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Freddy finally remembered that he has reality warping dream powers.
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People who wish to use voice chat would more likely than not just use currently existing methods.
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No idea if any of these are balanced.
Nurse - Would need a much bigger cooldown on her blinks
Hag - A mud trap that is stepped on probably will take some time to return to her inventory; probably also move 110% for a small period after teleporting
Huntress - Probably would not be able to move at 115% unless she has run out of hatchets
Spirit - Probably needs a longer cooldown for her phasing, and possibly 110% speed while on cooldown
OLD Legion - Screw that.
Deathslinger - This is a hard one. I used to think he could just be upgraded to 115% as-is and be fine, but I have since shifted opinion on that. That said, here's what I thought of: He starts at 115%, and each time he takes a shot, he is slowed down for a period of time (not sure by how much; maybe down to 110%), but the length of time you are slowed down (which I am also not certain on) is lessened the longer you aim down the sights before you fire.
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I really don’t care what the majority consensus is, when this happens to me I just take it and hook suicide.
I strongly disapprove.
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/1752527#Comment_1752527
Assumed. Also meaning you waste quite some time walking to and kicking the gens, either allowing slugs to heal up or giving easy unhooks or whatever, which is the bonus time Surge would jus grant you without a cloodown. And I think you agree that a triple Pop within a minute is a pain in the A.
I just think that the game has too many scenarios and cannot be summarized in a single scenario, especially not to evaluate perks. We could go on for weeks finding scenarios that favor each of our views and countering the other.
If you take my suggestion, I would say, regressing 3*8% is the same amount like a pop, but you save time kicking them and 3 gens get regressed. Therefore you need the cooldown to be not too oppressive.
The difference is that you can use Pop three times at various points of the match on whatever gens you want and get max Pop benefit as long as those gens had at least 25% progress. With Surge, you would have to hit the same three gens three times within a short time span to get a comparable amount of regression. That's a lot more effort and a lot more situational for what is at best only a comparable payoff. So I disagree that you need the cooldown to avoid it being oppressive.
What other scenarios are there, really? Hitting multiple gens at once in quick succession is pretty much the best you can do with a Surge that has no cooldown. The payoff you get with that is kinda just par for the course with Pop.
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/1751874#Comment_1751874
I don't agree with that. Apparently many people complain or are concerned about the CD as it affects the perk negatively too often. Apparently also killers get striked by DS without even tunneling also is a problem, and Pop got nerfed because 60 seconds allows too much action between hooking and kicking. And I think that none of these common situations appear only in already decided games. Quick multi downs can be a game changer, but survivors can (and have enough tools to) recover from that, unless all 4 are down.
2 or 3 downs within 45 seconds is in no way an already sealed win. But having multiple regression for that applied to multiple gens would surely help out to reach that point, as you have massive pressure AND reverted progress on top
Three downs in that quick of a succession in roughly the same area with a no-limits Surge would still result in a bit less regression than three uses of Pop Goes the Weasel, assuming that all three of the Popped gens are immediately tapped. I don't consider either case to be overkill.
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@shane32 said:
https://forum.deadbydaylight.com/en/discussion/comment/1751881#Comment_1751881
But the point your not just playing basic......you have the traps. Its all about the traps.
As far as the chase is concerned, though, I am more often than not just playing basic. That is why I am saying that I believe that my experiences playing as Pig are more attributed to Survivors who are not sufficiently skilled vs. the basics.
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I'm not in Red Ranks atm (don't really have enough of an opportunity to play currently), but the last time I was there, it didn't feel particularly different from being in, say, purple ranks.
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@GHOSTfaceP3 said:
https://forum.deadbydaylight.com/en/discussion/comment/1751881#Comment_1751881
I imagine when they get an actual rank system or get there mmr system working we will actually see how weak killers are lol I’ll try to completely avoid high mmr as killer
Yeah, I feel like the ranking system is contributing a lot to this. When things are properly sorted out in that regard, we should probably have a better look how how well Killers and Survivors fare.
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@shane32 said:
https://forum.deadbydaylight.com/en/discussion/comment/1748215#Comment_1748215
I main pig at red ranks and 3-4 k alot and never use my dash and rarely use my ambush....its all about those traps.
My point is that if I'm winning while playing Pig as almost a straight-up vanilla killer and still winning frequently in high ranks, it might be more because I'm going up against subpar opponents than because of the Pig's merits.
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/1751175#Comment_1751175
I think removing cooldown AND basic attack requirement would indeed be too strong. And just thought about an alternative and think that the 1/2/3 closest gens (depending on tier level) should explode. That would remove the distance requirement and would be really strong on tier 3, therefore maybe justifying the cooldown. That might at least be an alternative to removing the cooldown
I don't really agree that it would be OP, personally. If it gets to a point where a Killer would be able to make gens pop in super quick succession because of their power, they're kinda already in a winning position as-is. I actually think effectively removing the distance requirement is more likely to break Surge than removing the cooldown.
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So I am not allowed to DC in order to make a stand and send the message that "this is not acceptable"?
Nope. That's why there's a scaling penalty for DCing.
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I've been using it for my meme build for a while now. I don't think it's particularly good, but in my specific case, it is probably the best option for a slow-down perk that I have. Drop the cooldown and the requirement for basic hits only, and we'd be in business.
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Lightburn just feels like an outdated mechanic from when the game was in a different place. It should definitely go IMO.
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Mad Grit. It is the most important part of my meme build.
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/1749961#Comment_1749961
Kill rates are more important than you realize. It means on average, average Pigs beats average Survivors. And red ranks is where everyone has experience. You would think red ranks would be closer to 50% and the lower ranks having a higher killrate but it is the opposite. This tells me killer is a lot easier once you get a little experience. What everyone forgets is how the hatch actually increases the survival rate more than what it is, which means if the killrate is actually 75% for example, it means the chance of opening the gate is actually much less than 25% because the hatch has shifted the stats. On average, Freddy practically never has the door to open with him and Pig and Clown is not far behind him.
And red ranks is where everyone has experience.
I cannot agree with this statement, based on what I have personally seen.
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Doesn't NOED only activate in that scenario after you close the Hatch?
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Will always stay on for me.
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@DoritoHead said:
https://forum.deadbydaylight.com/en/discussion/comment/1749176#Comment_1749176
No, the guy I'm thinking of is a little older.
Can't remember his name tho
Gordon Freeman
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@Tactless_Ninja said:
https://forum.deadbydaylight.com/en/discussion/comment/1749180#Comment_1749180
He better come loaded with cosmetics and charms. Leatherface was $5. Demo was $15 but had two other survivors.
Also not $13.13 after tax. Are you even trying?
New Killer - The 13
Movement Speed. 13.13 m/s
Backstory: "Jason Voorhees was a happy-go-lucky boy until he was drowned by bullies for having 13 letters in his name..."
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@Tactless_Ninja said:
Coming this Tuesday of February the 18th....
The Slasher
Dlc costs $7.99
13 will be mentioned nowhere.
Nah, they could easily sell it for $13.99.
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@DoritoHead said:
He always reminded me of that old guy from Left 4 Dead
Francis?
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The next Friday the 13th is in August, and I highly doubt they would throw their schedule entirely out of whack just for a cute nod.
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@Mandy said:
This has been in the game since 2018 if not sooner if my memory serves me correctly - the wiggle bar decreases whilst slugged.
Huh, TIL.
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@noctis129 said:
I hope they leave keys and mori alone. I love both of them. I think it's cool and fun, and makes the game harder. I don't care if other ppl find it unfair or boring.
We already know from dev comments that they are being altered in some way.
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@gibblywibblywoo said:
https://forum.deadbydaylight.com/en/discussion/comment/1748840#Comment_1748840
Ebony goes without saying but its the ability to simply tunnel one survivor out of the game before the game has reached the natural state of one player being dead. Its like a DC. It destroys the flow of the match for the survivors.
100% agree
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Yeah, Ebony Moris are crazy strong. I would say Ivory Moris are also problematic, though.
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@DoritoHead said:
"B00F"
Boof the Snoof
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/1748391#Comment_1748391
Right, and that’s great. My point is that none of that is evidence that Pig is weak, if anything it points to Pig being decent.
I already said that I can only rely on my personal experiences. I know it is not evidence, and I won't argue that it is. That said, I don't believe that said anecdotal experience points to Pig being decent. I believe it points to the prevalence of bad Survivors.
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I remember for my first game as Killer (as Trapper), I did not realize that there were more Bear Traps scattered throughout the map and thought I only had access to one the whole game.
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@KingFrost said:
I don't think Victor should down a survivor if he's on the survivor for a certain period of time. I get why people make that suggestion, but Victor is decent for slowdown. I don't think keeping victor on you is that beneficial for survivors. I feel like when Charlotte doesn't have Victor, she should have access to a different power. Something that helps with chase. (Kind of like how Pig has her ambush and the ability to kill her terror radius). Maybe instead of having victor cause the oblivious status effect (Keep blindness!), Charlotte has no terror radius while Victor is attached to a survivor? I don't know. Just a thought. (Maybe Victor could emit a terror radius instead)
Not sure what they could do with Victor's greatest weaknesses though. I don't think he should be able to be punted after a successful hit. As for lockers... it'd be cool if he could maybe keep the locker shut for maybe 10 seconds or something like that.
While I agree that having Victor latched on forever is not beneficial to Survivors, I still think something should be changed to prevent a Survivor from having that choice to begin with because it is silly that a Survivor be allowed to deny the Killer from ever using their power (again, even if it is not beneficial).
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/1748215#Comment_1748215
But the question is are you getting just as many 3-4k with her as with other killers? You presumably face just as many bad survivors with her as you do other killers. And note that the “bad survivor” factor is already kind of accounted for here because all the killers in the red rank chart have about a 10% higher kill rate across the board compared to the All Ranks chart and that’s due to the Red rank chart being all matches by red rank killers including those which had some “bad” lower rank survivor opponents. In other words all the killers in that chart are getting a stat boost from matches against bad survivors equally so it doesn’t explain why her kill rate is relatively higher than most of the other killers.
I pretty much only play Pig, so I cannot answer that question properly. All I can say is that I have done fairly well in red ranks as a borderline M1 killer (again, very rarely using her ambush) using "Agitation + Iron Grasp + Mad Grit + Surge." That's a Killer that's not even really using the full kit they have available plus an extremely meme build.
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@InnocentMoon said:
https://forum.deadbydaylight.com/en/discussion/comment/1746189#Comment_1746189
Despite that I think you've mentioned that you're trying to remove that unpleasant RNG factor from the game. If the killrates aren't the reason to change her, her ability being purely luck dependent is something you should look into if you're sticking to you words about luck factor in this game.
The last thing that was said about actively changing Pig was that they're looking at her add-ons but not her base kit.
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@dugman said:
Anybody claiming Pig is the weakest killer needs to follow up by explaining why she has the fourth highest kill rates among red rank killers. Obviously kill rates aren’t the only way to measure effectiveness (e.g. Nurse has a low kill rate because of her extremely steep learning curve but has a very high potential) but they also aren’t meaningless in that a very high kill rate is difficult to rationalize if a killer is “weak”. What objective evidence do you actually have that Pig is the weakest killer because the circumstantial statistical evidence in the data contradicts that.
p.S. She was second highest on the All Ranks killer chart for reference. Which could indicate she is particularly strong against average opponents compared to higher rank opponents who are more situationally aware of stealth killers and possibly less intimidated by the traps.
https://us.v-cdn.net/6030815/uploads/0UL157TTWQNC/bildschirmfoto-2020-10-22-um-13-30-19.png
I don't think she's the weakest necessarily, but I think she is weak. As for kill rates, I can only speak from personal experience, but there are a LOT of bad Survivors out there. I shouldn't be able to 3-4k strings of matches as a Pig in red rank without ever needing to use the ambush.
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@Mushwin said:
Did anyone elses as I am a dumb ass think Halloween h20 was something to do with water? preach if you a dumb ass with me! there is no shame!
Me. I thought the title referred to Myers invading Hawaii or something.
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Based on what Janick said, I have a feeling that Level 3 Madness is going to be re-worded to afflict "Incapacitated" (among other things).
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@Warcrafter4 said:
https://forum.deadbydaylight.com/en/discussion/comment/1746862#Comment_1746862
Because they'd rescue the person on the hook who can do gens and they have literally nothing to do but unhook and loop.
Fine, let them. The team is permanently down one gen jockey and occasionally down two when someone gets hooked.
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@Warcrafter4 said:
https://forum.deadbydaylight.com/en/discussion/comment/1746857#Comment_1746857
They also lose all pressure from hooks because if they have to go after the kidnapper then other 2 can gen rush them.
Why go after the kidnapper if the kidnapper can't do gens?
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@Warcrafter4 said:
https://forum.deadbydaylight.com/en/discussion/comment/1746846#Comment_1746846
The killer also loses nearly all gen pressure from losing their power along with gen speeds being slowed less because of the kidnapper always getting the save the other 2 survivors can just gen jockey without worry.
The Killer gets free permanent pressure from someone voluntarily not being allowed to do gens.
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@Warcrafter4 said:
https://forum.deadbydaylight.com/en/discussion/comment/1746837#Comment_1746837
The difference is someone doing boxes can't go for saves all game and also amanda has more powers then just a single bear trap.
I feel like the downside of not doing gens heavily outweighs the upside of still being able to unhook.
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@Warcrafter4 said:
https://forum.deadbydaylight.com/en/discussion/comment/1746774#Comment_1746774
M1 only killers vs 3 survivors on gens and one dedicated Looper/Savoir(The Kidnapper can still unhook people) generally speaking favors the survivors.
Remember Killers are balanced around their powers helping them in the game as only having 115% + M1 isn't considered to be strong enough to win games.
Maybe I'm not getting something, but why should I care about the best looper in this case when the best looper is also prohibited from doing gens? You know how some people complain that RBTs don't slow down the game enough? In this case, hostage Victor represents the one Survivor choosing to do boxes forever.
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@StibbityStabbity said:
Just pointing out, since I've seen it mentioned a few times:
If Victor had a timer before he caused Dying, that means using Victor will incentivize tunneling. Just tunnel the player with the BOSS BABY until they are downed by timer. If you make it so that the timer stops when the Survivor is running in an attempt to prevent this, you have Legion with Deep Wounds that can only hit one target with their power before needing to recharge it.
Unless I am misunderstanding how Victor works, Survivors can remove him while on the move with little to no issue, so there would be no worry of the Killer cheesing things to force downs.
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Kick for sure, though it'd be funnier if Victor went all Gmod ragdoll.
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@Leachy_Jr said:
https://forum.deadbydaylight.com/en/discussion/comment/1746268#Comment_1746268
Pigs kill rate is high for a few reasons:
- She's easy to pick up and use by anyone
- She stomps noobs easily with traps and stealth
I wouldn't say pig is bad, id say she's the definition of "meh". She isn't up there though because she's good, it's because of the reasons I listed. Same goes with freddy, he is incredibly easy to pick up by anyone and has lots of good tools.
One thing is, you should never take if a killer is good or bad depending on these statistics which are flawed. You cant just say that pig doesn't deserve buffs because she has a high kill rate and also say that nurse doesn't. Pig isn't up there because she's good, it's because of other reasons, much similar to nurse who is lowest not because she is weak, but because of other reasons (high skill cap).
I can't speak to any other experiences other than my own, but when I start getting 3-4ks pretty with a decent amount of consistency in Red Ranks as Pig using a pure meme build while also rarely actually using her ambush (often going without ever using it for whole matches), I'm more inclined to question the skill level of the player base in general rather than whether or not my perception of Pig being weak might be wrong.
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@bjorksnas said:
https://forum.deadbydaylight.com/en/discussion/comment/1746527#Comment_1746527
wow you called someone out for making arguments based on instinct and experience rather than evidence that if existed would match the instinct and experience to a T
heres your internet clout
I'd prefer some observable evidence over assumptions, yes.
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@bjorksnas said:
https://forum.deadbydaylight.com/en/discussion/comment/1746513#Comment_1746513
sorry but im too lazy to google something you could do yourself, im going off instincts knowing this community that they would complain about anything
basically its the infinite monkey theorem but with complaining about anything and anything given enough time
So the answer is no. Got it.
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@bjorksnas said:
https://forum.deadbydaylight.com/en/discussion/comment/1746379#Comment_1746379
You have 7767 posts, you and I both know this community well enough that they would still complain no matter what the devs give players
That does not answer my question.
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@gibblywibblywoo said:
Yeah, if you're decent in a chase there's really no reason to shake him off if shes on you.
And if you're playing with friends you can just keep him on to deny her power the entire match.
He should slow by default or drag left to right intermittently to make chases harder.
My experiences so far with someone taking Victor from me for the whole game has indicated to me that this works out in my favor fairly handily.
(Though I do think something should be changed anyways so that people simply don't get the option to steal Victor to begin with).
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@bjorksnas said:
https://forum.deadbydaylight.com/en/discussion/comment/1746353#Comment_1746353
the devs are selective in what they show because people complain no matter what they show
show to much people complain they can't understand it
show to little people complain its not detailed enough
show nothing people complain they don't have stats
the least effort is all they should give to an audience like that
Has there actually been an instance of the devs showing too much information and players complaining about it?
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It protrudes almost entirely from her chest.