Stop with the strawman argument about “new players”

Yes it’s another topic about ruin. The devs claim it’s unfun for new players... you know what else is unfun for new players?

Countless bugs, some involving basic parts of the game like hits, grabs, healing

Peolle who DC whenever the game isn’t going as they expected

Descriptions that use slightly, considerably, tremendous instead of actual numbers or percentage causing them to need info from wiki pages or forums

Comments

  • Your argument doesnt make sense. You are saying that Ruin is a problem for new players, but it shouldnt be fixed because there are other problems? Ruin change is good for new players, the problem is that there isnt anything to compensate it for high ranks.

  • @DawnMad said:

    Your argument doesnt make sense. You are saying that Ruin is a problem for new players, but it shouldnt be fixed because there are other problems? Ruin change is good for new players, the problem is that there isnt anything to compensate it for high ranks.

    "DEVS CLAIM THAT..." is the key sentence

  • audio issus, the mindbogglingly broken matchmaking ( but that gets hidden instead of fixed )

    the obnoxious grind, 50% of all addons and offerings serve no purpose

    the lack of objectives and just holding m1 with an ocasional space bar tab

    map design

    survivors just beeing empty skin husks with no personality or unique quirks, instead just teachables

    the solo player getting cucked by the rest of his team because why would sfw care about the random

    absolutly no definition of a win condition

    a backwards emblem system

    tedious grinds on top of the grind with battle passes

    empty slots in battle passes that are not even remotly motivating to continue or purchase

    instead of treating the source its prefered to baindaid fix the issues caused of it what usually leads to more problems

    selling perk solutions for basic gameplay issues

    the arrogance of knowing what your customer wants

    a portion of customers treated like second class

    false advertising, post launch nerf scams

  • Uhh no? I never said I was quoting devs. How do you think new players who are still getting used to hitting normal skill checks feel when they face Ruin? They feel useless since they cant do anything but run around to find a totem while they have no idea where it could spawn. Ruin was too frustrating for new players, but again it should have been compensated for high ranks.

  • @DawnMad said:

    https://forum.deadbydaylight.com/en/discussion/comment/981052#Comment_981052

    Uhh no? I never said I was quoting devs. How do you think new players who are still getting used to hitting normal skill checks feel when they face Ruin? They feel useless since they cant do anything but run around to find a totem while they have no idea where it could spawn. Ruin was too frustrating for new players, but again it should have been compensated for high ranks.

    I agree, but other things bother new players too and should have been at least the same or higher priority than Ruin. Not all low rank killers will have Ruin either since it a Hag only or teachable.

    I would almost argue new Ruin, if it wasn’t a Hex, would be a great perk and teach new players to just stay on gens. How many times do you see players just crouching around the entire map or hiding in lockers for no reason.

    I’m not arguing Ruin isn’t bad for new players, I’m saying there are plenty of things that would instantly turn me off if I was a new player. Vaulting a window and being hit literally 4 seconds later would be enough to make me call the game unfair and be done.