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PigNRun

PigNRun

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PigNRun
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  • @Cheers said:

    And unhook was changed to unlock by auto correct, and editing isn't working right now...great.

    As for taking the post seriously, I'm going to have to agree with you by saying Kate has the most intriguing lore out of all characters, with Zarina and Jeff close behind.

    Zarina? For real? The generic SJW dream which is just a carbon copy of Jane's? Sure, its more than Meg's and Nea's combined, but it was so unimaginative.

  • Probably Legion, since every frenzy hit counts as a normal hit giving you the Hit event, and you can get them fast.

    There are other Killers that give some extra Brutality for hitting Survivors with their power, like Plague with Corrupt Purge and breaking them with Vile Purge, but they are a lot more situational.

  • I had no issues with this challenge, so Im guessing its not bugged. 15m is rather difficult to gauge, but I believe its at least around the same length of a jungle gym. Otherwise, if you have Nurse's Calling tier I (20m), you can use that to give you a rough idea of how much you need.

  • Same reason as Adept Killer and Skilled Huntress for console. Console (not sure if its PS, XBox or both) has rules that prevent trophies from being changed as long as they are still achievable. They only ever changed Deranged Pursuit because it was no longer possible after Legion was reworked

  • @Zeidoktor said:

    https://forum.deadbydaylight.com/en/discussion/comment/1349849#Comment_1349849

    Yeah, Myers is one of the trickier ones to do this with, for that reason.

    https://forum.deadbydaylight.com/en/discussion/comment/1349859#Comment_1349859

    That's one reason it's limited to just the Killer's own Teachable perks, and their activate is somehow linked to their power. My understanding is the teachables were meant to promote a specific playstyle for the Killer they're designed for, so this is meant to work in that vein.

    More like Nurse's add-on were made like that because her rework was rushed and didnt know what to give her.

    Leaving that aside, this just feels unnecessary because if I wanted to run a specific build, I would want to have the full effect of a perk. Not a watered down version that makes it even more situational. I would rather have add-ons that boost numbers considerably.

  • I agree with most of your score events. The one thing I am iffy about is chases giving Survival instead of Boldness. Chases are the only reliable source of Boldness, since totems can be cleansed by other Survivors and the Killer may not have a "Survivor interaction" power. Stuns also give Boldness, but they dont happen every game, and certainly not enough to offset the massive drop on Boldness gain. An individual score event just for escaping chases along with the current chase score event would be better.

    Edit:

    Objective might need to be tweaked a bit as well. The disparity from doing gens and being altruistic is massive. Same with gate opening and repairing (even though the latter being "more dangerous").

  • @Dolls said:

    https://forum.deadbydaylight.com/en/discussion/comment/1338745#Comment_1338745

    I don't think it would be terrible. I don't use that perk and the first thing I do every match is break every totem. Im not going to not break them in case someone is running that perk.

    First cone first serve for totems. So if someone has the perk as is able to stack it...feel free. No one is owed the right to break totems though, just cause they are using the perk.

    One thing is a situation that can happen which makes Survivors preventing other Survivor from triggering a perk, such as a Survivor cleansing every single totem (whether it is for a challenge, points or to prevent NOED) because of the nature of totems and Inner Strength, and another thing is incentivising that situation to happen. With this change, you are doing the latter.

    Following how you play, sure, nothing wrong with that. But its rare. Not everyone will go for all 5 totems at the start. Making a bad situation happen more often isnt good.

    Not to mention how Inner Strength is already an amazing perk and needs no changes.

  • Speaking of rare generator spawns, am I the only one who never gets that generator at the top of the small pantry in Grim Pantry? Its always either the one towards the main pantry or the one towards the killer shack.

  • Bleed-out time should be reduced significantly. 5 or 10 seconds at most. You shouldnt be able to do a generator while being under Deep Wounds. May need to change FMT, but we can all agree it needs it.

  • Rule of thumb:

    Killer Instinct goes through ANYTHING (at least for now). No way to block it.

  • To fix the tiers issue, they could just make it 1min/2min/indefinitely, just like old Empathy would say "unlimited" instead of 128m.

  • @Buttereye said:

    I totally disagree. you would never be able to recover at before the killer was back. would make the perk totally useless in my eyes.

    If thats not enough time to recover, then slugging is not nearly as common as Survivors make it to be.

  • @Kaiju said:

    https://forum.deadbydaylight.com/en/discussion/comment/1334042#Comment_1334042

    I think he means when he uses it for moving around the map. The ''Chainsaw Sprint'' score event, I don't play Bubba in so long but I think he indeed gets it I am not sure

    You do get it, but only during a chase.

  • Option to block Ash completely, pls.

  • Eh, does it really matter that much? You said it yourself on your post, but I still think a 10% difference is negligible. Unless that statement was followed by "...We will stick to this percentages as accurately as possible", we can infer that when people say "80% of x, 20% of y" implies "x will grossly outnumber y", and they do. Its a figure of speech, just like saying "Im 99% sure" means "Im certain of this, but dont blame me if it goes wrong". Not everything has to be exact math, especially when it comes to communication.

  • @Malkhrim said:

    https://forum.deadbydaylight.com/en/discussion/comment/1318137#Comment_1318137

    Or they could just change the text to something like "Escape after being hooked twice as Kate Denson", since being hooked once and reaching the struggle phase doesn't seem to do anything. I just ran into this problem and I'm really not happy about it.

    I completed the challenge just fine by getting hooked near the end, putting myself on second stage and escaping through the gate. That "getting hooked twice" wouldnt really apply if you are abandoned on the hook or force it yourself, yet both cases can grant it to you.

  • Leaving aside all the issues with the movies/Homecoming, that model of Pyramid Head is massive. Too tall and oddly shaped to adapt to the standard Killer model in DbD. My guess is technical limitations, even if they wanted to include that Pyramid Head.

  • Well, if your intention is to prevent it, why not instead of the slugged people being able to get up, just sacrifice all Survivors and end the match? That would probably be fairer and accomplishes the same.

    For instance, if everyone is slugged for more than 1 minute, more than enough time to reposition and get an Unbreakable off, all Survivors are sacrificed EGC-style and the match ends.

  • Jake Muller from Resident Evil 6 just because he is a hottie.

    Untitled Image


  • @H3xB0rr0w3dT1m3 said:

    You don’t literally need to fall from somewhere really high. A hill will do and almost every map has a hill. Although if you get something like sheltered woods or rancid abattoir good luck

    Rancid Abattoir also has a hill, and even with them you also have the harvesters.

  • 1) I havent tested Blindness with Pyramid Head, but knowing how Plague fountains and Jigsaw Boxes work with it, Id say Blindness does not block the aura from cages.

    2) Only if you are affected by the CURSED status effect. Retribution and HG dont give that effect. NOED and Devour Hope only give it when the Killer downs someone with it. Huntress' Lullaby only after you get your first skillcheck, Third Seal only once you are hit, Ruin after you let go of a generator, TotH once you touch a totem. The status effect is removed once you cleanse them.

  • Eh, when Rancor is involved, it usually turns into one of the most intense matches, and the most fun ones. Its the one reason in the game that discourages being the Obsession and I like the thrill it offers.

    Just the other day I faced a Clown with it while I had MoM. Escaping thanks to that extra health state against Rancor felt amazing.

  • Honestly, I wish the yellow aura was map wide. Thats probably the only thing it needs.

  • The problem is the following:

    • You would create "meta Survivors" if the values actually make a difference (and thats something everyone wants to avoid) and they would have to be considered with every single map tile, perk and power released afterwards as well as all the content already in the game. Thats a massive amount of work. Therefore, these character-specific traits have to be extremely small.
    • If they have to be small and non-noticeable, why waste time on that in the first place? Why have Mag running 0.1% faster than other Survivors? Might as well keep them all the same. Especially with these Devs and their hard-on for consistency.
    • There is only so much you can make a trait out of. We are at 21 Survivors right now (22 in a few weeks). Give me 22 unique traits that dont affect balance, fit with their respective character and dont turn into a "5th perk". You simply cant with how simple the game is and how much content there is and will be.

  • @[Deleted User] said:

    The add-on that makes Nurse a 115% powerless killer.

    Literally an add-on that outright DISABLES your power as a killer for 1 minute every time you successfully use said power to hit people, and it doesn't even give you extra blood points for it. And it's an iridescent as well. Just like, why does this thing exist?

    There's many add-ons in the game that will gimp your power but at least give you blood points for it. There's a couple that makes your power worse but it's useful. This one outright DISABLES YOUR POWER -- for no benefit! Just makes you a basic M1 115% Killer that has no power!

    Small correction. Thats Spasmodic Breath, the 115% one, Very Rare. The Ultra Rare one is Matchbox which removes 1 blink and makes you slower than a 110% killer.

    The point stands though.

  • Honestly, I have a bigger beef against Blood Lodge than Wrecker's Yard. Bad for M1 Killers and bad for Survivors facing Nurse/Huntress. At least Wrecker's Yard adds spice by the basement always being in the middle.

  • You have to kick 5 different generators once.

  • Bump, because I think this is a good idea.

  • Theres an in-game section dedicated to explaining every single status effect. If you really really need to understand a status effect, just go to the Help & Tutorials section. This would be unnecessary clutter for perk descriptions.

  • @Ihateyou said:

    https://forum.deadbydaylight.com/en/discussion/comment/1312058#Comment_1312058

    Okay, NOED has had more if not worse outcry. Still hasn't been touched. What's your comeback now? Do the totems? How about I say take an extra swing? Have you even tried using the new MoM? It's the worst perk in the game, as a solo survivor I can NEVER get it to work. Out of thirty games I got it to go off twice. (This number is not made up, I wish it was.) It's TERRIBLE. reduce the number to 2 protective hits or make protective hits in general work better, too inconsistent.

    They improved protection hits TWICE. If you arent getting protection hits now, then you are doing it wrong.

  • It sucks how instead of making it actually useful, like filling the inner part, or making it work like a circle around you (like Static Blast, but shorter range), they introduced it just like it was in the past, and with higher rarity.

  • Which is exactly why I have it minimsed.

  • Jane and slimmer lebanese Jane. Because their SJW theme is pretty annoying. Especially the latter, because she is a carbon copy of Jane and didnt add anything new.

    There are other characters that I hate, but rather than based on lore is because of how the community tries making them be like, such as Dwight.

  • If they say they dont stack, they dont stack.

    If they say they stack, they stack.

    If they dont say they stack or dont stack, they stack.

  • Screw Resident Evil. Bring Monster Hunter if you deal with Capcom~

  • @Actionjacksn said:

    But what the feather addons do now?

    Feather add-ons do not reduce the slowdown or anything like that. They just reduce the window after throwing a bottle during which you cant do anything (like after Shocking as Doctor). If anything, those add-ons will be even more important now.

  • @Spooky13 said:

    Killer Adepts should just be sacrifice all 4 survivors in a match while using their unique perks. Not kills, so you can't just cheese it with a mori, and it isn't arbitrarily difficult because you have to prolong the game, just a simple test of skill with the killer and their 3 perks.

    Then why should Survivors be able to just cheese their achievements by bringing in keys? But, anyway, its not a test of skill. Its a test of luck but more annoying, because you are limited to a single perk build. Its not skill having to rely on survivors not being literal potáts. Its not skill having a power that directly goes against the emblem system. If they fixed the emblem system, it would be fair. But the current version is beyond flawed, making these achievements unnecessarily complicated.

    @DetailedDetriment said:

    https://forum.deadbydaylight.com/en/discussion/comment/1301227#Comment_1301227

    I definitely wasn't around for that. But then what was the point in changing them?

    They didnt change them directly. Back then they just required killing all 4 survivors because that would give you Merciless guaranteed. Then they changed the emblem system to the garbage that it is today and indirectly made them less reasonable to get by changing the conditions for a "Merciless Killer".

  • "I also think that stunning the killer with a pallet while picking someone up should make them drop the survivor regardless of the timing."

    And, with that single line, you lost all credibility and the thread may now be called "bait".

  • @gatsby said:

    https://forum.deadbydaylight.com/en/discussion/comment/1300884#Comment_1300884

    It'd take 318 seconds to farm Mettle that way. Assuming you have someone to heal you the second you become unbroken and then that same person is injured to immediately give the For the People to.

    I'm more thinking along the lines of doing a risky For the People and dying giving you two mettle stacks so that the next risky For the People is the Mettle of Man hit.

    It doesnt matter if it takes a long time to get MoM with For The People. You are still bypassing MoM's requirements with nothing related to how the perk is supposed to be, which means actual protection hits. I could get 2 MoM stacks and then cheese it with the perk, rather than getting the last stack how you are intended. MoM is balanced around you investing time on aiding someone in need. Instant healing someone with no nearby danger is much less of an investment.

    The only good thing I see out of this is WGLF, and that can be solved by simply giving WGLF the ability to get stacks from altruism heals (which is something I have been suggesting for a long time).

  • I got it done easily on Wrecker's Yard:

    • Excavator window.
    • Small hill.

    Those two were enough to give me credit.

  • Wouldnt keeping track of the Haste icon on the right side of the screen be an already good enough way to gauge if its active or not?

  • Might be a leftover from back when Killers were the hosts, and they created the lobbies rather than joining existing lobbies on the server.

  • @terumisan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1293797#Comment_1293797

    Unfortunately whenever they will decide to touch clown which will probably be years down the line they'll get rid of his exhaustion add-on

    "Years down the line" = Most likely the next mid-chapter patch.

  • The Leader one? Sure, you rely on others working with you. But I used the following setup and got it done on my first try. Prove Thyself + Better Together + Leader. I dont think its nearly that bad. Most of the time, you will spawn near a generator with someone else. With PT, you can finish it with that person and make most of the progress required. Better Together lures others to do gens with you and make whatever you are left to do.

  • So, the perk that gives an extra hit is bad because you need to go out your way to make it work. Hmm... Almost like certain perks need a downside for their powerful effect...

    I would say MoM is perfectly fine now that protection hits arent limited to bodyblocking hooks.

  • If you mean BP, you do. Its called Abandoned and gives you 600 BP on Survival.

  • It has a very simple solution. Bring back 4k = Guaranteed Merciless.

    Never caused an issue before and emblems becoming irrelevant with the new MMR. No reason not to.

  • @xenofon13 said:

    Devs said that some people like tier 1, some people like tier 3. No plans for rework.

    The weirdos who actually like the 12s better are the minority, assuming that the statement holds any truth (most people dont actually prefer T3, but rather they would rather lose those seconds in favour of not having Discordance II on nearly every single bloodweb). Those who prefer tier 1 are either the majority or at least considerably more. In order to please the most people, they should consider switching the duration. You please those who prioritise T1 and those who would rather have T1 but cant because bloodweb rules.

  • Here my thoughts:

    Wraith's rework: Better add-ons, boosted him quite a bit.

    Trapper's rework: Still missing certain stuff, but he got massively boosted. His add-ons are really well thought out.

    Freddy's rework: Definitely a success.

    Legion's rework: Load of dumpster fire, could have been handled way better. At least they have realised how much of a mistake this rework was and they have slowly reverted these changes one by one.

    Nurse's rework: Another failure. Despite wanting to make add-ons that dont mess up with muscle memory, they still created more. They added an unnecessary cd on top of a cd. Neglected all the bugs she got. Still has a large amount of useless add-ons.

    Doctor's rework: Another success. Made him a lot better. Still some stuff I disagree with, but at least they fixed the important stuff.

    Overall, I would say its most of the time an improvement. One comforting thought is that at least low tier Killers will always end up better, which is why Im looking for to whatever they do to Clown.

    Edit:

    Oh, and completely forgot Hag. Another massive improvement.

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