If ruin was nerfed for being overused why perks like ds,bt,sprint burst,dead hard aren't?

Every game there's at least one survivor running one of these perks and most of the times all of them in a combo.Even when a survivor perk is nerfed,it barely makes a difference like ds,the nerf barely made a difference,its still the best survivor perk.Compared to when a killer gets nerfed like we saw recently with Billy and Leatherface.Addons completely gutted and Billy rework made him both unfun and weak.The worst part is killer addons,creating useless addons just so killers wil have something to spend their bloodpoints on,what's the point of making useless addons and sometimes even detrimental ones?Many killer ultra addon are so bad even if they we're common ones.Devs are so afraid of making a killer remotely decent lately they are all getting washed up reworks or come out that way.Until devs wont show otherwise they will remain survivor biased.

Tagged: Dev

Comments

  • it didnt get nerfed because it was overused.

    it got nerfed because "Killers got carried" by ruin and baby survivors couldnt finish gens.

  • @caz_ said:

    it didnt get nerfed because it was overused.

    it got nerfed because "Killers got carried" by ruin and baby survivors couldnt finish gens.

    Yes. That is true.


    Additionally, survivors are carried by DS, Dead Hard, etc. Honestly imo if I could choose just one perk to remove or butcher, I would choose DH and leave the rest alone.


    BTW, I'm not insulting you, I'm pointing out that the developers ignore the fact that survivors are carried by perks just like how killers used to be carried by Ruin.

  • Campers and tunnelers. Dedicated servers is already a dead hard nerf.

  • because ds, bt, sprint burst and unbreakable are survivor perks.

  • The devs stated that no survivor perk (except for self care) is anywhere close to being used by 80% of players in red ranks.

  • @Seanzu said:

    The devs stated that no survivor perk (except for self care) is anywhere close to being used by 80% of players in red ranks.

    you're joking right

  • The Ruin change also caused a whole ton of other balance changes because reworking it exposes issues with other aspects of the game. The more common survivor perks like DS and BT would also require re-balancing other parts of the game if they were significantly changed. So until they figure out a way to fix those issues in a way that keeps both sides as happy as this community gets, they probably don’t want to change too much.

  • Personally I don't mind DH, most times it gets mis-used, mis-timed or makes people cocky and screw up anyway. I'd say DS is a little more broken than DH. The idea being that DS is to counter tunneling is a bit of a joke as the best way to counter it is to tunnel it out early and then finish that poor guy off.

  • Well, OoO is not overused too and we all know how broken it is.

  • because the devs cant balance this game. Most pvp games get monthly buffs/nerfs to alot of things(characters/items/maps) but the guys at dbd might change up a few things every 2 months but bring in 10 more outfits every month

  • It was not nerfed due to overuse. Overuse was a clue that we should investigate. Upon investigation, we found several issues with it. These were explained in the design notes posted about it.

  • @Dzeikor said:

    Every game there's at least one survivor running one of these perks and most of the times all of them in a combo.Even when a survivor perk is nerfed,it barely makes a difference like ds,the nerf barely made a difference,its still the best survivor perk.Compared to when a killer gets nerfed like we saw recently with Billy and Leatherface.Addons completely gutted and Billy rework made him both unfun and weak.The worst part is killer addons,creating useless addons just so killers wil have something to spend their bloodpoints on,what's the point of making useless addons and sometimes even detrimental ones?Many killer ultra addon are so bad even if they we're common ones.Devs are so afraid of making a killer remotely decent lately they are all getting washed up reworks or come out that way.Until devs wont show otherwise they will remain survivor biased.

    We had this thread yesterday.

  • @Almo said:

    It was not nerfed due to overuse. Overuse was a clue that we should investigate. Upon investigation, we found several issues with it. These were explained in the design notes posted about it.

    And how does the development team feel about the perks mentioned in this topic?

  • No, that's what the devs said, no perk is used nearly as much in red rank as what ruin was.

  • That's how things can run. If something in the game gets used at a very high rate, the devs look at it. Is it fair, balanced, fun for both sides. Does need a nerf, change, adjustment, QoL.

    I mean look at Selfcare. It had a high usage rate but instead of changing it they nerfed the whole healing mechanic along with perk chan ges like slopper butcher. That's the same thing. And I believe Ds, Dh and what so ever has an similar usage rate like BBQ, pop, enduring, whispers, Corrupted.


    And both sides has their perks which seem like fair to the owner side but not for the opponent. Like, are you sure survivors love pop goes the weasel? Or do you really think people love noed?, enfury? still ruin? And there are also many players who despites BBQ. Both sides have their perks which the other side don't like and would like to see a change.

    if you ask me as a killer I would like to see changes to unbreakable, dead hard and the hatch spawning rules. And if you ask me as a survivor I would like to see some changes to noed, sloppy butcher and moris.

  • @Dzeikor said:

    Every game there's at least one survivor running one of these perks and most of the times all of them in a combo.Even when a survivor perk is nerfed,it barely makes a difference like ds,the nerf barely made a difference,its still the best survivor perk.Compared to when a killer gets nerfed like we saw recently with Billy and Leatherface.Addons completely gutted and Billy rework made him both unfun and weak.The worst part is killer addons,creating useless addons just so killers wil have something to spend their bloodpoints on,what's the point of making useless addons and sometimes even detrimental ones?Many killer ultra addon are so bad even if they we're common ones.Devs are so afraid of making a killer remotely decent lately they are all getting washed up reworks or come out that way.Until devs wont show otherwise they will remain survivor biased.

    okay so first off ruin wasnt nerf it was rework and tbh new ruin is way better than old one while being less unhealthy if you know how to pressure gens and people on them

    second ruin was changed because it was extremely unhealthy to play againts and was a free skilless huge value perk and had no real counterplay outside of finding it and getting rid of it and despite the legends you don't always get crap totem spot

    all the perk you have mentionned have counterplay and arent as unhealthy as ruin was and arent free value perk unlike old ruin

  • Similar to the Billy nerf as some red rank survivors didn't know how to dodge Billy... some red rank survivors couldn't hit great skill checks

  • @RagingCalm said:

    https://forum.deadbydaylight.com/en/discussion/comment/1428932#Comment_1428932

    Yes. That is true.

    Additionally, survivors are carried by DS, Dead Hard, etc. Honestly imo if I could choose just one perk to remove or butcher, I would choose DH and leave the rest alone.

    BTW, I'm not insulting you, I'm pointing out that the developers ignore the fact that survivors are carried by perks just like how killers used to be carried by Ruin.

    I dont use any of those perks.

    My build : Resilence, iron will, SprintB, WGLF.

    Playing on rank 1, escape rate around 90% if i get atleast 1 decsnt teammate.

    I get carried by Resilence for extra vault speed. Does it mean it needs to get nerfed?

    DS is a must have for survivors most killer are just hard tunneling.

    BT wouldnt be a perk when killers wouldnt Camp.

    Unbreakable is there for slugging.

    Adren is only good in a cordinated SWF.

    Btw i play more killer then survivor and when i play survivor and see how some killers play i dont blame people using these meta perks.

    Do i like to go against these perks? No i dont, but i also dont blame them. Fair killer like me suffer from the killers who slug, tunnel, camp all the time.

    Another question, IF nobody would camp and tunnel what is the possibility that DS and BT would stay as meta perks? None.

    You want Fun i understand it but the guy you verse against from 5.000 miles away also wants fun they're not robots and dont play the game just to get tunneled every single game.

    Btw current Ruin is still good and im using it with some killers.

  • @Seanzu said:

    The devs stated that no survivor perk (except for self care) is anywhere close to being used by 80% of players in red ranks.

    When asked they refused to either give the usage numbers for these perks(So we don't even know if that's true).

    Nor would they answer how survivors' perks usage rates worked:

    If its based on if there is one of said perk

    Or

    If its based on total people with said perk in any given game

    Or

    if it only counts gaves with a specific threshold of people using said perk.

    All 3 of these would give wildy different numbers but the developers refuse to let us know which is used to count survivor's perk usage rate.

  • Almo has also stated he is very happy with how current DS is now. So hopefully that means it's not gonna be changed. Same with BT since killers wanna whine they can't get a a kill end game guaranteed but camping hooks.

  • You can go a full game without using DS for a slew of reasons. Anti-tunnel perk that is on a cooldown... I see no issue.

    BT is anti-camp and tunnel. Aka, if you don't play like a d-bag, you won't even be bothered by it. If someone unhooks in your face, maybe go for the unhooker?

    Sprint Burst, and Dead Hard are good perks, but are easily countered and have their downsides.

    A super try-hard survivor might have 3 of these perks maximum, but running two exhaustion perks in the same build is near pointless. Even in a game where multiple survivors are running DS, BT, + exhaustion perk, all the killer has to do is play around the assumption of DS/BT and remember who has which exhaustion perk. That's it. You have your own strong killer perks at your disposal in conjunction with killer power, moris, and add-ons.

    Both sides have insanely strong build potential, but in the end it's up to the individual players to outplay each other using whatever they have at their disposal.

  • @Akito said:

    That's how things can run. If something in the game gets used at a very high rate, the devs look at it. Is it fair, balanced, fun for both sides. Does need a nerf, change, adjustment, QoL.

    I mean look at Selfcare. It had a high usage rate but instead of changing it they nerfed the whole healing mechanic along with perk chan ges like slopper butcher. That's the same thing. And I believe Ds, Dh and what so ever has an similar usage rate like BBQ, pop, enduring, whispers, Corrupted.

    And both sides has their perks which seem like fair to the owner side but not for the opponent. Like, are you sure survivors love pop goes the weasel? Or do you really think people love noed?, enfury? still ruin? And there are also many players who despites BBQ. Both sides have their perks which the other side don't like and would like to see a change.

    if you ask me as a killer I would like to see changes to unbreakable, dead hard and the hatch spawning rules. And if you ask me as a survivor I would like to see some changes to noed, sloppy butcher and moris.

    The Difference between the killer perks you mentioned and survivor perks such as Dead head, borrowed time, ds and sprint burst is they are designed to be 'get out of jail free' perks, that can be used multiple times per match (save DS).Where are all the killer perks designed that if survivors screw up their positioning they get a confirmed kill?

  • @caz_ said:

    it didnt get nerfed because it was overused.

    it got nerfed because "Killers got carried" by ruin and baby survivors couldnt finish gens.

    and survivors don't get carried by 4 meta perks?

  • @nicnc82 said:

    Almo has also stated he is very happy with how current DS is now. So hopefully that means it's not gonna be changed. Same with BT since killers wanna whine they can't get a a kill end game guaranteed but camping hooks.

    How dare they play the hook when all the gens are done. They can patrol hot air on the other side of the map, but play the only remaining objective instead. Dumbass killers, amirite?

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1429173#Comment_1429173

    Of course it will vary on an individual basis, but at least from my experience, I see two, usually three DS at least per match.

    Isn't the way people use DS a problem for you guys\? Or is an anti momentum perk that encourages and rewards survivors for otherwise playing dumb, like bum-rushing hooks, seriously something you guys actually want?

    Can't we just make DS more healthy for this game? I don't like how the best use of DS is, instead of using it defensively, that the best course of action for me is to immediately hop on a generator for the time I'm invincible because the killer can't really do much to punish me for those 60 seconds. If they come back before the 60 seconds, I can just hop in a locker and they're forced to have to either take the DS because again, I am invincible, or completely waste their time.

    I also hate that, if I am being tunneled, that to actually use the perk, I must intentionally get downed and caught, which is not something I should be intentionally doing or be getting rewarded for.

    And thirdly, I absolutely hate how this perk pretty much guarantees a free escape if the survivor still has it at the end game. Even if I get unhooked and immediately slapped down, I've never once been in a position where I just couldn't crawl out of the match. There should never be situations where a single survivor perk makes the killer absolutely powerless. It could at least do with being disabled during EGC.

    I would strongly suggest reducing the cases where the perk is abused for anti momentum by making it be disabled in a survivor begins to work on a generator, begins to cleanse a totem, or begins to attempt an unhook, while also disabling it when EGC starts. Then of course, changing the requirements of its activation slightly to be easier to pull off so that survivors who are being tunneled do not have to intentionally lose a chase within 60 seconds of being unhooked to actually make use of the perk. Perhaps make the timer similar to Pig's RBTs when being chased.

    Also remove the whole obsession mechanic from DS. All it serves currently is to signal a killer that nobody has DS when nobody is the obsession in a match, so tunnel away.

    Wow I came here to be like "Oh @Almo hopefully that means you'll be looking at these survivors perks because their overuse might be a serious clue too" but you absolutely destroyed that with an impeccable presentation on why DS is bad and possible solutions. It's only one specific perk of the problem ones but I'd say it's by far the worst one tied with Dead Hard. Nice.

  • that makes no sense to me.

    so.. when i play Lithe with Dance with me and i lose the killer everytime because of this combo does it mean it needs to be nerfed? i mean it carries me right? so it needs to get remove from the game then.

    i mean you can make the meta perks useless by not Tunneling, slugging or camping. why is that so hard to understand?

    i barely get dsed now guess why..

    by your logic and other people, pretty much every single perk needs to get nerfed because every perk can be usefull and carry you.

    BBQ, POP, corrup, infectious, NOED etc also carry killers.

    you guys dont get it, RUIN carried killers who didnt even deserved to win. they chased a survivor for 5 minutes and because other survivor couldnt to gens after 5 minutes there was just 1 gen done.

    just a bit of logic is needed please thats not hard.

  • @caz_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/1429287#Comment_1429287

    that makes no sense to me.

    so.. when i play Lithe with Dance with me and i lose the killer everytime because of this combo does it mean it needs to be nerfed? i mean it carries me right? so it needs to get remove from the game then.

    i mean you can make the meta perks useless by not Tunneling, slugging or camping. why is that so hard to understand?

    i barely get dsed now guess why..

    by your logic and other people, pretty much every single perk needs to get nerfed because every perk can be usefull and carry you.

    BBQ, POP, corrup, infectious, NOED etc also carry killers.

    you guys dont get it, RUIN carried killers who didnt even deserved to win. they chased a survivor for 5 minutes and because other survivor couldnt to gens after 5 minutes there was just 1 gen done.

    just a bit of logic is needed please thats not hard.

    "i mean you can make the meta perks useless by not Tunneling, slugging or camping. why is that so hard to understand?"

    Heres the thing people liked ruin because it meant you had time to play nice, had time to go after everyone, had time to not slug or camp unless it came down to the wire because of all the extra time ruin bought. You wonder why the meta perks are meta because it slows the killer down in a meta where every second matters being blanket immune for 60 seconds but also being able to pick yourself up is way too strong. My logic is that meta perks carry bad survivors now like it carried bad killers then. The difference between the good killer and bad killer then was tunneling with ruin the difference now is knowing when to tunnel because thats the new way to win.

  • Because having access to numbers you can compose them however you want.

    For Ruin... we see it in 80% of games so many killers use it even if it mostly gives them 20 seconds.

    For DS... we see at least 1 in every game but hey hey hey, let's count it per survivor to show stats appear lower, not that they ever cared about stats in a first place.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1429173#Comment_1429173

    Of course it will vary on an individual basis, but at least from my experience, I see two, usually three DS at least per match.

    Isn't the way people use DS a problem for you guys\? Or is an anti momentum perk that encourages and rewards survivors for otherwise playing dumb, like bum-rushing hooks, seriously something you guys actually want?

    Can't we just make DS more healthy for this game? I don't like how the best use of DS is, instead of using it defensively, that the best course of action for me is to immediately hop on a generator for the time I'm invincible because the killer can't really do much to punish me for those 60 seconds. If they come back before the 60 seconds, I can just hop in a locker and they're forced to have to either take the DS because again, I am invincible, or completely waste their time.

    I also hate that, if I am being tunneled, that to actually use the perk, I must intentionally get downed and caught, which is not something I should be intentionally doing or be getting rewarded for.

    And thirdly, I absolutely hate how this perk pretty much guarantees a free escape if the survivor still has it at the end game. Even if I get unhooked and immediately slapped down, I've never once been in a position where I just couldn't crawl out of the match. There should never be situations where a single survivor perk makes the killer absolutely powerless. It could at least do with being disabled during EGC.

    I would strongly suggest reducing the cases where the perk is abused for anti momentum by making it be disabled in a survivor begins to work on a generator, begins to cleanse a totem, or begins to attempt an unhook, while also disabling it when EGC starts. Then of course, changing the requirements of its activation slightly to be easier to pull off so that survivors who are being tunneled do not have to intentionally lose a chase within 60 seconds of being unhooked to actually make use of the perk. Perhaps make the timer similar to Pig's RBTs when being chased.

    Also remove the whole obsession mechanic from DS. All it serves currently is to signal a killer that nobody has DS when nobody is the obsession in a match, so tunnel away.

    Haven't you said recently that you haven't played in like 2 months?

  • @Dzeikor said:

    Every game there's at least one survivor running one of these perks and most of the times all of them in a combo.Even when a survivor perk is nerfed,it barely makes a difference like ds,the nerf barely made a difference,its still the best survivor perk.Compared to when a killer gets nerfed like we saw recently with Billy and Leatherface.Addons completely gutted and Billy rework made him both unfun and weak.The worst part is killer addons,creating useless addons just so killers wil have something to spend their bloodpoints on,what's the point of making useless addons and sometimes even detrimental ones?Many killer ultra addon are so bad even if they we're common ones.Devs are so afraid of making a killer remotely decent lately they are all getting washed up reworks or come out that way.Until devs wont show otherwise they will remain survivor biased.

    Ruin wasn't nerfed for being overused. It was changed to normalize gen times in actual games to make further changes to gen speed and generator related things overall, which is why gen time is much more consistent and toolboxes received such a massive change.

  • I mean all exhaust perks in general has already been nerfed, its really no reason for sprint burst or dead hard to get nerfed they are in a good state imo also a lot of survivors dont know how to use them that well either. DS sure is in need of a rework but BT is ok and only really strong in late game

  • @Almo said:

    It was not nerfed due to overuse. Overuse was a clue that we should investigate. Upon investigation, we found several issues with it. These were explained in the design notes posted about it.

    It seems like you guys didn't stop to consider why so many killers felt the need to use it in the first place and instead just listened to the whining survivors saying its too hard to hit great skillchecks.

    Also why did you avoid the topic of this discussion? It would be nice if the devs could actually communicate their thoughts with their community so we can try to better understand why you make the decisions you do.

  • @Almo said:

    It was not nerfed due to overuse. Overuse was a clue that we should investigate. Upon investigation, we found several issues with it. These were explained in the design notes posted about it.


    What kind of investigation? Brainstorming designer "Is this perk unfun to play against?" because if you did that without asking the community about it, then you should do the same with DS, Unbreakable, etc. BECAUSE THEY ARE UNFUN TO PLAY AGAINST.

  • i will never understand the numbers, i mean it has sense at the lower ranks to not see meta perks mostly because survivors dont have them and play with what they have but at least in red ranks i always see from 2 to 4 Decisives strikes from 1 to 4 Sprint burst or Dead Hards and from 1 to 4 Borrow time, ITS TRUTH i noticed a major reduction Adrenalines, i dont see it that much as before but the rest every time


    is way worse against SWF, because they usually bring 4 meta perks all of them so is kind of hard. so i still dont get how those mentioned perks are not being overused and not deserving a change, i think they could adress those perks.

  • @Seanzu said:

    The devs stated that no survivor perk (except for self care) is anywhere close to being used by 80% of players in red ranks.

    DS is hidden behind a paywall tho, selfcare is on a free unlocked character

  • this was asked in the dev stream where they gave reasons for the Ruin nerf. the guy in the turquoise nail polish claimed that Lithe was used more often than DS, DH and so on. this is obviously a lie, but that's what he said. anyone can play about 3 games and see that it's a lie, yet here we are.

  • @nicnc82 said:

    Almo has also stated he is very happy with how current DS is now. So hopefully that means it's not gonna be changed. Same with BT since killers wanna whine they can't get a a kill end game guaranteed but camping hooks.

    @Akito said:

    That's how things can run. If something in the game gets used at a very high rate, the devs look at it. Is it fair, balanced, fun for both sides. Does need a nerf, change, adjustment, QoL.

    I mean look at Selfcare. It had a high usage rate but instead of changing it they nerfed the whole healing mechanic along with perk chan ges like slopper butcher. That's the same thing. And I believe Ds, Dh and what so ever has an similar usage rate like BBQ, pop, enduring, whispers, Corrupted.

    And both sides has their perks which seem like fair to the owner side but not for the opponent. Like, are you sure survivors love pop goes the weasel? Or do you really think people love noed?, enfury? still ruin? And there are also many players who despites BBQ. Both sides have their perks which the other side don't like and would like to see a change.

    if you ask me as a killer I would like to see changes to unbreakable, dead hard and the hatch spawning rules. And if you ask me as a survivor I would like to see some changes to noed, sloppy butcher and moris.

    I'm not sure why my post keeps getting deleted in this thread but I'm going to try this again. How do you justify a perk like ruin getting nerfed but 'get out of jail free' perks like DS, borrowed and dead hard are not? Those perks can be used multiple times per match (save ds) because survivors were in the wrong position when they got caught. Where are the killer perks that grant insta down's when the killers screw up?

  • @Almo said:

    It was not nerfed due to overuse. Overuse was a clue that we should investigate. Upon investigation, we found several issues with it. These were explained in the design notes posted about it.

    so what about the other perks?

  • @andyollolloll said:

    Similar to the Billy nerf as some red rank survivors didn't know how to dodge Billy... some red rank survivors couldn't hit great skill checks

    this is completely wrong. Ruin was good at slow down but even before the rework a survivor could spawn right on top of it. it didnt even affect most survivors except newer ones because they could power through ruin by just hitting greats

  • @mikerz1994 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1429335#Comment_1429335

    nah people used to slug and camp with ruin active because they had more time to kill, especially if you pressure the killer back then a lot of them would go for the camp and have time to camp out a 2k minimum or get 2 slugs and make it hard to get back on track as a survivor. second killers felt like they might lose they get sour and act entitled to the 4k and it was easier obviously to achieve back then. if u even think about doing ruin without taking the slug bait you better not miss that great skill check cuz theyll come for you knowing youre no threat to pick up survivors. especially if youre not SWF theres a good chance the other guy that isnt slugged is doing nothing.

    personally they wasted a shiiiit ton of time nerfing and revising perks and killers all because of the ruin change. how much dev time has been spent on balancing the new game structure? its laughable. Problem is they did it to delay the inevitable because from what i've observed among comments and friends, people are always getting tired of this games constant bullshiiit

    As soon as people started trying they got 4ks? so exactly what they did now except then they had more time which means waiting out meta perks. H

  • @vandromar312 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1429421#Comment_1429421

    The problem is their changes did very little to slow gen times noticeably. Overwatch bans certain heroes at certain ranks to make the game more balanced, DBD could follow suit and bring back old ruin for rank 5 and over games.

    Gen times have definitely been noticeably slowed.

  • The fact that I haven't been here in months, and just kind of wandered over because steam let me know there was some Leatherface changes; and DS, BT, and all that are STILL a problem, shows me that this game is still not in a good place for killers. They make some killers better but refuse to fix the problems that make playing against survivors UNFUN, You know...the reason numerous killers and a few perks got nerfed for? So good to know I will still be staying away from the game for the time being.

  • @mikerz1994 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1429824#Comment_1429824

    thats what im saying there was no point in any changes since ruin its the same ######### just shorter matches and now they've fuked everything up having to spend mad time rebalancing. what im saying is if the killer was pressured ya theyd start playing the slug game but much longer exactly yup you get it. that sh!t is just boring, its still boring even though its shorter now. people still wait out DS with shorter match times, its not unfathomable. You shouldn't be chasing someone you just hooked anyway for 2 reasons (youre giving 3 ppl more gen time cuz theyre already doing something instead of worrying about radius, and you have to waste 40-60 seconds if youre scared of DS.) as opposed to going somewhere else and potentially ambushing 2-3 survivors on a gen getting 2 hits plus a down. but if people are trash at killer they worry about something so miniscule as a perk you can just ignore if you play the intended way.

    Since ruin was changed killers were given less wiggle room blanket immunity for 2 minutes in matches that last 8-10 was much stronger then in 10-15 minute matches which is why people are saying they should get nerfed to reflect that matches go faster now.


    Also while im at it if killers average 1 minute chases on mid tier killers its feesable to have a 12 hook game in 10-15 minute matches not in 8-10 because by the time you get around to the later hooks they are already escaping.

  • @caz_ said:

    it didnt get nerfed because it was overused.

    it got nerfed because "Killers got carried" by ruin and baby survivors couldnt finish gens.

    Killers got so carried by "ruin" that they are planning a whole new mechanic for early game.

  • @Sylorknag said:

    https://forum.deadbydaylight.com/en/discussion/comment/1428932#Comment_1428932

    Killers got so carried by "ruin" that they are planning a whole new mechanic for early game.

    Survivors get so carried by the game being fast with second chance perks they have to add a mechanic to slow it enough to spread them to manageable levels.

  • @bjorksnas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1429871#Comment_1429871

    Survivors get so carried by the game being fast with second chance perks they have to add a mechanic to slow it enough to spread them to manageable levels.

    Yep.


    I was being sarcastic.

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  • @Seanzu said:

    The devs stated that no survivor perk (except for self care) is anywhere close to being used by 80% of players in red ranks.

    sound like BS to me

  • The only reason why I grow tired of seeing these post about the ruin nerf is simply because, not only do we come up with the true reason and clap back, but because BHVR sees what should have been nerfed in compensation but turn's a blind eye to it!

  • you guys do know that survivors been getting Nerf'd non stop since 2016 and when a nerf comes out for killers once maybe twice a year its the end of the world

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