanks, now I will be a dirty and use insidious with it

    Just remember to move to deactivate Insidious before you fire the Static Blast, as it only hits people inside Doc's TR.

  • @NullEXE said:

    https://forum.deadbydaylight.com/en/discussion/comment/1021189#Comment_1021189

    To be honest I don't even think she needs to be nerfed, She's good where she's at. I just would rather if she was less RNG based. It's laughable when you get a hat, and then the first box you go to you immediately get it off your head and your on gens again.

    I guess the way I see it is something like this:

    As long as it is possible to search every single Box in the scenario where someone's RBT becomes active before they are able to be unhooked regardless of what add-ons the Pig is using, then I think making the chances of the Key being in the final box a little higher is not an unreasonable thing to do (especially when you factor in that the Trap becoming active is 100% in the hands of Survivors and is not something the Pig can force in any way).

  • @NullEXE said:

    https://forum.deadbydaylight.com/en/discussion/comment/1021173#Comment_1021173

    Wait there are people who actually search boxes before doing a gen? I don't see a point in finding the key till after the timer starts.

    Seems pretty easy to search one box that is near a gen to guarantee that you only need to do two more in at the absolute minimum two minutes. Rather than searching all the boxes in one lump sum, you break it up into smaller bites before and after the timer starts so you can maximize gen efficiency.

    My point is that I personally believe taking away the fourth box is a hefty nerf that would hamper the Pig's stalling more than some people seem to realize.

  • @NullEXE said:

    Instead of the RNG on head traps, the key is always in the third box. This can be changed via the use of Add On's.

    Search one box, then do a gen because from there I only need to search two boxes once the Timer starts?

  • The RBT keys are never in the first jigsaw box. 

    I feel like everything after this line isn't necessary. I think it's completely fine for there to be a 1/3 chance (base kit) to have to search all the boxes. With the rest of that idea, you make it so a Survivor with an inactive Trap only needs to search two boxes before they can just get back to gens. Once they know which box is in, they are basically in the clear and don't have to worry about wasting unnecessary time.

    In fact, once an inactive Trap wearer search their first box, they are arguably in the clear because from there, they already know the Key is in one of two boxes, and 2 minutes (this is best case with Tampered) is definitely enough time to get through those two boxes.

  • The Clickbait - A mechanical mouse that scurries around the map and leaves scratch marks for the Killer. Disappears after a certain amount of time.

    ;)

  • @not_Queen said:

    @AChaoticKiller We were testing a Movement extrapolation change in the PTB but that specific change didn't make it live so it shouldn't be the same thing that caused the ''No moonwalk bug''.

    However, we have received some report / feedback about the fact that movement doesn't feel the same after the release yesterday. We are now gathering as much information as we can to try and isolate what could cause that change in movement perception.

    For you, the change in the movement is perceived from which role? (killer / survivor). Do you feel it happens more facing / playing as a specific character? Is there a map where you feel it happens more? Do you observe it while playing a specific perk?

    If we can get answers to these questions, it would help us a lot!

    Thanks for looking out.🙂

    If you are at liberty to say, do you have any idea if the overall movement actually has changed in some regard (intentionally or otherwise) or if it's just a perception thing?

  • @katoptris said:

    https://forum.deadbydaylight.com/en/discussion/comment/1017116#Comment_1017116

    Okay cause i was wondering on how static blast will effect distressing

    The funnier question is how Static Blast is affected by Dark Devotion.

  • @Seltas0208 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1018065#Comment_1018065

    "they adjusted the charge move speed to make it the same as pre-rework (when Doc would be at 110% speed"

    How is keeping something the basically the same to as it was before a step up?

    Because now he doesn't have to move at 110% speed to have access to his Shock Therapy. He can stay at the full 115%.

  • Peanits recently said that there was a "hiccup" in the process but they were still working on it. I want to believe that this is just a cover-up and it means that they are not able to actually ID who lost the cosmetics in question, forcing them to just give it to everyone. :P

  • @Seltas0208 said:

    Sorry bud but. His shock still has a delay. It's just like old doc, no better for looping....Well...maybe you get a small amount more distance but they increased how slow you go when charging the shock.

    But I do slightly agree with static blast being good for tracking, shame it's on a one minute cool down and can still be countered by lockers

    Reduce charging move speed to 67% normal from 70% normal to keep the speed the same at 3.08 m/s.

    Says here they adjusted the charge move speed to make it the same as pre-rework (when Doc would be at 110% speed while in Treatment Mode instead of 115% always). So it's overall a step up for the Doctor as far as Shock Therapy is concerned.

  • You should tell them that they need to go back to grade school to learn proper spelling.

  • You should tell them that they spelled gamer wrong. :P

  • Just balance the game around having to win to pip. :P

  • Neither Overcharge nor Pop synergize with Ruin. Surveillance does, however.

    in Doubt Comment by TAG
  • "Having this convenience would be way too OP!!!"

    Would it, though? Just make sure it doesn't synergize with Surveillance, and you're good to go.

  • Whether the win con is escapes/kills or points or emblems/pips is debatable and can differ from person to person. It is definitely not just finishing all the gens.

  • @Carlosylu said:

    Dude, nobody's talking about the Pig using the new Ruin, place beartraps on survivors and it's slowdown town whyle they try to take it off

    I tried doing that in PTB. Did not feel like it was accomplishing much compared to doing the same thing but without Ruin.

  • @thesuicidefox said:

    Luck can work in your favor as Pig though.

    I've seen survivors die to traps or spend a large chunk of the game trying to get them off and we lose because they weren't on gens.

    But killers only tend to focus on the times they trap is removed quickly. They overlook every time the trap actually does it's job or even kills someone.

    https://en.wikipedia.org/wiki/Negativity_bias

    It doesn't say on the Wiki, but I learned doing user experience research that it takes 4 positive events to equal 1 negative event.

    So in order for you to feel like traps are working, they need to be effective 4 times more often than being not effective. That's not how RNG works though.

    I relish every time I get a Trap kill, so I'm certainly not just ignoring that in favor of times where Traps come off first box. I just think the range in variance between the two is too great and should be skewed in the Pig's favor a bit.

  • @ad19970 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1017348#Comment_1017348

    I'm gonna guess the delay of shock therapy and survivors getting shocked is now back to normal?

    I think it has more to do with the wait time to swing after a shock being cut in half.

  • @MegaWaffle said:

    https://forum.deadbydaylight.com/en/discussion/comment/1016779#Comment_1016779

    They have also stated that two people cannot have the same box be "the" same box at the same time yet I have watched plenty of games and have played plenty of games with this exact situation. (worded horribly perhaps but basically two people with traps need the same box to remove it at the same time)

    Regardless the original complaint stands, having a trap removed first box is a horrible feeling for a limited power and can even render add-ons null and void.

    "They have also stated that two people cannot have the same box be "the" same box at the same time"

    I don't recall them saying this.

  • @brokedownpalace said:

    https://forum.deadbydaylight.com/en/discussion/comment/1016716#Comment_1016716

    The add ons would be focused on decreasing timer, increasing length of time it takes to search, making the boxes spawn further apart.. Maybe an ultra that makes the RBTs start counting down once the survivor is unhooked instead of needing a gen to activate it.

    Timer add-ons would have to be stronger than what Tampered Timer currently is if you want to actually make it so the Trap has even a small chance to kill. Increasing search time would only work if they are also stronger than the current Gear add-ons, but then you risk making it too easy to just scare someone off a Box without compromising too much gen pressure. Box spawning further apart would probably do little except on giant maps; it would probably be similar to how Mirror Myers is only feasible on indoor maps. The Ultra Rare sounds not very good with your proposed set up.

    I feel like unless you really crank up the add-ons, you risk making the RBTs far too ineffective at killing (and they already don't do that too often, albeit for good reason).

  • @brokedownpalace said:

    I suggested this the other day:

    "What if, instead of the key being in a random jigsaw box, there are 2 keys you need to get and you can get one out of any box. Her ultra rare add on could require you to get 3 keys. This gets rid of edge cases where Pig gets screwed because you get it off in the first try or you get screwed because you need to search 4 or 5 boxes."

    How do you ensure that the Traps still have some chance (even if small) of actually killing, though?

  • I mean, the Traps do have to kill sometimes. Otherwise, what would have been the point of making a SAW chapter?

  • Show me a Survivor who complains about Killers using Corrupt Intervention, and I'll show you how to unlock Thanos as a Killer.

  • @Dehitay said:

    If you replace Ruin with both Corrupt Intervention and Pop Goes the Weasel, it starts to come back around at the cost of an extra perk slot.

    Can't say I agree. I don't think Corrupt is a very good slow-down perk unless you are a Killer that needs time to set up Traps.

  • Not that I can think of? I mean, I guess I don't camp before the gens are done, but that is less of a moral rule and more of a belief that it is ineffective.

  • Survivor goes to a corner.

    Killer stands in front of Survivor such that they can't escape corner.

    Killer does not do anything.

    Hostage?

  • @Apple2o said:

    https://forum.deadbydaylight.com/en/discussion/comment/1011165#Comment_1011165

    Tell me how it even matters on someone like freddy though. You get the notification, you teleport to the gen, and you can't teleport for another 30 seconds or something.

    Same way Insidious matters on Pig.

  • @Apple2o said:

    https://forum.deadbydaylight.com/en/discussion/comment/1011139#Comment_1011139

    If you want to have a wasted spot in your blood webs at all times, maybe.

    The teachables I haven't unlocked on Pig have vanished thanks to a bug that has yet to be fixed, so I already have extra space for more add-ons. ;)

  • Anyone who thinks Tier 1 is not better than Tier 3 thinks Tier 1 Monstrous Shrine is stronger than Ebony Moris.

  • @Jukenobi said:

    https://forum.deadbydaylight.com/en/discussion/comment/1008536#Comment_1008536

    I don't think you know what DS is used for. It is an anti tunneling perk. If you change it to the suggested option the killer can just down another survivor, pick them up, hook them, and then down you again negating DS, rendering the perk useless and countered. I'm not sure what is not being understood.

    What you are describing is not tunneling.

  • Can't say I disagree with any of this, tbh.

  • I think whether or not Doc ends up being better or not comes down to how much the Shock Therapy cooldown is reduced (since I believe they've said it is getting reduced) and how they adjust the delay between Doc using the Shock Therapy and the Survivor actually getting hit by it. If they can adjust those to reasonable levels, I'm willing to say that Doc is overall improved, even with the nerf to Madness 3 Snap Out of It.

  • @emptyCups said:

    https://forum.deadbydaylight.com/en/discussion/comment/1006957#Comment_1006957

    Yeah I'm not a fan of giving players points for being hooked ... that'll reward them for nothing.

    I actually might be in favor of it if only because it will give Survivors a little more reason to tough it out and not suicide on the hook instantly.

  • @mouse0270 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1006927#Comment_1006927

    Not a bad start, however hex's are very powerful specifically if you are keeping their tokens.

    1. I like the idea of it being similar to cleansing it, but it should take longer, for example, its 14 seconds to cleanse a totem, slightly longer with Thrill. So I would say 30 seconds to light the totem with 5 seconds added per stack. So lighting a devour totem with 5 stacks should be a choice, it gives you a huge movement speed bonus and allows insta downs and a mori.
    2. I think they would have to make some sort of dialog, which I kinda hate the idea of, because Its going to be annoying to have to relight the thrill totem because you really want your 3rd seal totem up and running again. This logic would need some work.
    3. If you add the time to the lighting for each stack, I don't think you would have to add the delay mechanic, because taking 55 seconds to light a 5 stack devour totem is almost a full generator.

    I like your idea though, its clever and gives use to dull totems doing nothing, it gives the killer a second object and makes survivors worry more about dull totems.

    1) I think taking a whopping 30+ seconds to light the totem would make it almost never worth it unless you're lighting up a 5-stack Devour or something. Competent Survivors can basically run away with the game at that point. At least by keeping the Hex ritual comparable to cleanse times and simply delaying the eventual relighting of the Totem, the Killer is still sacrificing some amount of tempo to regain a resource without losing way too much.

    2) I think the alternative would have to be some way to be able to cycle through which totem you want to re-light if you have multiple totems. Not really sure how one would go about that.

    3) The thing is that even ignoring Hex perks that work on a Token system, I would still prefer making it so you have to wait a period of time before you can light a given Totem. That way, the Killer isn't sacrificing a borderline game-losing amount of time to get a Totem online. The Survivors already have some control over cutting off the Totem by cleaning Dull Totems preemptively so the Killer runs out of spare Totems to re-light more quickly. I don't think forcing the Killer to do nothing for such a huge amount of time is necessary.

  • @hellomeg said:

    I play BOTH killer and survivor.

    I try to be as non-toxic as possible.

    I know and understand how unfun it is to face toxic killer/survivors so I try my best not to do either.

    Here let me set this up for you:

    Spawn in. A survivor instant down by Huntress. Huntress stands about 6 feet away. Throws hatchets at any one that comes near. She has locker right next to her dont forget. Get a second to sneek and get survivor off hook, but get downed in process. Get hooked. Hang there with Huntress standing 6 feet infront downing everyone around. Die on hook while she hooks everyone else. Match ends.

    Wow! Man that "legit strategy" deemed by you it's just soooo much fun.

    Now take that strategy with a different killer and deal with it every other game. Sometimes back to back. No one makes it out alive or if they do then they are a P.O.S survivor that hid the whole time.

    No, Robmeister88 I'm not a ######### player, but thank you. I also am not new to this game. But thank you again.

    Toxic camping is not okay.

    It does not make being a toxic killer over and over because you know there is NO repercussions OKAY.

    But look!

    Just like mandytalk says:

    Survivors cant report killers!

    Survivors cant block killers!

    Survivors cant quit because survivors get all points taken away, lose a rank and get put with a time out punishment before we can play next round.

    If a killer is good, it's fun even if your whole team dies. When they can get the whole team hooked with out being toxic it's awesome! No bad blood. Killer won fair and square.

    But when I deal with this toxicity EVERYDAY it's a problem.

    When I play killer and survivors message me "thank you for being fun and not toxic" even tho I killed them?

    What does that say?

    Kindred is your friend.

  • @mouse0270 said:

    How long does it take to light a dull totem?

    How do I relight Haunted Grounds?

    Do you keep your previous stacks? Devour, Lullaby, 3rd Seal...

    In the interest of trying to make the idea balanced:

    1) Let's say it's a ritual that takes the same amount of time it takes for a Survivor to cleanse a Totem, but once the ritual is performed, it takes a bit of time after that for the Totem to become fully lit and reactivate.

    2) Make it so Hex Totems can only be re-lit in the order they were cleansed. Say if you have Ruin cleansed and then The Third Seal is cleansed before you re-light Ruin, you have to re-light Ruin before you can re-light The Third Seal. As far as Haunted Grounds, you have three options: You manually have to light two totems, lighting a totem causes another one chosen at random to be lit, or you can just give Haunted Grounds an ability that prevents you from relighting that particular perk.

    3) Let's say yes, but to balance it out, you have to wait a certain amount of time after a Totem is cleansed before you can light it again. Also make it so you can't gain stacks as long as the Totem isn't lit.

  • Barbecue in the 5th slot? OKAY.

    In all seriousness, I think the risk of upsetting balance negatively is pretty high by adding 5th perk slots, even if you don't give them to SWF and even if you can only choose from a list of approved perks.

  • I'm not a fan of MoM or Dying Light.

    MoM seems like it would make it good at doing the thing I found most miserable about the original MoM, which is guaranteeing escapes during the end game.

    Dying Light seems way too easy to play around. Just buddy up with the Obsession, and now only two people are affected by it.

    I'm not sure how to feel about Second Wind.

  • Most of these seem excessive. Vigil and I think Solidarity seem aight? Sole Survivor seems weak.

  • I only had two hooks as Pig when the 4th gen was popped, but two people had Traps on (one active). As I go to put the third Trap on someone, the last gen pops, turning on the 2nd and 3rd Trap. I immediately open the Exit Gates and hook the person in the basement, forcing three people to get active Traps off with the EGC timer going. By the end of the game, two people were on a hook, one person died because the Trap timer ran out, and the last person died because Borrowed Time had them go down in front of a box via Deep Wound, and they chose to crawl to the Exit Gate where they were immediately killed for trying to escape with an active Trap.

  • I am way worse as a Survivor than a Killer so I am unlikely to switch.

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