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dugman

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  • @Jallybwan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1759975#Comment_1759975

    "Theory only really matters if it’s backed up by statistical evidence. We players unfortunately don’t have a ton of stats to go by, but that doesn’t make the stats we have entirely meaningless."

    The stats are meaningless, or at least close to meaningless, because "kill rate" is not influenced solely by how good a Killer is at high levels of play. The fact that Nurse is ranked last in kill rate undeniably demonstrates this. I'm not saying that "Nurse has a low kill rate because she's hard to learn, and new players pick her a lot" is an invalid defense by any means, because of course it's a valid defense. My point is that it proves "high kill rate" and "low kill rate" mean very little when it comes to how good a killer is.

    "If a theory seems to disagree with the general stats we have then you can’t just assume the theory is correct without addressing the discrepancy. In this thread the theory in question is that Pig is the weakest killer in the game next to Clown, but the stats we have indicate Pig is one of the stronger killers in terms of kill rate. That obviously doesn’t mean the stats are the full story, but it certainly also doesn’t mean they can be entirely ignored nor that the statement about her being the worst killer is right."

    Where have I said that Pig is the worst Killer, or even a bad Killer? This is a strawman argument; we agree that Pig is not necessarily a bad Killer, so let's not waste time arguing it.

    "Also, let’s say hypothetically that the Pig’s traps do kill people in a significant number of games. If anything that makes her stronger, not weaker, as a killer overall and would be yet another contradictory piece of data against her being the weakest killer."

    Not necessarily. That doesn't make her stronger, because RBTs are luck-based. There is no consistent strength in RNG.

    The stats are meaningless, or at least close to meaningless, because "kill rate" is not influenced solely by how good a Killer is at high levels of play. The fact that Nurse is ranked last in kill rate undeniably demonstrates this. I'm not saying that "Nurse has a low kill rate because she's hard to learn, and new players pick her a lot" is an invalid defense by any means, because of course it's a valid defense. My point is that it proves "high kill rate" and "low kill rate" mean very little when it comes to how good a killer is.

    All Nurse proves in the stats is that the correlation between kill rate and effective ceiling of a character isn't 100%. It by no means proves that there is no correlation at all, only that the correlation isn't perfect. Nurse is an obvious outlier in that correlation, almost all the other killers seem to be roughly ranked where they should be based on kill rate and popular tier lists.

    Also note that a low kill rate can be pretty easily explained, as with Nurse, if the character has a particularly steep learning curve. Explaining away a statistically high kill rate though is more difficult. If a character has a really high kill rate then what exactly is the dynamic that is causing them to get more kills than average that also doesn't make them a "good" killer?

    Where have I said that Pig is the worst Killer, or even a bad Killer? This is a strawman argument; we agree that Pig is not necessarily a bad Killer, so let's not waste time arguing it.

    Where did I say that you said that? I said that the thread has that argument in it, I didn't attribute that argument to you specifically. (e.g. about the third or fourth post down is a post saying Pig is D-tier)

    Not necessarily. [traps killing people in a significant number of games] doesn't make her stronger, because RBTs are luck-based. There is no consistent strength in RNG.

    Random events average out over a significant number of games. If the traps actually give a statistically significant number of extra kills for Pig it makes her stronger on average than if they didn't.

  • @BlackRabies said:

    Sloppy butcher definitely. Gonna have to experiment what perks be good on her.

    Something I'm really wondering about and want to test endurance and spirit fury on her. Once SF is charged place the sister at a pallet and control the brother to cut off a path. When some survivor decides to drop the pallet on a dormant sister....

    Would endurance wake her up twice as fast and would SF still trigger?

    Only problem is Sloppy Butcher doesn’t work with Victors pounce so half the time you won’t get value out of it. Likewise Endurance and Spirit Fury aren’t compatible with Victor either.

    I’m not sure yet what a good build for them will be, but personally I’d lean toward perks that are useful regardless of whether I’m Charlotte or Victor, or perks that trigger on hooks (since you’ll need to hook survivors to win unless you manage to slug everyone.)

  • @AetherBytes said:

    https://forum.deadbydaylight.com/en/discussion/comment/1773954#Comment_1773954

    This is basically a nature vs nurture thing. He was taught to do that. To him, that's normal. While objectively it's evil, he doesn't know; he's been taught that everyone but his family is evil.

    Just because he’s crazy and doesn’t think he’s Evil doesn’t make it true.

  • Deerstalker is my favorite lesser used perk. It's just a handy quality of life perk that can save 10-15 seconds of searching at times when you've downed someone and they either crawl to a hiding spot or you accidentally forget where you downed them, particularly when the survivor is making very little or no noise for whatever reason. Plus seeing the aura of the dying survivor indirectly helps keep an eye out for other survivors coming toward that aura to revive them.

    It's not a "top" perk but it's definitely on my short list of perks to fill out a loadout, especially when I find myself doing more slugging than usual.

  • @AetherBytes said:

    Leatherface isn't... evil, exactly. The entity scares him into slaughtering survivors based on the fears from before he was brung into the realms, so while he is murdering them, he believes he's doing it in self defence.

    So he wears their faces and eats them in self-defense?

    Leatherface is evil. He's not the "most" evil of the killers but he's a serial killer cannibal who wears the skins of his victims. Being insane doesn't make him not evil.

    • Not a new killer per se, but I’d love to see a skin for the Twins with Charlotte as a ventriloquist and Victor as her dummy. Serial killing ventriloquist dummies are a classic horror trope (e.g. Dead Silent, Twilight Zone)
    • I’d like to see a Medusa that hinders or causes other bad effects on survivors who look at her. The longer you look at the Medusa the worse the effects get (e.g. slower movement, Blindness, Oblivious, even Broken or immobilized if you stare too long.)
    • I’d like to see a Supernatural pack. Sam and Dean Winchester as survivors and a Demon as a killer (probably with special abilities of either smoke travel or briefly possessing survivors to make them attack each other or break pallets or generators.)
    • An avatar of the entity of some sort could be cool. Special ability to cause the entities tendrils to attack people, block vaults or generators, or cause the environment itself to attack (e.g. nearby Crows or trees or props attacking survivors)
  • As killer I assume every survivor has Spine Chill so I try to never look directly at generators I’m heading toward to minimize the alert they get.

  • I definitely appreciate how different every killer is. And this is the first killer that can swap between two avatars which is pretty interesting.

    Of course the devil is in the details and at release survivors will still be able to dodge Victor in lockers until the fix they're planning eventually gets animations to go live. So I'm definitely not buying them at least until that is resolved.

  • Michael Meyers with Hag's traps. Throw in Tombstone add-on for jump scare instant teleport kills on healthy survivors. 😈

  • How are they weakening the Twins with these changes? They’re (eventually) buffing Victor against lockers and buffing Charlotte to be able to see survivors with Victor on their head. No nerfs here.

    Don’t get me wrong, I have no intention of buying the Twins until the locker fix is implemented, and even then I’m dubious they’re any good. But there’s no way these changes are making them weaker.

  • @Jallybwan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1747942#Comment_1747942

    You'd be surprised how often bear traps get triggered with Timer. I remember Otz getting 5 game overs in 5 games or something, but I can't find the vid. Dunno if it's on his YT or his Twitch.

    And yes, I am 100% aware traps are for stall. That's why Timer should be reworked -- the threat of dying should be something to force survivors to deal with the trap. It shouldn't actually be a threat unless they just ignore it.

    Theory and practice matter more than statistics in a game like DBD, especially since at least one dev has come out and said the stats are unreliable. Pig's ambush just needs a little tweak to become a more viable chase power.

    Theory only really matters if it’s backed up by statistical evidence. We players unfortunately don’t have a ton of stats to go by, but that doesn’t make the stats we have entirely meaningless. If a theory seems to disagree with the general stats we have then you can’t just assume the theory is correct without addressing the discrepancy. In this thread the theory in question is that Pig is the weakest killer in the game next to Clown, but the stats we have indicate Pig is one of the stronger killers in terms of kill rate. That obviously doesn’t mean the stats are the full story, but it certainly also doesn’t mean they can be entirely ignored nor that the statement about her being the worst killer is right.

    Also, let’s say hypothetically that the Pig’s traps do kill people in a significant number of games. If anything that makes her stronger, not weaker, as a killer overall and would be yet another contradictory piece of data against her being the weakest killer.

  • I like to prestige mainly because I think it’s fun to reset and see what happens when I play a character from scratch with new loadouts. It kind of forces me to play with perks I wouldn’t normally think about.

  • One reason is that half of games include a swfs of some kind and when a rank 1 player groups with a lower rank friend it means they’re getting paired up as something lower than rank 1 for matchmaking purposes.

    Also red rank players only make up something like 1/4 of the player base so even in a solo match they need to be matched against lower rank opponents sometimes to keep them from having to wait a really long time in the queue. Likewise for the reverse if someone is really low rank, they may need to occasionally get matched against higher rank opponents to avoid a long queue time.

    Lastly ultimately the rank system is going to be replaced by the MMR system they’ve had disabled and pulling data in the background this year. When that happens the ranks won’t even be considered in who you play against so expect even wider looking rank disparities at that point (since high skill player with artificially low ranks will presumably be going against high skill players with high ranks,)

  • In one of the early Q&As (number five?) the devs talked for about 10 minutes specifically about swfs and comms. Basically:

    • The devs always intended to have two game modes added after launch: Kill Your Friends and Survive With Friends. They chose to push through Kill Your Friends first, probably because it was further along the pipeline, and then added SWF a bit later. The myth though that they never intended swf to be in the game is false, it was always a planned feature.
    • They also fully expected people in swfs to use comms because “it’s a game in 2018 so obviously people will want to talk to their friends while they play.” The reason they chose not to implement comms directly in the game itself is because a) excellent options like Discord already exist for people who want to do it, and b) they didn’t want to put in a system that might accidentally force players who didn’t want to be listening to other survivors talk into a voice channel. They definitely don’t consider comms to be cheating, but at the same time they don’t actively try and encourage people to play with comms since they think the game is more atmospheric without them.
    • They also acknowledged that balancing around comms is tricky (shocker!) as is balancing things so they are still useful solo but not broken in swfs and vice versa. I’m sure most players agree that these balance issues still exist.
  • For reference I posted a poll a few months ago that asked forum posters if they would use BBQ and Chili if it had not bloodpoint bonus and was just a tracking perk. It got something like 100 replies with a 50/50 split between people who would not use BBQ without that bloodpoint bonus and those who would still use it just for tracking. Basically as a tracking perk it’s ok but other perks are probably better, it’s really only as widely popular as it is because of that BP bonus.

  • I don’t know my average since the game doesn’t keep stats unfortunately. The actual overall average kill rate among red rank killers is 68% or about 2.7. Since most people who post are probably red rank (or at least probably good enough to be red rank if they play frequently enough) the average for forum posters who play killer should be around that. However, people have a tendency to overestimate their stats and claim they are above an average so my guess is you’ll see a lot of posts from players claiming they are 3+ kills per game who are actually around that 2.7 mark. (The same effect happens for example when you poll people to ask if they are an “above average driver”. The large majority of people will claim they are above average drivers even though clearly that’s mathematically impossible.)

  • The devs haven’t released any stats by map recently so it’s just speculation how good or bad Deaddawg is for either side, but it feels relatively balanced. It’s size and good lighting favor the killer, but the map also has some strong loops at the main building and a lot of gameable pallets to run to which help the survivors.

  • Like others said above hatch mitigates the problem where you have the last survivor just actively hiding and the killer unable to find them in a reasonable amount of time. It allows the game to go into sudden death rather than a dragged out stalemate with just one survivor. (You can still get the stalemates with two survivors who both hide waiting for the other to die so the hatch opens but that situation is rarer than the sole survivor one and doesn’t last quite as long since it takes less time to find one of two hiding survivors than it does to find a lone hider.)

    That being said there are three minor things I don’t like about hatch

    • Escaping by hatch shouldn’t reward the same 5000 points that escaping out a gate does. Survivors should be encouraged to only use the hatch as a last resort, not as a main goal. Hatch should probably only score 2500 points instead of the 5000, it would be a disincentive against survivors simply hiding for the hatch, especially for players (like me) who play to get the highest endgame score. Make hatch the consolation prize, not the main goal, for the last survivor or two.
    • Keys allowing multiple survivors to escape with a single key use is too swingy. Fortunately it doesn’t happen that often but when it does it’s a massive point swing with just one item, something like 10-15k points worth when two or three survivors escape with a single key. A key should open the hatch for the key user and close it behind them. (And before someone shouts “what about moris” the red mori likewise is too swingy because it allows multiple early kills but I’ll leave details out of it since this thread is about the hatch and moris aren’t really related to that.)
    • As I mentioned above you can still get a dragged out stalemate with two hiding survivors hoping for hatch. To mitigate that issue the game should probably have a timer of, say, five minutes where if neither side scores any points for that time then the endgame collapse automatically starts. Five minutes is plenty of time for either a survivor to work on a gen or a chase to start, if the game is stalled that long with no points being scored then it’s turned into a dull stalemate and a sudden death timer would move things along so the game could end reasonably quickly.
  • NOED isn’t really that powerful a perk, in effect it’s more or less Haunted Ground that triggers at the end of the match versus in the middle. It’s effect is slightly better than Haunted Ground because of the speed boost, but on the flip side the downs from Haunted Ground have a better chance of snowballing into a win since they give a momentum boost early in the match versus at the very end, in addition to NOED possibly never triggering because the dull totems were cleansed before the generators were completed. (Haunted Ground can hypothetically not go off as well but in practice survivors have been hyperfocussed on cleansing totems so it’s been consistently triggering every match I use it, at least.)

    I suspect the main reason survivors complain about NOED but don’t complain about Haunted Ground is because psychologically once the generators are done the survivors feel like they’re about to win and getting downed by NOED at that point therefore becomes much more frustrating. It’s losing something you thought you already gained.

    I’m not sure how common NOED is among killers, but it is a universal perk available in all bloodwebs automatically so that easy availability probably helps slightly.


    For a suggestion to nerf NOED to make sense there would need to be some actual data showing that killers with NOED are outperforming killers who use other perks in score or kill rate. If the data doesn’t support a nerf then the most you could get would be a neutral change.

  • Deathslinger is just an average killer overall, his kill rate is nearly identical to Huntress (66% among red rank killer players). He's strong in a 1 vs 1 chase and has a low terror radius but that's it. His 110% movement speed hampers his ability to exert map pressure at longer distances and he doesn't have a strong 1-2 combo like Huntress to down healthy survivors quickly. If you were to simply "nerf" him with nothing to compensate for the downgrade he would immediately become the worst killer in the game.

    Untitled Image


  • Definitely. Unfortunately though the devs specifically talked about why they haven’t added it in a Q&A a month or two ago and it’s not something that’s in the works, (One of their issues with it is that they apparently don’t have a way to show retroactive data, so even if they added in stats it would just be stats from that date forward, not for any games prior to that. Personally I’d be happy with that but they seem to think that players would not be satisfied or would be confused with a record that starts the day a stat window is added.)

  • Basically for me 3-4 kills is a win, 0-1 kills is a loss and 2 is a tie with the scores being the tie breaker. (It’s not worth my time slugging for the 4k and if the last survivor gets out the hatch and barely beats me on score so be it, it’s a marginal win. If they escape by hatch and I still outscore them it’s just more decisive.) I couldn’t care less about pips.

  • I never buy cosmetics so most of my killers are default with maybe some prestige stuff equipped. If I do get something interesting for free from the Rift though I use it.

  • How about giving Charlotte a skin that looks like Mrs Clause with a Christmas stocking that she carries Victor in, and Victor has fake antlers and a red nose? 😄

  • You can’t unbind Victor or switch control to Victor while standing near a hook which prevents you from using Charlotte or Victor to block a hook rescue. Someone above commented you also can’t unbind or swap while next to an exit switch which likewise prevents them from blocking both doors from being opened.

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1750253#Comment_1750253

    I think the tools that the killer has on paper and confidence to play said killer and be confident at winning matters way more than what the kill rate is. I do not think that anyone puts Pig S-tier or 3rd best killer in the game. I respectfully disagree that Kill rate has higher correlation than pick rate for how good people think a killer is. Pig is M1 stealth killer and M1 killers are really easy to loop for experienced players. Her high kill rate is mostly related to her simplicity. Any killer can get a lot of kills if your good at said killer, but not many can compete against good teams and the ones that get selected a lot are often those that have best chance to do so. Pig is not one of those and I don't think among stealth killers any of them are really strong or particularly difficult to beat.

    And I didn’t say she’s S Tier or the third best killer. I said that the evidence goes against the statement that she’s “the worst killer” or “a bad killer”.

  • @Boss said:

    https://forum.deadbydaylight.com/en/discussion/comment/1750274#Comment_1750274

    It became my favorite Perk the moment it came out.

    When it came out, it had an effect that would make sure everyone knew you had the Perk, and it was on 1 Token as well instead of 2.

    I don't care if everyone hunts for it, and i don't care how little effect it can have in trials.

    I have 3 other Perks that work just fine without Devour Hope, and having Devour Hope actually work is still one of the most satisfying things to me in this game.

    For sure about it being satisfying when it works, especially when you actually get kills from it, brutal stuff! 😄 (And bonus points when a salty survivor complains about you “using a mori” or “using op perks” afterward.)

  • @Boss said:

    Absolutely Hex: Devour Hope, just for its massive potential to be the strongest Perk.

    If you want one for both roles, then for Survivor it's Kindred, simply for its large amount of information, whether i give it or get it.

    I like Devour Hope but in this current meta where survivors are constantly cleansing every totem they find I prefer Haunted Grounds currently, it just seems to much more consistently at the moment.

  • Deerstalker is my favorite less popular perk. It can shave off a good 10-15 seconds of searching at times for dying survivors who have either crawled into a hiding spot while you chased someone else or when you’ve accidentally forgotten where you downed them, especially if the slugged survivor has very quiet sounds or no sounds due to perks or their particular character or map or whatever. Plus the aura helps you keep an eye on if someone else is coming toward them for a revive attempt. Even outside of a slug centric build I slug enough that when I don’t use this perk I find myself periodically annoyed that I didn’t equip it while listening around for some slugged survivor in a dark corner somewhere.

    It’s not my top perk or anything, but it’s definitely one of my favorite “fill the last slot” perks, and pretty much a given if I actually intend on actively slugging a lot.

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1749661#Comment_1749661

    your missing my point. Strong killers are almost always popular regardless of their killrate. There is no such thing as "poor pickrate" strong killer. that stuff almost... never exists. if something is strong, it will get played a lot because people believe that they can win with said killer. I was using old chart to illustrate this aspect for how pickrates have way more meaning than kill rates with recent killer reworks. most of popular strong killers are between 5-6%. pigs is bottom of the barrel. I do not think that licensing plays that big of part in their pickrate. Freddy is licensed killer and he gets play a lot, Same for Bubba. When Bubba was worse, he was played less as seen in the previous chart. You can pretty much say that their popularity is mostly their strength. Strong killers are generally speaking... fun to play. Weak killers not so much and thus you will see them get played less.

    I’m not disagreeing with you that popularity is correlated with effectiveness, I even said that’s why the pick rate is also included in these charts, Kill rate though is also correlated with effectiveness, probably even more than popularity since popularity is also influenced by availability, word of mouth and aesthetics. For example Huntress is the top pick by a fair margin, she’s played also twice as much as Freddy, and the degree to which her percentage is so much higher than everyone else is partly because she comes with the game so anyone who wants to play her can. Hag is one of the lowest pick rates even though she’s usually considered pretty strong on popular tier lists. And on the flip side Legion is the fifth most popular character because they’re fun to play, even though their kill rate is average and most tier lists put them at the bottom slot in effectiveness.

    So while kill rate isn’t everything neither is pick rate. Just like you can’t call extremely popular killers “trash” without strong justification you likewise can’t just call killers with strong kill rates trash without strong justification.

    All killers face “bad survivors” in equal numbers so that isn’t a good explanation for a high kill rate. What could be true is that Pig’s stealth and traps happen to be more effective than usual against average survivors with average situational awareness but that strong survivors with strong awareness are less susceptible to being ambushed by Undetectable killers and are less likely to make a mistake while under pressure from a trap. I could see that being a factor for why Pig’s relative kill rate is even higher on the All Ranks table than it is on the Red Ranks table - she may be extremely good against low and mid rank survivors but not so good against red rank survivors and its her high ability at the median of the spectrum that gives her a high average kill rate overall. To really verify that though I’d want to probably see a similar table which shows games with only red rank players included. If that table had an even lower relative kill rate for her than this one it would be additional evidence for that hypothesis.

  • @Zani22 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1749193#Comment_1749193

    Because dcing is a good way to Ruin ppls pips it shoudnt be but hey god forbid you make an Comeback or. Punish there fault instead of just accepting it they use there super power of entitled rage and bam what could be maybe a Ruthless is now a brutal because you didn't hook them technically.

    Best thing that needs to do be done is

    A. A devour hope / rancor special mori scoring event... A mori caused by theese perks should count as a hook state. Imo (note theese perks not myers add ons or mori offerings)

    B. Consider the mobile approach to dcs aka ai takes over and dcer doesn't get to keep his items add ons eben6of a black / white ward equipped.

    Which just raises the question why do people care about pips and rank in the first place? All rank is used for is matchmaking, that’s it. Hell, if a survivor made me lose a pip by disconnecting I’d actually maybe consider it a plus since it means my opponents might be a bit easier next game if it lowered my rank.

  • On. I couldn’t care less if the other players are on console so why would I ever turn it off?

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1748181#Comment_1748181

    play rate way better indicator for what people think about said killer. Remember how people used to think Billy was strong? In 2019, he had pick-rate of nearly 8.5%. In 2020, His pickrate is 3.48%, So he has lost more than roughly 66% of his player-base that used to play him regularly. Pig has about the same play-rate as Billy now. Heck to put into perceptive, many people say Trapper and Wraith are weak killers(which they are) but they rather play Trapper and Wraith than Billy in red ranks. Freddy and Spirit also used to have insane playrates, until their add-on got sledgehammered and weakened. Bubba who got reworked doesn't have a much different kill-rate than what he had before but he has a better play-rate now than he did a year ago. Over 1000 games, Pig probably just gets some head-pop that inflate her kill statistic but her kit on paper is quite bad and really only beats bad survivors who play against her stealth/box gameplay poorly. Kill rate is mostly a flawed statistic because it only tells the result, not the entire story of the game for how the result came to be. A better statistic would be average hook count as you need hooks to get kills and it paints a better picture for how well the killer does on average matches.

    https://us.v-cdn.net/6030815/uploads/BJP0LTJWKALC/image.png

    Fyi that chart is the older one, here’s the new one the devs showed off a few weeks ago (Pig is 3.32% pick rate among Red Rank killers).

    Untitled Image


    As far as pick rates, like you said they’re an indicator of popularity. Of course popularity isn’t actually direct evidence of how good or bad a killer actually is, but hypothetically a popular killer would tend to be better than an unpopular one. (And I’m sure that’s a main reason why both kill rate and pick rate are shown in the charts.) Pig does have one of the lower pick rates, although honestly most of the pick rates are in roughly the 3-4% range and she’s right in that pack so she’s not “unpopular” as much as “not as popular as the most picked killers. Basically among licensed killers that you have to spend money on Pig, Ghost Face and Meyers are essentially equally popular. Pyramid Head, Leather Face and Freddy are more popular than those three and Demo is the least popular licensed killer.

  • @Almo said:

    All of the data I have on Pig indicate she is in the top third of Killers for performance.

    I really like the two kill rate charts you showed a few weeks ago (All Rank killers and Red Rank killers). Any chance you might get a chance to throw up a third chart which is Matches With Only Red Rank Players? I only ask because the Red Rank chart appears to be all matches with red rank killers but unfiltered for survivors which I suspect is why the kill rates are about 10% higher across the board (i.e. they’re inflated since many of those matches involve a red rank killer stomping a group that includes non-red rank survivors). It would be interesting to see if there’s statistical differences when you do the same bar chart but only including data from matches where all five players are red rank.

    For example there could be killers who are particularly good against average survivors but have a relative weakness against stronger players, such as maybe stealth working better against players who are less situationally aware. In fact, looking at Pig in both charts, noticing that she drops from second to fourth place between all ranks and red ranks might indicate she’s weaker specifically in those higher rank matches, maybe, but her strong performance in average rank matches keeps her really high in the stats.

    No worries if it’s too much work to get a third chart, figured it couldn’t hurt to ask though since you’re taking an interest in the thread. 🙂

  • @neosseee said:

    https://forum.deadbydaylight.com/en/discussion/comment/1746189#Comment_1746189

    damn I wonder why no one played her on the BOTB tournament since she's apparently in the top third of killers. Seriously, your data is not a good thing to rely on blindly in terms of balance. Also, when will you show us the clown's hidden potential ?

    Because the top two or three killers are perceived to be so much better than everybody else there’s no reason not to play one of those. That doesn’t say anything one way or another about Pig though.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1748255#Comment_1748255

    I pretty much only play Pig, so I cannot answer that question properly. All I can say is that I have done fairly well in red ranks as a borderline M1 killer (again, very rarely using her ambush) using "Agitation + Iron Grasp + Mad Grit + Surge." That's a Killer that's not even really using the full kit they have available plus an extremely meme build.

    Right, and that’s great. My point is that none of that is evidence that Pig is weak, if anything it points to Pig being decent.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1748181#Comment_1748181

    I don't think she's the weakest necessarily, but I think she is weak. As for kill rates, I can only speak from personal experience, but there are a LOT of bad Survivors out there. I shouldn't be able to 3-4k strings of matches as a Pig in red rank without ever needing to use the ambush.

    But the question is are you getting just as many 3-4k with her as with other killers? You presumably face just as many bad survivors with her as you do other killers. And note that the “bad survivor” factor is already kind of accounted for here because all the killers in the red rank chart have about a 10% higher kill rate across the board compared to the All Ranks chart and that’s due to the Red rank chart being all matches by red rank killers including those which had some “bad” lower rank survivor opponents. In other words all the killers in that chart are getting a stat boost from matches against bad survivors equally so it doesn’t explain why her kill rate is relatively higher than most of the other killers.

  • Anybody claiming Pig is the weakest killer needs to follow up by explaining why she has the fourth highest kill rates among red rank killers. Obviously kill rates aren’t the only way to measure effectiveness (e.g. Nurse has a low kill rate because of her extremely steep learning curve but has a very high potential) but they also aren’t meaningless in that a very high kill rate is difficult to rationalize if a killer is “weak”. What objective evidence do you actually have that Pig is the weakest killer because the circumstantial statistical evidence in the data contradicts that.

    p.S. She was second highest on the All Ranks killer chart for reference. Which could indicate she is particularly strong against average opponents compared to higher rank opponents who are more situationally aware of stealth killers and possibly less intimidated by the traps.

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  • I think it’s pretty impossible to tell how good or bad the live release version of the Twins will be since the devs have already confirmed they are actively working on changes to how lockers work against Victor and what happens with survivors choosing to ignore Victor being in their head, two of the biggest issues with the PTB version. (And that’s just the changes they mentioned, it’s entirely possible they’re also tweaking other things as well.) On top of which the way the Twins play is so unique compared to all the other killers there’s not even any consensus on what strategies are the most effective yet for the PTB version let alone the version we’ll ultimately get on live.

    So ... 🤷‍♂️

  • @Jallybwan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1715240#Comment_1715240

    Pig's high kill rate most likely comes from the Tampered Timer/Box of Gears or Jigsaw's Annotated Plan combo, or just plain bad luck on the survivors' part when searching boxes. There's also the fact that on some maps (usually larger ones), boxes spawn ludicrously far apart. Pig's high kill rate is undeniably influenced by her luck-based RBTs, not that her power is good on a skill-based level. I would advocate for reducing the randomness of her boxes, while making her ambush more consistently available.

    Actually I suspect only a small percentage of her kills are directly from a trap killing someone, let alone kills that happen in games with specific combos using rare add-ons versus the rest of games involving Pigs that don’t have those add-ons equipped. In fact the traps main benefits for Pig aren’t killing survivors themselves, it’s that they force survivors off gens toward the boxes which both gives Pig more time to get downs and makes the survivors who are going to the boxes more vulnerable if the Pig chooses to focus on downing them again.

    That being said there’s no avaialble data one way or another as far as I know on exactly how many of Pigs kills are from Game Over trap events. Without that number it’s all speculation.

  • @TAG said:

    I've certainly noticed the brighter blood when playing as the Twins, but I've yet to see if this is just a Twins thing or if it is the same with other Killers in the PTB.

    It’s only Victor. Charlotte doesn’t see blood in that tint and I’ve watched Michi play Hag on PTB and didn’t see a difference.

  • @Hoodied said:

    I mean, its fair as Victor has a smol fov

    Yeah, it definitely helps make up for him being so short he can barely see through grass.

  • They’re already dedicating the midchapter patches in particular to rebalancing existing characters and they do bug fixes every patch.

    P.S. DC bans should stay in place, anybody who gets lengthy bans from it got them because they disconnected multiple times in a short time span. Nobody gets more than five minutes from a oneoff connection hiccup.

  • In principle I like the mechanical concept. This also could have thematically been the classic ventriloquist and her animated dummy or a puppet master and their doll for instance. (In fact a skin that makes them look like a ventriloquist with Victor as a puppet in a tuxedo would be pretty sweet! 😄)

    The PTB version has some serious flaws though. Fortunately the devs did post that they are actively working on addressing the issues of survivors dodging Victor in a locker and survivors simply indefinitely ignoring Victor thrashing around on their head. (“Parkour this pallet while a rabid animal tears my face? No problem!”) So it’s kind of pointless to try and evaluate how good or bad the current version is since the version that will go to live is definitely going to be different in some significant ways.

  • Some of the male killers are sympathetic as well. Wraith’s backstory is pretty tragic.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1743234#Comment_1743234

    I agree, it's getting a lot better if the main complaint someone has regarding violence is in a video game.

    A lot of people reading the subject line and not the post....

  • @Markness said:

    Brutal is only useful on the clown, everyone else is better off with enduring if you're doing a pallet-oriented build. I think that you can't go wrong with bamboozle on a lot of killers too as it shuts down the killer shack and jungle gyms and makes you vault quicker too. Enduring + Bamboozle on a lot of killers is an amazing combo (especially M1 killers).

    You can use both Enduring and Brutal, they do stack. And certainly dropped pallets are common enough that you would get benefit from both every match. Of course that is two slots specifically to help in chases with pallets so that means giving up a tracking or slowdown perk but if just shrugging off pallets gains you back enough time efficiency then it could be worth the investment.

    Also I would argue Brutal can work on Blight as well since Blight is uniquely able to catch up to survivors with Lethal Rush after breaking the pallet. Technically Blight also can break pallets using Lethal Rush but that only helps in certain situations, if Blight gets stunned by a pallet then using Lethal Rush to break it at that point isn’t faster than just breaking it normally.

  • I’m undecided on the Twins since I haven’t played them yet and since the devs commented a little bit ago that they are still actively working on the issue with survivors jumping into lockers against Victor and on what to do if a survivor intentionally never tries to pull Victor off their head thereby indefinitely denying the killer their ability. Those two scenarios in particular appear to be major issues with the Twins at the moment so the details of what the devs specifically do to mitigate them will have a big impact on their effectiveness.

  • Brutal is more generally useful since it gives benefit at basically any dropped pallet while Bamboozle is mainly useful at specific loops with good vault locations like the killer shack. Which one I might prefer depends partly on how much of an issue I think windows will be versus pallets for a particular killer and loadout.

  • @horrortale_sans said:

    i am going into the game and nothing shows up

    The Twins are on the public test build server now. They’ll probably be pushed to live in two or three weeks.

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