Th3Nightmare
Th3Nightmare
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@valvarez4 said:
That”s because they can”t improve killers more, they have 70% of kill rate yet. Also the only counterplay against some killers/addons/campers is genrushing.
They want to incorporate this mechanic so that the killers have time, where it suffers the most is the early game, check out the special 4 anniversary streaming.
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@Almo said:
It's unlikely these will stop. League of Legends had these threads from its inception until they closed the forums about 9 years later! :D
Why compare a competitive 5vs5 game with an asymmetric 1vs4 game? Each game has its style. I love the DBD vs LOL comparisons.
😆
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/1607599#Comment_1607599
He could have actually gotten the hit in that clip. You just have to start the lunge a bit earlier, since you can strafe a bit during the lunge. It took me a bit to get used to that as well but once I kept that in my mind I was able to hit survivors in such situations much more often.
It takes a bit of practice, but once you get the hang out of the lunge you will be able to land hits like that consistently. But again it takes time until you get used to that. Which is why I am saying that I think it's too early to completely judge whether the lunge needs a buff or not.
But, it doesn't really have a lot of amplitude. Even though you hit earlier, the hit while in the lethal rush is too slow, it's like a long lunge and not a short hit. You should know that there are 2 types of blows: Click M1, fast hit and the lunge .. Press M1, so if you play Blight and execute a lethal rush, if you click 1 time the m1 you make a very slow lunge, that should be changed, it feels frustrating.
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@ad19970 said:
I'm still not sure if it really is dodgeable if you play it right as the Blight, but if it is, the turning of his lethal rush lunge definitely needs to be increased a bit.
yeah his speed must be increased a bit. It must be satisfactory to chain those "rush" to reach the survivor and because of the turning speed, you miss.
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@PatBrutal said:
We implemented a fix on 4.2.0 that we are testing on the PTB, hoping that it will fix the issue on Live too.
Cheers!
But Patricia, that fix has not been implemented in the official servers, how is it possible?
That HOTFIX has passed to the official?
Thx so much for the reply.
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Obviously I want to participate! At least if you have found the possible solution.
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I would like to know from the community manager if there will be compensation for the LARGE AMOUNT OF POINTS WE HAVE LOST.
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@PatBrutal said:
https://forum.deadbydaylight.com/en/discussion/comment/1512508#Comment_1512508
If you mean the error 111 we are currently working on it and we're trying to get a fix as soon as possible.
@PatBrutal , I would like confirmation from you, will there be compensation for so many blood points lost during these days? Since 28th....
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@Kira15233 said:
I gain bps, I don't see the problem, started from 300k to 900k with just challenges🤔
Congratulation! Because more than half of the players do not win BP after a game.
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@[Deleted User] said:
The skill of Survivor is being able to work with 3 other randoms. Go play Survivor, if its skill less you should be able to escape 100% of the time right?
Press M1 + Space and hide ... so skilled KEKW. The survivors don't need to do chases to escape, so being a survivor is much easier than killer.
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@tactic said:
Considering this is more of a basic add-on & small ability change rather than a huge ability overhaul, I doubt it.
Also a default killer having the default chase music seems kinda fitting to me
Doctor got one. And i think devs said that all the killer updates will get a new chase music.
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@Cancan71 said:
In the 4th anniversary stream they mentioned how they are looking to do crossplay, a huge graphics update and a new feature to fix the problems associated with the beginning of the game. I suggest you watch it yourself to see what they'll be doing.
The next mid patch is soon and 0 info.
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@blue4zion said:
Personally love the idea, pretty similar to looking down at a pallet but this'd be more reliable. Personally as survivor I immediately make distance as soon as i'm sure they're breaking a pallet or wall.
Yes, I try to look down, but that ... is very false. I would love to see the animation break and drop the animation because I cancel it.
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@ItzSoulz said:
Hopefully we get more Information. I cannot wait for the Anniversary Stream
I think they should present a summary before the stream, maybe tomorrow. Obviously if they want to "hide" the name and all that they do.
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@Ihatelife said:
It's propably gonna be a SuRpRisE
I think... yeah.. surpRISE XD
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@GHOSTfaceP3 said:
i think it’s funny that people think this game is going to die...when in fact it’s doing very well even before this pandemic it’s Peak (On steam) was 31k Ish and that’s just on steam ..there’s probably a lot more on ps4,Xbox there’s also switch and phone if you put all these together then that’s a lot of people
all of that players are casuals, players than have 500-1000 hours.
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Since of 3.6.0 patch i going too lagg, is the movement of the killer's camera. I do not know if they modified something, but sometimes I get dizzy, they touched some of the performance, I do super bad in I7, GTX 1070. They must improve the optimization.
Yes, I could call that move, by imput lag or something.
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@LordTohes said:
If we consider that each survivor needs 3 hangs to die (12 in total) and the survivors only need to make 5 engines, isn't the game a bit unfair? not to mention how easy and fast it is to repair an engine (in less than 4 minutes all 5 engines can be completed) they would not have to do more engines to be able to escape?. Not to mention that there are 4 people who only need to do 5 engines, against a single person who needs to do 12 hangs ... am I the only one (not main survivor) who thinks it is very unfair?
can u share that video with me? (cuando fue?)
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@csandman1977 said:
https://forum.deadbydaylight.com/en/discussion/139527/there-will-be-no-dev-update-for-march
Maybe not since they are mostly working from home
and? It does not mean that they cannot share their blog as always. There are communications for them to be in contact, that does not mean that they stop working.
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@Clevite said:
https://forum.deadbydaylight.com/en/discussion/139123/devs-adrenaline-is-fine
And you feel the same about noed and being exposed?
Noed its fine, cleansed 5 totems and done. Playing against 4 adrenalines has no counter, the only counter would be that the players who play adrenaline have a risk, right now there is no risk. Despite exhaustion, adrenaline kicks in and gives you both effects regardless of whether you are exhausted.
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@BigTimeGamer said:
nah its fine
Is it fine? When the survivor who is in chase, launches his exhaustion perks and the team repairs the 5 generators, also in exhausted state, grants speed and healing, of course, 10/10.
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@xEa said:
It does not look like this game is dieing.
https://steamcharts.com/app/381210
Average player:
March 2017: 10.000 on average
March 2020: 27.000 on average
And constantly growing.
for the covid-19 now the average of players on this game is 50k .... all new players
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@gatsby said:
Deathslinger pretty much ignores the game's core mechanics and doesn't teach players much of anything to improve on or against other Killers.
Deathslinger doesn't really do looping. The odds of pallet stunning one are near zero. They just mindgame you until they quickscope through a crack, a window or on a long wall. Honestly, chases with Deathslinger come down to him whiffing shots more than they have anything to do with a survivor's skill. At best, survivors are just making his shots harder to hit, but in the end it all comes down to the Deathslinger's aim.
Deathslinger doesn't really do the terror radius thing either. It's extremely popular to run Monitor on him to get the 16m stealth radius. Even perks like Spine Chill aren't great against him because its very hard to tell how close he is because his heartbeat gives you about as much info as Freddy's dream world music. He can literally sneak up on generators and quickscope from behind a wall outside of his terror radius so there's really no reaction time for the first hit in some scenarios.
He's a cool concept and all. And I bet he'll bring a lot of new players into the game because FPS mechanics. But I don't think he really works with the established gameplay of Dead By Daylight and kinda just does his own thing.... I think there's a reason why the Devs held off on an FPS Killer for so long. Playing against Red Ranked Deathslingers feels like you loaded into a different game altogether.
The thing is ... is the gen rush healthy, for the game? So the devs' solution to avoid that is anti-loop killers
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In my opinion, the meta needs mobility, the harpooner has NOTHING mobility and no pressure from generators, so he is very rushed. One option is to increase your speed to 115% and improve your harpoon hitbox.
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@Maníaco_da_garrafa said:
No.
The wind-up is very short and the projectile is very fast, you need to constantly look back and mess up your pathing for any kind of feedback when trying to juke.
No. The projectile speed was nerf on the ptb before its official launch .. sooo he needs some buff, not nerf he is 110% ...
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@Hag.is.Dtier said:
Yeah, pull survivors over pallets.
I don't think that's the solution, he needs changes to his base power, faster reload, and more, but he needs to be less frustrating when playing around with it.
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@LetsPlayTogether said:
You mean shots that shouldnt have hit? Or something that makes a survivor not feel like hes gonna hit 110% without any logical interaction?
There are shots that have actually taken when the game says NO, that is too frustrating for a killer without pressure on the map, every shot is ... a time
I think he would need something more than this hit review.
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@Peanits said:
If you could grab us a short clip of this happening, I will definitely raise a flag with the team. We don't want to punish someone for an error.
on the ptb i still have the "update rank error" since 3.5.0 patch
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@Frankie said:
I mean...the movies kind of sucked...but it wasn't because of Kane.
The concept of a killer named Jacob Goodnight excites me.
https://forum.deadbydaylight.com/en/discussion/comment/1097103#Comment_1097103
Kane is a character. Not the same character in the movie. They would have to pay WWE nothing. They don't own his likeness, because WWE wrestlers are independent contractors.
BHVR would have to pay the company ... liongate
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@DoctorShockBoi said:
New map: WWE stadium in Texas.
Probably some indoor map
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"It will be The Nothing we have said"
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The Chatterer (HELLRAISER III)
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@OnryosTapeRentals said:
Killers have second chance perks and crutches too. Killers have maps which are drastically in their favor too. Killers definitely need addressing and adjusting to make them more fun to play but they certainly aren't this disadvantaged.
Maps in favor of the killer ... hmmmm ..... how many? 3? and the survs? twenty? KEKW
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- Maps Designs (size, so much structures..)
- Early Game
- Infinites (God Loops)
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From my perspective of main killer with 3.2k hours, after the ruin nerf, it does not matter in which game, but 2 gens in early will be repaired, so I feel that something fails at the beginning of the game. There must be some new new mechanics to help the killers make the early game slower like the idea "ScottJund" "The Trial Warmup" thought. On maps like coldwind farm they are bigger and more open maps ... they are very strong in favor of the survivors, finding a survivor and performing the first chase by norm will cost you 2-3 generators, 2 sure and the third one almost finished , so you play with 2 generators .. how many hang up? 2-3? It is not fun for the killer that the games go so fast, there has to be a balance, right now it does not exist.
I think they should implement some mechanics in the early game.
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@Kungpowa said:
As a survivor main I don't think this would be a bag change. The only thing I disagree with is a 50% nerf to gen repair during warmup. I think thats a bit too drastic and if that is the suggestion then why not just bring back old Hex:Ruin. I think something more in the range of 20-30% would be appropriate.
On large maps I see this being the most beneficial, especially for killers with low mobility. Being as honest as I possibly can, low mobility killers on large maps need help. This could be the help they need.
Of course there are people who would be able to game this and if that happens then it could be adjusted. Very experienced killers would benefit greatly from it as well but I think its a fair trade-off considering low mobility killers really could use some help on large maps.
I want to have fun as a survivor main but I also want things to be fair. I think this is a good idea, especially for large maps.
Of course, Scott presented some numbers, but if it happened, the numbers should change.
And knowing that ... the big maps are going to be smaller, we'll see where it all ends.
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@Danielgdp3 said:
https://forum.deadbydaylight.com/en/discussion/comment/1065825#Comment_1065825
https://us.v-cdn.net/6030815/uploads/608/U4GGJS68MG2W.jpg
Guess again my over assuming friend
@Danielgdp3 Not all "Red" ranks are good players, you can't say that you did 4k being in the green range and faced red ranks ... because possibly those red ranks are very bad players and don't last in chase for more than 35-45 seconds, you have to see the factors of the games and not have the ego through the clouds, you have to analyze the games, because I usually do 4k games too, but ... I can tell you that they are very bad, but the thing changes when you You find 2 players who know about the game and know how to run from the killer, the movie changes. From what I mean, that image does not show and says nothing.
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@GHOSTfaceP3 said:
I agree with this 100% this would help killers out so much it would also let devs continue making bigger maps I see no downsides to this -also to make it to where it can’t be cheesed by wraith- just put a 120 timer on it thus giving the killer time to find someone without being gen rushed right off the bat
You could mention some Team design developers like mclean, Almo, Janick ..
Regarding the idea it would be a very interesting idea as I commented in the video. It would be easy to implement, but I think that some slight modifications would have to be made some perks? It would be great if a designer came out to comment and gave his point of view.
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@theArashi said:
I agree but that would mean making a change that solely benefits killers and they didn't idenfity any issues for survivors in that....
I know it was repeated a lot but that single dev note be Peanits was SOOO GOD DAMN BIASED I can't get it out of my head.
This change does not harm / nerf anyone. This will make the game more fun for both sides. Well, it will help the killers without mobility and slow enough and you know who they are.
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@Peanits said:
It's an interesting question, but I think there's a bit of a loophole in the OP: You don't need to do a generator to take the trap off. If anything, it's probably ideal for you if you don't. You can take your trap off before it's active, and it still slows the game down and takes you away from generators. (This is also why I'd strongly advocate against making Rule Set No. 2 base kit. It forces them to do a generator before searching for boxes.)
On a personal note, I do think it's very fitting that something the survivor does is what activates their trap. It's very fitting to the Saw theme.
and ... if activated if an action is performed (healing, sabotage, repair (jigsaw box or gen) and the other operation of the traps would be the same.
One thing more: it would work like the plague, once that trap was active, if it touched a generator, healing, etc ... it would speed up the "explosion" time.
The purpose of these changes is that, if you have the trap active, you must go find the right box and at that time you cannot help your classmates, it is like ... do you prefer to save your classmates? Then die for them.
On the other hand, that the trap is activated by performing an action I see nothing wrong.
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@Hex_Face_Camp said:
So you say you have 3.2k hours which means you probably started playing when vacuum pallets were still a thing, bt gave endurance to both survivors and every loop had double pallets. My question is how were you able to play the game back then if it was way harder and a lot more frustrating for killers than it is now?
I am player since 2016 "August". I have not been a constant player to this game, but have I been playing since the beginning of the game, infinite, double pallets, slow vaults? They did not exist, and much more... The game has changed, but it's still boring for the killer.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/1042876#Comment_1042876
Not necessarily that it's harder to fix, but it's riskier. Hooks are a crucial part of the game, and rushing out a fix without having the proper time to test it could backfire in other ways.
But getting back to the OP, both are issues that we are working on at the moment. We'll get them fixed as soon as possible.
and... the rank update error? Its annoying.
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@Peanits said:
You'd apply pressure the same way you would as any killer. It's not exclusive a select few.
To give an example, say you have one on the hook, you slugged a second that went for the save, and then you left and found a third survivor to chase. That's three people not on generators, and the hooked survivor will die if they don't go for the save. This isn't an extremely uncommon scenario. Even assuming you don't have somebody slugged, you can have one hooked, one in chase, and a third going for the save, leaving only one person on a generator.
Pressure does not mean only chases.
Apply pressure ... hmmm, how long will it take you to catch a survivor? Suppose we are playing a Myers or another as a trapper, GF, LeatherFace, clown, wraith (without addons of speed), their early game is the biggest ..... that exists next to the trapper. How much time can you lose in up to level at least to level 2? A gen is almost over. You make the first chase and ... depending on the player if it is good or bad. If he is a good player, give up because if a player is really good he can make some chains of structures that make you waste time, which is equivalent to a total ... of 2 or 3 gens. What are you doing now? Well, Slugging to control the game ... because a killer cannot apply pressure because he has no CONTROL, this would happen to many killers: Trapper, Clown, Wraith ...
How long will it cost to catch a survivor, a killer who has no mobility and does not have oneshot? If you find yourself a good player I tell you Peanits that there is no way to put pressure ANY, it is the sad reality.
I want a balanced game, which has at least made 8 hooks or more if I played it OK, but ... not 2 or 3 hooks and the survivors have repaired 5 gens and have not had time for anything else, for playing killers that supposedly They are telling the devs of their game that they have TOOLS FOR PRESSURE ... this is a joke.
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@YaiPa said:
https://forum.deadbydaylight.com/en/discussion/comment/1026022#Comment_1026022
Trapper: needs already stetted traps before
clown: no, what he does is getting pallets dropped earlier
gf: I believe you
Myers: having tier 3 doesn't mean survivors won't touch gens
Leatherface: only if you're out of position, otherwise needs a correct zoning before
pig: rbt are completely rng hence inconsistent, also, pig's dash doesn't help her so much, all you have to do is leave the loop as soon as she crouch
Yeah the traps of Pig are..... very RNG.
What head fits this term: Killers have tools to apply pressure ... tell me how I do it with: Trapper, Clown, GF, Myers, Leatherface etc ... do I have to ... slugging? Play dirty and suck, of course that is the game you are looking for. Keep it up, ignoring the people who have been playing your game for 4 year and focus on new players.
The pig really has tools .. but are they effective? Your traps is the biggest RNG crap in the game, most of the game traps are eliminated at 1 attempt.
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@Todgeweiht said:
Trapper: Ending chases fast
Clown: Ending chases fast
GF: Ending chases fast (and believe me, he does that REALLY good)
Myers: EW is just a massive tool of map pressure by itself, once you reach Tier III you will have survivors biting their nails off
Leatherface: Ending chases fast
Pig: Ending chases fast, plus, RBT helps slow the game down a tad.
Sry i dont put the pig on the list.
What head fits this term: Killers have tools to apply pressure ... tell me how I do it with: Trapper, Clown, GF, Myers, Leatherface etc ... do I have to ... slugging? Play dirty and suck, of course that is the game you are looking for. Keep it up, ignoring the people who have been playing your game for 4 year and focus on new players.
the pig really has tools .. but are they effective? Your traps is the biggest RNG crap in the game, most of the game traps are eliminated at 1 attempt.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/123338/killers-have-tools-to-apply-pressure
they are barely rank 15 why do you even bother? Ethan was the star of the night with his words about regressing the generators. That guy has no clue about the game and he is hired as game designer lul.
Use thanatophobia, it's gonna slow down the gens. GOOD JOB ETHAN!!!!!1111111 They should just remove the killer role and implement handguns so survivors can shot between and on eachother, it would be better game than it is now.
I'm not a designer but ... I've been in the game for about 3.5k hours, since August 2016, and Ethan has given me the feeling ... I didn't know much about the perks. I get the feeling that the game is going astray. The only people / players who think everything is correct are those who barely play killer.
There are several factors which the survivors may be only repairing generators, depending on the structures that appear on the map and depends on how good that player is.
I do not know, no matter how much we complain about the state of the game I think there will never be ANYTHING in favor of the murderer, what a shame ....
@Peanits Everything I've said is constructive, and I complain because I love this game, but I couldn't go on like this ... it seems like you're laughing at the oldest players, that's all.
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@Awakey said:
https://forum.deadbydaylight.com/en/discussion/comment/1025140#Comment_1025140
Gens take 80 seconds, not 60.
@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/1025140#Comment_1025140
3 repairing separate gens would = 0 being done in the first minute
If the survivor being chase by the killer lasts more than 80 seconds, 3 generators will end if these survivors are repairing different generators.
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@Pulsar said:
2 to 3 gens in a minute is not possible.
Hmm? 1 survivor in chase and 3 of them repairing a different generator.
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@Peanits said:
Yes and no.
Yes, if you get someone out of the match early on, the rest of the game is going to slow down. Now when you chase someone, that's 1/3 of the survivors off of generators instead of 1/4.
But no, not if the generators get done before that. If you decide to tunnel someone right off the bat, the other three survivors are fully healed and have nothing to do but generators. They're going to be popping off left and right, especially if you get hit by DS and end up in a really long chase.
It might pay off, but it could also completely backfire very easily if the survivor is good in chases.
Heal in ranks 1? KEKW
Peanits, I know you think what the survivors would "do" but ... do they do it?
Currently, you do a chase if the survivor knows the structures can make you lose about 80-120 seconds depends on the map, that is 1-2 gens. And so ... players who hide? Players who repair injured? There is no time for a killer. All this will cause bad behavior on the part of the murderers to make the game last longer ... even other games with "moris" "tunnelings" and that is not fun, so .. it would be convenient to find a solution.
More than 30-45% of the community is complaining .. something is wrong. But well, let's say everything is "fine."
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@Almo said:
Pig is in the higher ranges for Killer performance. It's unlikely she need a buff. Having said that, there are a few odd things hanging around (like Ruleset #2) and we'd like to do an addon pass eventually.
Do you think the RNG of the traps are in a good place? That the survivor removed the trap from the head at the first?
So many games with her
Edit; 3200 hours.