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konchok

konchok

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  • This is how to play against this strategy with the highest rate of success for your team.

    1. The pig cannot leave her box without giving up the strategy. So you need to maximize the amount of time that she's in front of the box
    2. That means that when you start with a trap on your head you should not complete any generators until the pig has secured a down
    3. Check for ruin, because you will need to 99 gens and this cannot be done if ruin is active
    4. Once ruin is out of play, 99 all 5 gens and break all totems (if you're playing solo, it is enough just to 99 gens)
    5. Once you're certain that you have all the gens ready, pop, pop, pop, pop, and pop the gens.
    6. At this point expect NOED to be in play unless you've cleansed all totems
    7. If more than 1 survivor has a head trap on, all but one survivor must sacrifice themselves by running out of the exit
    8. The last survivor can now get hatch.

    If you do not do this , as soon as all of the survivors with head traps have been killed the pig will play normally and may get additional kills. A 1k can easily become a 4k once the pig is able to leave the box and play normally.

  • Another Whataboutist thread on the forums. How many is that today, like four threads already. I shouldn't have to say this, your request isn't somehow made valid because you don't like something else in the game.

  • You're going to have win streaks and you're going to have losing streaks. I'm confused what you feel would be better. If somehow you only got 4ks or 4ks with some 2ks or every game a 2k?

    Anyway, I don't see any issue with you getting sweaty survivors. You're going to lose and when you do it's going to be verses people who are better than you (also referred to as sweaty on these forums). Why did you even post this to this forum?

  • Usually there's a sale right after a new killer is released. I say wait for the sale because it'll save you quite a bit.

  • This is a huge change that would absolutely wreck the balance that this game has. That being said, I really like the idea. I do think that other balancing changes would need to happen for it to go live.

  • Perks generally should not affect killer powers, so I agree.

  • Another Whataboutism thread. I will point these out whenever they're brought up. It's a logical fallacy and should never be responded to reasonably. If you want to talk about the merits of having a 5th perk slot for killer, than we can have that discussion, but do it stand alone. As soon as you justify it because of a whatabouts you're already showing that you don't actually think that your request has any merit.

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/2790500#Comment_2790500

    Sorry, but this is bogus. Solo queue will not be able to coordinate this.

    Solo Queue can be fairly effective when everyone is on the same page. I reminds me back when plague didn't have any fountains, survivors just knew not to cleanse. It was just a global strat that was used. This could be the same, if you spawn and you already have your head trap on, don't pop a generator until someone has been hooked.

  • GoshJosh, Here's how this strategy is used.

    1. It's entirely a meme and the pig will go afk for the whole match or at least until the exit gates are powered.
    2. The pig will wait for 1 or more survivors to die and then they'll play normally. At which point you're down 1 or more survivors and chances of survival are slim.

    The second one is the most dangerous playstyle. Because if 2 survivors die that quickly becomes a 4k once they're free from guarding the boxes.

    So the strategy is to 99 all gens and break all totems. The killer in this situation either has to abandon the box to defend or they allow you to 99 the gens. And it doesn't even take that long when you're not being contested. Once all gens are ready to pop, you pop them as quickly as possible. Any survivor who can leave by the gates must do so ASAP. If there is more than 1 survivor with a head trap on, they must also leave and die by leaving the gate. The last survivor escapes through hatch (if they're lucky enough to find it before their head pops or the pig catches them.

    --

    The suggestion that I have is not even something that I thought of, it was Otz's suggestion to this fix. But I agree whole heartedly. Have it so that the iri add-on removes the ability for the exit gates to kill you. This would mean that regardless of how many hats are left by the end of the match all survivors would be able to escape, then it simply is a matter of educating the DBD survivors on how to use this strategy to escape once they've identified that they're versing an AFK pig.

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/2790482#Comment_2790482

    I was thinking like pyramid heads cages, if a pig is too close to a box, the 'key' is moved to another one, or the box is moved to another spot.

    I wouldn't be opposed, but I feel that that would be an overall nerf to the pig.

  • The simplest change in my mind would be to have it so that the exit gates no longer kill you while wearing the reverse bear trap if that specific add-on is in play. It doesn't nerf the pig in any circumstance other than precisely this one.

  • PinHead has the highest overall kill rate in the game at nearly 60 percent. So I don't think anyone can honestly call him weak. I would say though that I haven't seen him used in a competitive setting. And I doubt that he'd do well competitively. But comp is comp and pubs are pubs. In pubs he's strong in comp he's weak (I think). So take that for what you will.

  • The Minotaur skin was one of the first legendarys to really recreate what it meant to use a skin on a killer. It's not surprising that new legendary's have improved on the shortcomings of past designs. But I think that it was fine for what it was and when it was. There may be new skins in the future for Oni where they could do something similar to what they did with Huntress, but they're not going to rework a skin.

  • @IlliterateGenocide said:

    https://forum.deadbydaylight.com/en/discussion/comment/2783608#Comment_2783608

    Def not a healthy nerf, a killer should be able to down down with there power in some way, don't want another legion thank you

    Legion may have problems, don't get me wrong. But not being able to down you with his power active is not one of them. Legion was nerfed in that way because of the problems involved in downing with his power. Does Legion need changes, sure, but you know what changes he doesn't need, you guessed it, downing with the power active. Twins is the same, the problems in their kit is from Victors ability to down survivors but being unable to apply a hook stage after downing. There are obviously other ways to go about fixing it that could allow Victor to continue to down survivors, but nothing that I feel is as elegant as this solution. But like I stated it would require many buffs to compensate.

  • Just have them pull the kill rates for killers with under 40 hours and use that to determine difficulty. I doubt that the kills with Nurse, Blight or Nurse are very high with players with less than 40 hours so they get an easy difficult rating. Doctor, Wraith, Legion all seem like killers that would be fairly easy for a new killer to do alright with, they get an easy. So on and so forth. You can even update the difficulty every 6 months or so without really having to think to much about it.

  • Twins need a rework.

    I'm going to suggest a change that is absolutely a nerf, but a healthy one. Don't just write it off because it's a nerf. The idea is to apply the nerf to make them a more healthy killer and then buff the living ######### out of everything else in their kit.

    My suggested change would be to make it so that pounces cannot down survivors, only put them into the head crab animation.

    Why, you ask? Simply to remove all of the worst parts of the current kit. Guarding the hook with victor to tunnel a survivor, 4 man slugging a group, etc.

    Well that basically ruins Victor does it not? Yes, but not irredeemably so. Even without downing potential, Twins gets a huge amount of pressure and information all over the map by being in 2 places at once. But that's obviously not enough, so let's discuss some buffs.

    -Remove auto death from jumping on geometry, however, death still occurs if swapping while on any such entity.

    -Remove penalty from placing Victor near hooks, because it's no longer necessary

    -Remove penalty from switching away from Charlotte to Victor to near 0 (Time may need to be increased slightly to avoid any kind of exploit in mechanics that can be gained by switching repeatedly)

    -Because a successful pounce will never result in Victor being anywhere but on someone's face. No changes needed.

    -Increase the amount of time that it takes to remove Victor

    -Provide charlotte some abilities that are separate from victor, but related.

    These are a bit off the wall and not really meant to be taken seriously but give an idea as to what I mean.

    Any survivor that's within Victors screech radius while he is attached to a survivor receives the oblivious status effect

    Charlotte has an increased lunge when within 8 meters of Victor (same as coup de grace and it would stack )

    When swapping to Charlotte from Victor, Charlotte is undetectable for 3 seconds. Has a 1 minute cool down.

    -

    This is by no means a definitive list of the changes that would be needed. I imagine that these buffs alone may not be enough, but it would definitely be more fun to play and if more buffs are needed at least it would be good beginning point for the Twins.

  • @emodeshort said:

    https://forum.deadbydaylight.com/en/discussion/comment/2781967#Comment_2781967

    When the spirit was strong, every game was a 50/50 between her and the blight, when was the last time you saw a spirit?

    Do you remember when spirit was actually used in comp? Not anymore. Spirit is a bit like Michael. Broken with the iri and pretty meh without it. Spirit's gone down further than many people admit. Maybe high B tier, maybe low A. Right around huntress. And don't get me wrong Spirit , like Huntress can absolutely wreck a team if they know what they're doing. But she's no longer competitively viable.

  • @Zozzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2781828#Comment_2781828

    Yes and no. They made it very clear that even people with 5k mmr will be put against people with 2k mmr because that is what the soft cap is for. It is just a big pool of players to allow them to get games.

    They implemented this after dowsey couldn't get a game for hours on his twins during one of the mmr tests because he was so high.

    They said this in the dev q and a if you bothered to watch it.

    You didn't understand what I wrote. My initial post was badly written, go back and read the edit and I hope you'll understood what I actually meant.

  • Anytime the code is changed it's going to change the way that she feels to play. That's just how game mechanics work. I think they're still fine tuning her and will for the next couple patches. Once the changes are complete you'll just have to relearn how to play her. She's going to be worse at some things and better at others. I think fundamentally she's better than she was before, even if specific parts of her kit are weaker.

  • @Zozzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2781813#Comment_2781813

    It's quite simple. Low mmr = survivors that don't understand what a loop is and haven't figured out that you can look behind you to see what the killer is doing.

    If you are getting mostly multi thousand hour swf squads that are stupidly difficult to mindgame and body block fgor each other when needed, then you are at least at the 2000 soft cap.

    Here's a bit of advice from one person to another. Being able to loop is just being able to play the game. If you get a certain number of hours you can get to the point where when getting chased you're going to head to a window or pallet. And the number of hours doesn't make someone better, but it does mean that they understand the basics. Let's take chess for an example. A grandmaster wouldn't say that he knows he is good at chess because the people that he plays against have been playing chess for thousands of hours. He knows he's good because regardless of who he plays he wins. Especially when there is a cap. If you are telling me that you know you've hit cap because the individuals that you're versing are strong, that doesn't sound to me like you hit the soft cap, it sounds like you've hit your personal skill cap.


    Editted to rephrase my thoughts.

  • @Zozzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2775144#Comment_2775144

    Is this from the perspective of a blight main or low mmr? because one hook can very much determine the outcome of the game with good survivors.

    One hook only makes the difference if the game is super close. What does low MMR have to do with anything. If you tell me your exact MMR number, I'll tell you mine. G. Zues, almighty.

  • @Zozzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2775040#Comment_2775040

    Hard to trust their statistics when they include the 3 survivors that stay in a game with an instant DC at 5 gens. That's a totally fair game and should be counted towards your balance decisions.

    How many of your games do you get an instant DC at 5 gens. I think it's statistically insignificant.

  • I'm very much a killer main and I don't think that Boil Over is OP, it is however very annoying. It's the sort of perk that makes you tilt immediately if used to escape from a killers grasp on the way to a hook. Now a single hook does not make or break a match, but being put in a situation where you are punished for completing your objective because they've positioned themselves in such a way where they cannot be hooked feels so bad.

  • Pig can actually counter boil over pretty reliably. Did someone position themselves in a way where you can't get them to a hook. Just put a lovely hat on their head and leave them on the ground. They'll be sure to visit some lovely tourist destination where you can pick them up and deliver them to their hooks.

  • I agree with El_Gingero. It's not about offering special treatment to streamers, it's about using the streamer platform as a way to show that hackers are not tolerated within this game. It's important that cheaters are blocked whenever possible, but streamers should have an avenue to have that prioritized so that their viewers can see that cheating is not tolerated.

  • At this point I don't think BHVR trusts their community. And I can see why, the community has largely been complaining about how survivors are OP when it's clear as day that Killers have been dominating and still are. So you can see how they would be wary of listening to feedback about balance.

  • @Leonardo1ita said:

    https://forum.deadbydaylight.com/en/discussion/comment/2772667#Comment_2772667

    Bad solution, there should be an overall solution to facecamping, not just Bubba with a not so great solution.

    I really don't feel that that many killers can secure death like he can. It's very much just a Bubba problem.

  • If you were to judge killers and balance killers around their ability to get hooks then the game would be terribly skewed. Killers who tend to snow-ball would look like they're underperforming which would cause problems when attempting to fix them. The 2 killers that come to my mind are Plague and Oni. These 2 killers in the right hands snow-ball hard but when they don't they lose hard. Either way they're not getting many hooks.

  • Legion for a million different reasons. You can counter him by not healing, You can counter him with boons, He has huge cool-downs to using his power that nearly counter any utility that you get from the increased speed, which is less than what it seems. At least Michael can down a full health survivor and you could potentially secure a kill in the basement with his power. What can Legion do?

  • I've made this suggestion before and I really think it would do wonders for Bubba. If Bubba uses his chainsaw from within 8 meters of a hooked survivor he goes into Tantrum. He would still have the instadown from the Tantrum, but with the loss of control I believe that hook saves could be coordinated and BT would be much more effective. Bubba would still be a monster around the basement by camping the stairs and he always has the option to use the mallet around hooks.


    Edit: hooked survivor, not any hook.

  • @dictep said:

    Please, don’t cry killers for everything everyday. You won’t see a boil over in a week. I’m sure killers main here only have seen it in YouTube videos. In about 30 matches I didn’t see any boil over.

    Really, I saw it in on half of my survivors when I was playing. It was only an issue in one game where I had to bleed out 2 survivors because I couldn't get them to hooks.

  • I've been using it with Blighted Crow to really solid effect. You can get to absolutely nutty speeds.

  • @Xendritch said:

    It's overrated, if you have to go out of your way to try and maybe squeeze value you out of it it's not very good is it? You'll get squads who try to bully with it but it will almost never be organically useful.

    Here's the issue with this. You can get into situations where a downed survivor cannot be brought to a hook. I had this happen to me on Midwich with 2 different survivors. I had killed 2 of their teammates on hooks near the bathroom. There were no hooks in the courtyard or along the hallway going in either direction and I had to let them both bleed out because I couldn't hook them. Luckily the last slug was near the hatch and I was more than happy to let them get it to finally be done with that match.

  • @Erd69 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2771586#Comment_2771586

    That's the issue, I don't want to. It's not good for my mental health. I don't wanna hear people say "oh well you made a mistake " when I'm literally trying so hard. Or people saying "you should've played better". The game is already frustrating enough and I don't wanna get even more angrier lol

    See this is the real issue I believe. You can't admit to yourself that you made mistakes and that the other group was better. So you go to the forums to complain about SWF and survivor.

  • Erd69, post a video of one of your games.

  • @Shroompy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2769012#Comment_2769012

    Unless I missed something in one of the patch notes, she only has 1 corrupt fountain with base kit

    I think you're right

  • I agree with your statement, but I think that there's something that the devs don't want to admit to and it's this. Perk tiers allow newer players to feel like they're getting better at the game even when they're not. What I mean by this is that they're basically handicapping new players to make them even worse, so that as they level up their character they feel as if they themselves are improving, even if they personally haven't gotten any better at the game.

  • @NekoGamerX said:

    https://forum.deadbydaylight.com/en/discussion/comment/2769072#Comment_2769072

    yea the pipping system sucks mostly for killers tho I get to red grade with survivor pretty easy just takes a lot of time.

    I find the opposite true. I can double Pip nearly every game as killer, but for survivor. That's another story, but a lot of that comes down to playing mostly solo queue.

  • @NekoGamerX said:

    https://forum.deadbydaylight.com/en/discussion/comment/2769058#Comment_2769058

    thanks Legion one of my mains not I'm rusty with them the artiest and Nemesis pretty good with too.

    I haven't played to much with Nemesis, but I think he should be pretty good with Emblems, I'd avoid the Artist because many of her hits will be outside of chase which will hurt your ability to pip.

  • @NekoGamerX said:

    now I don't care if I'm in high or low MMR I think I do pretty good

    I want to get to red grade could use the blood points but I have bad games and ok games,I either depip or safety pip.

    Now if SBMM and Grades are not the same have nothing to do with MM (Grade don't matter) why it so hard to pip or why we lose pips in really bad games.

    I like to know how both work if they do something just off here.

    this don't matter but I'm silver grade killer and gold grade survivor I got a long way to go.

    The higher the grade the more strict the requirements to get to higher grades. I'd read through the emblem system to see what kind of things you can get points toward. One area that is easy to improve with as survivor that will make a huge difference is escaping from the killers grasp. If you run Decisive Strike you get quite a few survival points for using that perk and if you get tunneled out of the game you can earn enough survival points to still Pip.

    As killer my biggest piece of advice is that the killer that you're using matters a lot. Some killers earn Pips easier than others, so if you're trying to earn Pips I would focus on those killers. Legion, Doctor, and Blight are all good pip earners, One Shot Killers like Plague, Oni, Leatherface are terrible at getting pips.


    Reference: https://deadbydaylight.fandom.com/wiki/Emblems

  • @fblurbg said:

    https://forum.deadbydaylight.com/en/discussion/comment/2768990#Comment_2768990

    That's the saddest thing I've heard all week. "You got called out by a dev whose trustworthiness is paper-thin, so I'm going to hound you wherever you go." News flash, trying to get attention from me won't make up for the attention you didn't receive from your parents growing up.

    Basically, Peanits said that their desired average is a 50% kill rate, meaning that their desired average (meaning the majority of and ideally all) matches are a 2k2e. There's no other way you can spin that in a way that isn't "We want every other match to alternate between a 4k and 4e" or "We want matches to still have wild amounts of variance between the results to the point where they are individually meaningless but hey, they collectively average out to this random number we abstractly decided was the pinnacle of balance."

    Peanits more or less said "Find me where we said wanted 2k2e matches on average. What we actually want is 2k2e matches on average."

    Wow, insult a developer and put words into his mouth. And honestly you're the one here who's words are paper thin. You've yet to put anything up, where's the clip to back-up your claim. Now I won't hound you, but I might remind you that you have yet to put out anything substantive.

  • @foxsansbox said:

    https://forum.deadbydaylight.com/en/discussion/306649/plague-is-an-s-tier-killer

    The argument isn't "What if they all cleanse?", it's really "What if none of them cleanse?"

    And then what happens, Plague loses. Tall, 110% Killer with only M1. That is a recipe for complete and utter failure with how strong tilesets currently are.

    Plague is not a 110 percent killer. She also has 2 fountains base kit. But I definitely don't think she's S tier. I will say if there's any killer that might be S tier that isn't currently considered S tier and that's Oni. And for that it comes down to, just how long can a competitive group of survivors keep an equally skilled Oni from getting any blood at all. From what I've seen in the most recent tourney, not long at all. 1 misplayed tile or even just 1 tile that's not close enough to another and the player takes a hit. An oni in their power is the most powerful killer in the game, I'd say stronger than Nurse easily.

    Edit to fix poor spelling

  • @fblurbg said:

    https://forum.deadbydaylight.com/en/discussion/comment/2768587#Comment_2768587

    Have you never listened to them talk about MMR and their balancing in-depth beyond this one QnA? Wanting 2 kills and 2 escapes every match is their paradigm. It's what the community has been getting at them for for a long time now, because their logic and philosophy are flawed.

    You got called out hard by Peanits, where is your response. If you don't put one out I will call you out whenever you post anything in this forum.

  • @AngyKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/2768574#Comment_2768574

    Making him clunky to play and giving Survivors a hook-zone safe area does not fix him.

    If players want to facecamp; they will. It's the nature of the game. Making a Killer suck is not fixing it.

    How does this change Bubba at all? If you want to face camp just grab off of hook like every other face camping killer. Tantrum isn't a straight downside either. It still allows a single health state from survivors who go into lockers to avoid the chain saw and Tantrum is still area of affect so you can still use it to get hits next to the hook. I'm not asking for it to be completely disabled around the hook, just much harder to abuse around a hook.

  • @Marc_123 said:

    How to fix Bubba ... leave him like he is.

    https://forum.deadbydaylight.com/en/discussion/306190/best-bubba-facecamp-perks

    Best bubba facecamp perks? I run,deadlock, gives me x4 30 sec gen blocks corrupt intervention, helps me keep some survs off gens No escape, extra time Noed, speed boost for chainsaw and insta down Any ideas how I can improve? When i get a down, i camp till sacrifice.


    This is honestly how many many players run Bubba. This is what's broken. Yesterday I had a game where I played Bubba and I had 2 survivors in the basement because they played badly. Now I have a choice, do I camp there deaths, which is the right play and extremely boring and the survivors have no chance of succeeding or do I leave and let the game continue. I chose to allow that match to continue because it is boring as sin waiting for 2 survivors to die in the basement. With this change I wouldn't have to play badly to allow a match to continue, a group of coordinated survivors would have a chance to get them out of the basement. That's all that I want, I want there to be choices, because a game without choices is no game at all.

  • @AngyKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/2768466#Comment_2768466

    Again; Survivors should not get partial or full immunity to a Killer power by running to a hooked Survivor.

    Lot's of killers have killer powers that don't work near hooked survivors.

  • @ThatOneDemoPlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2768463#Comment_2768463

    I'm not even talking about his camping potential, I'm talking about his chase. Oh, you're getting chased? Just enter a Locker, he'll either be forced to M1 you, or he'll enter Tantrum to try and kill you if you miss-time it. But with your change, not even that would work as miss-timing it would only make you lose 1 Health State.

    Also, your camping chance would hurt him even more. You're being chased? Just come close to the Hook and get immunity to Bubba's chainsaw, forcing him to use an M1 or Grab, which doesn't work 90% of the time

    Lots of killers have going into a locker as counter-play, such as Blight or Nurse. And like you said, the survivors would still lose a health state. I see no issue here. That being said, I could see a buff being applied to Bubba as a sort of counter nerf. I'm not here to suggest buffs for him, but I'm open to any small tweak that makes him a bit better.

  • @Tr1nity said:

    Until your on a chase with a bubba and run to the hooked survivor for an easy escape.

    Just M1, nothings preventing him from using the gold ol' hit um with a mallet.

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