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@Hellbent said:
Who would break it? A creature that can eviscerate anything in front of it or a teenager, use logic
You underestimate how little respect teens have for people's property.
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@Torquespin said:
Yo. Yall are not calm lmao. Issa discussion board. No wonder people get stoned in other parts of the world for dissenting opinions. Toxic ass community. -- Some of you are straight though & were very helpful in helping sway my opinion. I thank you.
You are comparing this to being stoned IRL?
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Unlock the NFL Build on Nurse (Agitation, Iron Grasp, Mad Grit, No One Escapes Death) so I can run at close to 115% speed as a Nurse while carrying the football.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/709669#Comment_709669
It does not, but they are available to purchase as DLC like other platform.
Ah, okay. Interesting that Freddy and Leather currently are not available.
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Buff: "Pig starts the trial with the Golden Gun."
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/709270#Comment_709270
https://forum.deadbydaylight.com/en/discussion/comment/709475#Comment_709475
Switch version comes with all chapters up to spirit (so no legion or plague). The rest are available via DLC (with the exception of Leatherface and Freddy, both of which I assume are being relicensed)
It comes with Halloween and Saw chapters?
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@Torquespin said:
@LordGlint How about time spent in game? which is the first thing you see on any steam profile usually. -- Even just wearing p3 while my friends are in defaults gives one an inkling.
What about the people who don't wear P3 and whatnot but are still of high rank?
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Perhaps devs decided they did not want Killers to be forced to face one or more Survivors many ranks above them. That to me is reason enough to be 100% behind this change.
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Freddy.
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/709229#Comment_709229
So you can't view the video but I can?
Is that the same for you two @TAG @SaltyFries
Cause I have no idea how to upload a video that the forums will accept.
I was previously unable to, but now I can.
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@ArmoredChicken said:
https://forum.deadbydaylight.com/en/discussion/comment/709142#Comment_709142
I help new people to survive against p3 nurse and spirit at low rank. what are you doing?
Playing at the rank I should be at. And not deliberately de-ranking.
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@Rokku_Rorru said:
https://forum.deadbydaylight.com/en/discussion/comment/705887#Comment_705887
Just like how every spirit main etc tells us to run perks to SPECIFICALLY counter them, I guess the double standards could apply to just run franklins? :)
Franklin's doesn't counter Keys.
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99% chance the answer currently is no.
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Great, now I can't watch the Throne of Eldraine Pre-Prerelease while waiting for the game to match me up. Thanks Buhvur. >:(
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The second one was changed so Killers are not forced to play against one or more Survivors of way higher rank.
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With the admission of hardcore smurfing, I think you're part of the reason people refund, so...
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@BloodyNights said:
I think it's a bandaid fix and not really a good one. I'm rank 1, I can hang at red ranks, my buddy who is rank 12 cannot do a ruin skill check to save their life, and dies in chases against red ranks near instantly.
Their match making system was busted before that's for sure though. I'm SWF with just one other person, both of us in red ranks, and the random survivor we get is a rank 20, level 1 Dwight who doesn't know how to even run. Obviously he got wrecked walking in chases. Another game we are a 4 man swf group, red and purple ranks, and the killer is rank 20, and has no idea what they are doing.
Then there is games I go in solo, and every survivor is green ranks, while I'm in red. The match making is clearly busted and I don't think matching swf groups based on lowest rank is the answer. Basing it on the average and actually basing it on the average is a different story. If there is a two rank 1's, and two rank 20's. The Killer Average should be around 10. Two ridiculously weak players, and two strong players. Thing is match making wasn't doing that. Even when SWF in low ranks. Rank 4, and rank 12, don't equate to rank 20 killer using the median.
Well, now your friend can keep practicing against high ranks to get better if they wanna SWF with you instead of being carried by the better player. :P
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That depends on when the devs get to that. We can safely assume that at the very least, the devs will look at Nurse and Doctor before any other Killers.
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@BenZ0 said:
There are alot of Killers that dont get there love they needed, such as Legion, Leatherface, Wraith and Doctor.
Pig has been continuously negatively impacted since the EGC change, though. :<
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I know this is a bug, but y u do dis BHVR
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@MegsAreEvil said:
https://forum.deadbydaylight.com/en/discussion/comment/708549#Comment_708549
How about reading the entire post instead of building up lies?
You suggested that it is worse to punish the people who want to play together, so you are suggesting that it is worse to punish the side with greater numbers.
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@TheRockstarKnight said:
https://forum.deadbydaylight.com/en/discussion/comment/708697#Comment_708697
Is putting RBTs on Survivors before hooking them really that interactive?
I suppose there's the potential "will I trap them or not" dilemma, but I don't see how removing that in favor of everyone always being trapped is a bad thing.
If it is a big issue, there's no reason her Ambush couldn't be modified to be more interesting. I've been thinking for a while it'd be cool if she could fast vault pallets and windows while dashing; it'd increase the potential for mindgames with it, and make short loops very unsafe against her.
I mean, it promotes resource management and to an extent allows for subtle changes in playstyle (moreso before the EGC changes). That to me seem a bit more interesting than simply putting them all on at the very start and being done with it.
Also, the fast vault thing would just start to invade on Legion's territory.
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"The Pig begins the Trial wearing an active Reverse Bear Trap."
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@TheRockstarKnight said:
Anyone else think Amanda's traps need a full on rework rather than just a buff?
What if, instead of Amanda personally trapping Survivors, every Survivor starts the game with an RBT? Instead of Survivors immediately removing them, the RBTs have three mechanisms and cannot be removed until all three keys are found.
The first two gens that get completed activate the first mechanism, the second two gens activate the second mechanism, and halve the total time on any still active RBTs, and the final gen activates the final mechanism and havles the total time on any still active.
So instead of Amanda being reliant on quick downs in the early game to slow generator progress, Survivors are forced to either do a 2nd objective or die three times throughout the course of the game.
Her add-ons would almost all need to be modified of course, but I think the traps would be much more in keeping with the spirit of Saw's 'twisted game of life and death' than they currently are.
That seems like it would make gameplay less interesting for the Pig, as all she would have from a Killer interaction standpoint is the ambush.
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/708626#Comment_708626
That doesn't happen that often though, while with Rule Set No. 2, that would happen every time. It could become particularly problematic if two or more survivors have Reversed Bear Traps on their head and are all just starting to look for jigsaw boxes at the same time once their Bear Traps have been activated.
You've got a point but to me that's too far away from being the same so to me Rule Set No. 2 still seems too good for Pig.
I wouldn't mind some small buffs to her but not that one.
It doesn't have to happen too often for it to be OP, though. Either it is or it isn't. RSN2 doesn't add much unless Survivors take forever to do one gen.
Also, I've had multiple Survivors have active traps on them many times. I don't see what RSN2 really changes about that.
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Drill bit weapon for Pig on PS4 because I switched to PC version only about a month or so later.
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/707609#Comment_707609
I've explained why I think it would be too much, getting kills with Bear Traps often would throw the game's balance out of the window. Showing that other killers can have overpowered combinations doesn't really change my opinion on that, and doesn't make my argument directly invalid. Of course this is just my opinion though regarding Pig.
Also, I don't feel like Wraith's combo is op, and that of Myers is pretty damn bad as far I can tell. I mean you've got low movement speed plus you need to stalk for ages. Omegablink Nurse is not even an argument anymore since it will be gone once nurse is reworked. And Huntress with Iridescent Head, yes I'd probably agree that's a little too good. I'd rather have that changed though.
Do you think it is OP when a Trapped Survivor has the gen pop while they are still on the hook vs. a Pig with TT and Crate? If so, that would mean one of those two would need to be nerfed. If not, why is adding RSN2 (which, as I have said earlier, does not change that best-case scenario for the Pig) the straw that breaks the camel's back?
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@AngryFluffy said:
https://forum.deadbydaylight.com/en/discussion/comment/708532#Comment_708532
That's why I said they should have just change the matchmaking to pick a killer rank above the average.
Don't get me wrong, I play both sides and I know what it feels like to face red rank swf with OoO as yellow rank killer. This should obviously never happen.
I just think to only choose the highest rank in the lobby is also wrong. If you want to get a new friend into the game, you also have to look after them and help them a little out (and I don't mean to carry them, but explaining the basic stuff, show them how to use pallets, they will mess up skill checks, no chance against hex:ruin, etc.).
So if I'm in red ranks and have a low rank friend (let's say yellow), I think a killer in purple rank would be a good match for all sides. The killer would get some kills for sure and the survivor side also can get a few blood points and no one will get depression.
And I still ask myself, what rank would the randoms have? If I only play with my yellow rank friend, is there a chance that we also get yellow rank randoms? This would be crazy...
That's called finding the average, and according to the patch notes, that's pretty much how the system was before matchmaking was all screwy. Killers were still being matched up at times in very unreasonable situation simply because of the gap in rank between the SWF.
And as for the randoms, that I would not know.
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@SunderMun said:
https://forum.deadbydaylight.com/en/discussion/comment/708582#Comment_708582
I assume you didn't read it properly then; this is because it was bugging to give a very low rank killer, as it went by the lowest rank player rather than the average.
I'm talking about before matchmaking broke in half, when people were still being paired up as such to a certain (albeit lesser) degree.
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@ad19970 said:
I'm surprised people want Rule Set No. 2 in base kit. I personally don't think that would be good. The main purpose of Pig's Reversed Bear Traps is to slow the game down, not kill survivors.
If it becomes part of the base kit, then you could use the addon that increases the available jigsaw boxes by one and the addon that decreases the Bear Trap timer. It would be way too likely to get kills via Reversed Bear Traps. And probably very annoying for survivors as well since it's based on rng.
One buff I would love to see is for survivors to have a 0% chance to receive the key for your Reveresed Bear Trap in the first Jigsaw Box you search. But Rule Set No. 2 would be too good in my opinion.
Rules Set No. 2 doesn't really improve the killing efficiency of the RBTs beyond what is already possible without it, though. What you are fearing is already possible if a Generator is finished while the Trapped Survivor is still on the hook, which doesn't really seem to be an issue at all. RSN2 does nothing to change that at all. The only part that gets affected is Survivors being able to take the Trap off quickly and before the Timer starts.
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@SunderMun said:
https://forum.deadbydaylight.com/en/discussion/comment/708532#Comment_708532
Fixing the issue would have provided a middle ground where 3 rank 1's up with a rank 20 wouldn't end up against a rank 20, but instead a rank 7/8. Killers at that rank usually already have to deal with red rank solo and swf survivors anyway, so it wouldn't be punishing them at all.
Oh well, doesn't affect me, but it's a bad; fittingly lazy change.
The patch notes imply that what you're suggesting was already the way it was being done.
"Adjusted the matchmaking logic so that Survive With Friends groups are matched using the highest rank of all players in the group (instead of the average)."
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IMO she is weak but fun. If you like Saw, just keep in mind that the Reverse Bear Traps will not kill someone very often, and you're good to go.
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@MegsAreEvil said:
https://forum.deadbydaylight.com/en/discussion/comment/707701#Comment_707701
You dont understand, that changing the side of whos at disadvantage is a really bad idea? And that its much worse that the side with those who wanna play together to have fun, cause thats why people tend to play SWF and not cause they wanna tryhard or bully, is at a disadvantage? Your example isnt that whats difficult to deals with and its not what is mostly common in SWF. Now what about those streamers who do community matches? Thyre mostlikely higher ranked than their community and now their community gets screwed up cause of one player in a Squad game? Thats an overly stupid design. Also think about what games will happen. Now all those fun teams willg et stomped by OP nurses, spirits and billys. Playing redranks already is enough of unfun to face those OP killers on regular basis, now you really wanna give them more chance to bully lowrank survivor? Great idea! NOT.
Balacing around extremes in a team match is the most stupid design, cause theres allways one side at heavy disadvantage. The change now is just switching sides, and cause of most players are survivors it will backfire pretty hard, cause noone wanna to play anymore in SWF, so that this mode will just be a equal-level-mode with i say just 1/3of the player base than before. killing the game more this way is for sure.
"And that its much worse that the side with those who wanna play together to have fun, cause thats why people tend to play SWF and not cause they wanna tryhard or bully, is at a disadvantage?"
So it's okay for the Killer to be punished in something completely in the hands of Survivors because Survivors have the numbers advantage? That hardly seems remotely fair.
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@AngryFluffy said:
https://forum.deadbydaylight.com/en/discussion/comment/708475#Comment_708475
That's true, but I want to play with my friends because they are my friends, I don't care what their rank is and I think it is the same for them. Not every one has so much time to play the game to be able to rank up.
Or is this game supposed to destroy friendships now with the new matchmaking?
Believe it or not, but there are still people who play for fun and not to bully the killer. I just don't think it is fair to punish those because of some toxic people who exploit the system.
I think it would have helped to take a killer rank above the average of the survivor ranks.
The problem is that if you fix the issue, it is at lower rank Survivors' expense, but if you don't, it is at lower rank Killers' expense. At some point, you have to decide who bites the bullet: The people who choose to team up together despite the sizeable gap in rank, or the person who doesn't really get a say in being matched up against them.
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I definitely didn't spent two work days trying to come up with fan content for DBD. Nope.
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@AngryFluffy said:
Other question is: what about the randoms?
If I'm rank 4 and have a rank 15 teammate, we will get a rank 4 killer - which already sucks bc it is much likely that the rank 15 will get tunnled to death, it is an easy kill at least.
But what rank will the randoms have? Is this also related to the highest rank in the lobby? Or can it result in one rank 4 and three rank 15 with a rank 4 killer?!
If this could happen, it will break the game for survivors.
I could be wrong, but I'm not sure a rank 15 Survivor is nearly as likely to be paired with a rank 4 Killer with the matchmaking fix unless they SWF with a rank 4ish Survivor, and that's on them.
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Lobby dodging due to high ping is okay in my book.
Lobby dodging because you see someone you recognize as a jerk is...well, I guess that should be judged on a case by case basis.
Lobby dodging because you see someone with a key is bogus.
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@DeadbyDeathGarden said:
https://forum.deadbydaylight.com/en/discussion/comment/705175#Comment_705175
"The lore in the world of FNaF is not about how the animatronics jumpscare people. It is about how they scare people and are also probably haunted by the souls of murder victims and whatnot." Those 2 sentences contradict eachother. Here's what you just said. The universe is not about how the animatronics scare people. It's about how they scare people.
That was a typo on my part. I meant to say that it is about how they kill people and are also probably haunted.
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If they wanted to keep the old Freddy around, they wouldn't have completely rebuilt him from the ground up.
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@GODOG said:
According to how the RBT and Jigsaw Boxes actually work in-game, suppossedly according to the devs, that'd not work. TL;DR each RBT has a key that is randomly assigned to a box. This is why the add-ons that add an extra Box is her best since each new one is guarantee'd to be a dud. REALLY need to have this explanation in Pig's tooltip because it's dumb as hell that it's hidden from players that this is how the mechanic works and they need to go searching for dev interviews to find out how their power work.
RS2 needs to be base, extra gens should reduce the timer by 15-10 seconds (or make that RS2's replacement), and activating the exit gates should count as a gen and activate any RBTs. At the very least RS2 and Exit gates counting as a Gen would be a great buff to her without being frustrating for Survivors. If they activate the gates while teammates have an RBT on their head that's their fault, and survivors are already pretty good at keeping gens at 99% so a teammate can get their safety helmet off.
I imagine the idea could work without much issue. All you really need to do is change things so that the RBT Key isn't assigned to a box until you search your first box.
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Yes please
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I'd rather the Key have some amount of counterplay to it, personally. Currently, if the Killer has closed the Hatch, and you have the Key and are not downed, you already are in a very good position to escape, which is not insignificant. Given how a Survivor is already not meant to be favored at that point in the game, I don't really see the necessity in further tipping the scales toward someone with a Key (even if it is not by a lot).
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@Hailoh said:
https://forum.deadbydaylight.com/en/discussion/comment/703260#Comment_703260
They are capable, you are absolutely right. But they have to work for it. It won't come naturally. They need both the resources and the skill to make it through 60 seconds of chase. There are a lot of situations where this is possible, and there are a lot of situations where it just... isn't.
If this were a full chase of 60 seconds, then yes, it would just be a free extra hit to the survivor. But 60 seconds to get a single hit seems very plausible, even with a weaker killer like Wraith or LF. Plausible, but not easy. That's the whole purpose of the perk, to encourage a high risk chase on both sides. One mistake on either side could have major consequences.
I think you undermine your argument by saying that it's not easy for a weaker killer. The whole problem with weaker killers is that it's not easy to land that hit if the Survivors can take advantage of the environment properly (which is easier on some maps than others). If that wasn't as much of an issue, they wouldn't be called weaker Killers. With your perk idea, you are massively increasing the penalty to those Killers for struggling to do the thing that they naturally struggle with.
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I've personally never been onboard with the timer reduction idea every time it's been suggested. I am on board with RSN2 being base kit, though.
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@DeadbyDeathGarden said:
https://forum.deadbydaylight.com/en/discussion/comment/704655#Comment_704655
What do you mean doesn't tie into them at all in universe? I genuinely do not understand how it isn't in universe. The Freddy Files, A CANON IN UNIVERSE BOOK, explicitly shows you how to avoid getting jumpscared with tips and trivia. It's the entire point of the book. They do kill but what is FNAF known for. JUMPSCARES
If you really wanna go in universe, how bout we have a cybernetic girl who has different forms for different ages, OR how bout you be a purple man stabbing kids outside pizzerias. IF YOU REALLY WANNA GET IN UNIVERSE WHY AREN'T YOU SUGGESTING THESE.
I'm not sure you understand what "in-universe" means. The Freddy Files, from what I am reading, is just a superjuiced guide book. It does not canonically exist in the FNaF world. "In-universe" means it exists/happens in the world of Five Nights at Freddy's. The lore in the world of FNaF is not about how the animatronics jumpscare people. It is about how they kill people and are also probably haunted by the souls of murder victims and whatnot.
If we were to implement such characters into DBD, we want to try and make them as true to their canon as possible.
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I am down for either RSN2 being base kit or making the first box auto-fail for Survivors.
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@Mookywolf said:
just curious, in what way is level 1 better than the level 2 or3? i just dont quite understand what the train of thought here is.
The smaller duration of the perk ability means that it activates again more quickly if Survivors stay on the gen, so you know sooner if multiple Survivors are still on the gen or not.
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@DeadbyDeathGarden said:
https://forum.deadbydaylight.com/en/discussion/comment/704608#Comment_704608
Yeah but heres the thing, in universe they don't want to kill people. They are literally malfunctioning. They aren't murderous, murderous implies they wish to kill. They don't. The jumpscare is the most iconic thing of FNAF so making it the animatronics power is the obvious choice.
They do kill, though. They don't scare. Making their power revolve around something that doesn't tie into them at all in-universe doesn't really make sense to me.
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Thumbs up from me. Improves the worst case scenario for Pig's traps without touching the best case scenario.
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@DeadbyDeathGarden said:
https://forum.deadbydaylight.com/en/discussion/comment/702205#Comment_702205
Not to be mean but, FNAF itself is really really horror/youtube bait. If they were to make a FNAF Animatronic, It would HAVE to be able to jumpscare. It's power should be this:
Broken Voice Box.
You take pleasure in scaring your victims, not killing them.
You can press M2, R1 or RB to activate a channel. Once this is full, unleash a scream attack that, 10 meters infront of you, causes survivors to scream and become hindered for 5 seconds. This will also add half a bar to the fear amount. Fear can be levelled up 3 times. At level one, hear the terror radius near you anytime you are running for atleast 5 seconds. Level 2 will cause all of the above and have a 10% chance for any skill check to have no great skill check section. At level 3, the Hindered status affect is PERMANENT. Plus all the above with the terror radius being right behind you forever when running and the skill check chance being 50%. You can lower this fear meter back to one by simply being near other survivors or completed gens. You cannot lower the meter below fear 1.
This isn't balanced at all but I think this is more consistent with Freddy's and fits him more.
FNAF may make players scream through jumpscares, but in-game they are murderous animatronics that kill. In-universe, they aren't trying to make people scream or scare people.