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Tio_Croc

Tio_Croc

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  • @Jerek said:

    https://forum.deadbydaylight.com/en/discussion/comment/2131123#Comment_2131123

    Your absolutely right, time lost to generators can never be gained back once they are complete. There are plenty of gen defending perks, but after awhile they get predictable and boring, sometimes even unreliable.

    A SWF, even if it is just 2 or 3 of them, will show you just how little control you have if you don't properly patrol. Some trials you will just not be able to defend effectively as other times.

    Yes survivors have many second chance perks, yes each killer is different and preforms differently on each map. But when I play and see killers just not knowing when to let a good looper go, they have no right to blame them for their bad choices. Their are many ways to bait out these good survivor perks and tactics. How relevant that is depends on your killer, map location, and personal skill. It's ok to lose generators, no killer can effectively chase all 4 survivors at all times, the game would be very unfair at that point.

    For example on a single story map like fractured cowshed, if you patrol maintain half of the map you want to defend you will see that there is no such thing as free generator progress at that point. By the time survivors need to finish 1 or 2 generators, they wont have an easy time as the remaining ones are all within a small section of the whole map. As a killer you need to focus on defending your zone, even if it means letting survivors go if they try to make you chase them to the other side of the map. Because if you break off of your zone, they will destroy you since they will most likely have all of the pallets on their side of the map.

    The best case scenario of a game with gen rushing survivors is to get one hooked near where your defense zone. All you have to do is wait and the others will just throw themselves at you to get an unhook. It may not be the best tactic but survivors that try to simply rush gens have no actual game plan. If you are having this much trouble defending gens, you should instead switch out to some end game perks.

    At the end of the day though, how good or bad a trial is mostly dependent on the killer. I play 50/50 when it comes to survivor and killer so I can see the fault of both sides. If a killer doesn't use their perks/add-ons properly, or relies to heavily on a hex totem that can easily be wiped out, they have no one but themselves to blame. A small portion of this also goes to survivors, because there have been and will always be those dumb idiots that will do nothing but crouch walk, hide in corners, or in lockers if they even hear a killer heartbeat.

    The real problem that it forces boring gameplay for survivor. Killers don't have time to 12 hook with this broken 4ss gen speed. So they have to tunnel 2 survivors, and slug other 2. That's boring gameplay for everyone. I agree with the changing targets and 3 gen, but this alone is not enough to compensate for the unbalanced gen speed. If gen speed was ok, it would be better for everyone.

  • @I_am_Negan said:

    Drop chase look for someone else.

    @Jerek said:

    A general rule I follow is if I cant get a hit or pallet out of a survivor in less than 15 seconds I will leave them. If they go to a very strong loop like the killer shack or other unique map based ones, I'll just leave them. Because when you chase a survivor for too long the others are guaranteed to be on generators. So just break off and interrupt a survivor on a generator.

    I usually let a few generators go though, because it is just impossible to defend every generator. This is also presuming that these survivors are actually doing generators and not searching for totems or chests. Because a friend group will do this all the time, just try to control which generators you want to defend by the end game and hook survivors as close to them as you can.

    A big mistake I see other killers do, when I play survivor, is they either just don't give up a bad chase that alone will destroy any control they could scrounge up by then end without endgame perks.

    Your perks and killer matter a lot in the style you should play as well. Ex: If you are playing wraith the last thing you should do is chase down a survivor. Instead focus on ambushing and cutting of survivors as you uncloak and most hits are guarantied that way.

    You can't regain the time you spent trying to get a hit on the best looper. 15 seconds is equal to 18.75% free progress. That's pretty much 3 gens with half progress. Plus the time you'll have for finding another person, plus the time to down them, plus 12% free progress from the hooking process.

    What I am trying to say is that this game gives too much free gen progress, it's actually #########. Look at what happened on the high MMR week test, 5 gens done in 7 minutes against 4k hours killers. ######### even is this game.

    If you take in consideration how many 2nd chances survivors have compared to how killer are harldy punished even by just wiffing an atttack, this only gets worse.

    This is why the game is full of sweaty Nurses/Spirits that slug and tunnel. In some matches if you don't do it you lose, and there's nothing else to be said.

  • @Zixology said:

    Why are you devoting yourself to chasing only one person?

    If you see that they're clearly taking up more time than you should be giving them, go for somebody else. Most of the time, this will inflate their ego enough and they'll just follow you to try and get your attention instead of doing gens.

    This is true, except that the time you wasted to discovered he was a good loopers can't be regained. If you chase a good looper 3 gens are guaranteed to be 25%, then you need to find another survivor which will take more time. Still gens will be flying.

  • @pigsaag said:

    also i want a custom chase music that resembles saw since you know. she is from saw

    https://www.youtube.com/watch?v=ANIN6PNkwdI&t=46s

    https://www.youtube.com/watch?v=ANIN6PNkwdI(Youtube did not work so her's da link)

    Yeah. Something like this song. It really follows DBD patterns of becoming more intense as the "killer gets closer". I can imagine it.

  • @Yords said:

    She's not trash, but not that far from it honestly.

    I think she needs a rework to make her ambush actually skillful and strong in a chase by being less predictable and more easy to use. Her RBTs also need to get rid of the RNG aspect to it. Then we can start talking about her addons.

    That is what my suggestions will make.

  • @[Deleted User] said:

    Pig is mostly fine as is.

    She's only really weak against the upper percent of players, not even just red ranks but the actually decent people- and when RNG is very much not in her favor. That's about it.

    She is a very low tier killer for those reasons; but she is mostly fine and doesn't need a huge rework or anything to that extent. She has the second highest kill rate in most ranks, and 4th highest in red ranks- we all place her at the bottom tier because if you go against REALLY good top end groups she will get dunked on.

    So in summary, all she really needs is a few small changes to help her at very high level play; and the most requested change which is less reliance on RNG which would be better for both survivors and killer.

    Going so far as to call Pig "trash" though is absolutely absurd.

    She's a M1 killer.

    "She's decent againt the average killer" what killer isn't?

    Her stealth is slow. Her ambush midgame is survivor sided.

    As I right in my reasoning her entire power was wrongly designed, and so as her add ons.

    She's been trash for so many years. The only killers that are worse than her are trapper and clown. That is not even a complement.

    She has potential.

    As I Pig main, all I feel right now is pain and sadness, with a slight touch of suffering sometimes.

    For the love of God and everything that is sacred and divine she needs a buff right now or I'm gonna pop my own head this time.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2075966#Comment_2075966

    If you think Blight's power isn't effective in loops you don't know what a good Blight is. Period. Just watch any tournament Blight playing out there.

    You don't know what a good Blight is, and neither a good Wraith. I would suggest you to hear what Blight mains have to say about his power beeing used to loop.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2075775#Comment_2075775

    You see him moving from A to B fast AND downing people super fast with Lethal Rushes. Blight's antiloop is one of the best out there. If mobility was the best thing about Blight then Billy would be stronger than him, and he isn't.

    You don't know what antiloop means. To be antiloop it needs to be effective IN loops and not BETWEEN them.

  • @Mugombo said:

    Yes breakable walls suck, they should replace them with upright pallets instead.

    That would be even worse. Just remove them.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2075537#Comment_2075537

    Lol dude. You're clearly new to the game if you think Blight doesn't have one of the best chasing abilities.

    I'll just let this here:

    https://youtu.be/2Oc9QMxZCoY

    I see him moving from A to B fast, I don't see him using that to mindgame pallets too often. Getting a hit is good, but the most powerful thing about his ability is the mobility.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2074763#Comment_2074763

    ...Blight's power gives 0 advantage in looping? Dude, Blight is top tier because he has one of the best mobilities in the game AND one of the best chasing abilities. He's on par with Nurse and Spirit.

    If I'm playing a killer with no mobility but a good chase ability, what I'll do is lockdown an area of the map and protect 4~5 gens at maximum. That's why Corrupt Intervention is god tier on killers without mobility, it lets you choose freely the area you want to lock. Everything I need is to get a hook near my gens and after that the snowball begins. I don't need to walk to the other side of the map because everything I need to defend (hooks and gens) is concentraded in one area.

    Sure Wraith's mobility is nice, but if he isn't able to down people and snowball good survivors will eventually push through gens.

    "one of the best chasing abilities" get behind any object and the power gets shut down completely. It is clearly more about reaching someone or something faster than hitting people with it. It is map pressure.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2073471#Comment_2073471

    Nice reply. Maybe learn how to defend your arguments before you post in a discussion forum lmao.

    Map control is better than lethality. How fast you can down people is good, bur how fast you can get to a generator in time can make a difference between winning or losing. That is what you don't understand.

    Take Bligth for example, his power gives him 0 advantage on looping, 0 insadowns but a lot of map pressure. Everyone agrees that he is top tier.

    With Wraith is not different, specially now with his buff.

    I'll say it again: Bubba and Slinger are good until gens start popping crazy and you lose, becuase they can't get in time to defend them.

  • @BananaBlooD95 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2073471#Comment_2073471

    Maybe 1/4 of all loops in the games are too long for DeathSligner to effectively kill someone with his power if the pallet is drop, an other 1/4 are too high, an other 1/4 have short wall but killer like Clown or Doctor can do as good because they shut down pallet and the 1/4 left are unsafe against every killer.

    You as a Deathsligner have not face any decent survivor that know where to crouch to not get hit or how to block line of sight like VS Huntress or Nurse. Also factor in some lag where you harpoon some survivor & on your end you see them vault a window or drop a pallet after you see them get harpoon. That mean a long ass cooldown on your part and 15s+ added to your chase. Beside he's 110% with no mobility. If strong survivor can deal with Nurse who has 1000 times his mobility or Huntress who has 1000 times his range then I can't place him really high.

    You did not undertand what I meant did you?

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2073386#Comment_2073386

    Again, good survivors will not be "caught by surprise". Wraith has a loud ass footstep and snores, and he spends a ######### ass time uncloaking. Of course he deals with looping, that's why tons of Wraiths still have to run chase perks.

    I say Deathslinger is almost uncounterable in chase because I HAVE MORE THAN 400 HOURS PLAYING THE GUY. I've been playing him basically daily since release and if you think predroping pallets is a counter you've never faced a good Slinger (unless it's a corridor pallet ofc).

    Bubba has a laughable cooldown after breaking a pallet with his chainsaw. Chances are he still gets you before you reach another loop.

    "You go for survivors that are outpositioned" that's the thing. Good survivors don't get outpositioned.

    When did you start playing DBD? If you think maps have been getting more survivor sided you sure as hell haven't been playing for long. I'm not even going to say anything, just watch anyone playing on old Wretched Shop and compare to the one we have today.

    Trickster sucks at chase.

    Wraith good, but Slinger and Bubba better.

    I agree with everything you wrote, just need to delete everything except the last sentence and only read until the comma.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2073293#Comment_2073293

    Their map pressure comes from having chases WAY shorter than Wraith.

    Deathslinger with M&A is basically a stealth killer and his gun is pretty much uncounterable in chase. Bubba is able to maintain an instadown for a huge period of time.

    Wraith? Has a nice lunge but that's it. He's cucked by survivors with Spine Chill or just by knowing how to play safe. It doesn't matter if I don't see Wraith reaching me at shack, I'll just position myself for a chase the moment I hear his loud ass footsteps and snoring and then what? He'll take a good chunk of time just to get a hit.

    Sure map pressure is important, but most maps have been nerfed to a point where any killer can lockdown an area and control gens while downing survivors very fast.

    "Their map pressure comes from having chases WAY shorter than Wraith."

    You should not chase with Wraith. Catching survivors by surprise is way better because you don't have to deal with the broken loops of this game. Good luck trying to have a quick chas on The Game map.


    "Deathslinger with M&A is basically a stealth killer and his gun is *pretty much uncounterable in chase.* Bubba is able to maintain an instadown for a huge period of time."

    Hmm no. If you drop a pallet there's nothing Deathslinger can do. Why in the hell do you think Deathslinger is uncounterable? You sound like a survivor main...

    Bubba maintain istadown for a huge period of time, so you can make him eat pallet after pallet until 3 gens pop and the game is over.

    Put The Game or Haddonfield map offering and try your luck "having quick chases" on good loops.


    "Wraith? Has a nice lunge but that's it."

    I don't think you are considering the hit and run start. Being able to get downs without having to be looped is pretty good. Lunge is just a small fraction of his pros.


    "He's cucked by survivors with Spine Chill or just by knowing how to play safe."

    Spine Chill: just look slightly to the side while you get to the gen.

    You don't go for survivors that are on safe areas, you go for survivors that are outpositioned. No survivor can stay around a strong loop for the entire game. Plus there are gens that literally spawn on dead zones.


    "I'll just position myself for a chase the moment I hear his loud ass footsteps and snoring and then what? He'll take a good chunk of time just to get a hit."

    Not if you are outpositioned. If you are in a storng area, it is obviouslt not worth it to commit. Just scare away and maybe get rid of a pallet.



    "Sure map pressure is important, but most maps have been nerfed to a point where any killer can lockdown an area and control gens while downing survivors very fast."

    #########???? The maps are more and more getting survivor sided. Look what they did to the reworked maps, breakable walls, etc, etc. They added many god loops.

    Following your logic, can I pick Trickster, lockdown an area while I'm downing everyone pretty fast? That doesn't make any sense...


    Wraith good.

  • Nurse and Spirit are the only ones that are tournament viable. I used to think that all good-ish killers were viable, but they are not. Everyone that used any other killer on the tournaments lost.

    Other killers besides Nurse and Spirit just work under special rules and the tounaments prooved this sad truth.

    But for normal gameplay, what we experience the most, I think your tierlist is really accurate.

    I would just put pig higher, because the average survivor has a higher chance to get head pop'ed.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2072811#Comment_2072811

    Hit and run isn't effective against good survivors. They'll just reset everytime and push through gens. ALL M1 killers are loopable, no exception. You might be the best Wraith in the world and you're still weak against a decent survivor who knows positioning and chaining loops. Compare that to Deathslinger who just shuts down 95% of loops or Bubba who eats all pallets in the map in under 2 minutes.

    Both of the killer you cited have 0 map pressure. If you have time to finish a chase and 2 gens don't pop that says a lot about the level of survivor you face. On higher levels, these two are good until 2-3 gens pop back to back and you lose the game.

    Wraith can constantly creep out on survivors hit and move away. If they heal that is good: 2 survivors not doing gens, gen regressing with ruin, and if you have nurse's you can interrupt their reset and get hooks.

    Plus if you are a good Wraith at least on f them won't have time to reset, giving you a fast and easy hook.

    If they bring medkits you bring Franklins.

    Wraith good. The other two not so much.

  • @[Deleted User] said:

    Wraith definitely isn't stronger than Plague, Slinger, Demo and Bubba.

    Hit and run strat. You don't get looped if you now how to do it. He also has a basekit 150% movement speed. He is better than all of those.

  • Map pressure:

    Lethality:

    Bonus:


    Nurse:

    Map pressure: ⭐⭐⭐⭐⭐

    Lethality: ⭐⭐⭐⭐⭐

    Bonus: Breaks the game.


    Spirit

    Map pressure: ⭐⭐⭐⭐⭐

    Lethality: ⭐⭐⭐⭐⭐

    Bonus: Survivors pretty much don't have answers for her power.


    Billy

    Map pressure: ⭐⭐⭐⭐⭐

    Lethality: ⭐⭐⭐⭐

    Bonus: None.


    Blight:

    Map pressure: ⭐⭐⭐⭐⭐

    Lethality: ⭐⭐⭐

    Bonus: Very good addons.


    Huntress:

    Map pressure: ⭐⭐⭐

    Lethality: ⭐⭐⭐⭐⭐

    Bonus: Sniping. Shuts down loops.


    Hag:

    Map pressure: ⭐⭐⭐⭐

    Lethality: ⭐⭐⭐⭐

    Bonus: Camping queen.


    Freddy:

    Map pressure: ⭐⭐⭐⭐

    Lethality: ⭐⭐⭐⭐

    Bonus: No borrowed time.


    Doctor:

    Map pressure: ⭐⭐

    Lethality: ⭐⭐⭐⭐⭐

    Bonus: Madness slowdown.


    Oni:

    Map pressure: ⭐⭐⭐

    Lethality: ⭐⭐⭐

    Bonus: None.


    Twins:

    Map pressure: ⭐⭐⭐

    Lethality: ⭐⭐⭐

    Bonus: Slugging queen (or kings lol dunno)


    Wraith:

    Map pressure: ⭐⭐⭐⭐

    Lethality: ⭐⭐⭐

    Bonus: Surprise attacks.


    Pyramid Head:

    Map pressure: ⭐

    Lethality: ⭐⭐⭐⭐

    Bonus: No DS.


    Ghost Face:

    Map pressure: ⭐

    Lethality: ⭐⭐⭐

    Bonus: Surprise attacks.


    Plague:

    Map pressure: ⭐

    Lethality: ⭐⭐

    Bonus: If survivors cleanse you gains more 3 stars on Lethality. Overall none.


    Deathslinger:

    Map pressure: ⭐

    Lethality: ⭐⭐⭐

    Bonus: Can pretty much "instadown" with STBFL. Shuts down some loops.


    Demogorgon

    Map pressure: ⭐⭐⭐

    Lethality: ⭐⭐

    Bonus: None.


    Leatherface:

    Map pressure: ⭐

    Lethality: ⭐⭐⭐

    Bonus: None.


    Myers

    Map pressure: ⭐

    Lethality: ⭐⭐

    Bonus: Low terror radios.


    Legion:

    Map pressure: ⭐

    Lethality: ⭐⭐

    Bonus: Garantees injure.


    Pig:

    Map pressure: ⭐⭐

    Lethality: ⭐

    Bonus: Reverse Bear Traps slowdown. Ambush mindgame in some loops.


    Trapper:

    Map pressure: ⭐

    Lethality: ⭐⭐

    Bonus: Random survivor stepping on trap out of nothing.


    Clown:

    Map pressure:⭐

    Lethality: ⭐

    Bonus: Shut down some loops.


    TrIcKsTeR:

    Map pressure: ⭐

    Lethality:

    Bonus: bruh

  • @ShamelessPigMain said:

    2, 3, and 4 I definitely agree with. If anything, movement speed while in knife mode should be the same as normal, with only a slight penalty to actually throwing knives. Plus, 115% speed. Maybe decrease the amount of knife hits required to get a down, too.

    As for #1, that might turn out to be a bit abusable. Get the laceration meter to 7, M1 them with 8 stacks of STBFL, and then stab them once for an easy down. It might not be fun for everybody, but it may end up working to everybody's detriment.

    To be fair, it is extremely difficult and frustating to fill that damn laceration circle, specially when chasing an experienced survivor in loops. Only potatoes let you hit them 7 times with the knives. The minimum you should get to fill that godamn circle is an instadown IMO. The fun in playing and counterplaying this killer will be dodging the many knives. He would kinda be like a ranged Leatherface?

  • Dead heart, DS, spine chill, resilience

  • "Devs keep nerfing solo survivors"

    New UI? No Bloodlust attempt?? Undying nerf???

    How exactly devs nerf solo Survivors?

  • I think they should Make his foot steps lower. And I would say remove completely the alert sound. That would already make him kinda decent.

    edit: or at least people cleansing portals don't hear the alert sound.

    I don't agree with the shred thing. It is his ability, not his power. Powers are, well, powerful. Abilities are situational, but useful. Shred it is more than good as it is right now.

  • @Im_Tired said:

    https://forum.deadbydaylight.com/en/discussion/234154/crazy-legion-buff-idea

    Point 1 and I'm already out fam

    "Less helpful and mindgameable"

    So we're not talking about buffing him? Lmfao

    I meant to write helpless lol

  • @Shoottokill_Shinsou said:

    https://forum.deadbydaylight.com/en/discussion/234151/pig-power-addons-buff-rework

    I like the basekit changes, and I also like the rule set 2, but most of the other add-ons are really weak. Mangled is just sloppy butcher, which most pigs run anyways. Hindered isn't very good unless it's by at least ten percent. Anything below that is pretty much not noticeable. Oh, and it needing two keys might not be good, since you increased the timer, but not the number of boxes. The sound radius for boxes is good until you realize that good pigs won't be going for people who have traps on anyways. The blindness status effect does nothing, and shouldn't be in any add-ons. Same for hemorrhage. Other than that though, they're really good changes, and pretty balanced as well.

    Mangled is ok, not good not bad.

    Hindred is also ok. 5% means 1 stack of PWYF. That can make a difference.

    Two keys will be good because her power is inconsistant. Survivors can die by Death Timer, which is not interactive and demans no skill, or remove at first time. It is a gamble, which is not good. That would mean every single trap would guarantee decent slowdown, with the cost of reducing the head pop chance. I think it is going to move her to B tier because of the consistancy.

    If it happens to hear someone taking off the trap, that is by the way next to you, doesn't cost to take 10 seconds of your time to get a injured or even a down.

    Hemorrage and Blindness would be more for specific builds. Not everything should necessarily be 100% optimal. Some things should be for variety and fun.

    You have to also consider that, if I want these changes to be even considered by the devs, they should not be that strong. Those changes alone would remove Pig from the bottom and put her in a nice spot at mid tiers, which is more than enough for me.

  • The traps are ok. The only thing that is bad about pig is the rest of her kit. Like her Ambush is too situational and her crouch is almost useless.

    i already suggested a rework on another topic, but ######### it I will copy paste my suggestions with some adjustiments here as well.


    PIG REWORK

    If the exact number or something is not cited, it means I think it should stay as it is.

    CROUCH

    1)     Pig suffers no speed penalty. Not when entering in crouch, not during crouch, not exiting crouch. This means she will always move at a 4.6m/s or 115%

     

    2)     Pig’s crouch mechanic will now be cooldown based.

    ·        The cooldown will be shown like how Freddy’s or Legion’s cooldown is shown

    ·        Crouch has a total of 25 charges.

    ·        During the ability, Pig consumes 1.25 charges per second.

    ·        With zero charges, the ability cease and pig will stand up.

    ·        Pig can only use her ability if she has 100% of the charges.

    ·        While not using Crouch, the ability regenerates 3 charges per second.

    ·        Total of 20 seconds of use and 8.3 seconds of cooldown.

    ·        During standing up animation, Pig doesn’t lose nor gain charges.

     

    3)     While in crouch, Pig gains the usual undetectable status effect and other abilities

    ·        Ambush is performed by holding M1 for 1.3 seconds.

    ·        Ambush can be charged during crouching animation.

    ______________________________________________________________________

     

    ADD-ONS REWORK

    (quick note: none of them stack)

    ‘’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’

    Workshop Grease

    A modification to the Jigsaw Box: the lubricated parts make the search a more delicate exercise.

    ·        Slightly increases Jigsaw Box search sound radius

    (More 4 meters)

    ‘’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’

    Shattered Syringe

    Symbol of a broken way of life. Reminiscing about her past-self hardens her determination.

    ·        Slightly increases Crouch duration.

    (Makes so the power consumes 1 charge per second. Extra 5 seconds)

    ‘’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’

    Combat Straps

    Leather straps that hold fabric in place for nimbler movement.

    ·        Slightly decreases Crouch cooldown.

    (Makes so it regenerates 3.5 charges per second. Total of 1.16 seconds less cooldown.)

    ‘’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’

    John’s Medical File

    The medical file of a cancerous man. Fills the reader with dread and recklessness.

    ·        Slightly reduces Crouch Activation time.

    ·        Slightly reduces Ambush Charging time.

    (Reduces both by 0.2 seconds)

    ‘’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’

    Video Tape

    A recording of Jigsaw, explaining the game's rules to Amanda. Reminiscing about her past-self hardens her determination.

    ·        Moderately reduces Crouch Activation time.

    ·        Moderately reduces Ambush Attack Charging time.

    ·        Slightly reduces missed Ambush Attack recovery

    (Less 0.4 seconds on the first two. 25% on the third one)

    ‘’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’

    Utility Blades

    A modification to the Reverse Bear Trap: sharp blades attached to the Trap's interior lacerate the victim with every movement.

    ·        Survivors caught in a Reverse Bear Trap will have Grunts of Pain moderately louder.

    (40% louder)

     

    Razor Wires

    A modification to the Jigsaw Box: the addition of razor sharp wires makes it extra difficult and potentially painful to search them.

    ·        Moderately increases Jigsaw Box search sound radius.

    (More 8 meters)

    ‘’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’

    Face Mask

    A modification to the Reverse Bear Trap: the clumsy heavy face mask creaks and sways, making it easy to locate.

    ·         While the Survivor is moving, the Reverse Bear Trap will make loud steel noises that can be heard in a 16-meter radius.

    ‘’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’

    Rusty Attachments

    A modification to the Hidden Blade: heavy steel was used to sharpen the tip and some steel got stuck, making the wounds caused by the weapon difficult to heal.

    ·        Survivors hit by an Ambush Attack will suffer from the Mangled Status Effect.

    ‘’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’

    Interlocking Razor

    A modification to the Jigsaw Box: the addition of interlocking razor blades makes it impossible to move suddenly in the Jigsaw Box without slitting one's wrists.

    ·        Considerably increases Jigsaw Box search sound radius.

    (More 12 meters)

    ‘’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’

    Amanda’s Secret

    A black metal box containing a knife and various medical supplies, such as bandages and compresses. Deep cuts reduce stress and awaken the senses.

    ·        Moderately increases Crouch duration.

    ·        Moderately decreases Crouch cooldown.

    (Makes the power consume 0.75 charges per second. Makes the power recharge 4 charges per second. Extra 13.3 seconds on the first one, less 2.05 seconds on the second one)

    ‘’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’

    Rules Set No.2

    Not all games need to have the same rules.

    ·        Gains unlimited Reverse Bear Traps.

    ·        The Reverse Bear Traps only put survivors into the Dying State.

    ·        Sees the Aura of Survivors with a Reversed Bear Trap if they are on the Dying State

    ·        Reverse Bear Traps reset after the end of their Death Timer.

    ·        From the fifth reverse bear trap onwards, all traps activate regardless of generators.

    "Listen, there are rules." — Jigsaw

  • @bjorksnas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1641704#Comment_1641704

    nurse has go tier map pressure because her letality in chase is just that high

    Any high mobility killer with an insta down or exposed has the potential to end a chase that fast

    Spirit can use prayer beads, hag can use mint rag or just normal power, legion can use legion pin to force survivors off far generators

    whats your point

    My point is that strong killers excel in multiple things. Nurse and Spirit have super high mobility and a super-strong anti-looping.

    Fred with his snares can basically deny an entire looping, still, he can literally teleport to on side of the map to the other one.

    Legion is not a strong killer, I don't know why you mentioned him.

    Ghost Face can be stealthy, move at 115% speed, and instadown.

    Pig being good in multiple things is not overtuned. Every strong killer is good at multiple things. 


    Currently, Pig does 3 things:

     1) Bad stealth, because Survivors can see her coming, counter with Spine Chill and her speed is ass.

    2) Bad special attack to anti-loops, because survivors can react to you crouching and them they option select by living the pallet 

    3) RNG passive map pressure


    With the rework: 

    1) Ok stealth, you have time to use it, but the speed will be normal at least. 

    2) Because she's short, when crouched, survivors probably will not see her if she's behind something. She'll have no read stain, and she'll move at a 115% speed. She could basically do a U-turn and Survivors will be unaware and run right into her. Besides, Survivors cannot react to her crouch anymore, so they will have to play her mind game. I would say her anti-looping would improve significantly.

    3) Still the same thing

  • @bjorksnas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1641628#Comment_1641628

    Reverse bear traps forcing survivors to a secondary objective is map pressure, anti looping capabilities are 2x faster to charge, I think it was 1 second + 2 for charge but now its only 1.3 second charge for 2.5 second lunge at (6.9m/s) basekit

    Not to mention the stealth abilities more than make up for map pressure because the time you lose not being able to force survivors off gens with terror radius is made up for shortened chase time by starting chases closer

    Ghost Face can literally have 2-second chases. Freddy can push people out of gens cross-map while in a chase. Nurse basically breaks the looping mechanics despite having God tier map pressure. Strong killers are strong killers.

  • @bjorksnas said:

    I think having a on demand stealth ability with up to 25 seconds of use for a 6.25 second cooldown + reverse bear traps + ambush in only 1.3 second charge with charging while crouching are all a bit much together especially basekit,

    16 meter dash (6.9m/s) with only a 1.3 second start up is a bit much

    Stealth for 25 seconds with 4.6m/s movement speed with only a 6.25 second cooldown is way overtuned its just ghostface but better

    Both this and reverse beartraps and it might just be the 2nd or 3rd strongest character in the game with no perks/addons

    Still no map pressure, still mediocre anti looping. But yeah, the intention was to make Pig move from C to B or even B+

  • @NoRage said:

    Pig is good enough , maybe her power with the helmets is Meh , but she's the type of killer than can keep 8 STBFL stacks so it makes her quick enough already, Ambush attack speed is already good , maybe try some add ons

    Most would say Doctor or Bubba were ok, but they still got buffed/reworked. I want the same for the Pig.

    Edit: Maybe not most, but some would say Bubba was ok

  • @brokedownpalace said:

    https://forum.deadbydaylight.com/en/discussion/comment/1632304#Comment_1632304

    What's your point? Did I defend object of obsession? No. They could delete that perk and it wouldn't bother me one bit. It's mainly for trolling anyway.

    I thought you were ok with it.


    There are some reasons that make me think this perk is balanced

    A) You can see them in every single side object, but not on the things that you need to be most worried about: generators

    B) Because of A, this perk is almost useless against survivors that just fix gens, which is quite bad

    C) They can pretty much counter everything. Why would a survivor need to get close to a Hook or a Chest? Just avoid them and the perk will never highlight

    D) As said on C, the only real strengths of the perk are:

    1- Totem patrol

    2- No shack mindgame (from the inside at least)

    3- Locker thing


    The rest is meh. This is just another Hex Totem, but it has the potential to give some value before it gets cleansed.


    About Bloodhound, you can only see survivors that are between 20 and 26 meters from you. Move 3 steps forwards and they are gone. This just gives a brief idea of where survivors are, it does nothing more than a BBC or Whispers do. 

  • @Masterninja said:

    Its a shame that you got just 36 views :(

    Not that the devs would rework anyone of these perks, even if it got 1k views. I did it for pure love.

  • @FambinoBambino_ said:

    I feel that Mad Grit and Unrelenting should remain as they are.

    For Territorial, I think auras should not be shown if they are entering lockers, maybe making lockers exempt from killer territory. Unless you make it token based, then you could probably make it so that every time you hook a NEW survivor, you gain a token and unlock a piece of territory, final token unlocking both basement and shack. At least that’s what I propose.

    Dying light I think could affect all 3 survivors, so as the tiers increase it’s 1/2/3

    That new monstrous shrine, yummy blood points 😋

    I feel like Insidious and Bloodhound could be pretty good.

    With Thana you have to keep 4 survivors injured to gain 16%. With my version of DL, you would gain 14% slowdown instantly by just normally playing the game. I think it is good as it is.

    About Territorial, yes it is strong, but it will get cleansed eventually. A killer that patrols Totems more than they should tends to lose, as far as I know. Maybe the locker thing is too strong tho... but it is a Hex so IDK it's debatable.How could I forget...

    @brokedownpalace said:

    Basically if a survivor does anything at all you want them to have their aura revealed or killer instinct. Sounds like an absolutely horrible game to play.

    Huummm... Object of Obsession... what about that?...

    @Zeus said:

    I've only read few of them but the concept and ideas are really good. A little more number tweaks would make them perfect

    I am definitely not an expert in DBD and most of them could need some adjustments, but I also believe that they were overall good.