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@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/comment/1573056#Comment_1573056
And those are slow and tedious. At least the Mori is quick. My point is the Mori is a necessary tool because it puts pressure on SWF so they can be pushed off Gens. When you know you can die after a single hook, nobody does the superman and stays on the generator taking hits just to get going.
I've noticed that when I take a Mori (even when I don't use it) I don't run into a room with three people working on a Generator only to have all three just keep right on working ignoring me. When I don't have the Mori that is EXACTLY what they do. They know they have so many hooks left and powering through this Gen is more important. That is the kind of math I'm talking about. The Mori prevents that.
Mori offerings in their current form are OP and should be nerfed. If SWF teams are a problem, the solution shouldn't be an OP item that can be used on everyone and not just SWFs. That just results in both things being a problem.
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@hillbillyclaudmain69 said:
https://forum.deadbydaylight.com/en/discussion/comment/1571831#Comment_1571831
Same, but I think shes really good. Difference in opinion I guess.
Pretty much, yes.
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@hillbillyclaudmain69 said:
https://forum.deadbydaylight.com/en/discussion/comment/1571801#Comment_1571801
That's how you are, then. I personally win easier with her than any other killer besides legion and nurse. That's perfectly fine. If you don't, that's fine too.
She is my favorite Killer, she is pretty much the only Killer I play, and I'm currently up to Rank 2 using just her. I simply don't think she is that good.
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@hillbillyclaudmain69 said:
https://forum.deadbydaylight.com/en/discussion/comment/1571787#Comment_1571787
A time waster is a time waster. I think its the best power in the game that isn't a meta killer(freddy, spirit, deathslinger, and nurse)
A time waster is not a time waster if the trap comes off too quickly. Does it happen all the time. Absolutely not. But when it does happen, it can very realistically screw you over.
Hard disagree. I think Pig is one of the weaker killers in the game, personally.
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@hillbillyclaudmain69 said:
https://forum.deadbydaylight.com/en/discussion/comment/1571769#Comment_1571769
Rbts arent for kills. You have them not doing gens for at least a little while. Rbts make a 3v1 situation and its 2 v 1 if you're chasing someone. It slows down the game by a lot. Ambush is situational, but so are some meta perks. Does that make them bad? No.
I didn't say they were inconsistent at killing. They are inconsistent time wasters.
And ambush being situational is indeed a problem when the other half of her toolkit is not consistent.
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@hillbillyclaudmain69 said:
https://forum.deadbydaylight.com/en/discussion/comment/1571701#Comment_1571701
If you know how to mindgame it you can also get hits around safe pallets. Pig is perfect. A time saver(ambush,) and a time waster(rbt).
Disagree. Ambush is unreliable; RBTs are inconsistent.
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@hillbillyclaudmain69 said:
https://forum.deadbydaylight.com/en/discussion/comment/1571693#Comment_1571693
You underestimate time saving. Thats all I'll say.
I run an entire meme build dedicated to being able to haul a Survivor across the map just so I don't have to wait to hook someone in order to get back to pressuring gens. I am not underestimating time saving. All I'll say is that it's not a good thing when you need a bad pallet to refer to the ambush as god tier. 😋
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@hillbillyclaudmain69 said:
https://forum.deadbydaylight.com/en/discussion/comment/1571684#Comment_1571684
Ambush is faster, and yeah, it's situational, but pallets like that make ambush god tier. Also pallets unlike those is why I run brutal on pig:)
Pallets like that are known as "bad pallets." It doesn't matter that it makes the ambush god tier because you don't need it to mindgame a pallet that bad. 😋
Ambush's whole problem is that it's situational and reliant on your opponent. No matter how bosstastic your read is, it doesn't matter unless the opponent screws it up.
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@hillbillyclaudmain69 said:
https://forum.deadbydaylight.com/en/discussion/comment/1568768#Comment_1568768
You need to mindgame with it. Imo pallets being dropped makes
https://forum.deadbydaylight.com/en/discussion/comment/1568600#Comment_1568600
Tampered timer is worthless without crate of gears. It only takes 30 seconds off the timer, which is already 2 minutes and 30 seconds
You can't really mindgame a dropped pallet unless the pallet is bad enough that you can just mindgame without having to ambush.
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@Yffriium said:
https://forum.deadbydaylight.com/en/discussion/comment/1568744#Comment_1568744
The dash is incredibly useful at fair pallets. Master Pigs like Scorpionz know how to use the dash at generic tiles like shack and L&Ts. It is far from useless.
As a Pig main, I regularly 4k without any trap addons at red ranks. 4 traps is sufficient in slowing down the game.
It's not that good IMO. It's not USELESS persay, but from what I have seen, it is very easy to neuter it as long as you are competent and don't get greedy.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/185728/hello-bhvr-dont-u-see-how-bad-surge-is
The reason it has a cooldown, and the regression is conservative is because Surge saves a MONUMENTAL amount of time from manually damaging gens.
As someone who is currently using it on my meme build, it seriously does not need the cooldown.
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@CalamityJane said:
https://forum.deadbydaylight.com/en/discussion/comment/1567963#Comment_1567963
However Tinkerer is out of your control. It triggers when gens reach a certain point. Trail of Torment is basically on demand stealth for any killer. The downside of highlighting the gen is to not make all the killers with stealth abilities completely redundant when any killer can get decently long stealth whenever they want.
Considering that you'd have to be constantly kicking gens in order to be stealthed frequently, which is a huge time waste, I wouldn't worry too much about it making stealth killers pointless.
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Pig takes offense to that.
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My meme build would be very very happy if Surge had those limitations removed.
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No they did not. They made it so you can safely exit the gates if the Trap hasn't become active. Once the Timer starts counting down, it will always count as active even if being chased causes the timer to be paused.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1569739#Comment_1569739
"I imagine an add-on rework would most likely split the add-ons closer down the middle. They can't ignore the ambush because it's an important part of her toolkit. They also can't ignore the RBTs because that's the whole reason Pig exists as a Killer in the first place."
Yeah, but some Add Ons can be removed completely. Like, I am no fan of the Status effect Add Ons either, because they just invite to tunnel the Survivor down when they are either exhausted or probably not healed because fo Mangled. Let alone that Hemorrhage is an Add On instead of just being Basekit (there is a trap in their Jaw...). Or the stuff which increases the Skill Check Odds or increases the penalty, both things which only affect inexperienced Survivors.
I just hope that they dont focus too much on the Traps tho, because I feel that some players think that the Traps are her only Power.
She has, like, 9 different Trap-based add-ons that can afford to be scrapped completely. There's very much room to give her more add-ons that care about her ambush/dashing.
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@xenotimebong said:
https://forum.deadbydaylight.com/en/discussion/comment/1569739#Comment_1569739
I agree with you about the other status effects (like why would I ever want a trapped survivor to bleed more?), but making a survivor blind doesn’t encourage you to tunnel them at all. The whole point of it is that it’s harder for them to engage in normal gameplay with a trap on so you can ignore them completely and focus on their productive teammates.
Here's the thing about Face Mask: They're most likely just going to get the Trap off ASAP. Something they'd be already doing anyways. Once they get that Trap off, if you haven't meaningfully interacted with them, it means Face Mask did nothing.
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/1568833#Comment_1568833
Like I said, in the late game it's bad. But you have to test the waters and see if the survivor is actually going to stay at the loop, and while it's outshined by extra distance add-ons it still has its little niche. That being said, I am also super aggressive with her Dash and will never, ever stop trying to get ridiculous dash hits.
There are no extra distance add-ons? If there were, Pigs would 100% be using them nonstop. Anyways, I have to agree that Shattered Syringe is bad in the same sense that Unrelenting is bad. If you are missing enough that you are getting "meaningful" value out of syringe, something is going wrong IMO.
@Aven_Fallen said:
Probably Combat Straps and Last Will for me.
Tampered Timer can be nasty, but I dont really like those Add Ons which result in a higher probability of a Head Pop, because it is still all RNG and RNG-Kills feel cheap. I really hope, when they rework Pigs Add Ons, that the Add Ons are more focussed on her Dash or Crouch and less on the Traps.
I imagine an add-on rework would most likely split the add-ons closer down the middle. They can't ignore the ambush because it's an important part of her toolkit. They also can't ignore the RBTs because that's the whole reason Pig exists as a Killer in the first place.
@xenotimebong said:
People have covered most of the good ones, but I wanted to mention the Face Mask because I actually quite enjoy this add on and rarely see anyone talk about it. Most blindness add ons are basically useless, but with the way the head traps work, having someone with a trap completely unable to see auras can really mess with their ability to do things. Making someone unable to see hooked or slugged teammates, use aura reading perks, or feed information to their friends from the hook can disrupt and slow down any teams that aren’t a 4 man quite nicely. I usually use it with Last Will and try to get multiple survivors trapped at once.
IMO all of the Trap add-ons that inflict a status condition to anyone wearing a Trap are bad. They all encourage you to tunnel that Survivor, which negates the benefit of the RBT in the first place.
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@redsopine00 said:
https://forum.deadbydaylight.com/en/discussion/comment/1567657#Comment_1567657
That's why only gens and totems can turn off the crows no sneaking being stealthy if your Tring to waste time deliberately then boom your found and killed though to even it out they could set it down to 1 gen out of all the remaining ones giving the survivor the chance to get the trophy and look for noed unless the killer decides to let you out a gate
Yeah, I think a big cause of the whole "stay hidden forever" thing is that the AFK crow system in this game is inadequate at stopping Survivors from stalling out the game intentionally.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1568613#Comment_1568613
I think this would sound perfect if it only activated on the struggle phase
Maybe? I dunno. The intent is for it to be an anti-camping perk, which I thought would be best on the first hook.
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@Lansen_is_Here said:
https://forum.deadbydaylight.com/en/discussion/comment/1568646#Comment_1568646
XD It's the best slowdown perk in the game
Nah. I think it's pretty mediocre unless you are either a Trapper, Hag, or arguably Freddy.
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@MeatBycicle said:
https://forum.deadbydaylight.com/en/discussion/comment/1568895#Comment_1568895
Ah I see, however I wouldn't really say thats a weakness or counter to Pig since preemptively dropping pallets against any killer has pretty much the same effect.
Another little known thing though, were you aware you can dash backwards with her if you start your dash angled towards the wall? Super fun to do the moon dashes around pallets.
I am aware of everything you are saying about the ambush. Whenever I get the chance, I will always try to moonwalk dash to catch Survivors by surprise. Whenever I reach a pallet, if they don't drop it right away, I will ALWAYS try to either dash around it or fake a dash to get them out of position I can't do that if they drop the pallet the first chance they get. Once that pallet goes down, which I find happens a lot, Pig is just an M1 killer with no power.
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@MeatBycicle said:
https://forum.deadbydaylight.com/en/discussion/comment/1568768#Comment_1568768
Yeah, something you can try is crouching between the pallet, so the survivor either has to run away, or risk taking the dash hit if they want to try and drop the pallet.
No, they just drop the pallet preemptively, similar to how one might do so when facing Clown.
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/1568459#Comment_1568459
Shattered Syringe is good as well. In the late game you can just predict that someone is going to run from a loop, but in the early game it can mean the difference between a between-loop hit or a pallet in the face.
I'm not sure I follow. Missing with the Ambush is really not a good thing, even with an add-on that mitigates it.
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@MeatBycicle said:
https://forum.deadbydaylight.com/en/discussion/comment/1568744#Comment_1568744
Her dash is not useless at all. 80% of Pig players dont even use it so people think its awful. There is a huge difference when going against a pig who uses her dash at loops and a pig who doesn't. Her dash is incredibly strong at loops.
The biggest problem I face when trying to use the ambush is that Survivors will often just drop the pallet before I get a chance to take control of the loop. Once that pallet is down, ambush does nothing.
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@PigMainClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/1568637#Comment_1568637
Anointed Plan is the purple one, right? Or did I get them mixed up?
Basically the purple one that DOESN'T increase the RBT timer.
Purple is Sketch. Green is Annotated Plan.
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@Yffriium said:
https://forum.deadbydaylight.com/en/discussion/comment/1568669#Comment_1568669
With the most "head-poppin'" add-ons, if you interrupt the trapped survivor one whole time & they get somewhat bad RNG, they're dead. There's no play they could have made to avoid dying. It's like playing against old Legion, your ability as a player doesn't matter in the slightest. Moreover, if you need all these add-ons for map pressure, you likely aren't a good killer in the first place & you have some other problems to sort out first.
A decent number of things need to line up in order for that to happen.
1) Their timer needs to start before they are off the hook.
2) The map needs to be huge.
3) The Killer needs to find the time to interrupt the Survivor.
4) The Survivor needs to roll very unlucky.
Unless all of those things happen, a competent Survivor can probably bust out of the Trap in time. There's a reason why everyone says that RBTs are a stall tool and not a killing tool. The purple add-ons don't suddenly turn them into a reasonable killing tool.
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@Yffriium said:
https://forum.deadbydaylight.com/en/discussion/comment/1568660#Comment_1568660
Imo free head-pop add-ons are like playing Stridor Spirit, like turning the game onto easy mode. You don't have to outplay survivors to win, you just have to make their game as boring as possible.
It's really not. Even with the most head-poppin' add-ons, you don't get head pops very often. Non-Stridor Spirit is leagues better than purple add-on Pig.
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@Yffriium said:
https://forum.deadbydaylight.com/en/discussion/comment/1568637#Comment_1568637
They're just super boring and unfair to play against & don't help you improve at the killer. You get free head-pops with those add-ons. Workshop Grease is bad, you're right. I should've been more specific with the addons that are good on Pig. I'd say: Combat Straps, John's Medical File, Shattered Syringe, Video Tape, Last Will, & Amanda's Letter. Everything else is either absolute garbage or completely overpowered.
Free headpops are the #1 reason I play Pig. ;) I can learn how to ambush without add-ons that make it easier to do so.
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No streamer will convince me that Corrupt Intervention is worth running on most Killers. :P
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@PigMainClaudette said:
John's Medical File, Combat Straps and Video Tape for ambush.
Gears, Tampered Timer and Annointed Plan for trap shenanigans.
Last Will for extra traps.
Nothing else is worth running.
I find it funny that you say Annotated Plan is worth running but not the strictly superior Sketch. :P I'm guessing it was just a name mix-up. Both are definitely worth running, though. Beyond that, I'd say you pretty much nailed it.
@Yffriium said:
As a Pig main, I beg that you don't use most of the trap add-ons. A lot of them are super unfair to play against and don't teach you how to properly play pig (Tampered Timer, Bag of Gears, etc.). Her best add-ons are definitely Combat Straps + Video Tape, though you really can't go wrong with any of the brown add-ons.
Shun the nonbeliever. Crate/Sketch/Timer for life. Also, you can't go wrong with Workshop Grease? :P
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@Xyvielia said:
NOW YOU SEE ME:
You’ve mastered the magic of making a grand exit!
After being chased by the killer for a total of 60 seconds, Now You See Me activates. While in a chase press the active ability button to create a bright flash and a poof of smoke, stunning and blinding the killer for 3/4/5 seconds.
Causes the exposed status effect for 20 seconds.
2nd Perk I concocted for a magician survivor I hoped would accompany Clown to his very own circus realm map.
If we're making magician-based perks:
The Prestige
You have mastered death itself! Or so you would have them think. The first time you are hooked, you will disappear from the hook and appear visually as though you have been sacrificed.
You can press the Active Ability button to reappear on a random hook that is at least 32 meters away from the Killer. When you reappear, your hook's aura will be hidden from the Killer for 6/8/10 seconds. You will automatically reappear on a hook when you reach the Struggle Phase.
While The Prestige is active, your suffer from 25/20/15% faster Entity progression. The Prestige deactivates permanently when you reappear on a hook.
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Doubtful. If the Wraith went AFK for the entirety of the trial, you might have a case, but if the Wraith was just waiting for the end to surprise everyone, then that's just a janky end-game playstyle.
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I'm currently going Bond + Kindred + Windows of Opportunity + Open-Handed. Lets me see for days where Survivors are, where the Killer is if someone is hooked, and which pallets haven't been broken yet. :P
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They're just cosmetics.
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@redsopine00 said:
https://forum.deadbydaylight.com/en/discussion/comment/1567279#Comment_1567279
Ok yer lol that I can see as a issue hrmmmm maby the last survivor the crows appear faster if there not on gens or a totem and will only be removed if your doing one of the 2 or in a chase or if using SC they slowly gain birds so they cannot try to hostage take with that
People who are hiding can avoid triggering crows by stealthily moving to another area. It can be difficult finding one of two Survivors who are trying to hide forever. Finding the last person who is hiding forever would be a nightmare.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1567445#Comment_1567445
Corrupt Intervention.
Is not worth using on most Killers IMO. :P
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@SocialDistomancy said:
https://forum.deadbydaylight.com/en/discussion/comment/1567113#Comment_1567113
weird, I could have sworn I read somewhere they had a way to find out which box had the key. But also something about the key not being in the same box for every survivor(like once somebody unlocked it, it would move to another box or something like that), but that she could tell somehow when a box did have one in it.
None of this information is true. There is no way for any player to figure out which boxes may or may not be the correct ones except by process of elimination through a Survivor actually trying to get the Trap off.
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Hot take: The Mirror add-ons should be re-worked entirely. Add-ons that are only usable on a very small number of maps don't make for good add-ons.
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Can't you just learn how to play as/against the killer when it is released on console?
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Waitwaitwaitwait. There's a rare add-on that gives you two extra Rush tokens. And then there's a rare add-on that gives you...one extra token? That second rare add-on is getting bumped down to an uncommon, right?
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1564671#Comment_1564671
It does if you're solo queuing.
Nah. That's just bad Survivors being impacted by New Ruin. :P
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1564585#Comment_1564585
They are, and good survivors didn't care about old ruin either.
I tend to agree that new Ruin is better and more oppressive than old Ruin, and punishes solo survivors heavily unless it's found early.
Well, if good Survivors don't care about New Ruin, then it doesn't matter to me that bad Survivors are impacted by it.
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It sounds like your argument is that bad Survivors will be screwed over by New Ruin.
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@Primalux135 said:
Nah just delete map and make another psyquiatric would be cooler
I don't think that would be possible unless the Halloween IP holders allowed for it.
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Not sure they'd be allowed to replace the map with a different place entirely, given that Haddonfield is a licensed property.
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There's no way they'd be able to do him justice IMO. The Force is too powerful for DBD, and a stripped down version would be lame.
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@Impact said:
https://forum.deadbydaylight.com/en/discussion/comment/1564039#Comment_1564039
Fair point, but isn't that what Overcharged is for?
Overcharged is a bad perk, though. It is not worth using just to stop gen taps.
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The only reason I'm using Surge over Pop currently is that my meme build involves chasing a Survivor while carrying another Survivor, which makes kicking gens clunky. But under normal circumstances, I much prefer Pop. I have no problem starting a small chase with someone, maybe getting a quick hit, and then running back to kick the gen.
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@timetokill said:
https://forum.deadbydaylight.com/en/discussion/comment/1560629#Comment_1560629
depends the killer first of all, and also depends if there's gens in the area, and also depends if the survivor have sprint burst or if available balanced landing, only 1 pallet can already give lots of distance or lots of time for the perk to deactivate, 20 seconds isn't long, not at all, the perk would be fine this way
What do you mean depends on if there's gens in the area? OP's idea would trigger around a gen whenever that gen is finished, and Sprint Burst/Balanced Landing wouldn't matter when you can only move 18 meters away from the gen.