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@Atrushan88 said:
The timer started when a gen was a completed or when the gates were powered, so it did not list that. You are objectively wrong on this.
If it starts when any gen is completed, it starts when any gen is completed. This doesn't change that. If it starts when the gates were powered, then sure, I'm wrong, but you didn't say that, you said that it starts "when all generators are completed". If it starts "when ALL GENERATORS ARE COMPLETED", then a GENERATOR WAS COMPLETED. That's why it started, because her power specifically states when a generator is completed, the timer starts.
My point is that arguing that they're doing it wrong because the devs couldn't fit that in the description makes no sense. The reasons for the different things that were left out of the description are irrelevent because the important thing is that all of those interactions were INTENDED by the devs, including having trap timers auto-start. You can't just say "Oh those things that were left off the description? Yeah, those don't count because XYZ. But this thing that was left out? PROOF THAT YOU GUYS WERE DOING IT WRONG." That is textbook double standard.
They DID fit that in the description. Her power SAYS THAT WHEN A GENERATOR IS COMPLETED, THE TRAP ACTIVATES. There's no double standard, the things you are saying WERE NOT INCLUDED IN THE POWER because they were obviously not that important. The IMPORTANT information is included in her power, and in her power it says that her traps activate after a generator is completed. That tells you what they WANT you to do with the pig.
Doesn't that mean that they deemed it an acceptable way to play the Pig? Ergo not wrong? Assuming it wasn't intended to be a valid playstyle in the first place.
Definition of wrong - not correct or true; Incorrect.
The intended playstyle of the pig was obviously to put RBTs on people's heads before generators were powered(In other words, before the GAME HAD ENDED). This means that they were playing her incorrectly, in other words, WRONG. They likely only allowed it because it wasn't hurting her numbers terribly or making her overpowered AT THE TIME. With the EGC coming, they decided it would make her too powerful, and considering she's doing really well via their numbers, I'd say they made the right decision, but the people who were playing her that way before WERE PLAYING HER INCORRECTLY as they were not using her power the way it was intended. Just because they found it acceptable at the time, does not mean it was correct. It means "Oh, people are playing her wrong, it's not hurting her so that's fine". They're still playing her wrong. BHVR just didn't care. Now they do because it's messing with something else.
That is exactly what you are doing. You are splitting hairs here. You are judging how people were playing the Pig based on the literal wording of the description and nothing more (and then arbitrarily dismissing the issues with the literal wording of the description when it doesn't suit your case). You have to judge things by how the devs knowingly implemented the features, not by what they left out of the power description. Otherwise, by that logic, Pigs who weren't throwing their Survivors past the Exit Gates were playing her wrong because the ability says that traps trigger past the Exit Gate, which is PURPOSEFULLY what it says in the description, going by your logic.
No, I am saying that they are playing her wrong based on what WAS in the description, you are claiming that people AREN'T playing her wrong based on what WASN'T in the description, except here's the difference, if it was IN THE DESCRIPTION, then it was specifically intended. If it WASN'T in the description, then it's up in the air. There's no evidence yay or nay for whatever you try to establish based on a LACK of information, but there is based on what information IS there. I'm saying they were playing her wrong based on the information that WAS there, you're claiming I'm saying they were playing her wrong based on what WASN'T there. Imagine if there was a killer that could teleport to any generator that was completed, now imagine that there was a bug where the killer could teleport to exit gates if someone even touched one, and BHVR found it didn't make that killer oppressive, and suddenly people started playing the killer by letting people power the exit gates, teleporting behind them and grabbing them off it. BHVR didn't INTEND for that playstyle, but they allowed it for now, doesn't mean it was the right playstyle. Later they find that it becomes too oppressive and changes it and people complain, saying they ridded a killer of a playstyle they loved. Obviously that would be a little overboard for a killer, but it's just an example that is pretty similar to the situation now. The playstyle was not intended, because the power specifically talks about generators being completed to fulfill the killer's objective.
Let me put it to you like this. Unless a dev comes out and flat-out says that they didn't originally intend for "Save the RBTs until late game" as a potential playstyle, you can't actually say with certainty that they didn't intend for that playstyle to be an option. And yet you are framing a considerable amount of your argument around this assumption, as well as around your arbitrary decision to decide what info being left out from the description is relevant or not.
Here's a simple question: What if you are wrong about the devs' intentions with how the Reverse Bear Traps originally functioned in the Endgame?
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@SpacingLlamas said:
@TAG I saw that on their stream they might buff/change the pin add-ons. Though it didnt sound like a 100% for sure thing and even then doesn't seem like it will be anytime soon.
I really like the "Last Will" add-on a lot even with the new endgame. Just nice to have another trap to use/waste
I'll still use Last Will because I have a lot to spare, and it will still help in keeping the stall game going. Just sucks that it the chances of it going to waste went up some amount.
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@gantes said:
https://forum.deadbydaylight.com/en/discussion/comment/483342#Comment_483342
People taking anecdotal evidence over statistics is always a good think. Keep it up.
I'm not taking anecdotal evidence over stats. I'm saying the stats given do not present a clear picture by any means.
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@gantes said:
https://forum.deadbydaylight.com/en/discussion/comment/483334#Comment_483334
One prominent player. There are more.
One.
Don't get all your information from one source.
Besides, I'll take a 75% kill rate at ######### rank 1 over anyone's opinion.
I won't. Not without getting more information to put it into better context.
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@gantes said:
https://forum.deadbydaylight.com/en/discussion/comment/483326#Comment_483326
Yeah, as I said I don't know the guy.
I follow a lot of Scott Jund and even Zubat even though he's more shitpost-y. They're both good at both killer and survivor, that's why I tend to value their opinions on balance a lot.
Well, don't tell people to watch good players to see how to play Pig right as though that shuts down Pig complaints when one of the more prominent Pig players disagrees with what you say. :P
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@gantes said:
https://forum.deadbydaylight.com/en/discussion/comment/483253#Comment_483253
I don't follow that player but good killer players that play all killers, so have a good understanding of the game don't seem to be complaining.
https://forum.deadbydaylight.com/en/discussion/comment/483242#Comment_483242
Your playstyle didn't get deleted from the game.
You can still use traps in the late game.
You just can't NOED slap people after the gens were done, put traps on everyone and get free kills.
It's not a merit to calculate a playstyle that removes nearly all counterplay. It's going for the easy way out.
I'm pretty sure that if you're a fundamentally good killer player you'll be alright with the Pig changes. You just have to ADAPT. Use your traps a little bit early and stop relying on the part of the game where you essentially lost already to start making moves. You'll become a better player from that.
I could be mistaken, but I'm pretty sure Ardetha is one of those players who is good with most/all Killers and also happens to play Pig a lot (enough so that BHVR has asked him for his opinion on the state of the Pig).
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@gantes said:
She's not weak.
You were just used to play her in only one way.
Late game Pig was NEVER the most effective way of playing her. Watch any high level player playing Pig at any given moment.
Late game Pig was just the EASIEST way of playing her, because it allowed you to cheat game fundamentals and basic chases and mindgames.
You probably also only use her ambush attack to sneak on survivors and never to mindgame pallets, which is the better use of the ambush attack (for sneaking to survivors it's just better to get up and normal attack them, since it takes a while for the TR and the red stain to come back after you get up). Taking away the roar before the attack would unnecessairily remove counterplay from her ambush.
I recommend you watch good players playing Pig and stepping up your game.
And not trusting NUMBERS AND FACTS just show how little idea you have of what you're talking about.
The most prominent Pig player I am aware of (Ardetha) thinks she's weak and strongly disapproved of the nerf in question, so idk.
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Yesterday I found myself struggling to find a game for both Survivor and Killer on PS4. I managed to squeak in maybe two games of Killer, but I couldn't get any games as a Survivor.
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@SlinkyJinky said:
I don't trust those links. I mean it's "Youtu.be" not "Youtube".
"Youtu.be" is just how Youtube formats the URL when you copy a video link off the "Share Video" function instead of just copying straight off the URL bar. The links labeled "Youtu.be" are legit.
I just clicked on them both, and neither one doubled my cool viruses.
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@[Deleted User] said:
@TAG an additional 5% regression if they fail the SC. Which is likely with the added stress of the killer almost always being nearby because they know which gens are being worked on.
Not really unless the Killer is consistently hovering around the gens they kick (since the Overcharge Skill Check happens immediately), which kinda negates most of the upside of Surveillance.
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/480988#Comment_480988
If you're someone like me who can use her powers in other various ways you'll still do fine in matches and it can even be game changing in some regards.
I P3-50'd her literally like 20 minutes ago, and I can say its still the same Pre-Patch and or Post-Patch to me. She's still useful for what I use her for so I do alright with her.
The very first game I played as Pig post-patch, I only got to use two traps, so I lost both the two default traps I started with and the Last Will add-on. And that was just by playing Pig the "intended" way. So as far as I can tell, it absolutely does not feel the same to me.
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@ClogWench said:
Considering how scarcely I saw endgame pig before, there's a surprising outcry about this and tbh I'm grateful they made the nerf cause it would have made endgame pig an absolute nightmare and you'd see her constantly.
The thing is that the nerf can also impact Pigs who spread their traps out over the course of the game or Pigs who just got Genrushed due to unlucky Trap RNG. The only playstyle that wasn't really affected by the change was using all the traps ASAP (and I guess those who don't care about using Traps at all and focus primarily on the Ambush).
My issue is less that it got changed at all and more that the change was rather heavyhanded IMO (with nothing to make up for it).
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@Atrushan88 said:
@TAG Member The timer starts when any gen is completed, so it pretty much does list that. The timer pausing in a chase was a result of a change in the way her power worked, not the original power, was it not? The skill check thing is pretty obvious, as anything you do that has a bar has skill checks involved, except for mending/snap out of it/wake up, as far as I'm aware. This should mean you'd expect skill checks out of her boxes. The trap not autokilling a survivor the Pig tries to bring past the exit gates is likely to prevent abuse cases of her trying to get a kill before someone's even been hooked once. If this didn't exist, a pig with NOED could instantly kill someone. Should be an obvious reason why that works that way. In the description it says when using the secondary power the pig has no terror radius, that pretty much describes that. Doesn't mention it's gradual, but does that really matter? What DOES matter is that her ability SAYS that the trap only activates AFTER A GENERATOR IS FINISHED. This should mean that they INTENDED for the trap to be placed BEFORE all generators were finished. Why they didn't change it before EGC, perhaps they saw it as nothing major to deal with until EGC came along, in which case they needed to make the change. Either way, the power description itself pretty much tells you how they intended for her to play, and putting traps on people's heads AFTER generators were powered was not intended. It may have been something they decided to let go because it wasn't that big of a deal until EGC came along, but I'm pretty sure they didn't intend for her to be played that way. Also I'm not saying that people are playing her wrong for the devs NOT putting information in her power, I'm saying people are playing her wrong for ignoring something that the devs PURPOSEFULLY put in her power's description. The generator thing wouldn't have even been used as a lever in her power if they wanted you to just wait until the generators were done to put them on. They would have not even used generator completion as a requirement, they'd just activate them automatically.
"The timer starts when any gen is completed, so it pretty much does list that."
The timer started when a gen was a completed or when the gates were powered, so it did not list that. You are objectively wrong on this.
"What DOES matter is that her ability SAYS that the trap only activates AFTER A GENERATOR IS FINISHED."
My point is that arguing that they're doing it wrong because the devs couldn't fit that in the description makes no sense. The reasons for the different things that were left out of the description are irrelevent because the important thing is that all of those interactions were INTENDED by the devs, including having trap timers auto-start. You can't just say "Oh those things that were left off the description? Yeah, those don't count because XYZ. But this thing that was left out? PROOF THAT YOU GUYS WERE DOING IT WRONG." That is textbook double standard.
"Why they didn't change it before EGC, perhaps they saw it as nothing major to deal with until EGC came along, in which case they needed to make the change."
Doesn't that mean that they deemed it an acceptable way to play the Pig? Ergo not wrong? Assuming it wasn't intended to be a valid playstyle in the first place.
"Also I'm not saying that people are playing her wrong for the devs NOT putting information in her power,"
That is exactly what you are doing. You are splitting hairs here. You are judging how people were playing the Pig based on the literal wording of the description and nothing more (and then arbitrarily dismissing the issues with the literal wording of the description when it doesn't suit your case). You have to judge things by how the devs knowingly implemented the features, not by what they left out of the power description. Otherwise, by that logic, Pigs who weren't throwing their Survivors past the Exit Gates were playing her wrong because the ability says that traps trigger past the Exit Gate, which is PURPOSEFULLY what it says in the description, going by your logic.
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I will say that Legion's Pin add-ons (except for Iridescent) as they currently are are suuuper trash, but they're also apparently getting buffed so that you don't need to nail the second hit on Feral Frenzy to apply the debuff, so I guess that's something. Can't really speak beyond that for the rest, as I don't really play Legion.
As for Pig, you've pretty much nailed every bad add-on for her from my point of view. Someone did make a decent point that Last Will is now a decent bit worse thanks to the Pig change, as you now have a non-negligible chance of having the perk go to thanks to her recent nerf. I wouldn't put it on this list persay, but it's still a shame.
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@Atrushan88 said:
@TAG Member The power of the Pig specifically says that for the RBTs to become active a generator has to be done. This means people who were playing the Pig by putting RBTs on AFTER all generators were completed were in fact playing her wrong. The situation of people who just happened to have one or two traps laying around by the time the last gen popped failed at using her power, they deserve for her RBT to not kill anybody if they left the exit gate, and again, if the RBT is not active, why would it suddenly become active and kill someone? It makes no sense. People who were focused on putting RBTs on people's heads AFTER the game was done were people who failed to kill their targets.
Firstly, you understand that the description of the Pig's power did not list every nuance of how the Pig's power work, yes? It doesn't list that the timer auto-starts when all the Gens are completed, it doesn't mention that the timer pauses in a chase, it doesn't list that Survivors have to occasionally complete skill checks when trying to get traps off, it doesn't mention that the trap doesn't auto-kill when a Pig tries to forcefully bring the Survivor past the Exit Gate, it doesn't mention that the Pig's terror radius gradually fades in an out when she crouches/uncrouches respectively. Those are all intended things by the devs, so saying that the Pig players were wrong because the devs simply didn't bother to write those things down in the description is just silly. The fact is that the description (as well as descriptions of other perks, abilities, etc.) is just not clearly written (probably because there just isn't enough space to cover every specific nuance).
Also, if what you said was true, then why was nothing changed until the Endgame Collapse happened? This wasn't changed (as far as I'm aware) because the devs decided they didn't like that the Pig's Reverse Bear Traps could be used to keep people from escaping; it was changed because they were concerned about the interaction between the Pig's Reverse Bear Traps and the newly-implemented Endgame Collapse. In fact, if you listened to their stream, they said they very much considered having the Endgame Collapse timer slow down while someone was wearing a Trap; the only reason they decided against it was because they didn't like the idea of a Survivor having to manage two different timers, even if they would end up having more than enough time to do so. It had nothing to do with this notion that Pig players were failing to kill people and should thus not have a chance to make up for it (which doesn't make sense considering that there were people who dedicated builds for saving traps for late-end game).
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I believe it was confirmed to be a bug.
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@Atrushan88 said:
Except her RBTs require generators to be activated. I mean yeah, sure maybe her RBTs exploded if you went out the door and they weren't activated before, but does that really make sense? The game doesn't start until the RBT is activated. People who put RBTs on people's heads after all generators were done were simply playing her wrong originally.
Also not trusting a dev's INTERNAL SYSTEM INFORMATION is just silly.
"People who put RBTs on people's heads after all generators were done were simply playing her wrong originally."
That is a pretty close-minded way of seeing things IMO. Dedicated late/endgame builds were a very legitimate way to play her (even if I didn't like to play it myself). It's also ignoring the situation of people who just happened to have one or two traps laying around by the time the last gen popped, either because they deliberately held on to them until late game or because they just got the wrong end of RNG with the traps and were unable to stall effectively.
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@Liannet said:
This is a good idea. But killer must sacrifice 3 survivors to deserve this reward from Entity.
"You worked well, the last one is yours." :)
That is, if someone escaped, the killer can't mori last survivor.
Sure, why not. Would still be better than having Cypress Mori as an offering.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/481408#Comment_481408
74.55% kill rate at rank 1 in the past week or so alone. That's an average of three kills per game, basically.
What's her play rate, though?
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@Atrushan88 said:
People keep saying that her traps are disabled in the end game, but they're NOT. As long as a survivor has a trap on their head by the 4th gen being finished, her traps are not disabled. In fact by the time the 5th gen pops, if a survivor has a trap on their head they have those two timers to worry about at the same time. Also, as I said in another pig post asking for her traps to be enabled regardless if a gen has popped or not in the end game, imagine if this was the case. Survivors wouldn't even bother saving a survivor on the hook who just got a trap placed on their head in the end game, because they're dead no matter what you do. In fact if I had an RBT on my head and was hooked, I would 100% kill myself on the hook so some idiot survivor doesn't try to come and get me and the pig doesn't get more kills. There's not enough time to search 5 boxes AND get out before the end game collapse even if the timer was slowed with survivors with RBTs on their heads.
Her unused traps are disabled. That is what people are referring to. The nerf is basically "Discard all unused traps when the last Generator is completed." The solution to your issue has been stated multiple times.
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@Orti said:
@ShyN3ko Use your traps after the fourth gen and you create a new sort of endgame survs have to wait for the traps to get off of all heads or put pressure on survs with a trap on purpose.
The issue is less the change and more the complain of almost everyone without even trying to adept and figuring out new strategies. So many players would have abused the pig without a change or an only reduced timer during the edc.
They sure need to figure out something for the Pig but not the because of the latest change she wasn't in a good spot anyway. Her traps always weren't good and most people just didn't noticed because they could secure some kills thanks to a brain dead mechanic that rewards camping and tunneling at the end of the game. I still love to play as the Pig and I know some Pig mains who still enjoy her too.
This is one of the first times the devs actual reacted to a problem before it even went live and I'm grateful for that.
"Use your traps after the fourth gen and you create a new sort of endgame survs have to wait for the traps to get off of all heads or put pressure on survs with a trap on purpose."
You could already do that prior to the Endgame Collapse patch. In fact, it would be better to do it back then because you didn't get punished if the last gen popped while you were attempting such a maneuver.
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@Orti said:
Just you're traps before the last gen gets done. Pig is still fine
Don't agree that she is fine.
@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/481254#Comment_481254
The Pig isn't doing too poorly at the moment. Since the update, she is currently the fifth deadliest killer across all platforms with a fairly high kill rate. We're going to keep watching for feedback, but it does seem like she's doing pretty well.
There's a ton of room in that statistic for the numbers to be skewed somewhere, so that to me does not hold much weight.
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@Usui said:
Cool, take rancor. Killers don't need anymore buffs. Try playing solo in red ranks for awhile.
Is Cypress Mori really much of a buff?
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I'm all for making it so the Survivor's escape animation prevents the Killer from closing the Hatch and the Killer's Hatch closing animation prevents the Survivor from jumping into the Hatch. The only question is what happens in the probably unlikely scenario where the game registers both the Hatch close command and the Hatch escape command at the exact same time. Give one side priority? Coin flip?
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@darktrix said:
https://forum.deadbydaylight.com/en/discussion/comment/273638#Comment_273638
I like this cypress could be used once after two hooks - that would be a buff making it almost a sure thing to get used, and save a run to a hook. I don't like the base kit idea, it makes mori way too common and after awhile becomes a very mundane, over used event to watch.
Besides, killers aren't really killers. They are the Entity's b-----es who feed it survivors.
Not really. Why would I spend bloodpoints on an item that way more often than not just saves me a few steps at best?
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@Micheal_Myers said:
https://forum.deadbydaylight.com/en/discussion/comment/479036#Comment_479036
Yeah, at low ranks she's good, but in high ranks she's a C Teir killer. So I hope the Devs comply with all of the Pig Players, because even her add ons (and sometimes) her perks are so weak so this change would help =P
I agree with this, more or less.
@Atrushan88 said:
- The RBTs DO kill survivors at exit gates, they just have to be ACTIVATED. This requires a generator to be done. There's a simple solution to this, put the RBT on survivors before all generators are powered.
- The EGC is the trigger of the END of the game(the game is already finished, the EGC is just to sound the bell for the end of the game and make sure there's no abuse cases), players already have a ticking time bomb, why would you give them two? If they managed to get out of RBTs before the collapse, or even got all the generators done before managing to get one on them, why should they have another ticking time bomb on top of the one they already have?
- If your buff came to life, no smart survivor would save a person who got an RBT on their head at the end game. They would leave them to die on the hook, and if I had one on my head at the end game, I would kill myself on the hook because there's no way I would have enough time to search 5+ boxes all over the map in 3 minutes AND make it to the exit gates. This would keep more people from dying to the pig by being an idiot and coming to "save" me, and would ultimately render your "buff" useless, aside from ensuring you got a kill that you likely would have gotten anyways.
TLDR, don't put RBTs on people's heads after all generators are powered and this whole problem is gone.
The fact that you can't put RBTs on people's heads after the generators are done IS the problem. If you don't like the idea of slowing down the EGC timer, just have it paused while someone is wearing an RBT instead. That way, the Endgame basically plays out just like it did before the Endgame Collapse was introduced.
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@[Deleted User] said:
Sorry @George_Soros but it’s actually a great combo. Surveillance lets you know which gens survivors have erections for, and subsequently know which ones to keep activating Overcharge on.
One of my favourite, most successful loadouts is Discordance, Surveillance, Overcharge, PGTW. This makes it extraordinarily difficult for survivors to do their primary goal without the risk of a hex being cleansed.
Aren't you just going to keep kicking the gens Survivors keep going to anyways? If those Survivors are good at Skill Checks, Overcharge won't change that situation much. I'm all for using Surveillance, but I don't really see what Overcharge adds to it.
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Just happened to me. Opponent started to jump, bur Hatch was closed and stopped the animation. It seems like Killer wins in that scenario.
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I get why they answered the question regarding the RBT "RNG" the way they did, but I feel like there's still a way to augment the consistency of it without having to fundamentally rework the whole system. It could be as simple as changing it so that instead of applying a key ID to each box when the trap is put on, it applies the ID after the Survivor searches their first box (thereby making the first box always a fail).
Also, I feel like their response with regards to Plague's playstyle potential isn't likely to be terribly satisfactory among Plague players. I mean, what other playstyle is there to Plague beyond concentrated vomiting and quick bursts to let them eventually have to use a fountain (if they do)? As far as I'm aware, the only other thing to really do is vomit on things Survivors interact with and letting that take its toll, but I think even with the best add-ons for that, it is not effective.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/480106#Comment_480106
@TAG it will cut the total pallet stun time in half. And no longer effect any other stuns
Hm, okay. This does not really bother me.
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I silently stew in the corner. >:(
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Man, I really hope they eventually come around to buffing Pig.
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Do we currently know what the planned change to Enduring is?
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/479286#Comment_479286
You weren't around for the review bombs, were you?
Oh my god they actually gave you the crown. That is amazing.
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This suggestion has been pitched many times prior. Whether the devs like the idea or not is not something we currently know, I think.
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@Linkman806 said:
Here is my story that I recently had. I was against a Trapper. Last man he closes the hatch and places traps in front of door switch. Now tell how am I suppose to have a chance to escape if i undo his trap and open the door? He hears when I undo his trap. There was literally no way I could escape. Even if I hid he can just reset the trap. And I cant even the play the long game now since there is a time limit.
How exactly did this go down? Did the Trapper close the Hatch and then somehow manage to trap both gates? Were you somehow unable to find the Hatch before the Trapper could trap both gates and close the Hatch? Did the Trapper somehow have the foresight to trap both gates well in advance?
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@Boosted_Dwight said:
As a Pig main I think her ambush is amazing! Survivors may hear the roar but it's already too late.
As a Pig main, I must respectfully disagree. A competent Survivor will usually be able to properly react and avoid it.
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I actually had a similar idea to your NOED idea sometime back. Difference was that it wasn't a Hex perk, and instead of fully regressing 3 gens, it only partially regressed 3 gens depending on how many Survivors were still alive.
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Off the top of my head, Left Behind, Slippery Meat, Monstrous Shrine, and that one Huntress perk that takes away your red stain.
Left Behind was a trash perk made worse by the Endgame Collapse changes, Slippery Meat was a bad perk made obsolete by Deliverance, Monstrous Shrine does nothing most of the time and very little some of the time, and that one Huntress perk requires you to jump through WAY too many hoops to the point where it is not even close to worth it.
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@TheBean said:
@TAG
How are they going to pull an unlikely win out of their ass though?....Unbreakable means nothing unless the killer leaves them there and doesn't watch them anymore. The whole point of BMing is to sit there as killer and stand over them.
Are you just hoping the killer decides to take a long blink so you can get up?
I personally am not going to BM someone and walk away from my computer or tab out to do something else... kind of defeats the purpose of BMing.
If I'm the clown.. and I circle a survivor for 3 minutes throwing bottles at them while they are on the ground for shits and giggles.... how is their unbreakable going to save them?... the moment they get up is the moment I hit them back down... dead hard no prob... they didn't get a gate open anyways so... Where is my little rabbit gonna go?.. hide in a hole somewhere lols.
TBH... I would rather the survivor be running around anyways... makes the timer go quicker... quicker I get to see them be eaten. So bringing in Unbreakable is of no concern.
^^^^^^^^^^ that scenario... I don't think is going anywhere over time, I feel it is going to get worse.
People are BMing in this game all the time so I can't see it being a novelty that will dissipate over time.
But maybe they will find a key in the match.... maybe...
A survivor can bring a key in with them and if the Killer sees it in the lobby, they might get that knocked out of their hand before they ever get close to using it. Seeing keys in my lobby makes me want to bring in Franklins, I don't know about others.
Not trying to be an ahole but that end game needs some tweaks is my view. In the efforts to remove BMing from the survivor side at the end of the match, it feels the action of BMing just flipped to the Killer side which seems to be a little odd.
As I said before, run to the closed Hatch and use your Key to open it. If you get up with Unbreakable, perhaps MoM or DH could save you. It sounds similar to the arguments for allowing Deliverance for the last Survivor, but the difference is the Killer electing to end the game by hooking vs. the Killer electing to not end the game by keeping them down.
I'm not arguing that something should or should not be done, but rather that speeding up the bleed timer to the point where Unbreakable becomes unusable in that scenario is not the answer IMO
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@Raptorrotas said:
https://forum.deadbydaylight.com/en/discussion/comment/476197#Comment_476197
Sorry but same Issue as with Deliverance, if you wanted to use those perks, you shouldve used them earlier.
I thought about that comparison myself, but I'm gonna have to disagree to a point. The thing with Deliverance is that successfully hooking the last Survivor is meant to signal that the game is over. But with Unbreakable, the Killer is deliberately not manually bringing the game to a close (instead opting to let the game forcibly end over time) and is voluntarily making the decision to allow the game to technically continue. In my mind, this should give the Survivor the opportunity to react if they something that allows them to react. It's basically the equivalent of a card game where Player A chooses not to win the game so they could BM because they figure Player B is dead anyways and Player B using that opportunity to pull an unlikely win out of their ass.
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@LCGaster said:
https://forum.deadbydaylight.com/en/discussion/comment/477705#Comment_477705
I was pointing it out? I'm not an idiot
Ah, okay. It sounded like you were assuming they were new based on the nature of their complaints. My mistake.
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"Hello everyone i am fairly new to the game"
It is the very first thing he says, to be fair. :P
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@Nos37 said:
https://forum.deadbydaylight.com/en/discussion/comment/476079#Comment_476079
I play solo survivor at rank 15, and I only get matched with potatoes.
I play killer at rank 16, and I only get matched with coordinated, voice-comms-exploiting, tryhard squads.
My point was that arguing that it doesn't matter that it has counters because potatoes might not play around the perk is silly.
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@TheBean said:
@TAG Doesn't matter though.... Unbreakable and no mither are of no use... if you get up you get hit down. If there is no gate open... Where do you think you are going to go? The killer is right there... You go no where the killer doesn't want you to go. Maybe a high skilled player will be able to make some distance at that point. But... When a low skilled player is faced in this situation, there is nothing for them to do.
The low skilled player only lives or dies based on what the killer chooses at that time, and they got 4 minutes to figure it out.
No more chasing is needed.... If the survivor didn't get a gate open and the killer is there, there is nothing for them but to wait it out.
I will like to believe everyone that this will be a novelty... but it is far more a novelty to make that last one get eaten by the Entity... that is just me though.
The Hatch. Bust out your Key and give the Killer the one-finger salute.
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Elaborate?
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Hm.....okay. This seems acceptable.
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Consider what your situation would have been prior to this patch.
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@TheBean said:
Nah.. all they need to do is once the EGC starts, and there is one survivor left, the bleedout timer is reduced to 10 seconds. Having it stay at 240 seconds, while the EGC timer doubles to 240 seconds is BS.
Would suck for anyone with Unbreakable (or No Mither, though I can't imagine Killer letting that one go).
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@Nos37 said:
I use BBQ as the killer. If the survivors don't hide in lockers the whole match, the difference this one perk makes is night and day. Way too efficient.
You shot down your own argument when you accused fellow teammates of not properly countering the perk.