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If Myers can have tp why can't Pig have more lethal headtrap add-ons (with drawbacks ofc) ?
Headpops are too rare imo and are just there for slowing the game down.
I would love to see a deadly version of pig.
Comments
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TP? Toiler paper?
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Tombstone piece.
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Because headpops should be rare and the traps should just be for slowing down the game? Traps aren't meant to kill survivors, they can but only if survivors are unlucky or just don't try to get them off. They're meant as a passive to slow down the game.
Tombstone piece is already a much hated add on on Myers, that people are asking to get changed. Nobody likes to die to that nor head traps.
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Eh. I find it more interesting when killers are deadly. Guess I am in minority.
After playing for hooks for years I got bored of it.
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Damn, you beat me to it.
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Toilet Paper OP! pls nerf!
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i love dying to myers. double iri myers is the only time dbd actually becomes a horror game, and it's so rare that i can't even get mad.
it's like basement bubba. you only see it once in a while and you just have to laugh. one of the old classics.
hope it never gets taken away.
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While I kind of like them (obnoxious in excess, but the occasional one makes Myers actually frightening, not just the white staring man who sounds like a Banjo Kazooie character when bonked with a pallet), Tombstone addons are a relic of DBD design back when no-hook-moris were a thing. We're not ever getting anything on that level again and addon design has generally been moving in a very cautious and tame direction. I suspect that they only still exist because Myers hasn't gotten a balance pass yet and because there's an achievement that relies on them.
Getting headpops on Pig typically depends on playstyle. If you hound survivors away from boxes and force them to travel further to where they need to go, you increase the odds of headpops. They don't come for free unless survivors don't use their time right or don't know what the beepy head thing does.
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You have there purple addon to decrease (10?) seconds on traps.
You can also try with a different approach. Save some traps for last 1-2 gens. Therefore you can focus only on jigsaw boxes.
Active trap = you cannot escape
Dont expect easy 4K, but your mission should have some satisfying endings
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the thing is tombstone myers shouldn't exist they should buff his basekit and maybe incorporate tombstone as base when the survivor is death hook or something but you shouldn't be able to insta kill a survivor you havent seen all game because their teammate fed you stalk and pig definitely does not need something that op although she definitely does need a buff
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it takes sh*t loads of time to do all the stalking. Also each survivor have X amount od stalk feed, so with the gen rush + 3x engaging chase with obsession for play with your food….
I honestly think its not OP or broken.
But then the perk rancor which after gens done makes obsession expossed + mori; could be same issue as you mentioned.
Also the fact that with rancor I
achieved exactly that…felt sorry for Meg there
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Judith's Tombstone takes ages to set up. Tombstone Piece doesn't. You have to stalk 1.75 survivors and then you get a mori, as opposed to Judith's + Tuft (the only real way to run it) taking 3 full survivors, which usually requires some lengthy runarounds and doesn't let you coast off of the one stupid guy alone.
The difference between Piece and Rancor is that Rancor gives you the kill at the end of the game. Tombstone lets you stalk a clueless Meg, then turn around, find Elodie on another gen, and take her out of the game. A dead survivor at 4 gens is way more impactful than a dead survivor at 0 gens.
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Pig trap pops are so rare it's like everytime I get a headpop with pig there's a moment of, 'Whoa whoa what the hell? Holy crap she just died. Uhh... what? Okay then. I guess. Chick is just dead now.'
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Lethal Pig existed, but got nerfed
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So what?
This is honestly BS argument.
Whats next? Survivors that want to participate in chases should gather in killer shack?
I also dont like it, when I play vanity mirror myers, and spine chill informs them that im looking at them through walls.
I think SC is incredibly broken and it deserves nerf
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Pig’s add-on that puts the trap on everyone at start combined with not seeing the boxes is hella strong. I have yet to survive that, let alone any of my solo Que teammates. We all fall victim to it- every time.
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Me too.
I miss old ebony Moris for this reason. When killers are deadly the game is exciting as survivor.
Traps aren’t threatening enough to slow the game down so they don’t even do what they are intended to do.
every time the nerf killer powers or buff up survivors the excitement of this game gets watered down for me.
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Ehhh, not sure Myers should have Tombstone Piece, tbh. Pig absolutely needs improvements, but I don't think the RBTs should be made that much deadlier than they currently are.
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Cause Tombstone Piece shouldn't exist. I'm all for making Piggy more lethal, but not like that.
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I honestly hate some Myers and Pig addons for this reason. They just feel cheap and unfun to go against and result in people DCing the second I use them.
Myers needs a bit of a rework to give him a bit more of a skill ceiling (and a power boost), with a change to these addons.
Pig honestly needs a ground-up teardown rework. She's just a mess.
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There is no head popping pigs because they all tunnel and camp the one with trap on imo.
Michael works very hard for full tombstone, agree the piece should be re worked but then most Michael's kill the one who has less stalk left and only gets average 2 uses out of piece, it's a full tombstone with infinite tier 3 that should scare you.
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They did give Michael an add on pass recently, and instead of nerfing either of the tombstone add ons, they left tombstone piece alone and buffed regular tombstone.
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You're gonna have to explain to me why it's BS if you want me to accept that, because it seems pretty solid to me. Judith's Tombstone, imo, is balanced. It's a very weird addon by modern standards, and I do agree that it doesn't create very fun or engaging games, but the time constraint and potential for outplay is fair. Good survivors will complete gens before Mike gets his T3, or he'll get it so late that only one or two fall while others finish the last gens and get out the gates. Teams with weak links will die, as they do in most games. Tombstone Piece is not balanced. Nothing else in the current game is designed to give you a kill a minute or two into the game; instant moris have been gone for most of DBD's lifetime and it is not normal to be able to one-tap someone out of the game right then and there. Even if you do a basement Bubba game, you've got to wait 2 more minutes to get your kill out of your hook, and survivors can do 3-4 gens in that time. TP Myers just loses his T3 and gets right back to work, no time wasted. The shift from 4 survivors to 3 survivors is absolutely critical in this game. 4 survivors, the killer struggles to keep up with survivor progress. 3 survivors, the survivors struggle to keep up with killer progress and they'll only finish gens if they got enough stuff done in the 4-survivor stage for their combined skill to pull through.
You've played DBD before. If someone dies at 4 gens, the survivors are dead meat. That's Tombstone Piece. That's the addon. That's what it does, and you get another instant kill later if that wasn't good enough. Even with Rancor, if I never saw the survivor before the end... they still had the whole match to play, and it honestly doesn't matter that much if I get a kill at this stage of the game because the survivors don't need that player anymore. I could have just as easily gotten that kill by hooking and facecamping that survivor, which doesn't even have an opportunity cost at this point.
I have no idea what your shack situation is trying to be analogous with, so I can't comment?
Spine Chill's a separate argument. It's annoying - I play enough Wraith to groan at the perk - but it does have three mitigating factors, imo. One is that a skilled survivor will be swiveling constantly unless they confirm the killer is one with a constant TR without any silencing perks, so outside of an indoor map, you'll often be seen coming anyway. Two is that when the survivor doesn't know where you're coming from - more likely on an indoor map - the Spine Chill rush is as liable to take them into you as it is to get them away, so long as you don't always approach from the most obvious angle. Three is that Spine Chill survivors are hella reliant on the perk and don't check their surroundings when it's not lit up, so strafing is very effective for reaching them. (Vanity Mirror isn't as singleminded as Scratched Mirror, either - if there's a survivor that keeps seeing you coming, you can deal with them as easily as any other T2 Myers can. The same situation in perma T1, you're kinda screwed. I do agree that Myers and Ghostface get screwed unusually hard by the perk, because their powers rely on being unnoticed and Ghostface especially can't do anything if the survivor sees him. That's a bad interaction. Dunno if I'd call it incredibly broken, but it counters those two killers too much. It would be a more of a problem if it were more common.)
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according to statistics myers is not over performing.
So if myers manages to drop a mori in 1-2 minutes is a whole new problem. But in equal time frame 3gens done is absolutely balanced?
If this addon would be so broken, you would see way more of them in game.
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It's a purple. Most games don't have it and players don't have enough of them to play them every game. I took Myers from P50 to P250 recently and specifically angling the bloodweb for them, I got ~8-9 pieces and ~6-7 tufts/tombstones on average every 1-50, which is like 1.5m or 2m bloodpoints. Also, Myers' kill rate was actually pretty decent if not on the high side, iirc, while virtually every tier list places him bottom-tier and he's not even that easy or intuitive of a killer for newbies to pick up and perform well with, so... obviously something is up there.
In general, stats don't make for good arguments. Nurse is trash and Pig is god-tier, remember?
As for 3 gens in 80 seconds, totally different issue and not one I feel like getting into. Suffice to say I agree that's a mess and a failure of map design, but "delete a survivor" isn't the solution; it just swings the pendulum far on the other side.
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The headtraps are meant to slow the game down. They're only lethal to give survivors a reason to take them off. If you really want head pops you could always tunnel someone until it happens.
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Hooking is the main objective though. We shouldn’t encourage head pops because it relies on luck as the main factor
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