TAG
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Fix Pig add-ons.
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*deleted for double post*
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I like the majority of these ideas.Few things I want to ask about/comment on:1) Is there a reason you can't just incorporate the current Combat Straps into The Pig's stats completely and just completely re-work Combat Straps into something else? My concern is that your current idea would not be enough to make people not reliant on Combat Straps.2) I think Face Mask on its own needs something else to it. I like the idea of making it so Jigsaw Boxes stay highlighted even after you search through it so that it might be possible to confuse less vigilant victims with which boxes they still need to check. Or maybe here is where you could slap on the "decrease time it takes to put on RBTs" from the Bag/Crate of Gears.3) I think Interlocking Razors and Nail Bomb should be switched in the same way that you switched Jigsaw's Sketch and Jigsaw's Annotated Plans. It seems silly to me that the razors are the one that injure a (Healthy) survivor but a freakin' nail bomb does not. It would also make more sense IMO to have the Interlocking Razor and the Razor Wires have the same base concept behind it since, y'know, they're both Razors.4) Is there a reason you can't have Jigsaw's Sketch only add a slight increase to the timer instead of a moderate increase? I could be mistaken, but I do not think it would be OP to have to search 6 boxes in 2:45 seconds (assuming you bring both Sketch and Annotated Plan to the trial).5) What makes the Rusty Attachments worth using over Sloppy Butcher?6) How long do the afflictions from Rusty Attachments and Slow-Release Toxin last?7) I've had that idea for your first idea of Iridescent Key (as Rules Set No. 2, but that's neither here nor there), but I think you could afford to have the RBT start inactive. If you're going to have it start active, I'd say remove the "+1 RBT" upside, as then you could combine it with Last Will to effectively have 7 Traps going into a trial (including the one placed on the Obsession).
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Does he? I don't actually know, but if I had to guess, the only ones to which one would probably have that accusation thrown are Fragrant Tuft of Hair and Tombstone Piece. Maybe the one that lets you see the aura of someone if you Stalk them for more than a second?The_Crusader said:Myers has a lot of broken add-ons.
I don't get how so many people can cry about Prayer Beads which aren't even that powerful yet be fine with all this chumps broken add ons. -
@Sleephartha said:
Ive played against it at level 1 twice this weekend. A couple gens get done but once 1 survivor is dead getting 4 gens done is a tall order. All he does is grab u and youre dead. I mean come on. Where the hell is the balance there? Seriously. Give survivors an ultra rare perk like that that makes us invincible. Lets see how the killers react.The balance is in the fact that he is pretty dang slow and the time it takes to reach Lvl 3 EW is tremendously increased, so it's easier to hide from his line of sight to make Lvl 3 much harder to reach.
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I think the Tombstone Piece is better. I'd rather lose Level 3 EW on execution than be slow as heck. With Judith's Tombstone, Lvl 1 Myers is actually slower than a Survivor.
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Crouch tunneling to make dem RBTs snap is okey dokey to me.
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@BottledWater said:
@TAG said:
Weird for a Dying Light to illuminate everything.Kind of wierd that Fire up doesn't set you on fire.
Fire Up doesn't make everything colder the way your Dying Light idea makes everything more visible. :P
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Weird for a Dying Light to illuminate everything.
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You mean like leaving through the gate with traps still on and not being dumped next to the exit by the Killer first?
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8) You can't leave through the Hatch if you are wearing a Reverse Bear Trap. :P
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https://deadbydaylight.gamepedia.com/Hex:_Huntress_LullabyShyN3ko said:
No.
All Skillchecks are affected.
I dont know about healing.
But the Jigsaw Boxes are affected.
That contradicts the information here. -
From personal experience (on PS4), it is sorta possible to make a push on forcing the RBTs below red ranks. Doesn't mean you spend all your time making the trap go off as soon as the clock starts tickin', but if you catch wind of someone who's hit more than one wrong box after the timer has already started, harassing them a little and pushing them in the wrong direction a bit (especially if you can avoid triggering a chase in the process) can sometimes be JUUUUUUST enough to screw them over.Khroalthemadbomber said:First and foremost, unless you're going to pull the backwards walk thing like a bunch of Legion players seem to be doing, don't expect many if any kills from RBTs.
In red ranks, this is much less feasible because Survivors are generally just that much more efficient. -
I read that Hex: Huntress Lullaby does not affect Jigsaw Boxes. Is this true?
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What do you mean by this? Far as I can tell, none of her add-ons were ever directly buffed. Bag of Gears and Crate of Gears were fixed after being non-functional, but that does not count.Speshul_Kitten said:I think shes one one of the most balanced killers after they fixed her vaulting speed. Her add-ons received direct buffs after the healing nerf. -
Yeah, I know that's an issue. I just didn't really know how to fix that issue cleanly and without adding too much extra text. The best I can come up with is adding a specific "The Obsession is not revealed to you" penalty to the add-on (perhaps "You become obsessed with one unknown Survivor" to denote that the Obsession is not revealed to the Pig?). That does create the potential feel-bad scenario of potentially putting the Shotgun Collar on the Obsession, but idk if that's the worst thing in the world. There is also the potential ramification of not knowing who has, say, Decisive Strike (and I guess revealing who the kill target is when another Obsession perk reveals the Obsession's identity).PigMainBigBrain said:@TAG said:
Hey, give @PigMainBigBrain the credit for that one. I just compressed the idea into a format more consistent with the templating of DBD (even if DBD's templating isn't always consistent :P ).
Your simplification of the game though isn't fair. The obsession being the target gives the pig an unfair advantage, since you could simply just focus the obsession, knowing full well that as soon as they die the unlucky soul with the shotgun collar will die shortly after. By giving the shotgun collar to the obsession automatically, it forces the pig to make a choice between 3 other survivors that she has no way of knowing are being challenged to survive.
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It still plays into a pretty similar space as "Make Your Choice," though, which is my bigger issue.ShyN3ko said:
Yeah but only for 20 seconds.And i think its fine, but it would be great, if somebody could test it(sanbox).
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I still don't really feel right about giving Pig two perks that deal with Exposed (I know Spirit technically has it too, but at least Rancor is Obsession-only), but at least that idea feels more like Surveillance.AlwaysInAGoodShape said:2:15 - 2:25
They give the perk 10 seconds in the trailerThey probably intended that perk exactly the way they stated it there; without a timer, but realised it was so un fun that they really did not want the perk to exist in the first place, bringing it where it is now.
If the perk reveals aura's of people nearby, you'll basically always know where the survivors are when it comes to doing the objective against a lower-survivor count team.
That is why this perk should not work globally:
(final offer)
Surveillance:A survivor gains the exposed effect for 20 seconds after touching a regressing generator. When you are within 12/18/24 meters from that generator, gain a sound notification.
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You still picked NOED or DS. Putting removed/reworked doesn't change that.Poweas said:You said I can't PICK Noed or DS but you never said I can't put a word AFTER them.
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Hey, give @PigMainBigBrain the credit for that one. I just compressed the idea into a format more consistent with the templating of DBD (even if DBD's templating isn't always consistent :P ).HatCreature said:@TAG said:
PigMainBigBrain said:
-snip-Let's simplify that JUUUUST a little.
Shotgun Collar
Ultra Rare Add-On
A special trap for a special game.-You become obsessed with one Survivor.
-You begin the trial with 1 Shotgun Collar.
-The Aura of a Survivor wearing a Shotgun Collar is revealed to the Obsession.
-A Survivor's Altruistic Speed is increased by 50% when helping the Obsession.
-Shotgun Collar triggers when a Survivor searches an incorrect Jigsaw Box or when the Obsession is Sacrificed or Killed.The Shotgun collar! It was only in number 3 so I forgot all about it, damn that would be such a great adddition to her. It would be just like the movies too because not all games were about saving yourself, your fate was not always your own, sometimes your life was in someone else's hands. This is beautiful, it can be tweaked a little of course but the idea is fresh and fun hey @not_Queen I hope you're an appropriate person to tag in this,any thoughts on this? Are the Devs giving Pig any thought after they finish Freddy?
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I think the only time I disconnected was when the power in my house briefly hiccuped, causing all the electronics plugged in to power off. I didn't even DC when someone bodyblocked me on the big tractor thing in such a way that I could neither hit them nor get off the tractor, thereby preventing me from doing literally anything (except chuck bottles, since I was The Clown) while everyone was free to do gens.yeet said:@powerbats said:
It's funny that people magically get rage quitters so often or that they get the 4 man sef sweaty tryhard groups so often all with DS etc. The exaggerations on both side are beyond hilarious especially when it's used to justify an argument.
To make it even funnier some of the people complaining about survivors dcing so often will lobby dodge anything they don't like or disconnect in game if they find it's wf or their totem gets destroyed.
i've disconnected probably 3 times ever, each for legitimate real life reasons
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Survivors can attempt to jump off the hook themselves without the aid of a teammate, with each failed attempt resulting in the Entity being summoned to that hook faster. Assuming they don't increase their luck in any way, each escape attempt has a 4% chance of succeeding. Some players believe in a personal code of conduct that dictates that a Survivor who successfully hits that 4% and escapes should be temporarily ignored by the Killer as a sign of respecting their luck.irejog said:The 4% ?? -
No more than I would consider crouch tunneling as Pig. :P
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Let's simplify that JUUUUST a little:PigMainBigBrain said:
-snip-
Shotgun Collar
Ultra Rare Add-On
A special trap for a special game.
-You become obsessed with one Survivor.
-You begin the trial with 1 Shotgun Collar.
-The Aura of a Survivor wearing a Shotgun Collar is revealed to the Obsession.
-A Survivor's Altruistic Speed is increased by 50% when helping the Obsession.
-Shotgun Collar triggers when a Survivor searches an incorrect Jigsaw Box or when the Obsession is Sacrificed or Killed.
EDIT: I finally realized that you meant for the timer to start ticking when the linked Survivor dies, not for the collar to go off. Whoopsie on me for misinterpreting what a Trap "activating" means. Let's try this again:
Shotgun Collar
Ultra Rare Add-On
A special trap for a special game.
-You become obsessed with one Survivor.
-The first trap you put on a Dying Survivor is a Shotgun Collar.
-The Auras of a Survivor wearing a Shotgun Collar and the Obsession are revealed to each other.
-A Survivor's Altruistic Speed is increased by 50% when helping the Obsession.
-The Shotgun Collar timer starts when the Obsession is Sacrificed or Killed.
-The Shotgun Collar triggers when the Survivor searches an incorrect Jigsaw Box, when the timer expires, or beyond the Exit Gate.
(I don't see the benefit of the Shotgun Collar wearer being unable to search boxes until the timer starts counting down, since the Collar would presumably still explode on the first wrong box, so it's in that victim's best interest to wait as long as possible. I also understand why in your idea, only the Collar wearer would know who their linked Survivor is, but I'm not sure adding a Status HUD icon that is only ever relevant for a single Killer add-on is terribly elegant when the Obsession status fills a similar role of randomly designating a player as something?). -
Certainly true, but that idea still doesn't really match the name "Surveillance" in my eyes.ShyN3ko said:
Saw has many traps.So why not?
I like traps.
And boobys. -
I'd say your suggestion is more booby trapping Generators than surveilling them.AlwaysInAGoodShape said:
Now think again. How do you get use of this perk? It's through surveilling a generator. You, the actual you, in order to strike a survivor who dares to touch it.My suggestion is all about surveillance. The picture fits it even more perfectly since you're actually surveilling it rather then having any type of notification or aura reading while you are all the way in the desert;
close observation, especially of a suspected spy or criminal.
Where-as the old surveillance is just aura reading and has nothing to do with surveilling, my suggestion does the opposite and makes it about actual surveilling and makes it an even more suitable perk for the type of killers to whom it would be appropriate to use:
The pig
The Wraith -
Seems a bit weird to give Pig two default perks that give Exposed.AlwaysInAGoodShape said:Surveillance:
After a survivor touches a regressing generator, they gain the exposed effect for 10/15/20 seconds.
Are you gonna behave? - Amanda
There is no point in creating a highly conditional survivor find perk. Not only is finding survivors not that valuable, but to make it highly conditional? That's not kind.
Anti-Stealth perks is the last thing we need anyway.
So to give this perk some actual purpose, the above makes it harder for survivors to bully killers who have to keep kicking the generator that survivors keep tapping. (:
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Yeah, this was the idea that I saw before that I liked.Dreamnomad said:This is what Surveillance should do.
Surveillance:
Unlocks potential in one's Aura-reading ability. The last regressing Generator reveals the auras of survivors within 6/10/14 meters. Once the exit gates are powered, all Generators reveal the auras of survivors within 6/10/14 meters. -
It's not about fear; it's simply not a worthwhile suggestion in my eyes.Entità said:@TAG @SnakeSound222 I do not understand your fears, since the difference between "ultra rare" and "very rare", in absolute values or percentages, is not known (if you know something, please report it here). And most importantly, if the ultra rare items, add-ons and offerings do not scare you, why should you fear the ultra rare perks? Incidentally, the restoration of the classic system would not be unbalanced upwards: on the one hand, some purple perks would become pink, but on the other hand, some yellow perks would become brown (resulting in less rarity and price), that is, more accessible than they are today.
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I won't say that I'm unable to play, but I did crash once out of the blue yesterday.
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I do not agree with this. -
You want to make certain tier 3 perks more expensive to fix what is borderline a non-issue. Not worth it IMO.Entità said:@TAG said:
These seem like REALLY minor things that are not worth making several Tier 3 perks rarer/more expensive.Are you afraid that, with the 5-level rarity system restored, you'd have more difficulty finding the perks you want?
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These seem like REALLY minor things that are not worth making several Tier 3 perks rarer/more expensive.Entità said:@TAG I like the color choices of the developers, I have no reason to deny it, but it is irrelevant: my speech would not change a comma even if the levels of rarity of the perks were represented by white, yellow, orange, red and black, or in any other symbolic way. Aesthetics is the last of the considerations.
Taking up the example above, I think Hope has an intermediate strength between Small Game and Sprint Burst, so it should be, as well as shown by the 5-level rarity system:
1) Small Game: Common, Uncommon, Rare;
2) Hope: Uncommon, Rare, Very Rare;
3) Sprint Burst: Rare, Very Rare, Ultra Rare.
Today, Hope seems as powerful as Sprint Burst, and it's false.Moreover, the logic requires to consider Devour Hope 3 rarer than Devour Hope 2, Premonition 3 rarer than Premonition 2, because they are stronger, while they currently share the same level of rarity: it is absurd to say that a musket and a rifle, an apartment in a condominium and a villa, a starred restaurant and a tavern in the suburbs, are classified in the same way. It is not just a matter of classification, of love for the abstract order, of perfectionism: the rarity of perks influences the probability of their appearance in the Bloodweb, and their price. Why should the same frequency and price be given to resources clearly having a different impact on the game? Have an appartment and a villa the same price? Not at all.
Why is the 5-level rarity maintained for items, add-ons and offerings? Why do the perks have to be different? Why must the most powerful tools in the game receive the most superficial and poor treatment? It was a remedy for a bug in the Bloodweb, which prevented the rarer elements from appearing, until all the less rare perks had been bought, but this now belongs to the history, to a far past: today I quietly find purple perks, without having purchased all the green ones, so why shouldn't I find pink perks, without having bought all those purple? I believe that the time is ripe to restore a system not only loved by the community, but also intrinsically more functional, and the Wiki of all languages are there to testify it with a warning to readers: "Our Wiki still uses the colours and Rarities of the old Rarity-System from before Patch 1.5.0, the main reason being that all three Perk Tiers thus can be easily differentiated visually from one another with the way they are formatted on the Wiki. They are not to be changed."
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I don't know how to feel about the third suggestion, but I'm on board with the other two. I think she needs a fair bit more than this, though.
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Amanda's Secret does actually work as intended. It's just that the description on it is a little misleading and it's simply a trash add-on.
I really want the Devious thing to be fixed. It is stupid as all hell having the point spread be "6000 1500 5000 6500" or something like that. -
Going to be honest, it really does sound like the main reason you want the 5-rarity system back is because you want the pretty colors back, and everything else is you trying to justfiy that desire. The reasons you have listed are not terribly compelling IMO and don't make me want to see certain perks cost more.
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It changes "hatchet" into "hatchet, wait". That just sounds like the Iridescent Head but slower and probably worse than "hatchet, hatchet/axe". Considering you can still go "hatchet, hatchet/axe", I would say your idea does not provide a meaningful change.White_Owl said:@TAG said:
How is that better than just hitting with two regular hatchets or hitting with a hatchet and then hitting with your axe?As I said, it would change the playstyle a bit as ultra-rares usually should do
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That they are tunneling?EntityDispleased said:
Picture it from a mod's perspective, they see you mercilessly tunnelling and camping a survivor while letting the others do gens as you watch them. What would they conclude from this? -
For me, life's unanswered question is "When dey gon fix da devious points for Pig?"
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How is that better than just hitting with two regular hatchets or hitting with a hatchet and then hitting with your axe?
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I would be okay with this.
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Ever since I briefly played Identity V while my PS4 was under repairs, I've personally adopted that game's style of winner/loser.Sixnno said:Great killer at pipping and ranking up.
If you count ranking up as winning, then legion is one of the best killers.
0-1 kills = Survivors win
2 kills = tie
3-4 kills = Killer wins -
@ShyN3ko said:
I understand what you mean.
Maybe i got an other idears for this perk.
DbD has many useless perks and this perks need a rework.
And i still think the creator of surveillance was drunk.Yeah, I agree about this perk needing a re-work and about Surveillance.
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This is why I say it's a janky version if Level 1 Devour (the one that only has the ability to kill at 5 tokens). In both cases (specifically with your theoretical idea at level 3 vs. Level 1 Devour), you need to hook someone 5 times to gain the ability to insta-kill people. For Devour Hope, you need to get far away enough for the unhook to grant you a token, and you lose your progress if the totem breaks. For your idea, you have to hook them in a very specific place to get a token (I think the breaking of the hooks is mostly irrelevant). BP bonus aside, they're basically the same concept: hook people enough to be rewarded with the chance to insta-kill.ShyN3ko said:
But you must hook them in the basement.5 times.
That can be rly hard.
Ok, it cant be destroyed, but you dont have the instadown, like devour hope.
And maybe someone has an other idear, what the entity can do.
This is just 1 idear what the entity could do, when you summon him. -
The problem with this, once you boil it down to the core mechanics, is that this is (at its best) a janky version of Level 1 Hex: Devour Hope.
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I generally get my jollies from running any if the following two in tandem:
-Last Will
-Bag of Gears
-Jigsaw's Annotated Plan
-Crate of Gears
-Jigsaw's Sketch
-Tampered Timer
Then, as I go about general gen patrolling and chasing Survivors, I keep track of who hasn't appeared to be lucky enough to get their trap off in a reasonable time. If I find I can get to them without compromising the trial, I'll track 'em down and surprise them at a box, forcing them away and putting them at high risk of not getting the trap off in time. After all, why temporarily put someone off from working gens when I can potentially permanently do so? It ain't Jigsaw's game. It's Amanda's, and she don't play fair.
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I don't really play Survivor, so I'll only answer Killer
1-Pig
2-Clown
3-Either Doctor or Hag -
Got another double trap snap. This time, the second RBT kill happened while the second to last Survivor crossed the gate to give their teammate a chance at the Hatch. Sadly, it did not seem like they found it in time.

EDIT: More 2-trap snaps. I'm not sure, but I think someone may have DC'd in an attempt to help a comrade with an RBT find the Hatch, but there was still someone else in the trial with an RBT. Neither made it out alive. -
How decisive will it be?