TAG
TAG
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I ask again: Do you have a better suggestion to prevent the Hatch stand-off?
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Forgive me if I am misunderstanding something, but hasn't it always been "5 gens - number of remaining Survivors" for Hatch to appear closed? The only thing that changed with Patch 2.7.0 with regards to how the Hatch spawns is that the Hatch now always spawns open for the last Survivor regardless of how many gens are finished.
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What is the window bug/exploit? Would like to know what to look for in the future.
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@CustomerService said:
I said why I dislike it.
Ways to improve it, I don’t see a reason for the killer to be able to close the hatch now that the game stalling is gone and there is a timer. I don’t understand how the gates must be so close together especially with killers that can cover both in an instant. I don’t understand why they can just stomp the hatch and get it closed in half a second.
With the EGC, killers shouldn’t be allowed to close the hatch.
Do you have a better suggestion to prevent Hatch stand-offs?
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@Orti said:
@TAG in fact this nerf would be even harder because it would punish her for using a trap still. No progression on the timer give you two options tunneling the surv with the trap to secure the kill without being any thread for anyone else or forcing all remaining survs out and giving the surv with a trap enough time to search the boxes. maybe I'm missing something but how would that be better then the current mechanic?
You need to understand that the current state of the Pig is more like band aid otherwise they would have pushed the EGC back till they figured out something new for her. Instead of complaining about the change we should put our energy into figuring out a new version of the RBT.
Imo they nerfed her as soft as possible
Because it would be for the most part exactly like how the Pig was before the Endgame Collapse was implemented (RBT timers start as soon as they are put on Survivors' heads when all gens are finished, Survivors wearing RBTs cannot escape through gates without dying, and Survivors without RBTs have as much time as they need to escape), only without the worry of a Hatch stand-off, which is a better situation for the Pig to be in than the situation the Pig is currently in. It wouldn't really be a nerf so much as just keeping the Pig's endgame as it was pre-Patch 2.7.0. The idea behind using RBTs during the last leg of the trial (and not just in dedicated Endgame builds, but also if the gens were all finished before you got to use all your traps) was that you WANTED to keep the game going because you WANTED to keep Survivors from being able to escape so you could find them and kill them. Kinda like personalized Blood Wardens.
Think of it this way: If a proposed change to the Pig's endgame would be considered a nerf to the Pig if it were implemented before the Endgame Collapse was ever a thing, it's probably a bad solution to the issue surrounding Reverse Bear Traps and the Endgame Collapse. Pausing the Endgame Collapse timer while someone wears a RBT means that the Pig functions pretty much the same as she did before the Endgame Collapse update. Meanwhile, making all unused RBTs do nothing after the last gen pops would very much be a nerf to the Pig if it were dealt to her prior to Patch 2.7.0. The fact that they wanted to find a solution to the Endgame Collapse/Reverse Bear Trap problem does not make the nerf that was implemented a good solution. You say they nerfed her as soft as possible, but I think that's wrong. To me, the nerf is really excessive.
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I don't think NOED should proc when the Hatch closes, personally. As for Adrenaline, I could take it or leave it.
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Da Pig
Hangman's Trick:
Your knowledge of the hooks' build quality allows you to find weak spots and increase odds of escapes. Each attempt at escaping the hook increases the chances of a successful escape by X%/Y%/Z% for the next Survivor to be hooked on that Hook. Auras of Hooks affected by Hangman's Trick are revealed to Survivors within an 8 meter radius in white.
When you reach the second hook stage, if you attempted at least *insert however many attempts needed to force the second stage* escapes, you automatically escape from the Hook.
(This means you can guarantee an escape if you force yourself to the second stage, but it means the next Hook will kill you.)
Make Your Choice:
You've played this game before; the right choice is never the easy one. The first time another Survivor is hooked, your generator repair speed is increased by X%/Y%/Z% until that person is either unhooked or sacrified. If you unhook that Survivor, you and that Survivor instantly recover one health state, but your generator repair speed is reduced by X%/Y%/Z% for N (75?) seconds.
Surveillance:
You're always one step ahead, making sure that your hunter has a hard time getting the jump on you. The last incomplete Generator you have repaired reveals the aura of the Killer as long as they are within X/Y/Z meters of that Generator.
Not sure if any of these ideas are any good; I just tried to capture the "flavor" of them as best I could.
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@O_Coisante said:
yes, i did the report in game, but i dont know if its enought.
Copyright © 2016 Behaviour / Starbreeze. All rights reserved.You can also use this to send an additional report. Mention that you reported them in-game as well.
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Did you report them in-game?
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@Raptorrotas said:
Easy fix, all survivors left in the trial are slugged, they instantly get sacrificed.
What about Unbreakable, No Mither, or Decisive Strike?
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If Reverse Bear Trap kills don't give BBQ stacks, neither should DCs. :P
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Depressed Pig main still sad at overkill Pig nerf.
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"Wake Up" lets you wake up when Freddy puts you to sleep.
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Is that not how it is, or did it change at some point? When I got Adept Pig, I just killed all four Survivors, including DCs, using her 3 default perks.
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He can control people with the Power Glove.
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@Orti said:
RBT being activated after the EDC starts is just too exploitable. A lot of people don't see the issue with this. I now it sucks that the pig had to suffer from this nerf but without it it would be horrible to face her at all. The devs actually made a really smart move with this and I'm sure they will give Amanda something instead just a wait for a bit
Here's the thing: I'm willing to accept that the Pig likely needed to be changed for the EGC. What I am not willing to accept is that they needed to nerf her this hard when they could have instead simply paused the EGC timer while someone had a Reverse Bear Trap on their head.
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@BACKSTABBER said:
The fountain did not heal my broken + health status right after deliverance.........................
I'm guessing it's because Broken is a status condition that remains as long as you are at max sickness. When the game detects you are no longer sick, Broken would normally disappear because the thing originally causing it (max sickness) is no longer there.
But if you also recently used Deliverance to escape from a hook, the game will still see that that perk is giving you Broken for X seconds, so removing the sickness from you doesn't clear the Broken status from you.
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@fcc2014 said:
Who cares if a killer spams their mori. Let them waste time. It is the same if the killer camps and hits you on the hook. I will struggle until the end. Let them waste time.
Other people might want to just be able to end the game without being forced to wait a hundred years or DC. If the Killer is willing to mori spam one person for a long time, they likely don't care if it is at the expense of their performance.
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Not sure how I feel about it, but at the very least, I'd be open to testing it.
I assume Amanda's Letter would have to be changed to accomodate for this change.
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@ItsYourBoyGuzma said:
https://forum.deadbydaylight.com/en/discussion/comment/467536#Comment_467536
I dont think it's that people are threatened, to me it seems like if alien were to be added it would need a lot of work and a lot of love to get it right.
To me DBD just isnt the kind of game to serve it justice.
DBD is about the chase where as in the movies it's constant tension and you dont know when or who's gonna die. That's why the AvP game worked , when you played as marines you had a tracker that picked up predators and aliens but it was up to you to survive with whatever you had on hand for however long.
Now another thing~ think of an intense chase as the alien is about to murder you but OH NO the mighty pallet just magically stops it! See? It just kills the whole tone of Alien because an alien wouldve whipped around or crawled over it into a pounce.
On top of that you have to incorporate some form of sci-fi feel with the map/tone/music/characters. Think of it like this you wouldnt have an alien hunting down some low poly minecraft cometic skinned dwight on some destroyed planet that the alien lives on PLUS random futuristic Weyland-Yutani generators for the survivors to work on. Theres just too much going on with the idea and one sides lore/gameplay would just ruin the othersides.
It's like the old saying "too many cooks in the kitchen"
"It's like the old saying 'too many cooks in the kitchen'"
Next Killer confirmed to be the murderer from "Too Many Cooks"
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@AshleyWB said:
https://forum.deadbydaylight.com/en/discussion/comment/467557#Comment_467557
The entity created a perfect organism that can kill more effectively than...a legion and weak killers like that. Also lore wouldn't be lore if it didn't make sense. Alien would make sense. I'm not explaining why again.
It does not make sense, though. Entity already molds the people it brings in into suitable Killers. Why does it need to bring in an animal who won't be able to feed it negative emotions on account of it just being an instinctive animal?
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/467568#Comment_467568
I was watching the video here. I didn't read the description.
Fair enough. I didn't even get a chance to watch the video myself; just opened the video on Youtube.
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@Orion said:
No video from the killer's perspective?
Didn't get a chance to confirm, as I only had a moment to glance at the video, but I think a link to Killer footage is in the description?
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@AshleyWB said:
https://forum.deadbydaylight.com/en/discussion/comment/467503#Comment_467503
I personally think they make the lore up as they go, because it's easy to add another piece to it. It's not a very deep lore and if you're saying the dbd lore cannot fit with Alien then you're wrong because it can easily.
I don't see why everyone seems so threatened by the suggestion of a licensed killer cropping up.
There's a difference between adding to the lore and contradicting/retconning it.
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@AshleyWB said:
https://forum.deadbydaylight.com/en/discussion/comment/467389#Comment_467389
The entity might have grown so it might want to make its own killer creature perfect organism whatever you want to call it.
Think of it like supply and demand. The entity needs a way to maintain and grow by sacrificing survivors.
The entity breeds Xenomorphs. The Xenomorphs see the entity as it's creator and obeys it.
Breeding Xenomorphs is the entitys way of being able to keep up with killing enough survivors to grow and grow.
There are an infinite supply of Xenomorphs but a limited amount of other killers the entity could corrupt or whatever. It would be a smart move by the entity.
Why would it want to grow its own Killer when it can just keep getting Killers from Earth or getting Survivors that, according to the lore, will eventually become Killers themselves?
You honestly think the supply of Killers across history is an issue for the Entity?
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Surveillance buff.
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@AshleyWB said:
https://forum.deadbydaylight.com/en/discussion/comment/467240#Comment_467240
Have you seen the movies? How the initial alien was created? And the settings other than space that the movies were set?
You know the game Alien isolation wasn't directly based off of an alien movie, it had it's own story based 17 years after the first Alien movie was set. Therefore you can create an Alien Chapter and mould it to fit dbd. Whether that's a Egg being studied in a research centre on earth and a facehugger being laid by it which ends up infecting a scientist to create the Xenomorph killer.
It can work in so many ways.
The entity can imitate a setting so a spaceship isn't a step in the sci-fi area.
None of that explains WHY the Entity would bring an alien into its realm, though.
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@AshleyWB said:
You could even give every survivor a motion tracker so they know where the killer is when they pull it out.
Would be the only killer to address the difference between solo v swf players. They all have the knowledge. People are desperate for something different and new yet you try so hard to attack any idea made.
My issue with a Xenomorph is not a gameplay one or a practical one, but a thematic one.
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@AshleyWB said:
https://forum.deadbydaylight.com/en/discussion/comment/467085#Comment_467085
"A Xenomorph doesn't fit" isn't a valid reason when many comments here explain why it can and would fit if the license was acquired.
You just refuse to accept something which other people want is possible.
None of these examples listed ever explain why a Xenomorph would be in the Entity's realm. Not how. Why.
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Yeah, I did, and I support that idea. Probably should have specified that in my previous response.
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@AshleyWB said:
So it's possible 😀.
Take that all you doubters.
It can fit, just ask Matt *crosses fingers*
He said it wouldn't fit thematically, which is kinda the argument I was making.
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@Hag.is.Dtier said:
https://us.v-cdn.net/6030815/uploads/752/30ZKFLYL0V1Z.jpg
I don't need to say anymore...
Looks good to me!
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I don't really see a Predator working much better than a Xenomorph, but part of me would want to see it only to see the Self-Destruct Device as a perk (although now that I think about it, the original idea I had for the perk is pretty much just the EGC).
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I mean, it's already been explained why it's not worth the change, and now with the ability to close the Hatch and hypothetically prevent MoM/DS/DH/etc. Survivors from unhooking, taking a hit, and immediately jumping in, there's arguably even less of a reason to make the change now.
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@kabarekabal said:
https://forum.deadbydaylight.com/en/discussion/comment/466029#Comment_466029
And it was, killer through game process, such as chasing survivors and being able to roam freely, was likely to find hatch first, and then he'd camp nearby or if he has certain perks - could quickly find the remaining survivor. It wasn't easy before to escape through hatch with a pro killer. Now it's nearly impossible.
If I recall correctly, Survivors had the edge in the Hatch battle prior to the EGC update because a Survivor could heal up and get close to the camped Hatch knowing that if the Killer attacked them, they would just jump in during the hit cooldown animation (the only exception to this to my knowledge was Myers if he was running one of the add-ons that allowed him to kill a standing Survivor). Even if they didn't heal up, if they just got close enough to the Hatch, the Killer still couldn't down them without risking them crawling in. The worst-case scenario for that Survivor was usually a Hatch stand-off.
The only way the Killer really had a reliable shot at killing the last Survivor (assuming no slugging the third Survivor) was if they found the last Survivor while that Survivor hasn't found the Hatch yet and/or was really far away from the Hatch.
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"We" implies more than one person was alive, which means that unless someone used a Key so the Killer could close the Hatch, one of the Exit Gates was likely open. Am I correct in this assumption?
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I'm for it.
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@davidthyrat said:
https://forum.deadbydaylight.com/en/discussion/comment/464765#Comment_464765
how i amit i get what’s it’s for say i finding it annoying and how it could be changed for the better or maybe not
The thing is a lot of players (particularly on the Killer side) believe the game has a problem with gens being rushed too quickly, and they feel that Ruin is one of the only ways to combat that sorta effectively. You need to convince those people that weakening the perk is a good idea.
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You can also see the full list of add-ons for the Ghost. Is it me, or do Knife Belt Clip and Drop Leg Knife Sheath seem like crap compared to Leather Knife Sheath (especially considering Sloppy Butcher exists)? I mean, MAYBE the other ability is a lot better than I would expect, but c'mon.
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@Riif0 said:
https://forum.deadbydaylight.com/en/discussion/comment/464855#Comment_464855
darling tell me where is the fair play when the killer can see the hatch before you? Is showed like the gen are.
It is not shown like the gens.
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Slow/Pause the EGC timer as long as someone is wearing a Reverse Bear Trap. Simple.
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I have nothing against the original Ghostface design, but I also have nothing against this new design. I'm willing to accept it as a "BHVR's take on Ghostface."
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@IAmFlownominal said:
People asking for piggy buffs like her crazy forearms up there aren't thick as thighs already. Ridiculous ;)
I really do like that top outfit, but is it really more baller than her default coat? I don't see me buying any of her cosmetics just because I like the original outfit. Still pretty cool between this and Ash we finally got more customization than just Leatherface's "collection."
And everyone saying pig is ruined, you're definitely playing wrong. It's a stealth character that can heavily disrupt games. If you save everything until the end, you're probably that bad killer that makes everyone score low and tunnels. I never had an issue with getting 4Ks while gens are still unfinished. And since I sink all my points into Survivor, I never got my Pig higher than level 20 so she has pretty inadequate perks too.
Pig's stealth is not that good IMO, and her ability to disrupt the game is not very reliable unless you are lucky. It feels like a lot of the people who say "Pig is not ruined; you're all overreacting" kinda sorta misrrepresent the issue (I'm a bit hesitant to say strawmanning, though) by framing the Pig nerf as only an issue for strictly Endgame builds while ignoring the reality that this nerf affects scenarios where the Pig just wasn't able to slow down the pace of the game enough, either due to super-efficient Survivors or just unlucky RNG on the traps.
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Note the "/s" at the end and respond accordingly.
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I'm not necessarily saying I WOULD have bought the cosmetics, but I'm definitely not with the Pig nerf.
@gantes said:
https://forum.deadbydaylight.com/en/discussion/comment/463417#Comment_463417
I'm playing her efficiently and to have fun, not in some made-up lore glorifying way.
You don't like how a character plays, don't play them. Plenty of killers I don't play and I don't ######### about them in forums. I don't ######### that the Nurse is all precision and less about mindgames, I play Spirit instead, for example.
Putting all your eggs on endgame shows you're not really good at fundamentals.
I feel like you're oversimplifying the issue. It's not just a matter of "putting all your eggs on endgame". It's the fact that Pig has lost her endgame pressure completely (and gained no buffs in return). Her early-midgame is inconsistent at best due to the RBTs being a complete crapshoot at how effective they are at stalling and her Ambush not being very good outside of specific spots. Beyond that, fundamentals can only get you so far as you start facing better and better players. You need more than that if you want to do well, and while the Pig does have more, how much more is largely in the hands of RNG. The last leg of the game was a way for her to make back some lost momentum in the event that she rolled the bad end of RNG and/or got genrushed. Now with this update, she instead gets a steep punishment if RNG treats her badly and is effectively forced to go powerless during that point in the game (since even with the Ambush not being great to begin with, the end of the game is probably where it is at its weakest). For a Killer that is already not very strong to begin with, that just seems wrong to me.
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At this point, I just want the Endgame Collapse Timer to pause while someone is wearing an RBT. It is way better than this nerf they gave her. It's honestly enough to just sour me on the Endgame Collapse update in general.
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First game as Pig: I lost 3/5 Traps.
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Anyone else love it when the Entity takes away 2-3 Traps? I do, @Peanits.
Anyways, I had a trap activate when the last gen popped, so perhaps a weird bug?
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@CreeRoyalty said:
Everyone of you main killers I bet. "Just do gens"...yeah ok. Three gens left, I'll go do them and let the killer know where the last survivor is three times until it's open and then need to do a gate. Wait until you see more and more people DC and eventually leave this game. Played as a killer this weekend for a daily ritual. Took forever to find a lobby. Killers got it made. This game is highly favored towards the killers. The new update does not help the survivors at all. I'm not playing killer so because it's cheap and no fun so it looks like I'm not playing the game at all.
99% the gens, then. Or bait the Killer yourself into leaving the Hatch.