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UndeddJester

UndeddJester

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UndeddJester
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  • I think a lot of Clown hatred has been diminished with the removal of his blur effect tbh, so I don't think he's as hated nowadays as he was before. I know I certainly don't have the same bile towards him (and he was pretty much the only killer I hated playing against, because of how dumb he made me feel). Now he feels pretty fair at loops, because you can see him even while hindered and still try to outplay at loops without having to rely entirely on map memory.

    That said, I do suspect the clown is weaker than he should be, especially now Pinky is off the table. People have fought me on this already, but I think Clown's chase is actually in a pretty good place and shouldn't be changed… but his chase is no longer potent enough to make up for his abysmal map presense.

    The idea of Clown tonic having a lingering effect affecting gen repair speed and healing is actually a pretty cool idea to make him more viable and give him less incentive to tunnel.

    My suggestion would be for the next 150s, survivors affected by tonic bottles suffer: -

    • A 6% penalty to healing and repair speeds.
    • A 40% increased skillcheck chance.
    • Skillchecks no longer have a great skillcheck zone.
    • Skillchecks are coloured similar to tonic bottle and have some kind of effect to sell the intoxicated idea (preferably not making the skillcheck harder, just to inform the survivor what is going on).

    Getting hit by an afterpiece antidote removes this effect. I'd feed into your idea of survivors being able to find their own afterpiece antidote, but I would not have it as a bottle they can carry, rather a box that explodes like a jack in to box with the antidote gas providing the cure effect.

    This encourages Clown to ignore the survivor off hook because they will have healing and repair penalties whereas healthy unchased survivors do not. Keeping survivors apart so you can't get 2 for 1 bottle splashes to apply the effect means you can passively slow down the game. The effect on skillchecks aids with this, because if you have more skillchecks but no greats, this makes it harder to spilt your attention and keep an eye on you around the world due to constant skillcheck requirements, and you don't get the benefit of great skillchecks at higher levels of play. It also synergises with the Clowns own perk Coulrophobia.

    That would be how I buff Clown, give him something for actually nailing a survivor with a bottle, even if he doesn't commit to the chase.

  • @Unusedkillername said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3690392#Comment_3690392

    Honestly, it doesn't matter if there new content if it vanishes too quickly so many killers have between 1-2% pickrates according to Nightlight (which I know is mostly going to be high MMR because who donates stats to Nightlight?) but it really does feel like it so the new content has started to matter less over time because the game is bloated.

    What's the point in playing dbd as a fan of alien if you are only going to be chased by the alien 3% of the time. Less can be more very few people are going to play dbd for the first time because the dredge killer released ages ago that blends in to the rest of the roster looks cool. Its more important that we get better new content than the steady flow of meh we are getting.

    I think its why licensed chapters don't add as much to the game as they use to and its why they have less of an impact than they use to in drumming up players to return or join the game . (I went to the wiki found their release dates and looked at the Steamstats for dbd, Yes it only shows one platform but its only only stats we have)

    Chucky- November 2023

    https://us.v-cdn.net/6030815/uploads/R31R5LF5TZPN/chucky-png.png

    Alien - August 2023

    https://us.v-cdn.net/6030815/uploads/3XG8R5OQ3GBT/alien-png.png

    Wesker- August 2022

    https://us.v-cdn.net/6030815/uploads/Z1YJWS6V84JU/wesker-png.png

    Sadako- March 2022

    https://us.v-cdn.net/6030815/uploads/9DA5ZJI93LP3/sadako-png.png

    Peak licensed chapters (the first video game chapters) + Stranger things

    Nemesis- June 2021

    https://us.v-cdn.net/6030815/uploads/GVFJVRB8OWEA/nemesis-png.png

    Pyramid Head- June 2020

    https://us.v-cdn.net/6030815/uploads/EB2S3SJUOWXG/prymid-head-png.png

    Demogorgon- September 2019

    https://us.v-cdn.net/6030815/uploads/076AWYCS3RAU/demogorgon-png.png

    Demogorgon re added- November 2021

    https://us.v-cdn.net/6030815/uploads/LJBNGS7R1DKT/demogorgon-re-added-png.png

    Pig- January 2019

    https://us.v-cdn.net/6030815/uploads/VEDRCM0KJUL6/pig-png.png

    Freddy- October 2017

    https://us.v-cdn.net/6030815/uploads/398JWK8S0DBL/freddy-png.png

    I won't go any further as Freddy is when I started playing so I really cant claim to understand the effect earlier chapters had and as Ghostface was not a full chapter I'm not including him.

    The game is just super bloated.

    Just wanna point out that the really high numbers also coincide with the lockdowns for Covid-19, and is a standard trend in users across the whole gaming industry.

  • @Starrseed said:

    either give me a big red button in the basement i can push that sucks them out like a toilet flush or give killers emotes and let me flip them of while they tbag like there life depends on it

    @ReverseVelocity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3691754#Comment_3691754

    There should be an exit gate in the basement for Killers, with accompanying refreshments and snacks.

    But in all seriousness bleedouts and exit gate tbaggers are annoying as hell and there should be something to make it less annoying. This game can be frustrating enough by itself for a lot of people.

    Not gonna lie, it would be cool AF if there was a killer surrender option via a portal in basement to the Entity…

    Killer kneels at the portal and the Entity reaches out its claws and grabs them, struggling and screeching as they get dragged into the void for some unknown fate. Don't ever explain what happens, leave it to our imagination.

    I don't endorse killer surrender myself… but if you're gonna do it, do it right.

  • @Bafugaboo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3691747#Comment_3691747

    I imagine a unique walk of shame animation for this. Maybe even a custom sob noise for each Killer.

    Plz no sad Bubbas 😥🧡

  • @UndeddJester said:

    This won't stop tunneling cause of injury economy.

    The way to counteract this for the highest advantage is to go after wounded survivors, preferably the ones who are weaker in chase. Ensure they can't heal and keep throwing them on hook as fast as possible to burn through hook stages.

    If anything it encourages camping, because you want to reduce the number of times you hook as much as possible.

    The meta becomes keeping survivors injured and camping out hook states, trying to injure survivors before they get the unhook and deny an extra hook state.

    As an addendum to my previous point, another severe problem with shared hook states...

    Why bother saving a survivor? If a survivor is on hook, there is no agency to save them. A fellow survivors value is only as far as the time they save on completing a gen.

    What is more valuable? Spending 90 seconds repairing a gen? Or spending 15 seconds running to a survivor, unhooking them, spending 16 seconds healing them, spending 15 seconds running back, and now repairing the generator with 2 of you 30% faster?

    If you had just left them on hook, you complete the gen in your standard 90s. If you don't leave them on hook, you complete the gen in 46s + 67.5s, which is~ 115s, and that's assuming the killer leaves you alone the whole time. You only unhook now when it's convenient, and otherwise just crank gens.

    As long as all 4 of you don't go down all at once, there is no means of the killer generating pressure other than trying to keep everyone injured and camping out hooks states, or constantly slugging everyone to death. Probably some combo of both.

  • Might want to put a warning there is bad language in the video just so you dont get in trouble for forum language censor bypass.

    Also nuts... if OTR gets killswitched... that's gonna be a rough few days 😳😳😳😳😳

  • The notion of the Killer being able to leave through the gate to surrender makes me chuckle. Just peace out and walk off xD

    Can't say this bothers me enough personally. If the gates open it is only 2 minutes, and I tend to wave goodbye with m1s, m2 spam or spins... not just for the chatless console version of "GG", but also for my own mental game.

    Even vs. a teabagger doing dumb stuff like playing chicken and edge towards them one step at time, or shaking your head and pretending to get mad before pushing them out does wonders for keeping your own games fun. It's especially fun with someone like Bubba, Demogorgon, or Pig who can actually act to degree.

    I think there is something to be said for killer emotes here would improve these kind of issues.

  • Hmmmm... necro. This thread got heavily sidetracked previously, was not too sad to see it die, but since its back...

    I still have concern that the strong regression perk meta of Pain Res, Pop and Grim Embrace being used in every killers loadout regardless of killer is a little stale, and there is a real possibility of them being lined up for changes.

    I also stand by the point that a Myers, Clown, Bubba or Trapper using this perk setup is not really a problem as it gives them a global presense and keeps them in the game by shoring up their main weakness (lack of mobility)…

    However a Spirit, Wesker, Blight or Nurse using it is very unfun due to the sheer tunneling power they have, while still having the ability to reap all the rewards of these global regression perks.

    I'm not so keen on my Pop suggestion anymore... but having Pain Res disable when a survivor dies is a nerf proposal I would be happy with if the perk has to be nerfed. Grim Embrace might be fine with out changes if Pain res is changed, as it loses tunneling efficiency by proxy, and doesn't give much slowdown on its own without Pain Res.

  • @HexHuntressThighs said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3691035#Comment_3691035

    Just spamming hatchets and missing a lot will cause you to lose a lot against decent teams. Besides nobody used 10 hatchets just like nobody really used 8. Shiny Pin and GC are used far more often and are much more valuable then double belts.

    Fair point, I'm just giving the average Joe perspective. My point is that 7 hatchets doesn't encourage bad habits for low-mid Huntresses, and doesn't make Huntress quite as silly in low-mid level games.

    I have no doubt at higher levels of play 10 hatchets is manageable for experienced survivors, but if the load out isn't particularly strong, but is good at noob stomping, I'm not against it being toned down.

    The haste options for potential 2 piece combos on Huntress sounds a little more interesting at mid level play.

  • @HexHuntressThighs said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3691017#Comment_3691017

    It was nice having to reload less. Trickster/ Huntress are the only killers in the game who have to drop chase and go find lockers which can be far away. IMO Trickster and Huntress should get haste after reloading. Like knight does after using guards.

    Still, overall is a buff for her though. Having the belts extra 2 hatchets basekit is certainly still good, on a killer who is already good.

    The extra hatchets load out made her pretty brain dead, where even a dope like me could just keep throwing them without a care. Having so many on hand just made all mind games pointless, you could just spam and only needed to be right 1/5 of the time and you had a down.

    She can be a little more spammy now with the 7, but in the same breath, giving her the 2 extra hatchets smooths her learning for new Huntresses, and encourages taking more ambitious shots, which seems like it'll be more fun overall for everyone... and ofc, 7 does reward good hatchet discipline by reducing reloads... but 10 was just silly.

    This final place Huntress is resting at feels pretty decent to me now.

  • This won't stop tunneling cause of injury economy.

    The way to counteract this for the highest advantage is to go after wounded survivors, preferably the ones who are weaker in chase. Ensure they can't heal and keep throwing them on hook as fast as possible to burn through hook stages.

    If anything it encourages camping, because you want to reduce the number of times you hook as much as possible.

    The meta becomes keeping survivors injured and camping out hook states, trying to injure survivors before they get the unhook and deny an extra hook state.

  • @Blueberry said:

    Even more so, protection hits. Solves the abuse problems. If you're body blocking for someone you aren't being tunneled, you're trying to extend chases and progress the game.

    This is an idea I'm for... however the scenario it doesn't work is when a survivor is pulled off hook by an injured survivor to trade and the killer instead hits the unhooked player.

    This would be a "protection hit" and would deny the Decisive Strike through no fault of the unhook player... It also affects scenarios where an injured player happens to be within 16m, which can happen by mistake of anyones part.

    I can't think of a way to protect against this... other than to say endurance hits don't count... but then we have the OTR problem...

  • Poignant observation. I would hope the issues with it being P2W will resolved as part of the rework of the shrine.

    Regarding DS, personally I'd have gone with 4s myself, then done a wider rework resetting tokens on stuns for the special case killers like Nurse, Blight (though rework so Blight be coming off that list), have characters like Spirit, Wesker and Pyramid Head pause their cooldown recovery while stunned, all in aid of mirroring bslance factors on characters like Ghost Face and Legion who can be completely stunned out of their power.

    4s seconds is plenty to work with if you plan where you go down off a tunnel, you can make 10m distance in that 2.7s seconds difference. So with the targeted stun nerfs, it reaches what I feel is a happy medium.

  • @[Deleted User] said:

    Good killers managed for years with 5 second DS and 80 gens. Like...just eat the DS and tunnel the person out after that if they're body blocking with OTR and DS. They're handing you a 4k if you're any good.

    This is true, they only get DS once, so I suppose if someone body blocks you for DS, it's now spent, so thats a tunnel invitation if ever there was one.

    Likely a player who does this is likely gonna want to get the killers attention anyway, so if you follow the golden rule of "don't chase the survivor who wants to be chased"… it'll probably be fine for the most part.

  • @MB666 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/409757/dss-5-second-stun-was-never-complained-about-before-it-was-nerfed-so-why-now

    the thing is , while am totally okay about making the perk usable with 5 seconds stun because 3 seconds was a total joke on the average solo q matches were people waste resources like candy, they haven't fixed one of the most annoying and unfair part of the perk with this BUFF:

    "still can be used aggressively by some players to the point were the killer is going to be forced to tunnel and eat a DS when they have no choice …like when people use their DS just to tank a hit with bt basekit- OTR and them get away with that easily because if you pick them up you get punished by that and don't make the argument that the killer MUST WAIT 60 - 45 SECONDS AVERAGE TO HOOK THEM THATS JUST SILLY survivors can repair 3 gens during that time pretty quickly.

    MY SUGGESTION: make it so the perk disables collision with the killer while any endurance effect its active or just make it so it removes collision while active, that's it.

    I hate when people use their DS like that and them, they complain about getting tunneled, like bro just go away let me chase someone else.

    I've seen this suggestion a few times... and the one issue with it... is your fast killers can deliberately run in the survivor and do a "DS check". No collision? Free to tunnel.

    Might be fine because OTR is a thing, but the perk loses value because killers can check you before they tunnel you.

    I was expecting a 4 second and an additonal 4 second power disable instead of a flat 5. It would mean Nurse, Blight, Spirit, Hillbilly get hit a little harder, compared to the likes of Pig, Freddy, Myers, Trapper, etc.

    But the 5s is probably fine, its not that easy to weaponise... it can still throw a game attempting to misuse it.

  • And on this day... he ascended beyond that of a mere mortal, and into the realms of legend... a legend we all fear...

    Gz General!

  • Freddy or Myers have to be my front runners.

  • Hehehe, do you go hard, like threatening tunneling off hooks and being nasty, then just turn off the murder button once at death hook? 😅

  • Is fun to think about.

    For This Is Not Happening, I'd like it to focus on being a perk that helps out newbies and encourages them to stick to generators.

    This Is Not Happening

    While another survivor is on hook, is in the dying state, or after another survivor has died: -

    • Your skillcheck zones become 30% larger.
    • Great skill check zones appear in the middle of the skillcheck zone.

    Doesn't help out veterans much, but it would be very useful for trying to onboard a new player into playing DBD. This would be especially useful vs. Doctor, who is a character newbies get pretty badly punished by.

    Could give it an additional buff, but removing the injured condition makes it more useful, and could actually have some value for Hyperfocus builds.

  • I personally get frustrated with Blight because of the add-ons that allow him to turn around terrain. I compare him to a cross between Hillbilly and Chucky.

    Compared to Hillbilly, Blight can similarly maintain a threat and keep harassing survivors at loops. He can keep bouncing after a survivor for the right angle, but if the survivor keeps manoeuvring well, they can get out of his way, and we get thrilling intense encounters like Hillbilly. However when he has the right add-ons, he bounces around for the right angle, then just turns around the corner like he's using a Pig dash and just hits you. It feels at times like there is literally nothing you can do, especially as like Billy, he can just break pallets immediately if you manage to reach and throw it.

    So instead this ability to turn around the corners seems similar to Chucky... however unlike Chucky who only gets one attempt, Blight can keep taking bounces until he gets a dash he wants. If you reach a pallet, Chucky can scamper, but if he's mid dash, turning to hit you is very hard, and if he ever misses he has a long cooldown, and is only 4.4m/s. Blight on tbe other hand has his bounces back on a much shorter cooldown, and is a 4.6m/s killer. You can't leave the now used up tile to go to the next, because like Hillbilly, Blight can cut you off as you leave. So even if you win the exchange, there is rarely any safety you can make it to, you're instead immediately in another contest with Blight.

    I understand I'm not particularly good at this game yet, I'm still trying to learn, and I think I've played a basekit Blight on 1 or 2 occassions, and that seems like it could be pretty fun... playing as him seems kinda intense and fun without being stupid... but most Blights I've seen are using turning add-ons, and when you have a killer constantly charging around like Hillbilly, and turning round corners like Chucky, who even if you stun or throw a pallet against, still has the power to reach you before you can make safety... Blight feels very oppressive and obnoxious.

  • @JeanGreyarea said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3687131#Comment_3687131

    nah the perk requires 5 gens to be done. Its an endgame perk which should be strong and effectively you had 3 perks the entire trial. The perk is healthy as it rewarded you for doing your objective. The fact that you get nothing even tho you are not dead is stupid. As i said the perk is dead in solo que because your teammates dont know you have the perk. The perk is dead in solo but still good in swf. Awesome

    You act like getting a health state and speed boost while not on hook is nothing. It still can and will absolutely swing the momentum of a game... but you don't get it if you've been caught.

    This change removes the reward granted from you failing in chase, and as I say prevents the dumb method of wasting the killers time by baiting them and falling on their sword. As I have said before, Adrenaline doesn't do nothing up to the point it procs. It facilitates you the ability to forgo all healing and the need to play it safe when on the last gen. That is not an insignificant boon.

  • @JeanGreyarea said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3687117#Comment_3687117

    “you've been caught, and you shouldn't be rewarded for being caught.”

    You should be rewarded for getting all 5 gens done

    You didn't, you got caught while your team finished the generators. As long as you are not hooked as the generators pop, you get amazing value from Adrenaline. Getting a health state while hooked allows you to unga bunga throw yourself at the killer for effectively no penalty.

    The killer beat you in the exchange and is punished for doing so, they'd have been better leaving you slugged and slapping you down as you pop back up.

    That isn't healthy design.

  • @JeanGreyarea said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3687072#Comment_3687072

    Your teammates cant see your perks so they can do the gen while your in hook and you then get nothing. The perk sucks in solo que

    Point remains, you've been caught, and you shouldn't be rewarded for being caught.

    The value of Adrenaline usually comes in the form of committing to completing the last gen while injured, because you know you have Adrenaline so you don't need to heal.

    If you're playing aggressive and distracting the killer, knowing you have a health state coming, that can be huge for the team, but it must come with associated risk. If you can gain a health state on hook and still have a hook stage to hand, there is no risk, you can throw yourself at the killer and your team can then come for a mass unhook.

    If you then have an extra health state off hook, you can body block for free, with no fear of borrowed time expiring, so it is basically a guaranteed out. This is not healthy. The reworked version is, and is still plenty good for soloQ.

    Lithe, Resilience, Adrenaline and WoO is still perfectly viable with these changes.

  • @Crowman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3686870#Comment_3686870

    The main aspect about Adrenaline is the instant heal. The speed boost was always just a bonus. I think people are overreacting, my experience on both killer and survivor is that most impactful Adrenalines were the ones where a survivor got healed while being chased or healed from dying state.

    This is my reaction as well. A pocket Sprint Burst is still plenty, and people are acting like the free Health state doesn't mean anything. It's still plenty good.

    The nerf to the heal on hook was very justified, as its already hard to stop a mass hook rush with body blocks. A desperate unhook and ruwh to gate in end game should be just that... desperate. There needs to be a question of if its worth the risk trying to unhook or not... You keep the free health state off hook, and the killer basically has no chance of stopping you.

    I wouldn't have nerfed the 5s boost, mostly cause its kinda pointless to do so unless they were gonna do something more radical like simply recover from exhaustion for potential Exhaustion Perk combos. E.g. Head On into Lithe. Whether its 3s or 5s, that's still easily enough to reach a tile.

    Combined with the Decisive Buff and Ultimate Weapon nerf, these changes seem healthy to me across the board.

  • @JeanGreyarea said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3687047#Comment_3687047

    pick rate is not a good reason for a nerf, and its not gonna be used in solo que anymore

    Overreaction.

    Health state is still a great effect, pocket Sprint Burst is still plenty.

    Gaining a health state on hook being removed is a great change, you shouldn't be rewarded for being caught. If you're banking on this to get out of gate, it's better for you in the long run to learn not to rely on this, cause this is effectively a free escape after being unhooked.

    Perk is still plenty strong, is far more fair, and far from dead.

    Ultimate Weapon change is interesting. Gives stronger tracking, but requires better timed use due to smaller uptime, still warns the survivor by blinding them, but is on a longer cooldown to compensate. 15s for a 80s cooldown with a strong aura read and blind seems fair to me.

    All seems reasonable.

  • I was worried they missed Victor being kicked after a successful hit to wound a survivor... but they got it... I like this change. Having another killer focus on keeping survivors injured, but requiring more skill than Legion or Plague to do is interesting indeed.

  • Achievement is pretty brutal. Only way I can ever even imagine you could get it legit is with Sole Survivor, Light-footed, Low Profile and Adrenaline, then just keep hoping for the opportunity to present itself.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3686448#Comment_3686448

    JMF is stealth enabler add-on for pig, combat straps is something like Last will. It is chase-improvement add-on. If the number were much bigger, like 30-40%, that would be one of her best chase add-on's alongside workshop grease. unfortunately, the add-on number were significantly reduced.

    I'm not trying to be a jerk... but you did read my entire post right? I understand the theory of the design and intent, but with things in this current state, in practice this distinction doesn't hold up. I proved that with mathematics... Combat Straps literally only saves you 0.14m or 0.02s over John's Medical File in chase...

    Correct me if I'm wrong... but 14cm doesn't seem a lot of value compared to an equivalent add-on on the same tier, that also helps you in chase to nearly the same degree, allows you to traverse the map stealthily, and mind game far better at tiles by doing a quick crouch/stand up.

    The conclusion of which, there is virtually no point to run Combat Straps... the add-on is now completely outclassed vs. it's other add-ons, and unfortunately made largely obsolete by the basekit changes...

  • Pig got a buff to her teabags recently. Ghostie is still the master, but it's there 😅

    Seriously the best thing is to not get upset by it. I see teabags as a no mercy button. Normally I play kinda chill, but if someone teabags me I don't get mad and hard-core tunnel, I just log that survivor in my mind.

    If the opportunity presents itself that I can kill that player, I take it without any hesitation, and no concern given for any notions of being mean or unfair. They revoked their fair play card.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3686048#Comment_3686048

    JMF allows your m/s in crouching to be faster. we are not using crouch in chases because it slows us down. we're crouching->ambush dashing immediately. the total time to do this is 1 second+ 0.75. Combat straps reduces it to 0.9 second. If you press crouch then hold m2, you'll be able to m2 charge faster. there is no drop-off speed to crouch. your drop-off speed becomes like 25% m/s because that is movement speed when charging ambush dash.

    The difference in charge time is low in comparison to workshop grease but the add-on indirectly buffs workshop grease from 50% to 60% because crouching is prerequisite to ambush dashing.

    Fair, I may need to lab it more. I believe the charge for ambush only begins when the crouch transition it fully complete, but I've not proven that.

    However just so we're clear, the fact we are instant triggering ambush is already in my calculations. The point is that you move further during the 1s transition with JMF than you do in the 0.9s transition with combat straps. I'm not 100% sure by how much exactly, because I haven't used the exact mechanisms for acceleration that DBD uses in its source, but it is there. When you factor that difference of distance in, combat straps gains you less distance on the ambush than you would think over JMF in the same timeframe.

    If my calcs are right, the difference is pretty negligible, and the other advantages that JMF brings heavily outweighs Combat Straps.

  • The only thing that irks me is it is great that it naturally discourages tunneling... but that tends to get ignored because it still works even after a player has been tunneled out, and is so much more devastating when there are only 3 players left.

    Might be nice since it's a "pain resonance"if it was changed to 6% gen regression for every survivor still alive in the trial... but then again that has the issue of rewarding rats... 😒

  • Honestly? You'll probably get given hatches more often if you stick 🤣

  • @ArkInk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3686368#Comment_3686368

    Sounds diabolical! Me and the other five Smash Hit players would get a big kick out of it.

    Big potential for Background player shenanigans too... so you can use Adrenaline for a hero build.... the horror 😱😱😱

    Yes you need to lose an extra slot for this, so you lose some build variety... but how many people really play Adrenaline without another exhaustion perk? 😏

  • I suspect the changes will be: -

    • No longer wakes up from the Dream World
    • No longer recovers a health state when on hook or when being carried.


    Personally I'm also hoping it gets moved tangentially to be more interesting for builds, instead of a boring generic 5s haste boost you can slap into literally any build.

    I've said it numerous times before, so I won't labour on it but:

    • gain a health state.
    • recover from exhaustion.

    Let me choose the form my Adrenaline takes. Means I can get another Sprint Burst, or Lithe, or Overcome, or Balanced Landing, or if I'm an absolute nutcase, a Head On. I can even take 2 of them if I wanted...

    Actually allows me to think around other perks and come up with my own ideas how and more importantly WHEN to use my Adrenaline sprint, and depending on my build choices, still requires skill on my part to trigger my exhaustion perk.

  • Could argue the same for killers without gen slowdown. If you play anything short of the top 5 killers, it's very brave to take a build without any slowdown perks, especially if you don't tunnel or camp at all.

    As someone who almost always plays off meta for both sides... the game is way more fun for me when I don't run full meta... but you have to go in knowing there is a real possibility of getting spanked.... and not the good kind... your Grandma after you smashed her best China kind 😏

    1. He can hit through walls and even if he doesn't, the fact he can hinders survivor looping efficiency,
    2. He can hit multiple survivors at once, and weakness can only be removed by looking at him. If he hits and runs, his next encounter with a survivor will be vs. UVX off cooldown.
    3. UVX can be shot quite far, and good aim can ricochet around walls and through gaps at angles that other killers can't hit, especially when combined with the previous 2 points.
    4. He has good map mobility with his Hallucinations, which can also double up as an anti loop ability in a similar vein to Dredge.

    I don't know where you get D tier from my guy... this killer is way more effective than Trapper, Freddy or Myers, I'd put him at least comparable to the likes of Dredge or Pinhead, and more likely lingering in the realms of Demogorgon for his map presence and loop zoning power alone... let alone the skill shots he can pull off.

  • @Pulsar said:

    Two with 7-8 hooks.

    A close, but ultimately fair and evenly matched game where both sides had push and pull.

    I was thinking about exactly this, and its actually my explanation for why the average is higher.

    The problem with 7-8 hooks being the average, is the absolute best a killer can score is 2 kills, and the worst is 0 kills, and will often be 1 kill if you break down the possible combos of games.

    In order for it to be truly equal, you need 9 hooks, cause that means at best killer can score 3 kills, and worst 1 kill... the obvious problem is, that it's impossible for all survivors to escape if your expected average in 9 hooks... on average, a survivor should die every game. This also means the killer can be in a situation where they only need 1 more hook to get a 4k...

    Ofc a player can die with fewer hooks, but with tne addotion of the AFC, camping out a hook stage shouldn't happen mosylt of the time. So I think this is the real reason for the 60% kill rate,a ns why BHVR seems to tend to 1 survivor dying every game...

  • @Azulra said:

    My theory is that this image is showing what they hinted at by "no more Voctor hats" where it's potentially that keeping Victor attached for too long downs you.

    Might be interesting if they go this route with like a rodeo skillcheck mini game for survivor.

    Victor yanks on survivors in a similar fashion to Boil Over on killers, not removing him eventually downs you, and trying to remove him gives you tough skill checks you gave to pull off while he's dragging your movement about, like spider monkey ripping and biting at your neck and head...

    That would be a nice buff.


    Main change I want is Charlotte to be more aggressive in her behaviour. I wanna hear her cry out in anger and get a haste boost whenever a survivor slams or kicks Victor... she loves him more than her own life in the lore... let me feel it BHVR. I wanna shudder in my boots where I hear her bounding after me for nailing Victor.

    I actually bought the entrails skin cause Charlotte actually looks mean on that skin.

  • I disagree with the perks categorised as crutch perks... Personally I define perks that are consistently strong and effective regardless of playstyle and build to be crutches. The main criteria for me, is it is a perk you can become too reliant upon, because you don't learn how to compensate without it.

    I'd argue this includes Scourge Hook: Pain Resonance, Pop Goes The Weasel, Grim Embrace, STBFL, Sprint Burst, Off the Record, Lithe, WoO, etc, etc.

    I don't frown on these perks, I consider them good for new players to shore up their weaknesses while they learn... but I feel if your goal is to truly get better at the game, you should be moving towards completely removing them from your build, or at the very least, ensuring you only ever bring 1 of them.

  • HI all!

    In case you haven't seen it, I did an add-on review in a thread the other day, though that is just background for my actual point in case you're interested:

    @UndeddJester said:

    https://us.v-cdn.net/6030815/uploads/WJ4QIZSR4FY1/image.png

    My take on her add-ons: -

    S tier

    • Workshop Grease - uses all her buffs to maximum effect, works with everything and resolves a lot of the hold W from pallets problem. Basically this add-on just makes all of the Pig's buffs better in every way, no matter which build you're running, and you can't go wrong with it in almost any setup.

    A tier

    • John's Medical File - 4.2m/s crouch speed is very good for sneaking around without much penalty, especially in maps with a lot of LoS blockers. More importantly though it allows Pig to crouch and stand for mind games vs. holding W at pallets with barely any loss of distance. Very solid add-on.
    • Last Will - While not so hot on it's own because of the hold W from pallet problem, when combined with Workshop Grease, you have a 17% faster ambush, that moves noticably faster and gets pretty strong on a large variety of tiles. Can be W'ed from, but an experienced Pig knowing the right moments can really make that extra 20% lunge distance and 0.3s faster crouch basekit count hard.
    • Video Tape - Starting with all traps deployed allows for some good build synergies to get a strong foothold early on, particularly with Ruleset No.2 or Jigsaw's Sketch. With the loss of pig box auras though, unless you've learned all the spawns it's more difficult to find survivors efficiently compared to before, so is not as strong as it once was, but it's still undeniably efficient for slowing down the early game for Pig when you're weakest. It does also lose the ability to drag survivors away from any pallets they go down under though, so drops to the lower end of A tier.
    • Tampered Timer - Still very nasty with scream builds; low effort with a pretty decent chance of dooming a survivor on a large map with little work from the Pig. Especially nasty when combined with the 16s+ that Crate of Gears can add. Needs things to line up right, but that isn't too hard to achieve, and can be very ugly.

    B tier

    • Ruleset No.2 - Still very good for buying early game pressure when combined with Video Tape, and anyone not respecting traps can be caught out with Tampered Timer and scream builds. It buys a lot of time from survivors having to hunt boxes without auras, and unlike other add-ons, it is not really encumbered and still does its job by the fact the Pig lost her box auras. It tends to make survivors run about looking for boxes more, it helps Pig get more out of her new chase buffs.
    • Amandas Letter - While the loss of 2 head traps is a significant loss, the reworks improved crouch speed at base, crouch transition time, and longer ambush lunges allows the aura read on this add-on to become pretty potent, and debatably worth the trap loss. It is especially nice when combined with JMF or WG. Even when using just the base crouch/dash changes, you can shore up the weakness somewhat with Jigsaw's Sketch or Annotated Plan, so definitely benefits across the board from recent buffs.
    • Jigsaw's Sketch - The extra trap is ofc great, but the secondary effect is only really worth it with Video Tape to catch anyone being cheeky from the get go to try and repair a generator early instead of removing their trap. This combo in general however is a little weaker with the loss of auras on Pig boxes to find survivors without a lot of memorisation. Still good, but taking that slight hit in value compared to other add-ons available to Pig now.
    • Crate of Gears/Bag of Gears - Main advantage of these was the extra time bought across the game (guaranteed 48s and 23.44s respectively), combined with better chances to push this further with boxes being easier to interrupt (4s and ~1.95 s per box) and reset the progress. Generally speaking this is more effort than it's worth now with the box auras being gone, unless you have godly map presense or invest in perks to help you. Scream builds can be nasty still here, but outside of that, the value is not as high anymore.
    • Jigsaw's Annotated Plan - Another extra trap, but not quite as good synergy with Video Tape. Potential with Jigsaw's Sketch to really slow down the game heavily if the Pig can get all the traps out, however even with the chase buffs, that's a gamble that can backfire. It basically ensures you can't afford to route off to harass boxes unless it's a VERY juicy already trapped survivor almost falling at your feet, traps must be pushed out ASAP with almost no delay!

    C tier

    • Rusty Attachments/Slow Release Toxin Utility Blades/Face Mask - Same basic fundamental problem, they require you to go after an already trapped survivor to get value. There is some value with Video Tape in each case, and the mangled off Rusty Attachments is slightly better due to the additional slowdown it gives... but most of these effects are benign or outclassed by perks.
    • Razor Wires - Only really useful against less experienced survivors who can't hit skillchecks consistently, unless you plan to he harassing off boxes a lot. Even then, it's only worth a damn if the survivor is not already injured. The chance of a skillcheck is high on boxes, so if you're lucky with scream builds it can do some stuff, but generally it's hard to get any consitent value out of it.

    D tier

    • Interlocking Razor - Worse than Razor Wires, as even new survivors will likely have little issue here. A scream build again might do something, but if you're trying for that you have FAAAAR better options.
    • Combat Straps - We salute your sacrifice friend! Now this is basekit, the additional 0.1s it provides is barely noticable, there is almost no reason to take this. It does offer a SLIGHTLY faster ambush startup though, so makes it marginally easier to time your dashes at tougher tiles, but it's so niche it's not really worth it.

    E tier

    • Shattered Syringe - We also salute your sacrifice friend. Now this is basekit, and you have the same effect via Workshop Grease but that add-on is waaaaaaaaaay better, and stacking this on top just basically does nothing. No matter what you're trying to do there is always another better add-on option.
    • Amanda's Secret - This add-on... I don't know why I would want this aura read at any point. If I'm ever in a place to capitalise on this, chances are I will have already seen them with the eyeballs in my head or heard Billy's laugh. If I'm not in range to capitalise, I'm usually too busy to really pay attention to it to get any value of the direction they're heading, and even if I wasn't, this survivor just came away from NOT doing gens. I'm more concerned about the other survivors anyway more often than not. No value from the notification, I already know the trap got removed from my HUD... and it only procs 4 times a match, maximum of 5 with Jigsaw Sketch or Annotated Plan. I genuinely can't think of any reason to ever run it... Honestly even something like just being able to hear Billy's laughs globally so I could count the jigsaw box searches... that would be 10 times more useful than this add-on is currently, even without the boxes auras....

    Those are my takes! Link if you wanna make your own! https://tiermaker.com/create/dead-by-daylight---pig-addons---530-1365466

    This spawned discussions regarding Combat Straps, and I quick mathed why Combat Straps is rarely worth it, that I thought might be useful knowledge to share, and is just interesting to know for Pig add-ons in general:

    @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3686026#Comment_3686026

    Aye, that makes sense, there is the issue I tend to find is that even with Combat straps, it's rare you're going to be able to reach the survivor before they vault, there are scenarios it happens, but those scenarios are not common. The normal way that scenario plays out is you charge the ambush and the survivor either waits and vaults when you commit, or you fake and either catch them on the opposing side or you make them hesitate and catch them just before they vault. In both scenarios throwing the dash quickly doens't tend to be a factor, as the survivor will reach the vault before you catch up with ambush.

    However teh real issue with combat straps now is even with this scenario you describe, JMF is almost as good, and in most other scenarios, straight outclasses it. When you crouch, your movement speed slows over the duration to your crouch which is 1s at base. With JMF your speed is degrading from 4.6 to 4.2m/s. That means over the course of that crouch, you are moving quicker over that second than you are without JMF.

    Combat Straps reduces the crouch time to 0.9s and your new shift is from 4.6 to 3.8m/s. So not only are you transitioning to a slower speed, you are also doing it faster, which means the drop off of your speed is sharper on combat straps than it is on JMF. I haven't fully sat and crunched the numbers because I'm not sure exactly the acceleration algorithm DBD uses, but from my feel thus far, the time you save with 0.1s on the crouch transition to fire ambush faster, is undone by the small distance loss you have over that transition compared to JMF.

    To do it quickly with mechanics maths (and there is the caveat I'm not sure this is accurate to how DBD speed scaling works, but):

    Combat Straps: -

    • acceleration = (3.8 - 4.6) / 0.9 = -0.888889
    • distance = (4.6 * 0.9) + (0.5 * -0.888889 * 0.9^2) = 3.8484m over the transition

    JMF: -

    • acceleration = (4.2 - 4.6) / 1 = -0.4
    • distance = (4.6 * 1) + (0.5 * -0.4 * 1^2) = 4.4m over the transition

    The JMF Pig gets to walk an additional 0.55 of a meter further than the Combat Straps Pig before starting their ambush, which the ambush needs to claw back for Combat Straps within 0.1s. With a dash at 6.9m/s, travelling 0.55m takes 0.0797s to get to the same starting point as JMF. The conclusion is the difference of JMF and Combat Straps is Combat Staps actually only saves 0.0203s over JMF, or (6.9m/s * 0.0203s) 0.14m.

    Of course JMF has the other benefit of allowing you to walk around much quicker without a TR with a low profile, and allows you to mind game a dip for an ambush better than Combat Straps for the same speed transition point. So all combat straps actually offers... is 0.14m gain over JMF in this one specific scenario, that you rarely find yourself in, and if you do, is is rare that combat straps is actually what gave you the hit.

    This might not be the exact numbers, but it won't be far off... so that's why I rank it so low... there is almost no reason to take it over JMF.


    Although at one days time it was one of my favourite add-ons... I salute your noble sacrifice Combat Straps, you will be missed dearly, and fondly remembered 😥


  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3685947#Comment_3685947

    i think combat strap is good IF it is used when a pallet is dropped. Here's a image of what I mean.

    https://us.v-cdn.net/6030815/uploads/5TFFSCS6CSIZ/image.png

    If your looping around a pallet, you want to be standing-up at 115% m/s entire time because you maximize distance gain. When survivor is in reach of your dash, you want to dash on reaction as quickly as possible. Combat straps is artificially a -charge time add-on IF you play dropped pallets.

    Most pig players break pallets though. Last will is opposite, Last will is stronger if survivor is stuck in corner of the map and cannot transition the tile, so if you dominate the pallet obsession, Last will drawback of -charge time is meaningless because survivor is not moving anywhere. Your not losing any distance from -charge time and you gain total movement distance for moving faster.

    Aye, that makes sense, there is the issue I tend to find is that even with Combat straps, it's rare you're going to be able to reach the survivor before they vault, there are scenarios it happens, but those scenarios are not common. The normal way that scenario plays out is you charge the ambush and the survivor either waits and vaults when you commit, or you fake and either catch them on the opposing side or you make them hesitate and catch them just before they vault. In both scenarios throwing the dash quickly doens't tend to be a factor, as the survivor will reach the vault before you catch up with ambush.

    However teh real issue with combat straps now is even with this scenario you describe, JMF is almost as good, and in most other scenarios, straight outclasses it. When you crouch, your movement speed slows over the duration to your crouch which is 1s at base. With JMF your speed is degrading from 4.6 to 4.2m/s. That means over the course of that crouch, you are moving quicker over that second than you are without JMF.

    Combat Straps reduces the crouch time to 0.9s and your new shift is from 4.6 to 3.8m/s. So not only are you transitioning to a slower speed, you are also doing it faster, which means the drop off of your speed is sharper on combat straps than it is on JMF. I haven't fully sat and crunched the numbers because I'm not sure exactly the acceleration algorithm DBD uses, but from my feel thus far, the time you save with 0.1s on the crouch transition to fire ambush faster, is undone by the small distance loss you have over that transition compared to JMF.

    To do it quickly with mechanics maths (and there is the caveat I'm not sure this is accurate to how DBD speed scaling works, but):

    Combat Straps: -

    • acceleration = (3.8 - 4.6) / 0.9 = -0.888889
    • distance = (4.6 * 0.9) + (0.5 * -0.888889 * 0.9^2) = 3.8484m over the transition

    JMF: -

    • acceleration = (4.2 - 4.6) / 1 = -0.4
    • distance = (4.6 * 1) + (0.5 * -0.4 * 1^2) = 4.4m over the transition

    The JMF Pig gets to walk an additional 0.55 of a meter further than the Combat Straps Pig before starting their ambush, which the ambush needs to claw back for Combat Straps within 0.1s. With a dash at 6.9m/s, travelling 0.55m takes 0.0797s to get to the same starting point as JMF. The conclusion is the difference of JMF and Combat Straps is Combat Staps actually only saves 0.0203s over JMF, or (6.9m/s * 0.0203s) 0.14m.

    Of course JMF has the other benefit of allowing you to walk around much quicker without a TR with a low profile, and allows you to mind game a dip for an ambush better than Combat Straps for the same speed transition point. So all combat straps actually offers... is 0.14m gain over JMF in this one specific scenario, that you rarely find yourself in, and if you do, is is rare that combat straps is actually what gave you the hit.


    This might not be the exact numbers, but it won't be far off... so that's why I rank it so low... there is almost no reason to take it over JMF.

  • Also just a quick note about the unlocking of premium perks, you don't need to unlock the t3 variants do you?

    You only need to unlock t1 of each perk, and then they will appear in the bloodweb to be levelled up normally if I understand correctly? (geuinely asking, cause I've never unlocked any perks via the shrine). Assuming thats the case, the number is still bad, but if you strip out bad perks and only take the perks you actually want at t1, this number comes down quite considerably.

    Not that that is a defence for the Shrine mind you... the Shrine does need to be massively overhauled, and there isn't really a good reason to have perks be as expensive or rare in the Shrine as they currently are... the appeal of the premium content is primarily the characters themselves, the perks shouldn't be gated anywhere near as heavily as they currently are.

  • My personal viewpoint is that 756 hours seems quite reasonable for all the OCs from the Dead by Daylight universe, expecially considering the average player isn't considered to be no longer a newbie until about 1200 hours. When you're talking about unlocking content for free, the exchange is instead of monetary value you are bringing footfall into the game, which has the benefit of promoting the game to other players and perhaps having them buying the content instead. If you are a FTP player, then you are known as a minnow, and the value you bring to the game is your presense, and you need to keep actively playing the game in order to bring this value.

    When it comes to premium content, the fact you are even able to get it at all is a big feather in DBDs cap, because most premium content works on the idea of, you buy it or you get sod all. This content has to be premium as the licensing demands it, otherwise it cannot even exist in the game. In terms of buying said premium content, I operate on a principle of if you consider a days worth of entertainment worth 25p, this equates to approximately the cost per month of say a pretty standard MMORPG subscription. That is probably closer to 50p nowadays at £14.99 a month, but you get the idea, and we'll say 25p for the giving the argument the worst case to go against.

    The average character in DBD costs £3.99. That means using my model, if you get 16 days of entertainment from a character, then you've got your moneys worth, and the fact you unlock perks to use on other charatcers, means it continues to provide value, even if you no longer use that charatcer. If you're the type of person putting 500 hours and more into DBD, you should consider that the content investment is actually worth your money, and you have the benefit of continuing to support the game and developers in the process.

    Considering the average cup of coffeee on the high street is about the same as a DBD character, and there are frequently sales you can take advantage of, I personally think the monetization of DBD is one of the better examples I've seen in the gaming industry for it's customers over the past 10 years.


    Edit: Using your own maths, it takes about 92 games to farm for a new character (assuming I haven't made a mistake).

    • 3'040'900 exp / 220500 shards = 13.79 exp per shard.
    • 13.79 e/s * 4500 shards = 62'059.18 exp
    • 62'059 exp / 672 exp per game = 92.35 games

    At an average of say 4 games per night, thats about 23 days per character, or a little over 3 weeks. Certainly as far as killers are concerned, I feel like 3 weeks to explore a charatcers power, really get to understand and give them a good go is plenty. Usually it took me a week to complete the killer or survivors unique achievements, and having a good go at each character would fall in line with this time frame.

    The newer characters are of course double that at 185 games, or 46 days perh character, which is starting to push into the more tedious territory, but it's not completely ridiculous, and if you've gone through the rest of the cast and are still playing at this point it's worth starting to weigh up if you're actually interested in buying the content instead, since you're clearly getting a lot of time out of the game.

    So to me this all seems pretty good... barring premium content, which again... it's premium content, that if it weren't premium, we wouldn't even have it at all.

  • I ran a Huntress for 3 gens around the main building of Disturbed Ward without even being in chase last week using the Blood Amber... She camped and tunneled 1 player out at the start of the match, so I didn't feel bad.

    It's such a weird item... when you get a scenario you can really use it, it's absolutely busted... and it makes no sense that it's a "key" 🤨

    Personally I feel like keys should have an interaction with opening chests, and allow you to carry an item the same way you would carry a flashbang. So you can keep your key, but go for a looter build. I'd also include that as part of the wider rework of luck to be relating to chests.

  • @GeneralSkien said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3685340#Comment_3685340

    Amanda's Secret with Crate of gears is massively slept on for headpop builds. Run it with ultimate weapon and or face the darkness, and you have a very difficult build to go against.

    ALSO I feel Combat straps should go up just one tier...? Its only 0.1 but with WSG its really good to use with loops.

    other than that, goated tierlist

    Cheers lad!

    Did you mean Amanda's Letter? If so, you have the 3-3 traps or the 2-4 traps. The 2-4 traps are nasty, and yeah, that would be ugly for a scream build, though I'd be concerned about losing the other 3 survivors trying this. Crate of Gears gets substantially less value overall, since it's now only giving 24 seconds of extra slowdown instead of 48... but your ability to force a head pop can't be denied :D

    Hmmm... maybe you're right with Combat Straps. With frame perfect input and perfect movement, it can buy you up to 0.4m on a survivor at a loop, which isn't a slouch. Realistiically it's probably more like 0.3m most of the time. My experience thus far is there are rarely instances you are just chasing it round a tile to score a hit before a pallet, typically if you can do that you're on the pallet yourself, and the survivor has nowhere to hold W to. In this scenario it's the direction thats the mind game, instead of the speed of the mabush. Usually your issue is the surivvor holding W from pallet (JMF is far superior vs. this), or the surivor camping the pallet and waiting to see which way you commit to effect a stun (Last Will would be better to fake one way for the drop and go back the other)...

    So in niche scenarios its undeniably good... the problem is a survivor very rarely gives you those scenarios, and when they do, the chance this add-on was the difference between a hit and miss is... pretty low in my experience thus far.

  • image.png


    My take on her add-ons: -

    S tier

    • Workshop Grease - uses all her buffs to maximum effect, works with everything and resolves a lot of the hold W from pallets problem. Basically this add-on just makes all of the Pig's buffs better in every way, no matter which build you're running, and you can't go wrong with it in almost any setup.

    A tier

    • John's Medical File - 4.2m/s crouch speed is very good for sneaking around without much penalty, especially in maps with a lot of LoS blockers. More importantly though it allows Pig to crouch and stand for mind games vs. holding W at pallets with barely any loss of distance. Very solid add-on.
    • Last Will - While not so hot on it's own because of the hold W from pallet problem, when combined with Workshop Grease, you have a 17% faster ambush, that moves noticably faster and gets pretty strong on a large variety of tiles. Can be W'ed from, but an experienced Pig knowing the right moments can really make that extra 20% lunge distance and 0.3s faster crouch basekit count hard.
    • Video Tape - Starting with all traps deployed allows for some good build synergies to get a strong foothold early on, particularly with Ruleset No.2 or Jigsaw's Sketch. With the loss of pig box auras though, unless you've learned all the spawns it's more difficult to find survivors efficiently compared to before, so is not as strong as it once was, but it's still undeniably efficient for slowing down the early game for Pig when you're weakest. It does also lose the ability to drag survivors away from any pallets they go down under though, so drops to the lower end of A tier.
    • Tampered Timer - Still very nasty with scream builds; low effort with a pretty decent chance of dooming a survivor on a large map with little work from the Pig. Especially nasty when combined with the 16s+ that Crate of Gears can add. Needs things to line up right, but that isn't too hard to achieve, and can be very ugly.

    B tier

    • Ruleset No.2 - Still very good for buying early game pressure when combined with Video Tape, and anyone not respecting traps can be caught out with Tampered Timer and scream builds. It buys a lot of time from survivors having to hunt boxes without auras, and unlike other add-ons, it is not really encumbered and still does its job by the fact the Pig lost her box auras. It tends to make survivors run about looking for boxes more, it helps Pig get more out of her new chase buffs.
    • Amandas Letter - While the loss of 2 head traps is a significant loss, the reworks improved crouch speed at base, crouch transition time, and longer ambush lunges allows the aura read on this add-on to become pretty potent, and debatably worth the trap loss. It is especially nice when combined with JMF or WG. Even when using just the base crouch/dash changes, you can shore up the weakness somewhat with Jigsaw's Sketch or Annotated Plan, so definitely benefits across the board from recent buffs.
    • Jigsaw's Sketch - The extra trap is ofc great, but the secondary effect is only really worth it with Video Tape to catch anyone being cheeky from the get go to try and repair a generator early instead of removing their trap. This combo in general however is a little weaker with the loss of auras on Pig boxes to find survivors without a lot of memorisation. Still good, but taking that slight hit in value compared to other add-ons available to Pig now.
    • Crate of Gears/Bag of Gears - Main advantage of these was the extra time bought across the game (guaranteed 48s and 23.44s respectively), combined with better chances to push this further with boxes being easier to interrupt (4s and ~1.95 s per box) and reset the progress. Generally speaking this is more effort than it's worth now with the box auras being gone, unless you have godly map presense or invest in perks to help you. Scream builds can be nasty still here, but outside of that, the value is not as high anymore.
    • Jigsaw's Annotated Plan - Another extra trap, but not quite as good synergy with Video Tape. Potential with Jigsaw's Sketch to really slow down the game heavily if the Pig can get all the traps out, however even with the chase buffs, that's a gamble that can backfire. It basically ensures you can't afford to route off to harass boxes unless it's a VERY juicy already trapped survivor almost falling at your feet, traps must be pushed out ASAP with almost no delay!

    C tier

    • Rusty Attachments/Slow Release Toxin Utility Blades/Face Mask - Same basic fundamental problem, they require you to go after an already trapped survivor to get value. There is some value with Video Tape in each case, and the mangled off Rusty Attachments is slightly better due to the additional slowdown it gives... but most of these effects are benign or outclassed by perks.
    • Razor Wires - Only really useful against less experienced survivors who can't hit skillchecks consistently, unless you plan to he harassing off boxes a lot. Even then, it's only worth a damn if the survivor is not already injured. The chance of a skillcheck is high on boxes, so if you're lucky with scream builds it can do some stuff, but generally it's hard to get any consitent value out of it.

    D tier

    • Interlocking Razor - Worse than Razor Wires, as even new survivors will likely have little issue here. A scream build again might do something, but if you're trying for that you have FAAAAR better options.
    • Combat Straps - We salute your sacrifice friend! Now this is basekit, the additional 0.1s it provides is barely noticable, there is almost no reason to take this. It does offer a SLIGHTLY faster ambush startup though, so makes it marginally easier to time your dashes at tougher tiles, but it's so niche it's not really worth it.

    E tier

    • Shattered Syringe - We also salute your sacrifice friend. Now this is basekit, and you have the same effect via Workshop Grease but that add-on is waaaaaaaaaay better, and stacking this on top just basically does nothing. No matter what you're trying to do there is always another better add-on option.
    • Amanda's Secret - This add-on... I don't know why I would want this aura read at any point. If I'm ever in a place to capitalise on this, chances are I will have already seen them with the eyeballs in my head or heard Billy's laugh. If I'm not in range to capitalise, I'm usually too busy to really pay attention to it to get any value of the direction they're heading, and even if I wasn't, this survivor just came away from NOT doing gens. I'm more concerned about the other survivors anyway more often than not. No value from the notification, I already know the trap got removed from my HUD... and it only procs 4 times a match, maximum of 5 with Jigsaw Sketch or Annotated Plan. I genuinely can't think of any reason to ever run it... Honestly even something like just being able to hear Billy's laughs globally so I could count the jigsaw box searches... that would be 10 times more useful than this add-on is currently, even without the boxes auras....

    Those are my takes! Link if you wanna make your own! https://tiermaker.com/create/dead-by-daylight---pig-addons---530-1365466

  • Could flip the idea round and say, though it doesnt highlight your playstyle as much, it does highlight your personal tastes.

    • In the pool of stealthy killers that try to get into position and time their dashes to mind game around loops, I have options between Pig, Chucky, Wraith.
    • In the pool of killers who try to score downs using mind game around locked animations, I have choices between Pyramid Head, Huntress, Xenomorph, Nemesis or Doctor.
    • For fast mobile killers who are always hunting and chasing Survivors down quickly I can choose between Nurse, Blight, Wesker, Legion or Spirit.
    • For instant down killers holding a strong threat at loops and tiles, I have Bubba, Hillbilly, Ghost Face or Myers.
    • For Killers that lay down traps and revolve around pushing survivors into my web I can play Trapper, Skull Merchant, Hag or Singularity.
    • If I want map mobility I have choices between Unknown, Dredge, Onryō, Demogorgon, Xenomorph or Freddy.

    There are still quite a lot of differences between each killer, and you could consider it even more of a tell to say which killer out of ALL the killers they can pick from in a particular style, it's this one they pick.

    It's not that identity is gone perce, more the Venn diagram got more complex.


    I tend to play Pig, Myers and Trapper, so I tend to be a stealthier, slower paced and more methodical killer who prizes mind games and catching people by surprise.

  • Glad it worked out, these type of trophies/achievements can be brutal.

    Personally I rate Haemophobia harder than this one, because its the same condition, but you can get this one any time just playing tne game normally...

    Haemophobia you have to take offerings to get the Crotus Penn Asylum, and you might get Chapel instead of Disturbed Ward, so you can't even guarantee an attempt... otherwise you have to just attempt it every time you get on the map, which given the number of realms/maps now, and the fact survivors like to take offerings for Eyrie, Ormond, the Game and Garden of Joy, it becomes an absolute slog if you're actually going for it.

    What made it worse, was the first 2 times I was about to get the achievement... the killer DCed and stopped me getting it 😩

  • @pseudechis said:

    What's kinda funny the concepts of transphobia don't even apply in this case because the character in question isn't depicting any sexuality or identity. In fact the concept is an inclusionary one because the creature in question doesn't seem to discriminate about whom it infests, hence the varied collection of skins.

    I saw the comment that you have to think of how these things will be taken out of context, but if you ignore context you are able to arbitrability apply offence to any item or idea. Basically making everything potentially offensive.

    Its a shame the VA feels as they do and a greater shame if they have been targeted with harassment. However they did post their thoughts to social media which is kinda throwing open the door for all opinions, even those that may disagree with their take on it.

    To call the DLC transphobic and deceitful really seems to be trying to make something out of nothing.

    While I don't want to jump to conclusions, and I certainly sympathise and am vehemently against the VA being harassed...

    The way they latched onto this thing, were so quick to throw BHVR under the bus, and jumped so fast to "deception and transphobia", I really struggle not to see it as a chance to make a quick paycheck by demanding compensation at BHVRs expense.

    I'm trying really hard to give benefit of the doubt, but the more I read from the VA, the harder it is.

  • @moputopia said:

    I was really against this change at first, since you suggested making the perk a lot worse (not remembering the aura reveal) haha. But now I kind of see the idea. I still think this change is mostly for survivors, so their blind the killer challenges are not countered by a perk.

    I would suggest not removing the ability to lunge, though. This would still keep killers unaffected by flashlights/blinds, which is why most people want to run it. Killers can also fake not having a lunge to fool survivors, and attentive survivors now have a chance to figure out you're running it.

    Thanks man... Yeah, I botched the original post... I usually reread perks before I post, but was lazy this time, and screwed it up, which has probably doomed this idea sadly 😅

    The aim was to maintain Lightborns main strength (countering flashlight saves), but also make it interactive instead of just a flat nope that once survivors realise you have it, then they never try and flashlight again. Having the blind go off still but have no blind effect to block vision, the perk creates uncertainty and an element of surprise that can see multiple uses... instead of just 1 use.

    I wanted some kind of trade off for that though (cause flashlights aren't particularly good, and without flashlight saves, really are not good at all). Some scenario where even if the survivor realises Lightborn is in effect, there will be some hyper specific niche scenarios where blinding the killer may still be worthwhile... lunging seemed to fit the bill...

    That said even if we just take all the buffs with no downside, and it just allows challenge completion and bloodpoint scores, that I feel is still an improvement over the existing boring non-interaction it is currently.

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