Yung_Slug
Yung_Slug
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- Yung_Slug
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I believe that Nurse and Wraith can both be burned by firecrackers.
However, I think that burning a Wraith in general does not actually take him out of cloak, just reveals him for a few seconds before returning him to his cloaked mode.
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They think the game balance should be changed before the killers get changes.
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@Brucecastro81 said:
https://forum.deadbydaylight.com/en/discussion/comment/1018922#Comment_1018922
lol, if only I put killer. Yeah he does need some look into his perks, cuz right now he's the worst survivor (Perks) and he is licensed so....
I think it's tied between him and Quentin.
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I mean it's kinda obvious that it's Nurse.
Didn't remember them being speed add-ons because most Nurse add-ons were pretty much useless.
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I would like it to be a feature in custom matches, though they'll probably not put so much effort into making something that would only be in custom games.
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Myers main, CI gives me time to stalk.
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Did you forget to make the poll btw?
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I love playing Myers because I get so many jumpscares. Often I'll sneak up on someone and they'll stand still for a few seconds after they get hit, and other times they'd fail a skill check when they see me coming up to them (I know they're just getting screwed by RNG but it's still funny to watch). I often get messages in the post-game chat about how I scared them, which I'm always happy to hear. It's what I play this game for.
I do still get scared sometimes as survivor. I often jump whenever I think a killer is in one place when I'm actually walking right up to them lol
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@BenZ0 said:
You should't count that much on the describtion of the Killers. They say Legion is not easy... and Legion has the most braindead power in the game. Same goes to hag, they say she is a hard Killer but it is very easy to learn her. Just place traps on hooks and loops and that it, everyone who played more then 10 hours should know that loops are good trapping spots...
Legion requires no mechanical skill. You just run fast and hit people. If people say he's difficult, that's because he's such a bad killer that you really need to work for the kill and it comes down more to killer fundamentals than being able to use his power (know how to loop, when and when not to chase survivors, etc.).
Just place traps on hooks and loops
You're not playing Hag well if you just put traps in front of hooks. That won't work against sentient survivors.
And "placing traps on loops" is very vague. You can't just place it anywhere. You need to know where in the loop to place the trap. For instance, if you place a trap in the wrong spot in the killer shack it will be useless against a good survivor (either by them triggering it through the wall or just avoiding it altogether).
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Billy 100% requires skill to play effectively. With Myers, I can usually manage a 3-4k. With Billy, it's a 0-2k with post-game messages telling me I should uninstall the game. If Hillbilly was easy to master, I wouldn't be doing more poorly with him than most other killers. And I have put some time into him, as he was the first killer I've played.
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@mike4156 said:
you guys just don't understand how to pig efficiently, if you're talking about playing as dirty as possible to get all the kills, intentionally lose chase but stay within distance, let the timer run and don't let them get on a box. simple way to be a boss pig
That's like saying the best way to play Bubba is keeping your chainsaw revved in front of the hooked survivors.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1022402#Comment_1022402
Oh you mean basekit, I thought you meant the meta.
I mean sure it's easier if you use purple add-ons and the same 4 perks every game, but survivors can run whatever they want and still do fine.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1022380#Comment_1022380
There are other ways of being good, other than mobility. Doc and Trapper are great examples of low mobility killers that can excel on any map.
Trapper needs corrupt intervention against good survivors. Without it he has to either lose gens setting up or lose setup to protect gens.
I still don't see how doctor excels on mother's dwelling, especially in the early game now that his static field is gone. You would have to run whispers to be guaranteed a static blast shock without calm add-ons.
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@OnryosTapeRentals said:
https://forum.deadbydaylight.com/en/discussion/comment/1022132#Comment_1022132
The maps might be big but that doesn't mean "RNG" along determines the outcome of a match. It's still entirely possible for killers to win on big maps.
Possible, yes, but it's heavily stacked in the Survivor's favor. Killers already have to juggle 4 other players while survivors just need to hold M1, W, and sometimes just sit there and wait (when slugged or hooked). I can literally eat lunch while playing survivor.
Why is it then, that killers have to hope they get a good map so they don't have to work twice as hard as they already do?
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/1022018#Comment_1022018
That's the problem of the killer though, not necessarily the problem of gen times. BHVR really needs to start buffing more of the weak killers now.
The best way to buff weak killers is by balancing maps. Otherwise we'd have to slap mobility on every weak killer to make them good.
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@Feyd said:
https://forum.deadbydaylight.com/en/discussion/comment/1022018#Comment_1022018
If I can do it with Doc, addonless wraith, and Legion, you can do it. Some maps are too big that's all.
Legion's entire ability is based on pressuring multiple targets across a long distance. Wraith has good mobility even without add-ons, and Doc is at least 115%, which is more than what can be said about tier 1 Myers.
And some maps being too big is my entire point. RNG drastically affects how well you perform.
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@OnryosTapeRentals said:
https://forum.deadbydaylight.com/en/discussion/comment/1022103#Comment_1022103
Then this is an issue with these maps specifically and they should be reworked accordingly. It's not a result of the killers lack of ability to patrol or pressure generators - it's the sheer size of the map.
As long as these maps exist, "just pressure gens" is not a good argument. Consistency is very important, and many killers cannot be consistent because of these maps. It's basically up to RNG whether these killers can win.
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@OnryosTapeRentals said:
https://forum.deadbydaylight.com/en/discussion/comment/1022057#Comment_1022057
From my experience they can.
Some killers are weaker than others and do struggle in certain situation. Although I've never encountered a situation whereby it is literally impossible for a killer to apply any sort of pressure to the survivors. This narrative is hyperbolic and untrue.
I am a Myers main. Myers has the lowest mobility out of all killers in the early game. If I get a large map and I don't bring a slow down perk, I literally cannot walk across the map before the first gen is done. I don't want to play the game knowing my success depends on which map I get. Before this patch, I had to use Ruin every game. After this patch, I have to use Corrupt Intervention every game.
Edit: I'd like to add that I have played a lot of games without these perks. And the results were very dependent on the map I got.
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@Siren said:
https://forum.deadbydaylight.com/en/discussion/comment/1022001#Comment_1022001
I'm still stuck on how you keep saying they removed Ruin. It's not removed. Removed means gone, non existent. They simply changed it. And if you think about it, it does the same exact thing as old Ruin, except it reverts gen progress instead of just slowing it down. You just, you know, actually have to do things as killer to make use of it.
You actually have to play a killer with high mobility to make use of it.
FTFY. It's useless on killers who can't move across the map quickly.
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@micha_beck said:
https://forum.deadbydaylight.com/en/discussion/comment/1021745#Comment_1021745
Also, don't blame this on Survivors not being able to get the skill checks.
No one complained. Ruin was annoying, but manageable.
You can blame it on killers for using the perk in 80% of games for lack of ideas. Hence the devs had to nerf it. They will nerf all powers that are used all the time.
Ruin used in 80% for lack of ideas
You honestly believe that killers used Ruin because they just weren't creative?
I used Ruin because I didn't have a choice. My creativity was limited because the game was so unbalanced that a single perk was basically required for consistent results on certain killers.
Do you think BBQ is used so often because killers just don't know how to get more points?
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@OnryosTapeRentals said:
https://forum.deadbydaylight.com/en/discussion/comment/1022018#Comment_1022018
That is a specific issue for those individual map and killer combinations and should be addressed as such.
It's frustrating to see the generalization on the forums that all killers are too weak on every map and none are able to apply generator pressure. If the actual issue is map balance (which I believe it is), then it should be communicated to the developers in that way.
It's also frustrating to see the generalization that all killers can just apply pressure and do fine.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1022018#Comment_1022018
The devs plan on fixing those maps/killers so all we can do now is wait/educate the less informed.
At this rate, it will take years for that to happen.
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@OnryosTapeRentals said:
Playing killer is absolutely fine. Apply generator pressure and there isn't a problem.
Not every killer can apply pressure on every map.
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@Siren said:
https://forum.deadbydaylight.com/en/discussion/comment/1021827#Comment_1021827
Again, that's a map issue, not a perk issue.
Exactly my point. They should have fixed the game before they removed Ruin. If maps were balanced, killers wouldn't need it.
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@Freki said:
sigh.... @GhostofYharnam I was being sarcastic but your original comment is this: "Can't even play a match without some entitled brat dcing because they hate the map, the killer found them first, or some other dumb crap. Please just do something this is getting way out of hand." guess what that doesn't say anything about annoying on both sides TILL a later response. I end up agreeing with your later statements.
@Yung_Slug yes it's GREAT to go on to another match when you were almost to get the challege that says complete 1 gen with poised AND make it out, then the killer DC's... I'd love to hear you be the one that happens on. moving to the next match doesn't matter in these cases
@Pythonheir just what? I was talking about the KILLER dc'ing! lol
Killer DC should count as escaping. I usually get the escape points for it. If the challenge doesn't work in that case, it should.
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I like to see maps getting some love.
Cartographer might be a better name for it.
I'd consider running this perk if it didn't guarantee a glass bead. My add-ons of choice are crystal bead and retardant jelly (or a stamp if I'm not using detective's hunch), which I might be able to get with Ace in the Hole if glass bead wasn't guaranteed.
Reading it again, guaranteeing a map on EVERY search might be a bit much. I like having a variety of items at my disposal when I use chest builds.
So maybe something like:
Maps that come into your possession for the first time will instantly track 3/4/5 random objects.
Cartographer guarantees a Map of Rare Rarity or higher on your first completed Chest Search.
Notes:
- As for how it would interact with Pharmacy, it could either go from left to right in the perk order, or it could be 50/50 and the second search will be the other one.
- According to the data I found, about 21% of maps from chests are Rainbow. With Plunderer's Instinct, this goes up to 73%. These probabilities might not be accurate as I don't know how the game would calculate rarity if all other items were removed from the pool, but it would probably be similar.
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@Siren said:
https://forum.deadbydaylight.com/en/discussion/comment/1021797#Comment_1021797
It wasn't removed though... Have you tried actually using it since the change went through? I swear to you, the perk is stronger now. Use it, and patrol your gens, and they will never get done. And as I've said many times now, if it gets cleansed in the beginning, then you're in the same boat as with the old ruin.
A lot of killers can't patrol gens on the larger maps. If you get azarov's resting place or red forest, survivors could complete the first gen before you can even walk over there.
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@Avariku said:
https://forum.deadbydaylight.com/en/discussion/comment/1021714#Comment_1021714
She still has to charge up her dash, and if I'm not mistaken the charge is comparable to most other killers secondary, I see no reason she should have to "charge" her stealth and then charge her dash too.
Her dash is a lot better than most other killer abilities ignoring the charge times, as it's the only massive lunge attack/running attack with full turn control.
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@Freki said:
It's great to know that you're upset by dc's because others are too.. but it's just perfect that when survivors have the upper hand and are escaping the killer can dc and deny survivors blood points, completed challenges etc... so sorry it only affects you.
Really the dc issue is a pain yes. but it's not just one sided.
At least when the killer DCs you can just move on to the next game. A survivor DC ruins the game for the killer and survivors alike.
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@Siren said:
https://forum.deadbydaylight.com/en/discussion/comment/1021713#Comment_1021713
No, we're just able to look at the bigger picture of the game, or just don't care at all, like most of us with the Ruin change, because the performance of killers should not be based on one single perk, ever.
But it was, which I think is a problem with the game rather than the players. Ruin definitely should have been changed, but removing it without fixing the game balance was a bad move.
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@ElliotThu said:
But why are there new skins and different gens and stuff?
They're doing the bare minimum (or arguably even less) to make it look like an event. I don't think there has been an actual event since the last new year event.
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Some killers bring corrupt intervention.
Some killers bring pop goes the weasel or dying light.
Other killers bring marshmallows.
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@Avariku said:
As much as I would love to see Pig get some love, I don't think she needs all that much to be brought up to the level of other killers.
her crouch animation needs to be shortened down to match GF, first and foremost.
I wouldn't mind seeing some reusability of her RBT's, especially since they are more of a nuisance than anything to most survivors.
and I'd like to see an additional "trigger event"... like unhooking someone or healing someone makes the timer start... it would kinda fit in with the lore a bit better too.
Her ambush attack would be pretty ridiculous if you could crouch instantly.
As for the timer starting from unhooks, it seems nice at first, but I feel like it would make solos suffer as their random teammates would be even less likely to go for the unhook (and I've died on first hook plenty of times as it is).
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@[Deleted User] said:
Pig is unfun, IMO, because of that slow crouch attack thing which seems lackluster. I like her, don’t get me wrong, but I haven’t really touched her much.
Slow crouch / attack + “here I am!” growl = miss or survivors run away.
I know she has to growl because every stealth killer has to make a sound. Michael breathes heavy, etc.
Maybe I just need to put more time into her but I dunno...
Her ambush attack is actually really good once you learn how to use it. It's better used to mindgame short loops during chase rather than a stealth attack, but in certain situations you will be able to catch survivors off guard.
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@liquidlight said:
https://forum.deadbydaylight.com/en/discussion/comment/1021640#Comment_1021640
They could take a chunk of time off when a gen is completed.
Only when they're active, right? That would be very difficult to balance properly (too high and it's way too punishing, too low and it's basically useless)
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@Waffleyumboy said:
I would want the party hat timer to get faster each time a gen is done, starting out very slow, taking 500+ seconds to pop but progressively increasing in speed by say 75-100% each time a gen pops. Something that builds pressure off of survivors' carelessness.
Yeah, that would definitely be a neat mechanic. Maybe the hat could quickly beep three times each time an additional gen is done to indicate that the timer is going faster, so the power is easier to understand for survivors.
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@liquidlight said:
https://forum.deadbydaylight.com/en/discussion/comment/1021626#Comment_1021626
Yeah, but when I play Pig I get gen rushed anyway. People don't care about randos and SWFs coordinate.
If traps only activated from regression, survivors could just complete gens and leave without the traps ever activating.
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@mike4156 said:
no support, pig is already good enough especially if you follow the guyy with a trap on his head long enough, guaranteed death in a minute
The timer stops during a chase. If the Pig is following you, you can just run and a chase will start.
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@liquidlight said:
This is probably OP but I'm going to say it anyway... xD
Make the headgear start not when a gen is finished but instead when a gen starts to regress by any means. Yes, I went to the dark side.😈
That kinda defeats the purpose of the trap, which is supposed to discourage gen rushing and stall the game.
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@csandman1977 said:
https://forum.deadbydaylight.com/en/discussion/comment/1021527#Comment_1021527
Add during chase timer doesnt count.
Maybe 2 boxes instead of 1?
60 seconds is still a very short time for 2 boxes. And the pig would still have a good chance of preventing you from getting your hat off.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1021552#Comment_1021552
Use doesn't = meta
Doesn't mean buffing it wouldn't change anything either.
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@Waffleyumboy said:
Noed buff won't help pig, noed isn't even meta.
Noed is seeing a lot more use now that Ruin is gone.
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@Raptorrotas said:
- Make her crouch movement speed as fast as GF's. Devs love consistency, so having 2 different crouch speeds is weird.
- Addon rework. They need to have multiple effects, similiar to doctor addons: 1 general effect plus 1 "beartrap"-effect. Get rid of the crouch addons, make their effects baseline or whatever.
- Now that oni is a thing, make her ambush work like demon strike ( click M1 for normal attack, hold it for the ambush lunge)
- Make her stance swapping/ crouch animation as fast as GF's. I dont own both killers, but as far as i remember pig has a lengthy animation with an action bar, similiar to the old doctor stance swap, ehike GF just clicks a button and near instantly is crouched. (Seriously devs should maybe cross check older killers if they implement any new mechanics for newer ones)
I think Pig already moves at the same speed while crouched as GF without add-ons (3.6m/s or 90%).
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Ah. I'm at red ranks on PC. I guess Franklin's is more popular on console?
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@csandman1977 said:
Give her unlimited traps or at least double what she has base and make her have to go to a jigsaw box to reload
Timer starts when it is put on but paused while hooked or downed
Shorten timer to 60 seconds but make a box highlighted that guarantees a key, but as far from survivor as possible. Like freddys alarm clocks
Pig cant see boxes auras unless shes out of traps if that feature is implemented
Traps arent armed during EGC.
Pig can legion vault a pallet or window during dash but cant attack with the same dash
So the timer would continue while the survivor is being chased? That would allow tunneling for a guaranteed kill in 60 seconds.
The pig would also know the general location of which box the survivor needs to check, which also allows for tunneling.
Legion vault is an interesting idea though.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1021446#Comment_1021446
They are broken beyond any belief, they are far far from okay. Those things need to be done too, but the fact you can bullrush gens with toolboxes and end a game in half the usual time is one of the most powerful and broken things in the game. They are when you think about it, about as effective as an iri mori.
The boost from toolboxes is not that high, and in my opinion, the survivor counterpart to moris would actually be keys, since they both allow you to win after partially completing your objective. You can rush gens just fine without toolboxes and the game will end in a similar time.
Perhaps it's merely a confusion of cause and correlation - survivors who use toolboxes are more likely to rush gens (and more likely to bring perks like Prove Thyself), but that doesn't necessarily mean that the toolboxes are the only reason why the gens go so fast in those game. If those same survivors brought different items but used the same playstyle, they would get the gens done almost as fast.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/1021420#Comment_1021420
She does well in red ranks as well. We released stats for all killers a little while ago, if you'd like to take a look: https://forum.deadbydaylight.com/en/discussion/106566/
Her pick rate is also low, which means that a large portion of the people who play pig have probably played her a lot and know how to play her optimally.
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@Mringasa said:
RBTs should auto-start when used after the last gen has popped, but before EGC begins.
Her crouch/uncrouch should be quickened. This hurts her the worst I think.
I think she should only roar if the Survivor(s) see her during the lunge. Otherwise, it should be silent.
Is it still a thing to escape through the hatch with an active RBT? Can't remember if that was ever changed.
You can use hatch with an active trap.
As for the roar, I don't think it's necessary and the game seems to have difficulty when it comes to determining LOS.
The rest of these would certainly be nice.
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@Mringasa said:
RBTs should auto-start when used after the last gen has popped, but before EGC begins.
Her crouch/uncrouch should be quickened. This hurts her the worst I think.
I think she should only roar if the Survivor(s) see her during the lunge. Otherwise, it should be silent.
Is it still a thing to escape through the hatch with an active RBT? Can't remember if that was ever changed.
You can use hatch with an active trap.
As for the roar, I don't think it's necessary and the game seems to have difficulty when it comes to determining LOS.
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@[Deleted User] said:
Honestly if gen speed isn't heavily nerfed, or toolboxes are not removed entirely (at least the repair speed part, give them some other benefit that isn't game breakIng) I don't see why anyone would want to play killer anymore. You have to be godly to do well as killer, just for survivors to insult the hell out of you post game and never acknowledge how hard that is to do.
Meanwhile hold m1 as survivor and killers are just like ggwp because most of them are just....decent people comparatively.
Toolboxes aren't nearly as op as they used to be, and I don't notice a huge difference with or without them. Adding a flat increase to gen time will just make survivor even more of an M1 simulator.
Buffing weak killers, making the huge maps smaller, and changing the god loops will go a long way to balance the game.