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This confuses me. You say that Survivors within X meters of a crow get their auras shown, but then afterwards you say that Survivors within X meters of a crow get their aura revealed after 12 seconds unless they scare the crow away. Which is it?
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@LCGaster said:
The Entity tortured him to do its bidding. Evan didn't want to kill at first but was forced to by the Entity.
Didn't he kill an entire mine full of his dad's workers?
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@Maj33y said:
https://forum.deadbydaylight.com/en/discussion/comment/445750#Comment_445750
Dude .. did you even play the PTB ? Her dash attack Was avoidable . Not anymore if the changes go live .
However her only Flaw are the Add-ons and the fact that her Traps are dependant on Survivors . I feel like Now that Her traps do not activate at end game to accommodate with the new changes which was needed . She needs to Have her Traps Activate Automatically as Soon as Placed on a Survivor or two Random traps would activate as soon as placed and some of her Add-ons buffed a little .
But Devs need to take note of Survivor Side as well if the killer is too impossible to loop , you have no defenses , no chance then nobody would want to play . It has to be fair for both sides .
"Dude .. did you even play the PTB ? Her dash attack Was avoidable . Not anymore if the changes go live."
Sorry, maybe there is something I am not understanding. What was changed in the PTB that makes Pig's dash attack no longer avoidable? Can you please point it out in the patch notes?
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As far as this game specifically, I'm a little less interested in crossplay and a little more interested in cross progression so I can properly transition to PC without having to start over. Not that it matters either way, since Sony.
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@Delfador said:
Why do you even think about that?
Like what kind of question gave you that impression lol
It is a stupid move and I don't even give it a chance. It is gonna remain on steam.
"On a scale of 10/10 to 20/10, how stoked would you be if we became Epic exclusive?"
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@TheRoyalOwl said:
Maybe instead of a skill check just make it so they have to be on longer to stop it from regressing, like 2-3 seconds.
This was always the thought I had. Not sure it's necessary, but I wouldn't mind seeing it implemented.
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@ShyN3ko said:
https://forum.deadbydaylight.com/en/discussion/comment/453652#Comment_453652
Yes. Now you understand it.
I mean, would that not still cause a problem with just camping in front of a box after the Survivor has searched X boxes? Like, in the best case scenario for the Pig, you make it so they have to search all four boxes. This gives you a good bit of time knowing they have to search three, and then once they go for the last box, you sit in front of the last box and just wait out the timer. Even if you set it so they have to search three boxes, you just defend the last two and do the same thing. If you set it so they have to search less than three boxes, I doubt it would be worth the trouble. It seems like a lot of work to implement an idea that would either be too strong or too weak with no in-between.
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@ClogWench said:
This can't possibly be a serious complaint
It's not. OP's intentions on this forum are pretty clear.
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@ShyN3ko said:
Im rly sry, but I cant explain good.
You guys understand it wrong.
Example:
Pig use the first RBT:
1 RBT with 100% key chance in the second jigsaw box from the survivor with this RBT.
The survivor has 0% key chance in his first jigsaw box.
But the survivor has 100% key chance in his second jigsaw box.
The pig doesnt know which box is the right box.
But she know, that the survivor will find the key in the second box he search.
So the pig cant camp the boxes.
And the survivor doesnt know, how many boxes he need.
Do you guys understand it know?
And can someone explain this better?
If I am understanding this correctly, the number you choose determines how many boxes the Survivor needs to search through? Sorry, it's admittedly hard to understand.
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Wouldn't that require a fundamental change to how items with zero charges function? Since "Items are destroyed when they have no charges left but not if they have no charges left because of Franklin's Demise" seems like not worth the effort to implement.
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@Judith said:
https://forum.deadbydaylight.com/en/discussion/comment/453016#Comment_453016
Why wouldn't sony like it? Fortnite has crossplay for example.
Sony would rather tout the superiority of its console (at its player base's expense) over helping the competition and potentially dissuading people from getting the Playstation version of a game to play with their PS4 friends. Fortnite and Rocket League were examples of Sony caving to pressure from how hugely popular those games are to avoid looking too bad when the competition is a-okay with crossplay.
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@BBQnDemogorgon said:
@Peasant Those issues are old. Sony allows it now Fortnite/Rocket League are cross-platform with every platform.
PS4 players vs Xbox and Switch even.
Those issues still persist. Fortnite and Rocket League are exceptions, not the norm. Sony is still refusing to budge on crossplay in most other cases.
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I think they need some buff to them, but not one that lets you remotely choose where the keys go.
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@LCGaster said:
Ok, wait.
Does this mean that the other boxes have a 0% chance of being the right one or what?
I would assume so, since that's how the boxes currently work (only with the correct box randomly chosen).
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How would this work on console/with a controller?
Also, what stops the Pig from camping the box?
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First Jigsaw Box? Good. Second? Excessive, IMO. Plus, how would it work with Amanda's Letter, which gives you only two boxes?
I also think that either the first Jigsaw Box failure buff or the RSN2 basekit buff should go through, but not both.
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@NurseMainBTW said:
https://forum.deadbydaylight.com/en/discussion/comment/449961#Comment_449961
It's not a power, an item or a perk. We're talking about an offering, offerings shouldn't be so much game-changing as the green/red mori. Ebony mori, in my opinion, is one of the strongest items in the game... if not the strongest.
It still costs the same as any add-on of equal rarity.
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For Pig, I run Spirit Fury/Enduring/Brutal Strength/Surveillance.
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@SmokePotion said:
ok, it would be changing how luck works, because it would be expanding things it has a connection to. As of right now, it's used for 2 things. Making it work with other things would make the system have to be tweaked for balance. That's how life works.
second My proof is: Try it.
Like i said, wont work all the time, but more often then not, it will be the closest box to where she put the trap on you. Not where you were hooked. I think the rng coding for it is wonky and numbers the boxes based on proximity instead of all boxes having a stationary number through the whole game. I'de actually love a Dev's input on this.
@Peanits how does the rng for RBT and jig-boxes work?
That's not how proof works. That's flat-out a logical fallacy.
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@SmokePotion said:
https://forum.deadbydaylight.com/en/discussion/comment/450214#Comment_450214
. (the point) ==============> (you)
the rbt's would be changed to a luck roll the counts to make sure you get the trap off by the time you reach the last box. As opposed to the current system where it is usualy the closest box to where you were trapped. Yes it's random. But the randomness isn't very random. a luck roll would be a buff.
That's not changing the way luck works. That's changing the way RBTs work.
Also, can you actually prove that it's "usually the closest box to where you were trapped?"
EDIT: A buff would be making it so the first box is always wrong and that the correct box is randomly selected after searching the first box.
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@SmokePotion said:
https://forum.deadbydaylight.com/en/discussion/comment/450210#Comment_450210
And that's why I said change the way luck works :) I know how a RBT works. I also know to check the closest box to where I was trapped at because about 70% of the time, that's it.
That doesn't make sense. There is nothing about the boxes that a "luck" mechanic can improve.
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@SmokePotion said:
https://forum.deadbydaylight.com/en/discussion/comment/185656#Comment_185656
Know how you fix that?
By making the luck stat in your game useful. It's currently only useful for Kobing off a hook and getting out of a trapper trap.
Why not have it buff the chance the jigsaw box is right?
Why not have it buff Loot Box Rolls? (who cares if it helps them pull out a purple flashlight, it's super easy to get them off the bloodweb, especially if you've prestiged)
Why not have it reduce the amount of skill checks? (keep in mind, this would technically slow gen progression down late game, but help vs ruin early game. interesting trade off)
to go with this, why not an offering for the killers to give the survivors bad luck? Kinda like the mist bottles.
That's not how the Jigasaw Boxes work. There is only one right box for any given trap that is randomly chosen when the trap is put on. Every other box is always wrong no matter how many leprechauns you eat beforehand.
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@NurseMainBTW said:
https://forum.deadbydaylight.com/en/discussion/comment/449943#Comment_449943
I disagree. I hate how overpowered and cheap the other moris are to the point I refuse to use them. Cypress is literally the only balanced mori I use for the daily ritual and if it was removed I would... just avoid doing the ritual :/
Is it even balanced? Balanced to me means it's not too strong but not too weak. Cypress Mori seems too weak.
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I think they're really inconsistent at stalling, and with the upcoming change, being inconsistent at stalling early-mid and useless at stalling during the endgame is not a good thing.
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@brokedownpalace said:
I thought all end game perks were automatically triggered.
"When the last Generator is fully repaired, all the Survivors' Auras are revealed for 5/7/10 seconds."
The last Generator was never fully repaired, so Bitter Murmur should not activate. If it is intended to trigger, it should be rewritten to "When the Exit Gates are powered" like with a perk like Adrenaline.
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Aren't those sounds in the lobby and stuff when you choose the Clown?
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@MystiKasT said:
https://forum.deadbydaylight.com/en/discussion/comment/446827#Comment_446827
@Judith Console Plebs and PC Master Race have been around for damn near 20 years. You and your politically correct crowd aint taking that away now, ya hear?
Why would they? You did just call them the Master Race, after all. ;)
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@[Deleted User] said:
Apparently no, because survivors "always need a chance" to escape apparently.
Playing devil's advocate as well though, allowing this would reintroduce hatch standoffs again. Not being able to grab is a price I'm willing to play to remove hatch standoffs entirely.
How, though? Killer can just close the Hatch.
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@ImSpray said:
https://forum.deadbydaylight.com/en/discussion/comment/448110#Comment_448110
But thats my point though it seems like they just got lazy when designing her. No other killers have to have "passives" to be viable. Sure some killers are just crap but you can't fix that by adding special little passives without giving killers their own passives.
What exactly makes this "lazy"?
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@Chi said:
No.
Her addons are fine, the only one that I find actual trash is Amanda's Secret. I don't like Videotape because it gives less time to mind game with the dash.
I usually run Last Will/Combat Straps and Syringes. I run Jigsaw Sketch, Tampered Timer or Crate of Gears if I want to be a dick.
The rest of her addons don't fit the way I like to play.
They are very much not fine IMO.
Skill Check addons? Bad.
Shattered Syringe? Bad.
Addons inflicting penalties to people wearing RBTs? Bad.
Amanda's Secret? Arguably the worst add-on in the entire game.
Ultra Rares? Neither worth using.
Pig needs an add-on revision badly.
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@ImSpray said:
https://forum.deadbydaylight.com/en/discussion/comment/448089#Comment_448089
Does that mean we should go through every killer and give them wacky little passives?
Oh here lets give the clown a clown car and a red nose, because as you put it "He is just a clown after all".
You've convinced me that this is a good idea. I want wacky little passives for all Killers now.
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That would be absurd and probably unfun as heck for lower ranked games. I'd say at most, a high-rarity add-on that injures Healthy Survivors (not Injured, so it can't down) who search boxes.
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Even with the upcoming Pig nerf, she'll still probably be my favorite Killer to play. I'd say if you don't mind playing as an admittedly weak Killer and yearn for the thrill of built-in instakills (even if you won't get trap kills often at all since they're designed to be a stalling tactic first and a killing tool distant second), I say go for it.
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@Judith said:
Your username says everything.
At first, I liked the idea, but now you got me thinking OP just wants to add insult to injury by BMing until the Killer effectively concedes by opening the Gate and then watching them die as they escape.
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Close Hatch.
French kiss Lever.
Laugh as Survivor dies because you're blocking the Lever.
No thanks.
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@letuce said:
Welcome to the club of people who know how to play freddy, a bit of advice: the majority of people here are stuck in their ways and cannot reconsider what they think of Freddy. Sadly, Freddy is getting reworked. Not sure by how much yet, but I think he's getting slashed.
As for deerstalker, if drop that one. Freddy has a built in one and tho you can't see them up close, you can hear them and find easily. I use insidious instead, and I suggest you replace deer stalker with it.
Good luck, and may we not get our Freddy ruinned.
I don't want to be that person, but:
"Welcome to the club of people who know how to play freddy"
"Deer Hunter will help"
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@GlassComet99 said:
https://forum.deadbydaylight.com/en/discussion/comment/446161#Comment_446161
When I checked the first time it was there, both on the forum and in the game. Now it's mysteriously gone though.
Well, consider this: They announced the change on April 25th, which was also the last time the Patch Notes for 2.7.0a was altered on the forum. Does it make a lot of sense to announce that they are reverting the change, announce that change in the forum patch notes on the same day, and then backtrack on it again on the same day without notifying anyone?
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@GlassComet99 said:
https://forum.deadbydaylight.com/en/discussion/comment/446136#Comment_446136
Unfortunately I'm not sure, but the reversion was listed in the patchnotes inside the game. However, now it's gone.
I see.
@Peanits ? A clarification would be most appreciated.
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Stupid question, but was there a point in the PTB where they actually did revert the change in-game, or did they just say they would revert it for the live version while leaving it as is in the PTB version? I play console, so I have no access to the PTB myself.
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@SmokePotion said:
https://forum.deadbydaylight.com/en/discussion/comment/445678#Comment_445678
It does. by taking away any advantage she might have in that situation. That's why I said to slow the timer if someone has a RBT on. Still applies that pressure, but they have so much more time to do things.
Also want to point out: Games last around 10ish mins. So having her have a 4 minute strong phase isn't bad. It would ad more of a thrill to it imho
It would put her in the same situation that she is currently in in the live game (which, tbh, isn't exactly a bad thing when the Pig is deliberately trying to prevent the game from ending with those traps) if she chooses to use traps during the Endgame, which is better IMO than the situation she is currently in in the PTB. I mean, I'm okay with slowing down the EGC timer for when there are multiple Survivors still around and the Exit Gates are powered, but I don't think that by itself is enough when there's only one Survivor left and the Exit Gates are closed. Just pausing the timer allows people who never save their traps for the Endgame to still have their Endgame Collapse proper while those who prefer to hold on to a few traps or even have a dedicated Endgame Build can still have that with the devs knowing that the balance won't be upset.
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@SmokePotion said:
https://forum.deadbydaylight.com/en/discussion/comment/445125#Comment_445125
I like the idea, but it can be tweaked.
How about making it so the EGC timer goes to the slower timer, if someone has a RBT on? Meaning it's a 4 min timer now. This gives more playaround for the survivors, and keeps her end game lethality. She just needs to work a little harder for it.
I only say pause because it completely solves every issue they have with the Pig's RBT during the Endgame (I think).
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It's not very good. Occasionally useful at some loops, but usually, as you said, you are better off standing up and trying to grab someone off a gen (or just hitting them).
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@GrootDude said:
@TAG they should’ve just slowed down the EGC timer while a RBT was active (or just on a survivor)
Hell, at this point, I have no problem with them outright PAUSING the EGC timer while someone is wearing a Trap. At least then, that Survivor doesn't have to worry about the EGC at all and can focus entirely on the trap.
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@GrootDude said:
@TAG and by doing so paired with the RBT I find this to be the best strategy with her.
I do too. "Best" in this case, however, is still very inconsistent IMO.
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@GrootDude said:
@tt_ivi_99 with the new end game I understand why they’d change the RBT. You have two minutes to escape with the RBT it could very likely remove any chance you had.
I certainly understand that something needed to change, especially with the timer now being two minutes. What I don't get is why the solution to that was to effectively disable her power during the EGC.
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@GrootDude said:
@TAG you can do a lot of changes if you hit survivors and always prioritize full health people since most survivors run sc (really helps you as killer).
That to me just sounds like normally playing the game.
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@GrootDude said:
@TAG you can adjust your play style or perks (or both) to help make pressure more possible though.
Exactly how much playstyle adjustment can be done for an M1 killer to make up for a very inconsistent Killer power that now effectively gets disabled when the last gen is done (since let's be real here, sneaky sneaky Ambush isn't going to be terribly useful during the Endgame Collapse except for camping the hook)? The Pig has essentially lost her fall-back for when her Killer power fails her early on.
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@GrootDude said:
@TAG that is slightly true but it’s like ruin, you can’t rely on it for pressure. If you do you’ll fail.
Pig is more or less a straight M1 killer with some occasional shenanigans involving her crouch. You're kinda reliant on those traps to buy you time, and if they fail to do that in the early game, you have nothing for the late game.
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I am also a Pig main. Pig got trashed IMO. Her ability to stall early-to-mid is all over the place IMO due to RNG, and one of her strengths was being able to make up for that late-game with leftover traps. That is now not possible. If your early game stall gets the raw end of RNG and Genrushing, your late game goes out the door.
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@GrootDude said:
@TAG having one person off of gens helps you a lot.
Who says dey gotta be off the gen? Take one for the team if you gotta and shut off up to 3 traps (4 with Last Will). :P