Avatar

radiantHero23

radiantHero23

About

Username
radiantHero23
Joined
Visits
4,891
Last Active

Comments

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3654422#Comment_3654422

    Semantics, but the fastest she can go basekit is 6.9 m/s. Thats her dash speed, but I know thats not what you meant. As for her crouch speed... you're right that if she's taking a stroll around the map it's gonna be slow. If she's closing the last 32 meters to a gen... not so much. As far as not having a teleport, she'll be one of the many killers in this game that don't.

    That is true. My point is, that against a killer that cannot traverse the map quickly to change the chase or harass survivors off gens, pre dropping is a very strong strategy. This will not change against the Pig. Leaving her chase buffs nice but not as strong to warrant the nerfs to the rest of her kit.

    In my opinion, the nerfs need to be less severe nor the buffs need to be a lot stronger. Right now, i cant call this a buff by any means. Its a stagnation at best.

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3654332#Comment_3654332

    How about trying the changes before determining that the buff to her chase won't work. If the survivor is just predropping every semi-decent pallet rather than looping, they're going to run out of resources...

    That doesnt matter that often though. Pig is still 4.6m/s. The fastest she goes is 4.6m/s. With the buffs, she is encouraged to walk around the map with 3.8m/s. On many maps, that is too slow to stop or even interrupt generator progress. Shes not Sadako, who can teleport, Shes not Blight, who has the ability to defend cross map 3 gens and shes not Nurse, who can end chases in under 10 seconds. Traps and also playing around head pops is an elemental part of her kit, just as stealth and ambush are. Im dissapointed that many people seem to forget this.

    Im gonna try the changes out, trust me. But out of the experience i have, these nerfs are way more severe, than what i imagined. They definitely dont tackle the "unhealthy" screaming build some people are using. Thats for sure.

  • @Zeidoktor said:

    I had a thought about the RBT timers.

    Could the extra 30 seconds be, at least in part, a response to the Pig's reworked RNG? I don't know how common it is now for a Survivor to have to search 4 boxes, but it's probably more common than it was compared to back when it was mainly a guessing game of finding the right box.

    But drawing a 4 box search on a map like Red Forest or Ormond could be a death sentence depending on where the boxes are on the map. The extra 30 seconds might indeed make the difference between "objectively doomed" or having a chance to survive.

    But red forest got a lot smaller. Ormond is a huge map, maybe to big. Thats a discussion for a different time. Should the power be laughable on small maps to compensate for a select few big ones? Not really, if you ask me.

  • @Adrien said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3654352#Comment_3654352

    The thing is, even on League of Legends, people play more 500 ranked games per year since like 5 seasons the same champion (more than 3k hours), and are still hard stuck Silver. Why ? Because they don't want to adopt another play style or refuse to reconsider the way they use their champion.

    I mean it sounds like an argument from authority logic saying "I'm 2.2 k hours Pig main and I live for her and I mastered the dash perfectly".

    For a Pig dash expert, I'm surprised you never mentionned the speed of the Dash or even the ambush reach, basekit or new feature. Especially through your messages, it seems like you underestimate this buff.

    It seems like your strat revolves around head pops mostly. That's why you are reacting so hard to the nerfing part IMO.

    New pig insights : If you use chase add-ons, you shouldn't get an easy head pop just with one interruption. If you use "head pop" add-ons, then you sacrifice a bit of your chase potential, but basekit your chase potential is ok-ish.

    I think this is the purpose of BHVR, even if I hate the fact that a survivor can still remove a RBT in one search. This is a waste of a RBT. 14 searches, 2 to 4 searches per survivor.

    Again, enjoy watching : https://www.youtube.com/watch?v=z06a3UullRk

  • @Adrien said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3654352#Comment_3654352

    Traps are not only a kill mechanic. Kill should be the cherry on the top.

    The main purpose is not to remove head pops completely, it is to make it very hard to occur. Like Sadako, you can condemn but you have to work hard for it. The main purpose is too slow down the game, even if it is a death threat. It has to be for teh survivor to prioritize it. I know pinhead have a non lethal slowdown.

    And let's be honest harassing survivors around boxes is too easy. One down at a box for a survivor can lead to a certain head pop sometimes, even with "chase oriented" add-ons. That's why she has a nice kill rate. It's not even skillful.

    Now at least if you want to harass survivors at boxes, you have to bring a specific add-ons set to decrease to time available for survivors AND monitor survivors movement accross the map to know where to go, not following the auras.

    I agree RBTs should have more slow downs to compensate the timer buff however. Longer search time or a number of minimum search set to 2 with 14 searches across all survivors

    I find the posts amusing. Pig is consistently called one of the worst killers in the game (not by me, mind you).

    Now i see many people claiming, that its so simple to get kills. What is it now? Is she too strong or too weak?

    @Adrien said:

    "I just wanna add, that i have 2200h+ on Pig and have perfected the moondash. I go for ambush all the time and have combat straps and medical file autolocked. Pig is the sole reason i still play DBD. I know this character in and out."

    ===> The thing is, even on League of Legends, people play more 500 ranked games per year since like 5 seasons the same champion (more than 3k hours), and are still hard stuck Silver. Why ? Because they don't want to adopt another play style or refuse to reconsider the way they use their champion.

    I mean it sounds like an argument from authority logic saying "I'm 2.2 k hours Pig main and I live for her and I mastered the dash perfectly".

    Then I'm surprised you never mentionned the speed of the Dash or even the ambush reach, basekit or new feature.

    It seems like your strat revolved around head pops mostly. That's why you are reacting so hard to the nerfing part IMO.

    New pig insights : If you use chase add-ons, you shouldn't get an easy head pop just with one interruption. If you use "head pop" add-ons, then you sacrifice a bit of your chase potential, but basekit your chase potential is ok-ish.

    I think this is the purpose of BHVR, even if I hate the fact that a survivor can still remove a RBT in one search. This is a waste of a RBT. 14 searches, 2 to 4 searches per survivor.

    Enjoy watching: https://www.youtube.com/watch?v=z06a3UullRk

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3654160#Comment_3654160

    Why is it that smart killer gameplay is considered harassment or scummy?

    Because the survivor cannot do anything. Their fate is sealed the moment they receive a trap with 4 searches. 2:30 is already barely enough to reach 4 boxes on some map spawns, all it takes is for the killer to be at the one you're going to once and you're guaranteed to die, potentially on first or no hooks.

    This is not healthy gameplay. It's worse than tunneling. Furthermore there's a current tactic of using scream perks such as Face The Darkness and Ultimate Weapon to interrupt boxes, which has the same effect without even needing to tunnel.

    Ideally, traps ahould only be able to kill when the survivor messes up. Not when the killer decides to casually interrupt one single box search.

    Not only is this fair, but it's in line with the lore too. Amanda tried to fix the game in her favour and her hubris killed her, meanwhile John's games always had a guaranteed way out, providing you played by the rules.

    They don't have the time to come for an unhook, heal, search a chest, get chased away from traps and still get the trap off, if they have 4 searches. This will no longer be the case. 30 seconds more time is enough to take any kill pressure away. 

    Absolutely false. An extra 30 seconds doesn’t give you the freedom to drop your box search relay. There is still the chance that your search is interrupted, that the killer intercepts you between boxes, and this can shave off a lot of time. 30 seconds is nowhere near enough to guarantee you tine to spare.

    Just don't use her power to its max potential. What about Pinhead's box, would it be a nerf, if he couldn't pick it up himself anymore? Surely not. It's only a nerf, if you do that. Or Sadako's codemned moris, would it be a nerf if you couldn't kill survivors with it but it would give you simple slowdown instead? 

    Sadako has literally been nerfed and reworked multiple times to prevent her power being used purely for lethal moris. Skull Merchant has also had reworked to remove problematic tactics. Pig isn't even new to this as she was reworked to prevent her guaranteeing a head pop by camping a box. This is no different to that.

    Kills have to be earned, and survivors have to have the opportunity to outplay the killer.

    Using the Pig's power to it's potential, playing the optimal Pig game, is leaving a trapped survivor alone to make use of the slowdown it provides. It's the most basic form of killer arithmetic, that although can take skill and a bit of luck to fully realise, is still overlooked by many poor killers who rely on crutch perks.

    One survivor is hooked, one survivor is in chase/directly pressured, one survivor has to go for the rescue + heal, that leaves one survivor on gens. You want the survivor that's left to do gens to be the one who is trapped. The optimal Pig game is ensuring that scenario occurs as you rotate survivors and work through your traps.

    To say that optimal Pig games are where you get head pops by applying minimal pressure to one survivor who has no ability to do anything else but die, is like saying optimal Skull Merchant gameplay is holding gens hostage for 59 minutes. It might be true, but it's scummy.

    I play Pig a lot, I always ignore the trapped survivor. I want to get all the slowdown potential out of that trap, and I don't want them to die to a trap on their first hook. I want them to eventually get their trap off? so that I can catch them and hook them again, I want as many hooks as I can get.

    Despite this, I still get games where survivors die to traps. Sometimes without any interaction with me at all, sometimes because I accidentally crossed paths with them and delay their searches. You know what usually happens in these cases? A DC, or they give up. There's nothing satisfying in shooting fish in a barrel.

    I play Pig optimally. However, i also memorize survivor locaitons and movement as well as the rng i have. If i can play around my traps, i will. Thats why they are there. I spread my traps and if i have a 4 search, i pressure at the correct time to maybe get a head pop. I dont focus on that one survivor all game. I focus on them, when the time is right.

  • @Adrien said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3653093#Comment_3653093

    "30 seconds longer on traps now makes head pops almost impossible".

    That's the point, less cheesy head pops, RBT as a slow down tool "only" (like Sadako).

    However they should set the minimum search number to 2. One search to get rid of a RBT is ridiculous.

    I use the add-on last will, sometimes when the survivor try to leave the loop a bit too late I catch up with the extra 6%. Also around "mediocre loop" where survivors think they can outplay me with double backs or they can reach the pallet in time, they take a hit.

    This add-on is really slept on. And you don't even mention it.... Basically Amanda goes from 172,5% (6.9 m/s) to ... 182.85%.

    That's a big speed with a slightly bigger reach.

    Base distance with ambush dash : 13.8 meters. With Last Will add-on : 14.6 m.

    New buff : basekit 15.87 meters !

    With Last will : 16.8 meters covered at about 183 % movement speed !

    You're not gonna conviced me this is not significant.

    3 more meters basekit lol. That's a big deal. See you in the PTB for the feedbacks.

    Did i say that the buffs are bad? No. They are amazing. They are just not enough to warrant these nerfs.

    Im gonna repeat what i already said: the Traps are a kill mechanic. If theior sole purpose was slowdown, they could simply change their effect to this: while wearing a RBT, the survivor cannot interact with a generator. This is not the case. The traps kill. They should remain that way. This encourages decisionmaking. Its the Pigs MAIN part of her power. The nerfs are just too much.

    Im all for nerfing the traps to compensate for buffs to her chase. My proposal:

    Best form of nerf to RBT:

    • survivors cannot die to the timer running out while searching a jigsaw box
    • survivors are not interrupted by screaming while searching a jigsaw box

    Nothing more is needed. These nerfs would be in line with the buffs she is getting. The nerfs proposed in the notes are overkill.

    I just wanna add, that i have 2200h+ on Pig and have perfected the moondash. I go for ambush all the time and have combat straps and medical file autolocked. Pig is the sole reason i still play DBD. I know this character in and out.

  • @Ayodam said:

    Do people really not understand that Pig’s traps are for slowdown—not a guaranteed pseudo-mori? You should not chase survivors with traps on their head. The traps are *slow down* that do the work *for* you. You do not need to pressure survivors wearing the traps because the trap IS pressure. Stop working against your own power.

    You are not working against your power, your useing it. I use the information of what rng i have and play around that to maybe get a kill without hooking. Thats using the killers power. If the sole utility of the traps is slowdown, they would not be able to kill you. The simple debuff of: "you cant work on gens while having a trap" would be enough.

    However, the traps can kill you. They should remain to have that trait.

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3654027#Comment_3654027

    You're claiming that all the gens are done before you can use the traps? I feel like you should be CELEBRATING that they're buffing the chase part of her power then. You'll be able to get 4 downs now before 5 gens are done on a killer with built in slowdown...

    Thats the point though. Pig currently has a weak chase and therefore is dependent on strong slowdown or even kills from the traps to win.

    This will not change though. The buffs are not enough by a long shot to warrant the nerfs. The Pig will still lose 3 gens to pre dropping or survivors leaving the loop to get her first trap placed. However, this trap is now severely less threatening. Overall, shes just worse.

  • Honestly, i was not going for anything in particular and just played for the first 80hours. Then Malenia became a brick wall and i changed my strategy. Pushed all those levels into vigor and dex. Then i beat her with a +10 Halo-sithe. Took a good amount of time, but was extremely satisfying. Then i got her sword and since then im using that. Learning movesets and punishing at the right time feels amazing. Favourite bosses are currently Malenia (Phase1 NOT 2), Maliketh (whole fight), Draconic Tree sentinel and definitely Godfrey.

    No magic (because i just didnt understand how to use it lol)

    Otherwise, my loadout is this:

    R1: Hand of Malenia

    R2: Halo - sithe

    R3: Eleonora´s poleblade

    L: completely empty

    Talismans: rotten winged insignia, shard of Alexander, Dragoncrest greatshield, Carian filigreed crest

    Quick equipment: Flasks and mixture

    Mixture: opaline bubble tear + cerulean hidden tear (should propably change the second tear, it rarely comes into use)


    Im now sitting at the final boss. Seems fun so far. Game has been a blast.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3653976#Comment_3653976

    not sure. my problem with pig and tombstone myer is that a really bad killer can beat strongest teams because how shallow the power is. there is no tech that you need learn on these killers to be successful at their mori. they just have automatic high-power level with no real rhythm or reason behind it. I'd be ok with their mori's if their mori had more depth where if killer does a particular strategy that takes skill to pull off, they get a mori. Unfortunately BVHR logic has not been to make their kits have more depth rather it has just been to slash every mori mechanic into the void.

    In case of Pig, i partly disagree. In case of Myers, i agree.

    But even then, both need good addons for their moris to become extremely simple to pull off.

  • @Xyvielia said:

    If you’re into Souls-Like games,

    Lies of P is freaking Awesome!!!

    Highly recommend checking it out

    Im currently playing Elden ring. Almost at 100% first playthrough. What an amazing game!

    I want to check Lies of P out after that.

  • @supersonic853 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3654195#Comment_3654195

    From onryo to pig huh? Its unfortunate. Hopefully they make considerable changes to make her traps be considerable slowdown and buff her ambush a good bit more to make her better in chase. Because they missed the ball on the traps imo and only nudged her in the chase direction.

    Best form of nerf to RBT:

    • survivors cannot die to the timer running out while searching a jigsaw box
    • survivors are not interrupted by screaming while searching a jigsaw box

    Nothing more is needed. These nerfs would be in line with the buffs she is getting. The nerfs proposed in the notes are overkill.

    If BHVR wants me to stop playing, they are currently pushing the right buttons.

  • @woundcowboy said:

    I’m not sure if they were trolling or just don’t know in regards to the pig “buffs.” She is, objectively, right now a better character than she will be after the patch. The slowdown/threat of a headpop is the best thing pig has, and it’s being severely nerfed

    Meanwhile they are buffing the worst part of her kit, which is still counterable by predropping and running away from the loop. Huge L for Pig.

    Its so sad. They seem to severely lack understanding of how to balance these kind of powers.

    Im just gonna post this here again:

    Best form of nerf to RBT:

    • survivors cannot die to the timer running out while searching a jigsaw box
    • survivors are not interrupted by screaming while searching a jigsaw box

    Nothing more is needed. These nerfs would be in line with the buffs she is getting. The nerfs proposed in the notes are overkill.

  • @CountOfTheFog said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3653162#Comment_3653162

    I don't care what buffs she gets, just remove her stealth and Undetectable status. My heart can't take it. It's terrifying 😳

    With these nerfs, i bet you willo not be seeing many piggy anyway. I for my part am heavily contemplating on continuing playing DBD as much anymore. I got invested because of Piggy. I play the game for this long because of Piggy. Now i see my girl getting nerfed AGAIN.

    I have recently been enjoying souls like games and found out that im quite skilled in these types of games. Fist Sadako and now Amanda. If BHVR wants me to stop playing DBD, they pushing the right buttons for the last couple months.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3653813#Comment_3653813

    This is a strong response. It does make sense to wait to see what the add-on changes will be. For add-ons:

    John's Medical File/Combat Straps

    I'm hope JMF and Combat Straps aren't just halved to compensate for being partially basekit, as that makes them... pretty hard to justify for both add-on slots. If they get a little bit extra... we might be cookin'...

    Amanda's Secret

    Downsode is now obviously partially basekit... I hope in the add-on pass they do something about Amanda's Secret... to this day I can't see why you'd want to use up an addon slot for a Notification and 6s aura read 4 times per game... like I'd still consider it niche with a 20s aura... the only value I can ever see it having is maybe in end game? Does any more experienced Pig player know the value of this that I'm missing?

    Jigsaw's Annotated Plan

    This need a significant relook, cause its now trash. The +10s is basically "who cares anyway?" territory on top of 30s added basekit... and now losing 10s every gen that pops is even more "who cares anyway?". It was already pretty niche and hard to get value from, as I need 2 gens to pop just to break even, and so it needed other add-ons to support it... but now I need 3 gens to pop just to remove the basekit increase... 4 to even start getting value on this effect. The 1 extra headtrap isn't worth it at all.

    I'm losing a gen for the value of this thing, and I already lost one just to turn it on, so thats 2 gens typically for any value... You could ditch the 10s penalty AND give a 20s time reduction... and it's STILL weaker than its current incarnation... required a total of 3 gens to pop just to reach the same equivalent value.

    I imagien this wpuld need a total rework if we're wanting to nerf bat RBTs into oblivion. Even a 30s drop with no penalty only brings it back to the same value this was before... but that might be ok, to at least be a sudden shock and surprise for a survivor to see a big chunk of their time to just disappear, that might claw back a little head trap fear... and if 2 gens get done while headtrapped, then suddenly this is scary... but I doubt we'll see that.

    Tampered Timer

    This was always one of her nastier add-ons, and tbh, if you wanna remove her head traps potency, just hitting this add-on does a lot by itself...

    However if we're going through with this change to give 30s base, and lose our box auras... this add-on might be fine for taking RBTs back somewhat to the level they were before. Workshop Grease and Tampered Timer seems it might be a somewhat effective Pig+ build compared to old Pig... but its questionable whether you would ever consider this add-on now. It seems better to just give up on trying to make RBTs scary and just use them as purely a fire and forget slowdown.

    This add-on might be worth just ignoring completely or being reworked to something more interesting.

    JMF and CS dont need hard nerfs, if the changes they propose are like they are. She will still have no real counter to pre dropping. Leaving the loop is still a great option.

    Amandas secret might just be her worst addon. Its so awful in design. The Pig nerfs herself by removing box auras to see auras of survivors that remove the traps. First: you as the Pig want to have the traps remain on the survivors head. They can give you kills. THIS IS WHAT THE GAME REWARDS YOU FOR WITH MMR. The aura reding is completely useless. You either have the survivor remove the trap in your face, in that case, the survivor is right in front of you, so no aura needed, or they remove the trap cross map, while you as Piggy are busy doing other stuff. in that case, the informaiton provided is also completely redundant. This is a purple addon, mind you, that competes with tempered timer, crate of gears and jigsaw sketch in the same rarity. Its bad. really bad.

    I completely agree with the annotated plan. This addon just got horrible.

    I also agree with the timer. Hitting this addon and crate of gears alone will hurt Pigs that play in a rather nasty way. The nerfs make this addon fine, maybe. But in combination with crate fo gears, it will again become really strong. RBT´s should be lethal. Not too lethal, but lethal enough to encourage smart decisions.

    A survivor has 3 minutes.

    Thats:

    • 180 seconds for ONE SEARCH
    • 90 seconds for TWO SEARCHES
    • 60 seconds for THREE SEARCHES
    • 45 seconds for FOUR SEARCHES

    (including the time to search and walk around the map.) That is not threatening. Not even with interruptions and harassment.

    I really hope this is considered.

  • @Akumakaji said:

    Maybe BHVR can give us a constand sad sobbing noice when she is in stealth, to subtly warn survivors of an imminent ambush. It would combo beautifully with her cute stun noises.

    🔥🐽🔥

  • As are the traps. Amanda comes from SAW. What is SAW about? The traps.

  • @anarchy753 said:

    They genuinely seem to have no idea how to balance a power that has lethality.

    Every patch, Sadako goes from Condemn-killing survivors before they've even been hooked once, to not getting a single condemn-kill, to only getting condemn kills when they're already dead on hook which is pointless.

    With RBTs, survivors now have 20% longer to get them off, AND the Pig won't be pressuring them while they do so. They have ZERO lethality any more. Except, ironically, by using the disgusting scream build which was the problem that probably got her traps nerfed in the first place, and wasn't touched at all.

    You know the change Pig traps needed to be fair? Screaming doesn't interrupt searching. There. RBT problems solved.

    Well said!

    Either make survivor screaming not interrupt searching or if they truly need to nerf her RBT´s, then make it, that a survivor cannot die to the timer running out while searching a box.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3653616#Comment_3653616

    they couldn't play worse to be honest. they were wasting pallets in where they created huge dead-zone around jigsaw box in corner of the map which is big red flag. on top of that, they never bothered to use infinity in the garden of joy house or pre-run properly.

    as soon as I saw sabotage hook play, i knew 100% that the match was minimum 2k for pig. you won because of slug-play between shack and tile-set. Thalita[Night King8704] was afraid to go to the box dead-zone box so he opt to go to shack box in which you intercepted resulting a mori.

    pig's chase is getting buffed in compensation for head-pop automatic mori play becoming worse.

    They pre dropped, because this is how you play against Pig in high level. You dont give her a chance to make any plays. I have to ask, did you seriously watch the match? You seem like you did. So help me understand.

    Every time they had the possibility, they tried to go to the main building. In these situations, i just left the chase. These happen in 2.19, where the Thalita dropped the pallet in the exact way so that she would be on the side, facing the main building, 2.30, where first Kate immendiately ran towards the main building, at 5.00, where the second Kate ran towards the jard pallet to get to main building, at 5.40, where the first Kate again runs straight towards the main building, at 6.20, where Thalita uses distance to get to the main building and at 6.45, where the second Kate did the same thing after getting hit.

    The flashbang safe was also played extraordinarily well, being placed IN MY model, which i dont know of wherther this is even intended to work or not. This happens extremely rarely in public matches.

    The mistakes they made:

    • All 3 other survivors working on the same gen behind me at 2.15
    • The David not playing around the moondash at the car park at 2.50
    • The David not leaving the tile at 3.38
    • The Thalita not working on gens at 3.42
    • The Thalita going down at 4.31
    • The second Kate giving me a free hit at 4.50
    • The second Kate losing distance due to tbagging at 4.54
    • The first Kate panic dropping the pallet at 5.31
    • The David instead of the second Kate giving me a free down at 6.00
    • The Thalita being around me at 6.11
    • The second Kate giving me a free hit at 6.32
    • The second Kate going down at 7.20
    • 7.28-7.39: The first Kate not leaving the spot and not unhooking David
    • The first Kate miscalculating the distance at 9.15
    • The David not playing around the moondash at 9.48
    • The first Kate giving up on hook at 9.48
    • The second Kate noth using the distance of lithe optimally

    Now to my mistakes:

    • Not bringing strong perks. Lets be real here. They played in a swf (not on comms, but with at least 4 experienced players), brought Garden of Joy and a BNP. I did bring Pig with brown addons and my chill build. Sure, i have a ton of experience on her, but that doesnt make her fly all of a sudden. I could and maybe should hgave also brought something stronger. Corrupt, surge, stbfl and lethal would have been better, on top of crate of gears and jigsaw sketch. Mabye a midwich offering. I was lacking severely behind in terms of loadout.
    • Horrible pathing at 1.38, falling for Thalitas mindgame
    • Horrible pathing until 1.44 followed by a stun
    • Falling for Thalitas midngame at 1.50, giving her huge distance for free
    • Bad zoning at 1.59, allowing Thalita to get to the next tile for free
    • Bad gameplay around the tile at 2.03, allowing a pallet stun
    • 2.07 - 2.13: waiting, wasting time for no reason and not breaking the pallet (the reason was annoyance)
    • 2.21 - 2.35: wasting time searching for survivors for no reason
    • Allowing a completely unnecessary pallet stun at 5.00
    • wasting time shaking head at 5.23
    • wasting time nodding at 5.33
    • Same mistake at 6.18, that i did at 1.59
    • 6.12 - 6.53: giving David time to crawl to the pallet

    This is a lot. Some of these mistake cost me hits and punished me later in the game.

    What you are saying make no sense to me. You just seem to downplay this match and my arguments in general for the sake of disagreeing with me. This is not how a logical discussion should go.

    In this match, gens flew by, pallets got pre dropped, moondashes where executed when possible, main building was dodged , trap power got used and decisions where made for better or worse. This is how Pig should be like. Have they played perfectly? No. Did they play worse than your average pub group? Not by a long shot. They played much better. If you disagree, i would like to see your matches.

    Have I played perfectly? Also no.

    This match showcases the head pop and its specific rng - variations being a threat, that survivors have to play around to succeed. 30s more on the timer would hamper this threat a lot. The buffs in question are very welcome. However, they do not compensate for the severity of the nerfs that is proposed. Out of the 2200h+ of experience on this character alone, im certain of that.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3653311#Comment_3653311

    I agree. current rbt are so strong that even when you aren't looking to head-pop, you still get head-pops.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3653093#Comment_3653093

    I can use same excuse as you told me. Pig will be more healthy character.

    With Sadako, i had reasons to say that. You do not.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3653184#Comment_3653184

    that's funny that they give free hook on sabotage and allow you to camp boxes. you don't need scream perks for head-pop pig for box camping. they did add 5th box to prevent pig from camping boxes however camping jigsaw boxes is still possible in some instances. bad play all-round vs pig.

    You just seem to ignore how well they played (Flashbang safe, pre dropping, gen coordination) and how fast i lost gens, yes? They did was needed to be done against Piggy in higher level. Pre dropping pallets. Furthermore, there where comp players amoung them. You can continue to downplay anything to fit your agrument, but i dont think we will get anywhere in that case.

    When I realized that David had a 1 search trap, I played around that. The other traps had to be 3-4-4. With that information and the down of the Kate near the shack, i knew that the other Kate had to go for the unhook, otherwise the Thalita would not have enough time to both go for the unhook AND search the final box. I played around that and it payed off. Thats playing around traps. thats how i get my head pops. I knew , when i downed the first Kate, that it was up to the second kate to go for the unhook. I had nothing else to do rather than stand my ground. I had the power position. It was up to them to do something. They didnt do the right play and got punished.

    This is why the traps have to be strong. The Pigs chase is not good enough to warrant these nerfs. Not by a long shot.

  • @monochromeworld said:

    Sadako is garbage tier killer now along side with Trapper/Shape/Freddy

    She's not. She's alright but needs further buffs.

  • @Brimp said:

    Overall still a net nerf to pig because of the longer RBT nerf and no aura reading on the boxes

    It sadly is yes. The buffs do not compensate for nerfs this heavy by a long shot.

    The best nerf for the traps would be this:

    Survivors can not die to the timer running out while searching a jigsaw box.

    As a very experienced Pig main, this would change up a lot despite it seeming small. I hope they reconsider the nerfs. Up until now, the statement that they buff her is not only not true, they nerf her.

  • @bjorksnas said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3653184#Comment_3653184

    You got a massive amount of slowdown out of them killed one of the players without really even interacting with them, used the auras to sit around and next to boxes for long periods of time, likely the guy who died without interacting just got a nice taste of big map syndrome, so yeah strong tool regardless of the fact it can kill survivors and killed survivors even without anything extra on top of it.

    So rightfully nerfed?

    You didn't understand my play yes?

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3653093#Comment_3653093

    @Nun_So_Vile @JPLongstreet @AbsolutGrndZer0 @totallynotamegmain

    More to rally friends! You guys are all the active forum Pig mains I know! Please keep the rally going!

    This is a butchering of her kit, the buffs are nice and needed, but they do not make her a chase killer... she is not a chase killer, she is a stealth slowdown killer... and the nerfs completely destroy her slowdown...

    If you wanna hit her RBTs BHVR, you don't need much. Heck @radiantHero23s suggestion for preventing head pops while on a box and maybe reworking tampered timer would be all it would take to smooth out her nastier gameplay.

    Trying to improve her chase is a noble goal, trading off for some RBT power is fine... but currently she is being gutted... her RBTs don't need to be overpowered, but they do need to at least be something you can't ignore.

    Please reconsider what you're taking away from her...

    Well said friend!

  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3653071#Comment_3653071

    This nerf is needed, Pigs was abusing scream build for trap kills.

    But however, buffs to justice this nerf is so bad. They should buff her stealth more. And i am still not sure if her anti-loop is good enough.

    Scream build are not viable anymore then? It was never the strongest that Piggy could do. This nerf doesnt help anyone. It only nerfs a killer that needs help.

    @bjorksnas said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3653077#Comment_3653077

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3653114#Comment_3653114

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3653109#Comment_3653109

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3653088#Comment_3653088

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3653079#Comment_3653079

    I didn't say it was done properly or in a way it should have been done, I simply said the unfun part of pig was nerfed

    Head pops being a secondary event that might happen is the ideal pig the whole stack scream perks and addons that make it take longer to search boxes or have a shorter timer isn't a healthy design, being able to down someone with an m1 killer and have a good chance they die with little to no more interaction for the rest of the match isn't a fun or fair design.

    That said should she probably get more buffs to everything but her traps which could also do with screaming not reseting search progress yes

    But for now the unfun part has been taken down a peg

    Please take a look at this match and tell me, what you think of the traps.

    https://www.youtube.com/watch?v=z06a3UullRk

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3653074#Comment_3653074

    It is the most important aspect of her kit, it shouldn't have been changed.

    Agree! Thx for stepping in friend!

  • @UndeddJester , i cant post as often due to being banned to the shadowrealm that is Maliketh´s punching bag, and because im jailed on the Forums right now, you need to call upon the other members of our secret society. We need them all. This is an emergency.

    For now, im just gonna copy and post this here:



    Im back from the shadowrealm (Elden Ring) and not for good reasons.

    I have to quote the Boss im currently biting my nails out: "Tarnished? Why wouldst thou....why....?!!?". Its incredibly fitting on how these changes make me feel.

    This is super bad. Im not exaggerating.

    Lets start of saying, that the comment in the dev notes that this is a buff is not true. The overall strenght of the Pig will take a massive hit here. Her power level will remain the same AT BEST.

    Lets start off with the good stuff:

    • Longer ambush (2 sec. to 2.3 sec.)
    • Faster ambush cooldowns (hit --> 3 sec. to 2.7 sec. and miss --> 2 sec. to 1.5 sec.)
    • Faster stealth movement (3.6 m/s to 3.8 m/s)
    • Faster crouching and uncrouching ( 1.3 sec. to 1 sec.).

    To put this into perspective:

    • Crouch movement speed with medical file: 3.959999 m/s (right now)
    • Survivor base movement speed: 4.0 m/s
    • Crouching and uncrouching with combat straps: 0,91 sec. (right now)
    • Missed attack cooldown: doesnt matter because the player wants to hit. Otherwise, its just wasted time. Pig is not gonna use the ambush to block vaults or pallets
    • Longer ambush (new effect)

    All great! Great changes to make her a bit more viable in chase. Now where is the rest? ... No? Thats it?

    Now to the nerfs:

    • The Pig will no longer see auras of the boxes
    • The bear trap timer is increased to 3 minutes.

    I cant be the only one that sees this right? These buffs DO NOT OUTWEIGHT THE NERFS. Ever had the problem of the survivor just leaving the loop when you start to crouch? You think that problem is gone now? NO! Even with all her best addons, survivors will outrun the ambush. Due to the changes making NO ADDON completely basekit, this WILL NOT CHANGE! Im currently using medical file and combat straps every game. Both addons are give a better effect, than the one that will be on the PTB. Survivors still outrun me by a mile. These addons WILL BE NERFED AND THE BASE EFFECT IS NOT EVEN AS STRONG.

    THESE CHANGES WILL NOT INCREASE HER CHASE POTENTIAL ENOUGH TO WARRANT THESE HEAVY NERFS!

    30 seconds longer on traps now makes head pops almost impossible. They should not be happening every match by far, but they should also not be something that happens when the survivor has to clean their desk mid match because they accidently pushed over the Doritos.

    The aura change just make her even harder to play because now i have to memorize box locations on top of all the other things. A completely unnecessary change that is supposed to nerf her head pop potential.

    Both nerfs (especally the 30+ seconds) are COMPLETE OVERKILL! This makes her kill potential non eistant, therefore making traps less lethal, therefore makingh it even easier to play against her because there are 30 seconds more room for huge mistakes.

    This match, i had recently is a perfect showcase of this and of why the Pigs traps SHOULD NOT BE NERFED IN THESE WAYS!

    Pig on Garden of Joy: https://www.youtube.com/watch?v=z06a3UullRk


    THIS IS THE OPTIMAL NERF OT THE TRAPS:

    • A survivor searching a box cannot die to the timer running out while searching the box.

    PLEASE TAKE THIS INTO CONSIDERATION!!!! It comes from overe 2200h of experience and seems small, but this change is huge for the lethality of the traps, while not being as massive as the changes proposed in the dev notes.


    BHVR, YOU WILL NERF THE PIG AGAIN! THIS IS NOT A BUFF.

  • THIS IS THE NERF SHE NEEDS (2200h+ hours on Pig):

    • A survivor cannot die to the timer running out while searching the box.

    This seems small but is huge for gameplay. The nerfs in the notes are complete overkill.

  • @DezzyTV said:

    With the new 3 minute timer, you are indirectly forced to always use her Very Rare Timer-Reduction add-on. This is just not good. Mandy's new buffed Ambush and Stealth is not strong enough to nerf her Reversed Beartraps. If you do that, people will stop playing her. She's got nothing now, besides minor slowdown through the Beartraps. You might aswell play Pinhead then, the Chain Hunt is way more threatining and way better to slow down the game passively.

    I was so excited when I heard, that Amanda gets some buffs... and then I read through the changes and got utterly dissappointed. I never felt more betrayed by a killer change, than with this.

    As a 2200h+ Pig main, I absolutely agree. These buffs are not enough to warrant these nerfs. This cannot go live.

    @Xernoton said:

    This was the only really powerful part of her kit. The lethality of her RBTs was often underestimated but it allowed good players like @radiantHero23 to play around them and kill even good survivors with them. Now this will no longer be possible.

    A lackluster approach at buffing her chase is not even remotely enough to compensate for that. Especially since it still has the exact same issue it has now. Survivors just leave when you start crouching. You don't catch up quick enough to hit them before they get to the next loop. So you're better off playing M1 killer and pretending your ambush doesn't exist.

    This match is a great showcase: https://www.youtube.com/watch?v=z06a3UullRk

    @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3653016#Comment_3653016

    When I spoke with @radiantHero23, He said that Sadako was unhealthy killer with mori's. Now I can say same thing about Pig. The changes disallow Sadako to kill good survivors with her mechanic. Pig just got same treatment.

    A lackluster approach at buffing her chase is not even remotely enough to compensate for that. Especially since it still has the exact same issue it has now. Survivors just leave when you start crouching. You don't catch up quick enough to hit them before they get to the next loop. So you're better off playing M1 killer and pretending your ambush doesn't exist.

    Pig has ambush missed cooldown add-on's and they further reduced her missed cooldown at base-kit. So unlike Sadako where her flicker is still bad vs good players, Pig changes might actually compensate her strength in chase.

    Just stop. This is never what i said. I always play around traps and condemned with Pig and Sadako. I never said this was unhealthy. I said that Sadako 2.0 was unhealthy. I said, that Sadako 1.0 with addons was unhealthy. I never said, that moris like the ones from Pig or Sadako are unhealthy in general. Please stick to what i say and not make stuff up.

    No, these changes are not enough. They made no addon basekit, that im currently using every match. Im not getting hits that often. This will not change.

    This is an overall nerf to the Pig.

  • @UndeddJester said:

    @radiantHero23 Oh boy... I'm sorry, you must be Summoned... though I don't think you'll like it...

    So keeping level headed... my take on this is the John's Medical File and Combat Straps being partially basekit is a very welcome change.

    The ambush recovery reductions for miss and hits are very much welcome. The extra lunge time is very nice, happy with that.

    There is an obvious push towards becoming more chase oriented, which is not a direction I disagree with... however... I have a feeling this won't be enough for the big nerfs to her headpop potency.... if she is lacking in chase like I think she will be, I would like to see Workshop Grease also made partially basekit (even just 20% would be nice). Also a slight delay on her ambush roar would also be helpful (much as a love roar spamming).... even these I think will not be enough for the nerfs...

    The extra 30 seconds is pretty massive, but the loss of Pig Box auras is a very huge nerf. I can see BVHR doesn't want Pig to be camping boxes and making it so a survivor can't get their trap off... but having both of these penalties makes her RBTs pretty weak... like I'd consider 1 of them a little harsh... but both is pretty frigging rough.

    I have a feeling, Pig's high killrate in Low MMR is hurting her here... we're not likely to save RBTs I think, unless we can find a way of making them easier for low level players but still a potent threat...

    Im back from the shadowrealm (Elden Ring) and not for good reasons.

    I have to quote the Boss im currently biting my nails out: "Tarnished? Why wouldst thou....why....?!!?". Its incredibly fitting on how these changes make me feel.

    This is super bad. Im not exaggerating.

    Lets start of saying, that the comment in the dev notes that this is a buff is not true. The overall strenght of the Pig will take a massive hit here. Her power level will remain the same AT BEST.

    Lets start off with the good stuff:

    • Longer ambush (2 sec. to 2.3 sec.)
    • Faster ambush cooldowns (hit --> 3 sec. to 2.7 sec. and miss --> 2 sec. to 1.5 sec.)
    • Faster stealth movement (3.6 m/s to 3.8 m/s)
    • Faster crouching and uncrouching ( 1.3 sec. to 1 sec.).

    To put this into perspective:

    • Crouch movement speed with medical file: 3.959999 m/s (right now)
    • Survivor base movement speed: 4.0 m/s
    • Crouching and uncrouching with combat straps: 0,91 sec. (right now)
    • Missed attack cooldown: doesnt matter because the player wants to hit. Otherwise, its just wasted time. Pig is not gonna use the ambush to block vaults or pallets
    • Longer ambush (new effect)

    All great! Great changes to make her a bit more viable in chase. Now where is the rest? ... No? Thats it?

    Now to the nerfs:

    • The Pig will no longer see auras of the boxes
    • The bear trap timer is increased to 3 minutes.

    I cant be the only one that sees this right? These buffs DO NOT OUTWEIGHT THE NERFS. Ever had the problem of the survivor just leaving the loop when you start to crouch? You think that problem is gone now? NO! Even with all her best addons, survivors will outrun the ambush. Due to the changes making NO ADDON completely basekit, this WILL NOT CHANGE! Im currently using medical file and combat straps every game. Both addons are give a better effect, than the one that will be on the PTB. Survivors still outrun me by a mile. These addons WILL BE NERFED AND THE BASE EFFECT IS NOT EVEN AS STRONG.

    THESE CHANGES WILL NOT INCREASE HER CHASE POTENTIAL ENOUGH TO WARRANT THESE HEAVY NERFS!

    30 seconds longer on traps now makes head pops almost impossible. They should not be happening every match by far, but they should also not be something that happens when the survivor has to clean their desk mid match because they accidently pushed over the Doritos.

    The aura change just make her even harder to play because now i have to memorize box locations on top of all the other things. A completely unnecessary change that is supposed to nerf her head pop potential.

    Both nerfs (especally the 30+ seconds) are COMPLETE OVERKILL! This makes her kill potential non eistant, therefore making traps less lethal, therefore makingh it even easier to play against her because there are 30 seconds more room for huge mistakes.

    This match, i had recently is a perfect showcase of this and of why the Pigs traps SHOULD NOT BE NERFED IN THESE WAYS!

    Pig on Garden of Joy: https://www.youtube.com/watch?v=z06a3UullRk


    THIS IS THE OPTIMAL NERF OT THE TRAPS:

    • A survivor searching a box cannot die to the timer running out while searching the box.

    PLEASE TAKE THIS INTO CONSIDERATION!!!! It comes from overe 2200h of experience and seems small, but this change is huge for the lethality of the traps, while not being as massive as the changes proposed in the dev notes.


    YOU WILL NERF THE PIG AGAIN! THIS IS NOT A BUFF.

  • @crogers271 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3652666#Comment_3652666

    Agree with all of that, but one thing I'd add on Pig. I suspect if you mapped Pinhead/Sadako on a kill rate / MMR graph you'd see a slow linear decline. For Pig I think you'd see a sudden quick drop somewhere in the middle. Reason being if Pig can get a down / headtrap before the first couple gens pop, then the Pig is in great position. Once the Pig gets to an MMR though were it becomes normal for multiple gens to pop before the first chase ends, that first headtrap isn't nearly as strong.

    So I think there's a good chance that Pig somewhere has a breakpoint in the MMR were she becomes a lot less viable.

    As a 2200h+ Pig main i agree for the most part. I dont know where my mmr is (just like anybody else) but i recently played against Knightlight. So i guess im where he is. The traps can be viable even if the first down took 3 gens. Its all up to the rng at this point. Pig is not fit for tournament because most of the comp teams embrace pre dropping to their fullest. Pig cant do much there. She gets her downs WAY too late. Maybe one trap for 5 gens. Survivor teams at that level dont give you room to even make any plays. They just deny it completely. Luckily, public matrches are a lot different. Even the best teams filled with high level players make big mistakes, that can cost them the match in seconds.

    Piggy is difficult to rate. Shes by far not the best, but also not nearly as bad as some of the community make her seem like.

  • @crogers271 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3652121#Comment_3652121

    I brought up the stats are bad, you said they are good. So i asked you if you believe the conclusions the stats lead you down, that skull merchant is the best killer in the game, and nurse is one of the worst. Then you brought up a hypothetical. I mentioned why that hypothetical won't exist.

    This never happened with me.

    I've been in lots of discussions with you and this is a frequent occurrence where your responses feel like they are to an entirely different argument. If I was being generous I'd say its because you take all of the arguments of people disagreeing with you and lump them together.

    The Skull Merchant conversation is one that happened with @radiantHero23 and @JeanGreyarea - You dropped out of the conversation with radiant when he pointed out, accurately, that you were saying things he had never said.

    Hypothetical - I have no idea what you are talking about. I did a quick search of the thread and can't find it.

    Stats - I think pretty much everyone recognizes that there are other things that influence the stats and we can disagree over what has caused them to look the way they do. I'd say the stats are useful.

    And now you are arguing against that hypothetical. So my point is. You are strawmanning. So. Lets get back on the actual topic instead of the strawman you have built up.

    I've posted three times before this post. Unless this post starts a page 5, all my posts have been on page 4, and one was to @Pulsar.

    My initial post I disagreed with your assertion that NOED kills somehow shouldn't count. That's it, I didn't jump on any other conversation.

    To my first post you countered that it wouldn't be fun if every game was like that.

    I then responded that no one ever said every game, you jumped to that. I then talked about how those matches are critical to the playstyle of the game and can be very fun.

    I can reset this conversation by asking you a simple question which will lead us to down the path of trying to find out what you believe.

    Simple.

    Should this game be balanced around high level players, the best of the best high MMR. Or should the game be balanced around average level (the vast majority) of players?

    I'll save you the time because we've been down the road before and I've seen you do it with others. You treat it as a trump card that exposes hypocrisy when its really a bad argument.

    First, its a false dichotomy. That is you are presenting a question as if there are only two options when there are many more.

    Most people say around the middle or the average, which is a general statement that you then treat as an absolute. You set up the question with a 'simple' implying a basic answer, but you then treat responses as if they've made an overarching statement that can never be deviated from. There also becomes disagreement about what it means to 'balance around the middle' where you've made arguments that I thought exactly fall into that definition.

    From there you either post the TF2 video or ask where are the Nurse buffs. The TF2 video is fine, but what its discussing usually doesn't apply to DbD.

    On the Nurse buffs there are three responses - you are confusing game balance with game design, that many people just want a Nurse rework, or that Nurse should be evened out (buffed and nerfed).

    I've never seen you respond to any of those issues, but its possible I missed it. So if you just want to jump to that point we can.

    For the part that i talked about (Skull mercchant), i want to remind, that stats have to be imterpreted. If we just take anything as it stands, we wont get anywhere. This is working with statistics. Of ccourse Skull mercchant isnt the strongest killer in the game. Not by a long shot. Neither are Pig or Freddy stronger than Nurse.

    One has to ask themselves on how these stats are created and whos information is taken. Then the picture becomes a lot clearer.

    Skull merchant is propably so high, because many still are heavily biased towards her and give up as soon as they hear her music or see a drone. She also has a ton of status effects that make it harder for newer survivvor players to realize whats going on.

    Pig, Sadako and Pinhead all have a side objective for survivors to deal with. A majority of the playerbase consists of pretty causal players that do not put in thousands of hours to leanr one role or character. For these peopole even a Pig can be a real threat in chase. Then dealing with the traps can become a real trouble. Pinhead and Sadako can be even worse in that regard.

    Nurse is presumably that low, because she has a very different playstyle compared to other characters. Many people play one game, ar sick of getting no hits whatsoever, looking down all the time, get insulted and tbagged in the exit gate and drop her to go back to Wraith.

    These are all just assumptions of course. But to me, the statistics make a lot of sense. They are also the only 100% accurate facts that we have because they come directly from the developers.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3651270#Comment_3651270

    Its always been counted before.

    Pre-MMR it was counted. It also says "Escaped" at the end of the match when you leave via hatch.

    But do we have confirmation on how it is counted in these stats? Due to the mmr changes, this could be different as well. Do you have any confirmed insight on that?

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3651242#Comment_3651242

    It doesn't, but it still counts as an escape.

    I'm not sure why you're conflating MMR and Escape Rates, so far as I can tell, they've nothing to do with each other.

    True, i didnt think of that. Do we know that it counts as an escape?

    As far as i know, escaping as survivor grants MMR. But hatch, as you said, also counts as an escape. However, its an escape that doesnt grant MMR.

    Do we have an exact statement on how hatch is included in the stats?

  • @JudithMorel said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650749#Comment_3650749

    Blight and Nurse are also problematic don't get me wrong, but Xeno is actually more miserable to play against in my opinion. Id say i play against probably 2-3 Aliens per session and the rest are Blight, Chucky, Wesker. I would rather play against blights all day then play against Chucky or Xeno EVER. Their kits are just extremely annoying, and i typically just die go next after about 2 or 3 in.

    Skull merchant is just a killer they should completely rework from the ground up or just delete her altogether idc.

    I have no real problem with Xeno. Turrets work fine as a deterrence. At least from my experience.

    Otherwise, Xeno is still way better than nurse. A Nurse that is on point has 0 counterplay. I like the game being designed around looping, pallets and windows. All 3 are not present in Nurse gameplay.

    I'm saddened that you have no Ideas für Skull merchant. Many people just want to see her gone. It's easy to fuel the hate train but harder to actually be constructive.

    Why would you further decrease Chuckys flick btw.? It's already too small for a lot of tricks.

  • @JudithMorel said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3649980#Comment_3649980

    Continue preaching the truth my friend regardless of all the hate replies you get. I've seen you in most threads and we agree on most things. People refuse to see that survivors are literally down in the dumps right now and they actually still think survivors need further nerfs even after these stats. Survivors NEED help, we NEED something because right now escaping is extremely rare. The only way i escape as a solo q survivor is if the killer is bad.

    Even when i duo/trio queue our escape rate is slim to none. This meta has become extremely stale, having to do 7-8 generators per match only to still lose. Perks that are considered solid on the survivor side are reduced to trash the second someone finds any actual viability in it causing new survivor perks to become meme perks. Don't even get me started on every new killer BHVR has released lately has been Anti-Loop, Damned if you do, Damned if you don't killers inside chase. Looping is what makes this game fun to me and many others, and killers like Alien & Chucky just kill that for me, you can hardly counter their abilities in chase.

    These are some huge issues i have as a solo/duo survivor not in any specific order of importance.

    -Prestige 100 tunneling (Please hide survivor prestige's from killers).

    -Generator slowdown perks making us have to do 7-8 generators per match (very low chance to even get that far).

    -Regular proxy camping, tunneling (You all know what i mean).

    Problem killers that in my opinion need looked at for having unhealthy aspects/playstyles.

    -Skull Merchant (You know why).

    -Alien (Damned if you do, Damned if you don't, just feels unhealthy for the game similar to Nurse).

    -Chucky (Just reduce hit charge hitbox and further reduce the flick radius).

    These are some survivor perks that i believe need some further changes by BHVR.

    -Iron Will (Remove the exhaustion aspect).

    -Spine Chill (As of right now, its literally garbage and i feel like they need to make it do ANYTHING else).

    -Decisive Strike (Bring back 5 second stun).

    -Self-Care (just something else, people who use it right now are hurting the team and themselves).

    I am going to end it here, and keep in mind these are obviously just my personal opinions and i know some of you will disagree but oh well. These are legit issues with the game currently and there's nothing any of you can say to make me believe otherwise.

    Sooooo.....

    All 3 over Blight and Nurse? How many Xenos do you see? I'm genuinely curious?

    What changes would you propose for Skull merchant and Xeno?

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650704#Comment_3650704

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650709#Comment_3650709

    :)

    At no point in Freddy's history was he weak enough to be considered the worst killer in the game. Even right now, the weakest he has ever been, you can use him effectively.

    The problem with Freddy is how boring he is, how the most unique killer in the game became this uninteresting mess. It is third lowest pick rate in the game, and there is a reason for that.

    Sadly there is...

    Fret not, I just played two games of Freddy to get in the mood.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650679#Comment_3650679

    Yes, if they want the game for the average Survivor to be unpleasant, they are doing a bang-up job of that.

    What ratio would you propose?

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650684#Comment_3650684

    I told ya, my friend, that I'd convince you he isn't the weakest killer in the game. Guess the stats did it for me, eh?

    Sure did. I'm on board now.

  • @GeneralV said:

    Late 2023 DBD Forums.

    Freddy was trending a lot, every other day had a thread about him, and the support for my Old Freddy struggle had never been stronger. It is a matter that means a lot to me <3

    That still continues! We will get him there. TRUST!

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650684#Comment_3650684

    Ok then, so you believe that skull merchant is the best killer in the game, and nurse is one of the worst? And that is accurate?

    When did i say that?

  • @hermitkermit said:

    Well, I apologize to the SWF players, for believing that they are ridiculously over powered and are making Solo Q games suffer. And I apologize for my own ignorance in regards to exclusively playing Solo Q, in thinking that Solo was in a really bad state right now when clearly it's not. Really puts things into perspective. I avoided playing in SWFs for a long time because I felt that it was a huge disadvantage to the other side and felt guilty for it and now it seems that it was silly of me as I am most certainly not in the top 5% of players and even if I was there's only a very small advantage that still doesn't even get me to 50% chance of survival. My chances are around 40% regardless if I'm laughing alongside friends or not. I feel stupid lol.

    Dont take stats too serious, they are taken from all players worldwide. Self care is apparently top 10 survivor perks, according to stats. Nobody should feel bad for playing anything. Its a game. You paid for it, you can play how you want. (Except for cheating).

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650329#Comment_3650329

    No, i'm just pointing out that the official stats should basically be ignored because they are useless. I will however continue to use them to point out the obvious logical fallacy they create for people who believe that the game should be balanced around average players when i point out how ridiculously OP survivors are at the highest level such that tournaments need to restrict their perk loadouts significantly more than killers (where they just remove ones like myers tomestone) due to how broken they can be.

    Then people say: "but we shouldn't balance around those players, only around average level players" To which i now get to point to these official stats and ask where my nurse buffs are, because official stats around the "Average level" players show that nurse is one of the worst killers in the game.

    You can absolutely use these stats. They are the most accurate stats we have. And from what i see, the devs have the game in a pretty good spot. The ratio is just where it should be from their point of view. If we want to disagree with that and want the ratio to be somethinbg else, then thats a totally different discussion, that is very much worth taking.

    We all know why the stats are the way they are. The ultra comp swf squad like Eternal doesnt even appear in public matches that often, because they mostly play in private matches.

    The only thing that suprised me was Freddy being in top 5 kill rate. Guess @GeneralV was right and he is truly as strong as he says. I have to admit defeat there.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650325#Comment_3650325

    Because the game has become much less fun since they started doing that.

    You shouldn't lose because you queued for Survivor. That's literally just 2017 Killer.

    60% KR is a horrible idea. Having an average of one Survivor escape per game feels awful.

    But thats besides the point, is it not? You can disagree with the 60% goal, but if thats what the devs want, they are in a really good spot right now.

1 … 46 47 48 49 50 … 93