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  • I think the noise concealment part could be a buff to Technician. I'm not sure how I feel about preventing damage to the generator as well.

  • I'm on PS4, so I can't play it, but I am interested in seeing what that Pig change is going to be.

  • @FengMinEqualsWin said:

    https://forum.deadbydaylight.com/en/discussion/comment/434937#Comment_434937

    it would also give pressure to survivors to guess whether or not that hatch is closable or to go for a safer exit gate

    There'd be no need to guess as it just means all Survivors can just do the same 'ol jump in Hatch together strategy knowing the Killer can't stop it.

  • @No_Cluie_Louis said:

    yeh but on the original post it says surprise on forums / social media, doesn't that mean that it's not an in game surprise, or is that just where we find out about it?

    I imagine we'll find out when it happens.

  • @FengMinEqualsWin said:

    https://forum.deadbydaylight.com/en/discussion/comment/434314#Comment_434314

    no i liken the change of being able to close hatch but skeleton keys are still ultra rare so i thought it would be a cool addition i can see your one sided so i doesn’t even matter NO BAIT

    How is it cool, though?

  • Darn, I was not skillfull enough to close a door.

  • @BACKSTABBER said:

    https://forum.deadbydaylight.com/en/discussion/comment/434123#Comment_434123

    working on gens will kill me of boredom first

    I prefer more action, I mean toxic trolling and rescuing other survs

    Admitting you prefer toxic trolling is not a good thing.

  • @Tru3Lemon said:

    And why pig needs more buff? She already got buffed not along time ago

    She has too many bad add-ons, and she still has a few things about her basekit that can be improved IMO. The buffs she last got were a step in the right direction, but they were not enough.

  • @Bongbingbing said:

    Does Hatch still spawn like it does now? In the video they said when only one survivor is left, no matter how many generators are left, the hatch will spawn.

    If this is true then keys will only be able to be used when the killer closes the hatch and activates end game.

    I actually like that change to be honest.

    The FAQ they wrote on the announcement post said that everything else about how the Hatch spawn remains unchanged. The only thing that is changing is that the Hatch will always spawn and be open once there is one Survivor remaining.

  • Removing the Hatch stand-off is a plus to me.

  • @TWiXT said:

    @TAG

    Heart Monitor Trigger changes the power from a timer based mechanic to a team play enforcing one. You may have misread it, but basically it relies on the killer actually killing a survivor with an active RBT on in order to trigger all other active RBT's, which will change the focus of the survivors from doing gens to helping their teammates get the RBT's off and keeping them from getting killed. To compensate for this change in dynamic, and since the traps are no longer on timers, the jigsaw boxes needed to have longer search times and more difficult skillchecks.

    Also since they don't activate until AFTER a survivor is unhooked, this lets other survivors with active RBT's choose to let a teammate who just got one put on and hooked hang around/die on the hook in order to reduce the amount of active RBT's in the trial that could kill them while they try to get theirs off. I see this add-on only really being a threat if 2 or more survivors have active RBT's on, which ties all of their fates together. Survivors still have the RNG advantage for getting the traps off of their heads with the jigsaw boxes, so in practice It probably won't get to work too often they way it's intended if this idea were implemented.

    Oops, I did misread it. I somehow missed that there is no timer. My bad. I'm still admittedly not convinced that it wouldn't be overboard.

  • @TWiXT said:

    Rule Set No. 2 should be implemented as part of Pigs base kit and replaced with:

    Heart Monitor Trigger - Ultra Rare

    Reverse Bear Traps become active with no timer after a survivor with one attached is unhooked. Once a survivor with an Active RBT is killed or sacrificed, all other active RBT's Trigger.

    -Tremendously increases the time it takes a survivor to search Jigsaw Boxes.

    -Considerably increases skill check difficulty when a survivor searches a Jigsaw Box.

    "His heart stops, you die!" - Amanda Young

    Amanda's Letter should be changed to either reduce the time on the only RBT it gives her to 60 seconds, or not decrease the amount of jigsaw boxes in the trial grounds. It could also use a 24m aura reading as opposed to the 12m range it currently has, increase her ambush speed and distance, or just remove the roar until she is already moving.

    The point of Ultra Rare add-on's is that they give the killer a massive advantage or change the way the killer uses their power. Currently her 2 UR add-on's are painfully under-powered and mostly useless.

    Jigsaw boxes should only feature skill check windows without the Great skill check zones. The boxes already only take 12 seconds to search (17.2 with Crate of gears + bag of gears combo), and when a survivor nails all the great skillchecks they can reduce their search to only 7 seconds. This doesn't really put any pressure on survivors. Likewise her add-on's that increase skillcheck chances should also reduce the skillcheck success zones, because these add-on's are useless otherwise and often help survivors search faster by providing more great skillcheck chances.

    The searching ability of Heart Monitor Trigger would already make it better than Crate of Gears (the speed in putting on an RBT is not very impactful), and then on top of that, you want to make it so that everyone wearing an RBT dies the moment one goes off. That seems crazy excessive.

    I am mostly on board with your other suggestions, though. I think RSN2 could be base kit, I think Amanda's Letter should have all of its downsides removed, and I don't think removing the Great Skill Check zones are a bad idea.

    @Poweas said:

    I think her addons aren't necessary. She doesn't need them, her base is great.

    But, her addons make her really good.

    I must respectfully disagree. I think her Ambush is not very good outside of being able to mind-game pallets very occasionally (when the generally correct thing to do when sneaking up on someone on a gen is uncrouch instead of ambush, you've got a problem), and I think her RBTs are a complete crapshoot. Not to mention that I think she has too many add-ons not worth using.

  • Just want a few clarifications so I understand everything properly.

    So as long as you are completing the mini-games at a reasonable pace, repair speed would continue at what I assume would be the pace that they go at normally. If you start to lag on a mini-game, the speed starts to slow until you complete the mini-game you are currently on, and if you take too long on a given mini-game, the generator explodes as though you failed a Skill Check under the current system. Is this all correct?

    Also, when you say "This will continue until the generator has been repaired.", you mean that once you correctly finish a gear mini-game, you keep getting more gear mini-games to complete until your generator is finished, right?

    Assuming I'm understanding this all correctly, this is an interesting idea. I guess the one concern I have with it is whether it would be doable to ensure that there's enough variety in the gear mini-game puzzles so that skilled players can't basically just memorize the different solutions and just recall them by glancing at which gears they have available or something.

  • @Kamikaze_Rose said:

    The combat straps are nice now that they've buffed crouch time. Other than that, I usually just play her without the add-ons

    The Combat Straps don't actually make Pig any better with crouch speeds compared to before she last got adjustments. When they increased the Pig's base crouch/uncrouch speed (from 2 seconds to 1.3 seconds), they nerfed the Combat Straps by the same amount (from 1 second faster to .3 seconds faster) so that the end result for using the Combat Straps was still the same (1 second to crouch/uncrouch).

  • @ShyN3ko said:

    https://forum.deadbydaylight.com/en/discussion/comment/432558#Comment_432558

    Yeah she doesnt have good addons.

    Its just some addons.

    Nothing impactful.

    How would you change this problem?

    @TAG

    I think they need to re-examine her add-ons because most of them are just not very helpful IMO. She's got two entire sets of add-ons that I think are just flat-out not worth using (the ones that have to do with Skill Checks and the ones that inflict debuffs on players wearing RBTs). Not to mention, neither of her two Ultra Rares are really worth using either IMO. She also has one of the worst individual add-ons (both Killer and Survivor) in the entire game (Amanda's Secret).

  • These are really the only ones I use consistently:

    Last Will

    Jigsaw's Annotated Plan

    Bag of Gears (and even then, only with Crate of Gears, really)

    Crate of Gears

    Jigsaw's Sketch

    Tampered Timer (TBH, the more I think about it, the more I realize Tampered Timer isn't a good add-on, even though I'll gladly get it in the Bloodweb every chance I get and use it to try and get them delicious trap snaps. Unless you actually succeed in getting a trap kill while using it, Tampered Timer does actual nothing and you're basically going in using only one add-on.)


    I don't really like any of the other ones (I may occasionally use Video Tape + John's Medical File for a more Ambushy playstyle or Razor Wire + Interlocking Razor for bad memes, but those are super rare at best).

  • I feel the game is heading towards a point where Tier removal is likely a when as opposed to an if.

  • I have not bothered to prestige anyone I've hit Level 50 with for this exact reason.

  • @Mew said:

    https://forum.deadbydaylight.com/en/discussion/comment/429655#Comment_429655

    We’re not even sure that pigs even getting a nerf, for all we know she could be getting a buff

    -When the Pig closes the Hatch, all Reverse Bear Traps immediately trigger and kill the Survivors wearing them.

  • @tt_ivi_99 said:

    https://forum.deadbydaylight.com/en/discussion/comment/428914#Comment_428914

    @CakeDuty

    Probably the end-game timer will go down slower if someone has a beartrap on... And people think this game is not survivor sided...

    That wouldn't help much for the last Survivor, if at all. As long as the Pig can shut the Hatch and defend the boxes, the last Survivor is as good as dead if they've got a trap on unless they're very lucky.

  • Crouch tunneling is okay.

  • @No_Cluie_Louis said:

    I really don't think he needs any big buffs (sorry if that's not what your proposing i haven't actually read it). He's actually a fairly balanced killer, the problem is he's very boring to play as in my opinion

    OP's proposed suggestion is in the second paragraph, so it's not like you needed to read much. :P

    in Clown buff Comment by TAG
  • @Slayer said:

    Anyway someone made a good point here

    Quote :

    So the Nurse blink hit is supposed to count toward MOM? So that means the Wraith's Surprise Attack is also supposed to count towards MOM?

    The description states "After getting hit 3 times by a Killer's basic attack"...

    So every M1 killer... (Basically any killer who can't down without using their special attack directly to inflict injruy.) will have every attack count toward MOM?

    I didn't think the Nurse Blink Attack was a basic attack.

    So basically.. Take only one hit killers LULS... THANKS DEVS! I have no problem being forced to take Hill Billy all the time... I just didn't like to because I found him to easy sometimes to play

    In fact Nurse s basic attack counts towards MoM as of right now

    In my opinion, any attack whose function is not modified by a Killer power is a basic Killer attack. For example, I wouldn't count Legion's Feral Fenzy attacks as an M1 because the Killer power modifies the attack cooldown and changes how it affects Survivors when it connects. I also wouldn't count Pig'e ambush as M1 because it changes the way the attack is executed (holding the Ambush button from a crouching position) and has an extended dash in place of a regular lunge

    I could be mistaken as I don't play either Wraith or Nurse, but I believe stuff like attacking out of a Nurse blink or out of a Wraith decloak doesn't actually affect the properties of an attack; as far as I am aware, it's still just the same default that the Nurse/Wraith is capable of doing, only it's being done right after using a Killer power (I know Wraith gets a short speed boost upon decloaking, but that doesn't actively change how the M1 attack works).

    The only one that is kind of an oddity for me is Michael Myers, as his attacks by default are modified by his Killer power (specifically, the lunge distance).

    Anyways, not trying to argue whether or not MoM is balanced or not. Just trying to out my two cents for what counts as a basic Killer attack.

  • The only thing I'd really be for in this regard is for a Survivor to have the option to let themself die after bleeding on the ground for a certain amount (probably at least 2/3s of the way) so that they could speed up the death process a little bit if a Killer chooses to go for the slug. And I don't think it should count as a sacrifice for the Killer.

  • @ABannedCat said:

    https://forum.deadbydaylight.com/en/discussion/comment/430060#Comment_430060

    Normally, I would agree with you, but knowing the developers of Dbd, they WILL ######### her up beyond rocognition. Better prepare yourself sooner than later.

    I don't see the point. We can speculate and doomsay all we like, but we won't know until we find out.

  • No, because I don't feel like placing a wager on something neither of us have knowledge of.

  • Can we please wait until they announce what the change is to complain about it? I'm ready to complain if I think the change is bad, but I'm not gonna do so preemptively.

  • Honestly, I'd be fine with just a crosshair being added for Huntress in-game. Heaven knows I'd need it.

  • How dare you ruin such hard-kept secrets by leaking such obviously real future content.

  • @ABannedCat said:

    https://forum.deadbydaylight.com/en/discussion/comment/428914#Comment_428914

    Wait, what, why?!

    There is not a single reason to touch the pig.Not. A. Singe. One. She is already low-tier-ish, and the new endgame collapse would finally bring some strength to her.

    Seriously, why am I not surprised that the devs want to nerf low-tier killers even more. Mettle of Man already nerfed M1 killers big enough.

    I think closing the Hatch is a potential reason to want to at least take a look at RBTs.

  • @DingDongs said:

    Update:

    Miss piggy get 115 movement speed

    All trap automatically remove once end game started

    She already has 115% movement speed. :P

  • No reason to believe it's real. Especially with Hex: No One Escapes Death FOR REALSIES.

  • @[Deleted User] said:

    Sigh... The Pig isn't good enough at chases for traps and 3 minutes to be a huge balance issue for non-potatoes. Unfortunately, potatoes are what this game is balanced around as of late. If it's 1 survivor alive, ok, make a change to the trap/escape interaction. Any more than that, then it's probably a tactical decision from the killer to save traps, and if survivors are in a situation where multiple people have traps on their heads in endgame, they screwed up a long time ago. Even if you take NOED into account, multiple people getting slugged and trapped shouldn't happen against a killer like the Pig. Again though, the consideration is probably lowest common denominator rank 15.

    I could be very much be wrong, but I ASSUME that whatever changes the devs are making to the RBT are being done with the ability to close the Hatch in mind, not with the overall Endgame Collapse in general.

  • @GlassComet99 said:

    https://forum.deadbydaylight.com/en/discussion/comment/429366#Comment_429366

    Well, consider the BTR timer is 2 to 2 and a half minutes long, while the endgame collapse timer is 3 to 6 minutes long.

    The six-minute timer is irrelevant when there's only one Survivor left because the timer slows down when a Survivor is downed/hooked, and if the only Survivor left is downed/hooked, well...

  • @Dwight_Confusion said:

    https://forum.deadbydaylight.com/en/discussion/comment/429361#Comment_429361

    Okay.. so?

    People have been stupidly escaping with a trap on their head for well over a year. Who cares?

    Let her close it down on them. They got caught in the 1st place... aka... that's why they have a trap on their head. And most pigs don't wait to use their traps late anyways.

    I don't see a need for this. It only makes the power role...

    more "powerful"...

    https://us.v-cdn.net/6030815/uploads/001/1CX39W2DDANE.png

    It's one thing to ensure Survivors don't get a free pass with the Reverse Bear Trap by using the Hatch. I was all for doing something about changing the interaction between the RBT and the Reverse Bear Trap.

    It's another thing to all but guarantee that the last Survivor won't survive the Endgame Collapse. Searching through several boxes and opening the Exit Gate by yourself is a pretty big ask, enough so that I can see the logic behind doing something about it.

  • @KingB said:

    I'm assuming the timer will be removed once the endgame has started.

    That wouldn't help much if the Endgame has its own kill timer.

  • @Dwight_Confusion said:

    Why would they change the pig? I don't get it.

    Because the Pig can close the Hatch on someone wearing a trap to start the Endgame Collapse, forcing them to have to search through boxes AND have to worry about opening the gate within the allotted time. In a worst-case scenario, if the Pig has figured out which box the Survivor needs to search to free themself, she can just sit in front of the box knowing the trapped Survivor is guaranteed to die (since they can't escape through the gate without the trap going off).

  • I'm more than willing to hear them out first before overreacting.

  • Pig is easily my favorite Killer by far, and I would LOOOOVE for Pig to get some buffs and stuff (mainly to her add-on selection). That being said, I'm more than willing to wait and see what BHVR has in mind for the Pig before calling them out. I don't think it's unreasonable for them to want to adjust the Pig for the Endgame Collapse. Whether or not the Pig change will be GOOD is an entirely different story, but I'm not gonna subscribe to this mentality of "They nerfed Legion, so obviously they're gonna nerf Pig."

  • @DarkGGhost said:

    https://forum.deadbydaylight.com/en/discussion/comment/428365#Comment_428365

    Not rly the moment you close the hatch the timer start so they give us this power in order to start the timer

    That doesn't make the concept of closing the hatch irrelevant, though.

  • I mean, "why" seems pretty obvious. They don't want to put the last Survivor in a situation where they have to search through boxes as well as worry about opening the Exit Gate while they have two separate death timers counting down.

    The real question is "what do they plan to do to change this?"

  • Also closing the Hatch.

  • @Lemming said:

    Thought, are the Pig's traps still going to kill you if you exit an exit gate without removing it? She might have stronger end game than freddy since she can now remove the hatch.

    I REEEEALLY want to know this as well. Or, to be a little more general, if the Pig's traps will be changed in any way as a result of the new Endgame Collapse.

  • Will Reverse Bear Traps be changed in any way as a result of the implementation of the End Game Collapse, and if so, how?

  • I know I've seen at least one video in the past involving a bug with two killers, so I doubt this is as solid a conclusion as you think it is.

  • @Angelicus23 said:

    https://forum.deadbydaylight.com/en/discussion/comment/421072#Comment_421072

    Just imagine being a survivor for a moment. You wore your last purple item, with the best addons you had. You almost scape but the killer was chasing you and when you thought you scape, the game stops your character for almost two seconds exactly in the final line and the killer hits you when the screen shows you you scaped, but the kilker was wearing franklin's

    So basically, what you want is this:

    "Your vicious attacks make the Survivors drop their Item on impact.

    The lost Item is damaged in the fall, losing 0/5/10 % of its base amount of charges.

    This perk does not apply if it would make the Survivor holding the item feel bad."

  • @Entità said:

    Some people aren't able to dialogue: they have their dogmatic truths, according to their own interests, and keep repeating the same sentence forever, ignoring all reasonable ideas and suggestions different from their Bible. This is a serious issue. I wrote a good change for both parties here: https://forum.deadbydaylight.com/en/discussion/41981/last-survivors-immediate-sacrifice-a-good-reform-for-both-parties

    I just don't think that inviting the opportunity for what will way more often than not just amount to an unnecessary prolonging of the inevitable is a good idea. The only thing I think should really happen is giving full hook points to a Survivor who was only hooked after everyone else had left the trial. I just don't think giving them a second chance provides any meaningful benefit to the game.

  • "Mechanical Genius"

    Killer Perk

    You repair generators 100% faster.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/420415#Comment_420415

    But if you hook a survivor for the FIRST time, and the game automatically sacrifices them, you didn't 'earn' anything because the game gifted you a sacrifice. As I have mentioned, if that survivor is running Deliverance, DS, and MoM, then the sacrifice was even less earned.

    You were able to successfully sacrifice three other players and hook the fourth player before they were able to make it to the Hatch. In what way did you not earn anything?


  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/420403#Comment_420403

    But you don't get a 4K by hooking everyone once, you have to do it twice normally. If the last survivor was hooked for the first time, then all the normal game play associated with a first hook should occur like it did for the other three survivors who already died. Do I make sense? I mean, as it is right now the last survivor is denied the normal game play experience by automatically being sacrificed, which is not far by itself, but even less fair when we consider the new counter play with DS and MoM.

    Currently, you get 4K by making sure the last person is on the hook when everyone else is sacrificed, so saying that you "get a 4k by hooking everyone twice normally" is not correct.

    In most cases, it's not going to matter, so what's the benefit in prolonging the game for the sake of the people who run that specific combination of perks?

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