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  • @PigsEatBacon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2147399#Comment_2147399

    I wasn't blatantly repeating what you said, I was restating you would NEED a SWF for this to work, which most players aren't in. This perk also relies on the chase afterwards, and with everyone one shot, it will only last so long. The dead teammate' thing doesn't apply if the killer just goes for them again. Now the whole team is injured and the teammate died anyway. Too big of a risk for a most likely lose-lose situation.

    If the Killer goes for the dead person again, then it doesn't really matter that the rest are injured, does it? The end result is still advantageous compared to what would have normally happened.

  • @PigsEatBacon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2147386#Comment_2147386

    You would still need be with a SWF, since I doubt a random will know what's going on, and not to mention now basically everyone is injured so if you're not literally 10 meters away from the exit, it's still not going to end well.

    That's why I said that a SWF teammates swoops in. :P Also, would you rather have everyone injured or someone dead?

  • @PigsEatBacon said:

    The second perk idea seems good, it's just seems so situational and so hard to use correctly. The only situation this would be worth using is if you haven't been hooked once and the carried teammate is on death hook. Not only do you need to be extremely close, the killer can slug you and still just go after the other survivor, making it basically only useable once.

    The way you use it is to stun the Killer and then have a SWF teammate immediately come in with For the People to pick you up off the ground and have everyone book it.

  • Seems silly to me to have a perk that prinarily functions in the main menu.

  • I tend to keep myself between 800k and 1 million. As long as I am within that range, I'll spend as I see fit after a match.

  • @Warcrafter4 said:

    MoM is a perk that probably should never have been released given how its deisgn makes it either oppressive or completely useless because it can breaks two fundamental rules of the game(once active: Immunity to one shots/3 hits needed in a chase to down them).

    It needs a complete rework more then a buff if its ever going to be allowed to be good.

    This is how I kinda feel. I don't think there is a way to strike the right balance with Mettle of Man the way it is currently designed. I think the better solution is to scrap it and make a new perk from scratch.

  • @[Deleted User] said:

    I hate people trying to play memey as well. I'm not sacrificing my chunk of free time to see your Mad Grit or No Mither build for the 182772th time.

    You will see my Mad Grit build, you will lose to it, and you will like it.

  • @Moundshroud said:

    https://forum.deadbydaylight.com/en/discussion/comment/2145807#Comment_2145807

    It depends on how you do it. If you Face Camp, sure... you are asking to lose. But if you continue your normal pressure, with more short patrols you will invite the initial rescue, perhaps even two. And then you just do your normal thing but always pivot back to intercept the one going for the hook and they will break off to avoid farming. You can play a pretty good game of keep away and usually tie up two out of the unhooked three. Remember, I don't have to be good enough to get there, just dissuade the rescue until I want them to do it.

    All I know is I tested it out six times in a row, against pretty good teams, and got the same result six times in a row. If you commit to the strategy of taking it to a 3v1 early game, and use the Mori to do it, you can make it happen. I wasn't a fan of how they changed the Mori because I think it leads to people either not using them at all, or using them rattlesnake dirty. I tested the theory, it worked for me. Once I knew it worked, I stopped doing it. I've run into the odd Killer using the tactic when I play Survivor too.

    That just kinda sounds like playing the game to me.

  • @SilentPill said:

    https://forum.deadbydaylight.com/en/discussion/comment/2145793#Comment_2145793

    I mean they are somewhat decent, definitely better than nothing. Especially right now with people spamming breakdown saving a hook can be good.

    Ignoring death hook DS is still pretty good, you can just hit the BT and they are usually screwed because they will bleed out if they try to locker DS you.

    I still ran them often when 3-4 survivors had DS every game though I see DS a lot less now. It’s been replaced by unbreakable spam which is almost as annoying but not quite.

    I don't really count this whiole Breakdown situation, as that's just an answer to a pretty substantial bug. But beyond that, I'd rather just run cakes, BPS, or Hollow Shell to mitigate the bloodpoint loss.

    @Moundshroud said:

    https://forum.deadbydaylight.com/en/discussion/comment/2145793#Comment_2145793

    Well they CAN be devastating. You just have to play rattlesnake dirty, i.e. hook the first person... play just enough keep away that they go to 2nd Stage, allow the rescue and Mori off the hook reducing it to a 3v1 early. It is seriously mean, but it does work. I just get enough salt playing moderate that I don't need the aggravation. :)

    That sounds like it gets easily rekt by gen rushing, so I don't agree that it's devastating.

  • This thread feels several months too late. Moris ain't worth squat now. The only thing they're mildly useful for is playing around DS during death hook and playing around being rescued by another Survivor during death hook.

  • @Firellius said:

    While it would help people like you avoid accidentally tunnelling someone out of the game, I'm afraid it would be too much of a supporting tool for people that want to maliciously tunnel someone out, so I don't think it's going to happen.

    I still don't agree with this reasoning. Anyone who wants to actively tunnel people out of the game definitely do not need a hook state tracker to help them do that. They just need to not forget who they're tunneling. It is far easier to keep track of who you are tunneling out of the game than to keep track of the individual number of hooks each Survivor has.

  • Anyone who doubts that the Killer will be Wesker and the Survivor will be Tofu has obviously never played Dead Rising.

  • @SilentPill said:

    https://forum.deadbydaylight.com/en/discussion/comment/2143458#Comment_2143458

    Yeah I think that’s how the math turns out. 5 boxes tampered timer is 20% chance to die, crate of gears tampered timer is 25% chance to die, 6 boxes is 16% chance to die. Assuming it’s activated on the hook.

    I’m not sure what 5 boxes crate of gears would be, but I think it’s only 3.5 seconds extra on each? So worse than 30 seconds off with tampered timer. I still imagine they will usually have time to search 4 of them for a 20% chance to die but who knows depending on the map.

    I think only having 4 boxes to patrol can be a good thing too, if multiple traps are active.

    For me, it's not even in terms of killing Survivors (even though yes, that IS my favorite part of playing Pig). It's more that the second box add-on does not accomplish as much as Crate of Gears. Yes, it overall increases the average number of boxes that need to be searched (which is a good thing), but it will still be comparable enough to using Sketch/Annotated Plan by itself that IMO it is better to spend the second slot on making sure it will take longer for them to search through the boxes.

  • It's good, but I think I prefer using Crate of Gears over the Annotated Plan. You only have a 16% chance of having to search all six boxes. I'd rather make Survivors take longer at each box.

  • @Johnny_XMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2143214#Comment_2143214

    @TAG

    We’re not but I threw it in there since it is relative. Basically as a way of saying it’s fair game when there are things on the opposing side which can be denied via a bodyblock.

    I mean, yeah, they're allowed to do it. For me, it's more of a question of "is this gameplay pattern acceptable?"

  • @Johnny_XMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2143075#Comment_2143075

    @TAG

    Such as

    • Shack stairs.
    • Totem Spawns locations.
    • Blocking windows to prevent a survivor from vaulting.
    • Blocking a pallet to prevent a survivor from dropping it.

    You can do a lot more depending on the killer you're playing. Wraith and Twins come to mind.

    All which are well within the game rules, same as bodyblocking with BT.

    We ain't discussing whether body blocking is against the rules, though.

  • @nursewannabe said:

    Seriously: disregard ANY post in here if they say that her dash is garbage. They either don't play pig, or just play her because ruin undying isn't enough of a slowdown and need something more to avoid genrush /s

    As other people mentioned, watch scorpionz's guide. You probably won't find better pig player than him

    Her dash really is not that good. I play Pig in red ranks using the meme taxi build and zero slowdown perks. I'm not winning because I am a particularly good Killer, and I am certainly not winning because I am using anything remotely resembling a meta build. I am winning because the average Survivor is bad enough that I can 4k using the meme taxi build without ever needing to dash once. Against competent players, the dash is actually lacking because the dash is only really capable of landing hits on bad loops or against Survivors who make mistakes.

  • @meowzilla69 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2142967#Comment_2142967

    Good point. MYC would be used a bit more for bad saves. 😉

    MYC doesn't trigger if you're within 32 meters of the hook. If you are far enough away that you can proc MYC, it's not really a bad save. MYC does nothing against a legitimately bad save being shielded by BT.

  • @Noz said:

    https://forum.deadbydaylight.com/en/discussion/comment/2142803#Comment_2142803

    With crates and tampered timer, on a big map and your trap being in the last box you don't have enough time to search all boxes, unless you can go straight from box to box with not a single interruption.

    Sounds to me like a good case to fix those big maps, then.

  • @Noz said:

    Her dash is the fun part of her kit. The traps are unfun. If you want to reach red ranks without really trying always run tampered timer and crate of gears. Just play her as an m1 killer that gets at least one free kills from traps with this addon.

    I hope they nerf her traps and trap addons into the ground so she can join clown and legion with her kill rates.

    Timer and crate are nowhere close to guaranteed to get one free kill per match, from my experience. Sure, they are among the best add-ons to raise the odds of a Trap kill, but even with those add-ons, Trap kills are still infrequent at best from when I've used them.

  • No. A gen has to be manually completed by a Survivor to start a Reverse Bear Trap.

  • No, but neither should Suvivors' usernames.

  • @PigMainBigBrain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2142640#Comment_2142640

    Her stealth could be better....considering ghostface showed up and just kinda outdid that part of her kit for no reason out of nowhere. But her dash plays are out of this world during a chase. Only other killer I can think comes close is Legions dash, and maybe blight, with the exception that legion is slightly better because he can shut down pallets by simply vaulting. Can't kill during that phase but can really shut them down. Pig on the other hand can get the down in those same situations if the pallet is a loop. And can hug corners to ridiculous levels. But again I think her level of play and capabilities is all gonna come down to preference.

    Her dash plays, no matter how galaxy brain they can be, will always suffer because it is the Survivor who has to make the mistake for you to land the hit at a not-trash loop. The best you can do with your dashes are present the mindgame and hope your opponent messes it up. If they don't, you are wasting time. And this is all assuming they don't just skip the whole thing by dropping the pallet pre-emptively. Once that happens, you got nothin'.

  • @Northener1907 said:

    Traps only can activate after gen finish. So in egc your traps will be useless. Devs nerfed that because so many Pig mains abused it.

    They nerfed it because they were implementing the End Game Collapse in the same update, and having both the RBT timer and the EGC timer ticking down simultaneously for Survivors unlucky enough to get a Trap at the end of the game is not fair. It's just that their solution to the problem ended up being too heavy-handed.

    @Northener1907 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2141608#Comment_2141608

    Well then how can you explain Pig kill rates. She has so good rates against Red ranks.

    But Pig needs rework if you ask me

    My theory: The average player in this game is a potato. This does not exclude Red Ranks. When you consider that Pig has very few players playing her, the ones who play her are more likely to be dedicated to her and better than normal. So when these better Pig players run into the potato Survivors, the end result is a highly boosted kill rate in the charts since there aren't as many bad Pigs and good Survivors to balance it out.

    @PigMainBigBrain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2141608#Comment_2141608

    Her stealth is amazing, her dash is amazing, and her traps are one of the best secondary objectives in the game..... you sure you play pig?

    I disagree, I disagree, and I'm so-so on the last one. I don't just play Pig. I pretty much ONLY play Pig.

  • I had the four licensed chapters at the time (Halloween, Texas Chainsaw Massacre, Saw, and Nightmare on Elm Street) bought for me as a gift. Considering that I main Pig now, I'd say it was worth it.

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2141490#Comment_2141490

    I've watched Lord Tony on Twitch and he takes this game seriously. Can't speak for Sluzzy on that front, but I like to give the benefit of the doubt.

    Don't give Sluzzy the benefit of the doubt. Also, just because Lord_Tony takes the game seriously on Twitch does not mean he is posting seriously on here. From my point of view, he intentionally turned himself into bizarro Sluzzy. This isn't about them taking the game seriously or not seriously. Both simply are intentionally choosing not to take posting on these specific forums seriously. You give them both too much credit.

  • Soul Guard for Survivor

    Hex: The Third Eye for Killer

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2140165#Comment_2140165

    They're not fictional characters for y'all to be entertained by. They're people.

    And yet they intentionally troll, seemingly for our amusement at this point.

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2140186#Comment_2140186

    I don't like the idea of making it not take more than 3 boxes because then Traps will basically NEVER kill someone (short of hardcore tunneling the Trapped survivor to cheese the timer, which is a problem itself). I fully understand that the Reverse Bear Traps are primarily meant to stall for time and not kill someone, but making it take less than 4 boxes will absolutely make it nigh impossible for someone to die with a Reverse Bear Trap. And if your death trap doesn't kill someone ever, why make a Killer out of someone whose whole gimmick lore-wise is that they use death traps?

    I get where you're coming from, but chance-based kills should just not be a thing. Getting the wrong map and just getting unlucky enough to get a 4-box mask and winding up dead from being downed once and having a teammate kill you off with a gen is just an all around too awful experience.

    Yes, thematically, it would make sense, but thematics should still take a backseat to gameplay. I think Pig can be a ton of fun if her Ambush gets fixed, while keeping RBTs as stalling methods.

    See, the part that I latch onto the most is "the wrong map." The maps where the whole RNG Trap thing serves to pose the biggest problem also happen to be the same maps that are just problematic in general for non-Pig reasons. The solution to me in that case is not to change the Trap mechanics; it's to fix the maps.

  • The Pig can now see the progression of Reverse Bear Trap timers

    Spicy. I doubt you'll get much support for this idea, but I'm not against it entirely. Though I probably wouldn't make it base kit but make it an add-on instead to calm some nerves.

    Crouching now works the same was as Ghost Face, being separate from her stealth.

    I'm not sure I fully understand what you mean here.

    Increased the number of Jigsaw Boxes from 4 to 6.

    Rather than having to find "the right box", survivors are now always required to search four boxes.

    This feels like overkill. I get that you're removing the RNG aspect from box searching, but 4 searches every time is too much IMO. This also technically makes Sketch and Annotated Plan completely useless, as there is now zero upside to adding extra boxes.

    RBT's no longer require activation. Upon regaining control of your character, your timer starts.

    I always waffle back and forth on this idea. I think at minimum, if you're going to make Traps auto-start, you should increase the base timer on the Traps at least a little.

    In compensation, any survivor having a ticking RBT will now pause the Endgame Collapse.

    Yeaaaaa bby that's what I like to see. No more of this "RBTs put on after the gens are done do nothing" garbage.

    @Firellius said:

    Alternative suggestion for the pig, because the suggested would make Pig's RBTs too close to guaranteed kills. Like... Chase the RBT wearer off one box and they're dead.

    1) Instead of the key being in a random box, the survivor must always search either 2 or 3 boxes. Never more, never fewer. (Barring add-ons)

    2) The roar from exiting ambush is postponed until the ambush meter is fully charged. It completely invalidates the stealth on gens with sightlines.

    1) Instead of the key being in a random box, the survivor must always search either 2 or 3 boxes. Never more, never fewer. (Barring add-ons)

    I don't like the idea of making it not take more than 3 boxes because then Traps will basically NEVER kill someone (short of hardcore tunneling the Trapped survivor to cheese the timer, which is a problem itself). I fully understand that the Reverse Bear Traps are primarily meant to stall for time and not kill someone, but making it take less than 4 boxes will absolutely make it nigh impossible for someone to die with a Reverse Bear Trap. And if your death trap doesn't kill someone ever, why make a Killer out of someone whose whole gimmick lore-wise is that they use death traps?

  • We need an Epic Rap Battle between Sluzzy and Lord_Tony.

  • Not if you manually put it down, to be fair.

  • @KlapzCheeks said:

    Want it fixed? Stop playing Killer. If nobody is playing killer there is no game thus forcing the fix much faster. Personally Ive been on a DBD break while playing outriders. :D

    I was on a DBD break because of the pallet bug, but hearing about this breakdown bug makes come back and bust out my taxi build. :P

  • @Artick said:

    https://forum.deadbydaylight.com/en/discussion/comment/2138431#Comment_2138431

    Alternatively keys are fine and emblem system is bad. I don't get why killer mains complain with so much passion about stuff that affects them like 1 in 100 matches.

    The only thing that should be changed is add like a 5s opening animation so you can't do it right in the killer's face or find hatch accidentally during a chase and escape.

    Because it doesn't really matter how frequently they choose to use it when it comes to how strong or weak something is? If it is strong, people not using it will not change that. If it is weak, everyone using it will not change that.

  • Alternatively, keys are OP and emblem system is bad.

  • We don't know what's going on because we don't know what you are specifically referring to.

  • @twistedmonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/2136223#Comment_2136223

    There were spots survivors could land by jumping out windows or simply running off objects and some got banned for it in the past as they were recorded doing it. Some were on purpose and some by accident. There have been perma bans for such things and in some cases they were taken back as not everyone knew what they were doing.

    Some bugs also allowed killers to get to places not intended and these were not banable.

    We can't take what happened in the past as it was done to both sides.

    The two killer bug was before the legion addon one and the legion one as far as I remember was the last one to be overall banned for and basically as Mandy said because many things have changed thus also has how they view these bugs. If something can be used or done with out knowing by means of a bug it leaves it open to the mods having to decide if someone did it on purpose or not.

    https://forum.deadbydaylight.com/en/discussion/comment/2136236#Comment_2136236

    Yes and no as it takes more than a pop up.

    How often do people read the news or what pops up on the screen? It would need at least an acknowledgement option like a tick boxwhetre you have to scroll down and accept you have read it. Even then it's not guaranteed someone will read it.

    As I said maybe they need players to run it to be able to gather data to find what is causing the bug. If not disabling the perk until it is fixed would be the only logical solution.

    I'd say a check box is a great idea. If they check the box without reading the prompt, it's entirely their fault.

    And I imagine they can figure out what's causing the bug on their own end without neccesarily needing it out in the open.

  • Entity confirmed to be Old Man Jenkins the whole time.

  • @twistedmonkey said:

    Players have not been banned from using bug exploits for a while now and the main reasoning is not everyone knows about the bug and they would be banning for people simply using the perk.

    Both sides have been banned in the past for doing such things in the past. It did not happen just once with the legion scenario so its not a double standard. Players keep bringing up the legion scenario but others bugs which benefited killer have happened and no one was banned.

    The scenario that makes some sense would be to deactivate perks or addons etc when they are bugged but at the same time this can also remove data they may need to help find why it's happening and fix it quicker.

    I mean, can't the whole "not everyone knows" thing be easily alleviated by making an in-game notification on the news prompt?

  • I am all for kooky crossovers and would not mind having Rambo in for that reason. That being said, realistically speaking, I don't think he'd make sense unless they went with First Blood Rambo and didn't acknowledge anything after that. Post-First Blood Rambo makes no sense as a Killer, and I think he is too much of a one-man army to really work as a Survivor in general.

    Also, I haven't had a chance to see this survey. Are there other 3rd party characters listed, out of curiosity?

  • I know I said I wouldn't play until the pallet bug was fixed, but I might have to make an exception to run into these naive bug-abusing sabo squads with my taxi build. ;)

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/2135035#Comment_2135035

    Otz showed off how good Agitation/Starstruck is on killers with a chase power that still M1.

    We're not talking about the meme taxi build, correct?

  • @brokedownpalace said:

    https://forum.deadbydaylight.com/en/discussion/comment/2134071#Comment_2134071

    This isn't even something I have a strong opinion on lol. I responded differently because I got 2 no's and then 1 yes. And notice pulsar disagreed with my title but elaborated on their opinion so I responded not as a one line sarcastic remark, but with actual substance?

    I know. I still got what I was looking for. :)

  • My builds will remain unchanged.

    Killer - Agitation, Iron Grasp, Mad Grit, Starstruck

    Survivor- Detective's Hunch, Kindred, Open-Handed, Windows of Opportunity

  • @brokedownpalace said:

    https://forum.deadbydaylight.com/en/discussion/comment/2134018#Comment_2134018

    All three of my responses are sarcastic and jokes. I don't sincerely think you are a man of culture because you said you agree with my title.

    Did you think this was some kind of great gotcha moment or something?

    Yup. :)

  • @brokedownpalace said:

    https://forum.deadbydaylight.com/en/discussion/comment/2133979#Comment_2133979

    Finally, someone with some culture! Lol

    https://forum.deadbydaylight.com/en/discussion/comment/2133980#Comment_2133980

    I think a good reason that might be true is they may not want to change 5 killers and so many perks PLUS keys all in such quick succession. I guess that depends on how much keys will be changed though and whether they think it will have a big impact on things.

    I believe they said key escapes are only about a few percent of escapes so it doesn't seem like they think keys are a huge deal. But who knows

    Very interesting that you responded to the first two responses that rejected your belief with seeming sarcasm, yet you responded to my post agreeing with it with some level of enthusiam despite my post having exactly the same amount of substance as theirs. I wonder why that is.

  • No, but I initially said "Yes." just to see if OP would treat my response any differently from the people above me who disagreed with OP.

  • I main Pig, so...yeah, Pig. :P

  • @Trickstaaaaa said:

    https://forum.deadbydaylight.com/en/discussion/comment/2133445#Comment_2133445

    Just eat the DS once. What is the big deal, you can eat once. Or unless you want to eat it twice, based on what your idea is. Or in end game just camp more effectively, don't stand in front of the person. Hit them from a distance so they get scared.

    My whole point is that the issue is that Killers are simultaneously being asked to avoid tunneling to dodge the stun and also tunnel early and eat the stun to avoid it later. That to me is a no-win situation.

    Also hitting them from a distance makes no sense because you are allowing someone to unhook the Survivor while you are busy hitting away from the hook. The other(s) aren't going to run away from you out of fear; they're going to make the save while you are distracted or in attack cooldown and enable the exact situation I am describing.

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