I keep seeing undying and ruin is op posts

Yet nobody wants to run small game or detectives hunch. It's used in most of the games, so wouldn't it makes sense to use one of those perks? People wanted a meta shift - well here it is. Or do you need those perk slots for ds, unbreakable, dead hard and deliverance?

Comments

  • @brokedownpalace said:

    https://forum.deadbydaylight.com/en/discussion/comment/1779285#Comment_1779285

    That's complete nonsense. Is it theoretically possible to cleanse all totems in 3 minutes? Sure. But acting like it's something you can do with ease and regularity is ridiculous. Especially if you're against Undying. And then good luck doing that on maps with two levels or good hiding spots, like Game, Hawkins or Badham. Good luck doing that on big maps like Huntress' Dwelling or Temple. Good luck doing that on maps with huge open areas like Shelter Woods. Good luck doing that on a map with fences that go on for miles, like Haddonfield.

    Also don't get seen by the killer ever. And if the killer happens to be near you, you can definitely cleanse a totem without them hearing. You won't have to stop and start over even if you were at second 13, right?

    Ignoring all that, and pretending it only takes 3 minutes.. one survivor doing absolutely nothing but cleansing totems for 3 minutes could cost the game. With one in chase, that leaves two to work on gens. Hope that guy is good in a chase. With one hooked, that leaves one to do gens. Lol at getting out then.

    Either you're a parody account or you have zero understanding of what it's like to play survivor, especially solo survivor.

    Based on your reasoning do you even know what a totems looks like?

    14x5=70. 120 -70 =50 seconds. At least do the math right. Or is that too hard too?

  • I don't keep seeing these posts; only those of people saying it's not OP but not giving the actual reason why it's not and instead telling survivors to waste time running around and only do totems until Ruin is gone...which is literally the win condition for the killer running these perks.

  • I still say this, "remember when survivor mains told killers how to apply pressure? Now they are complaining"

  • @HellDescent said:

    https://forum.deadbydaylight.com/en/discussion/comment/1779721#Comment_1779721

    Based on your reasoning do you even know what a totems looks like?

    14x5=70. 120 -70 =50 seconds. At least do the math right. Or is that too hard too?

    ... And 50 divided by 5 is 10. 10 seconds for each totem, like I said. READ.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1779488#Comment_1779488

    I'm kinda confused. Isn't three months the time for another killer to release? I thought it was like, new chapter -> mid-chapter in 1.5 months -> new chapter in 1.5 months

    Right, but I’m assuming that they’re doing rebalance patches mid-chapter versus in a new chapter where their main focus is on a new killer and survivors. So it’s probably New Chapter Killer, then prior chapter’s killer’s rebalancing path in the midchapter, then a new Chapter with another new killer, then rebalancing the prior killer, etc. So that would make Blight’s rebalance patch be the midchapter patch after the Twins release.

  • @Tricks said:

    Small Game + Detectives Hunch are crap perks that waste 2 slots and all Survivors need to load it in each match for it to be effective so essentially that's 8 perk slots which could have been used for far better perks to even stand a chance against 2 perk slots.

    I run small game and I clear all totems on my own.

  • @batax90 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1779216#Comment_1779216

    Its not really a win more combo the amount of time ruin get cleanse before my first chase is stupid. But you are right the combo reward you for applying pressure

    I suppose you're right it's not a win more it's more consistency. Still not that powerful when all one of the perks adds is more time. Yes I say this realizing time is the single most important thing a killer has in a match.

    @TicTac said:

    https://forum.deadbydaylight.com/en/discussion/comment/1779216#Comment_1779216

    It helps to get value out of pressure. When you have normally so much pressure, you need to slow down bc of ds. With ruin all gens are atleast at zero, after the survivor reset.

    And not wasting time kicking gens makes target switch so much better.

    The problem i have with it is the value in comparison to other perks. I dont want to think the best choice would be to use ruin/undying similar to old ruin.

    That's all Ruin and the killer though. All Undying did was give Ruin 50% chance at lasting longer. Survivors can still completely counter the combo by just doing a generator or taking out totems. Both can be permanently disabled by survivors.

  • @coppersly said:

    https://forum.deadbydaylight.com/en/discussion/comment/1779350#Comment_1779350

    I suppose you're right it's not a win more it's more consistency. Still not that powerful when all one of the perks adds is more time. Yes I say this realizing time is the single most important thing a killer has in a match.

    https://forum.deadbydaylight.com/en/discussion/comment/1779704#Comment_1779704

    That's all Ruin and the killer though. All Undying did was give Ruin 50% chance at lasting longer. Survivors can still completely counter the combo by just doing a generator or taking out totems. Both can be permanently disabled by survivors.

    Yh of course its only ruin. Ruin has one fatal weakness, its gone when you need it. Thats why nobody used it before undying.

    And undying gives more than a 50%. It gives at the minimum ruin double the time to last (2 Totems to cleanse) and it can go up to 500%.

    + Killer could defend there totems better with the aura reading, but most dont even try to defend

    Dont get me wrong ruin with undying is not a free win, but it helps you more than any other perk at most killer

  • The aura reading is unnecessary imo. Already a really good perk and the aura reading invalidates TOTH an already weak perk.

    Get rid of the aura reading and just scale the hex respawns per level. Better yet remove outdated perk levels.

  • @tt_ivi_99 said:

    Because, as allways, people will give you the excuse of "oh, it's just not worth running Detective or Small Game".

    Even a map can do the job, but no, they just want easy games with meta perks, how else are you gonna loop a killer if you dont have Dead Hard, DS, etc?

    They wont switch playstyles and try stealth to find the totems, they want chases. Too bad killers have adapted and some infinites are not a thing anymore, I bet if things like old pallet Heaven was still a thing people wouldnt be complaining about Ruin+Undying.

    To be fair Small game has been begging for a totem counter for years and this undying meta proves that. A solo player has no idea if they're wasting precious time continuing to look for totems/dulls to prevent a hex respawn because teammates cleansed them.

  • @TicTac said:

    https://forum.deadbydaylight.com/en/discussion/comment/1779982#Comment_1779982

    Yh of course its only ruin. Ruin has one fatal weakness, its gone when you need it. Thats why nobody used it before undying.

    And undying gives more than a 50%. It gives at the minimum ruin double the time to last (2 Totems to cleanse) and it can go up to 500%.

    + Killer could defend there totems better with the aura reading, but most dont even try to defend

    Dont get me wrong ruin with undying is not a free win, but it helps you more than any other perk at most killer

    The possibility that Undying can be cleansed first and then Ruin is a common scenario and one where Undying did nothing. Because that is such a common possibility and both perks can be removed by survivors the reward it gives even the best killers is pretty balanced tbh.

    Killer perks are balanced around RNG and the possibility of being strong or completely and utterly useless. This combo just makes that slightly better. Still just another layer of RNG. I won't sacrifice another perk just to have Ruin up slightly longer when that other perk could help me get a down on a survivor faster while Ruin is up increasing the value out of my loadout significantly.

  • @coppersly said:

    https://forum.deadbydaylight.com/en/discussion/comment/1780063#Comment_1780063

    The possibility that Undying can be cleansed first and then Ruin is a common scenario and one where Undying did nothing. Because that is such a common possibility and both perks can be removed by survivors the reward it gives even the best killers is pretty balanced tbh.

    Killer perks are balanced around RNG and the possibility of being strong or completely and utterly useless. This combo just makes that slightly better. Still just another layer of RNG. I won't sacrifice another perk just to have Ruin up slightly longer when that other perk could help me get a down on a survivor faster while Ruin is up increasing the value out of my loadout significantly.

    Common depends on the definition. The chance for this scenario is 50%. And Undying did protect Ruin once in this scenario. Without Undying Ruin could be the first cleanse with Undying its impossible.

    There are only some, mostly Hex-Perks, designed around RNG. And when i want to win i dont use RNG-perks, but its my personal preference. But Ruin/Undying has more layers of RNG then most.

    Ruin alone is too weak, when you have nothing to protect it (Perks, killer power) Its a huge gamble, which you will lose most of the time. Thats why nobody used it alone.

    Whether op or not (i would say not) Ruin/Undying is the strongest build

  • You will always see anything that hinders easy mode for Survivors to be referred to as "OP". In reference:

    Nurse got reworked.

    Billy got reworked.

    And both of those were top tier.

    Spirit Add ons, there was no "counter play". But no one wanted to play Kates perk.

    Legion with mend times, but no one wanted to use anything but "meta perks".

    I do not play anymore because the devs are dictated by survivor's wishes and what is "unfun" to them.

  • But you have no idea if anyone else has cleansed any totems because unlike the gen counter the perk doesn't tell you how many totems there are left.

    So you could be wasting precious minutes that could be spent repairing gens / rescuing or mending allies / looping killers because your searching for 'that last totem' that's already been cleansed. It's a crap perk needs re-working.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1779901#Comment_1779901

    Yea that's what i think too, and that would mean clown's rework would be delayed till next next midchapter, but what got me confused is that pyramid head got midchapter balance patch after 3 months he went live

    Actually Clown's rework could be in the same midchapter patch as Blight's. For instance they did Bubba and Billy's reworks in the same midchapter patch, they could be doing something where they release Clown and Blight's revamps at the same time.

  • OFFICIAL KILLER CIRCLEJERK THREAD OF THE DAY

    LETS GOOOOOOOOOOOOOOOOOO

  • @Todgeweiht said:

    OFFICIAL KILLER CIRCLEJERK THREAD OF THE DAY

    LETS GOOOOOOOOOOOOOOOOOO

    Wow. What an intelegent post

  • @Tricks said:

    https://forum.deadbydaylight.com/en/discussion/comment/1779970#Comment_1779970

    But you have no idea if anyone else has cleansed any totems because unlike the gen counter the perk doesn't tell you how many totems there are left.

    So you could be wasting precious minutes that could be spent repairing gens / rescuing or mending allies / looping killers because your searching for 'that last totem' that's already been cleansed. It's a crap perk needs re-working.

    I have a good sense of the game. I can see the remains of totems that someone else cleansed and keep a count on my own.


    I clean usually 3-5 totems. If I did 4, and there's no indication of the last totem. I know the general area I need to go thru.


    I'm not 'looking' for the last totem. That's what normal survivors do, I just end up playing my game w a mindset that there might be 1 left. That 'ding' sound lets me know where its at.


    I know there's no 2 totems within 25-30 meters from each other.


    And I know the general area I need to go to. Even without small game, some maps I know all the totem locations. But I need small game for maps like midwich. Not gonna run around wasting time.


    Somewhere down the line, small game is extremely helpful vs hag, trapper, Freddy.


    The shock I sense in the killer when noed doesn't pop lol

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1780196#Comment_1780196

    That'd be perfect. I don't think blight needs a balance pass anyways, just needs fov fixed.

    Yeah I doubt Blight would get changed much. They'll probably just tweak his perks and add-ons a bit mostly.

  • @MadLordJack said:

    People do run those perks. It's not worth it. The problem isn't just finding totems.

    I agree its definitely not worth running detectives hunch or small game. Any experienced player should know where to look as well as listen (which can save you precious time) for totems. Then just run meta perks to counter the extra potential time you'll be in the match due to ruin, undying, and time spent cleansing totems. Tbh some stronger squads against my weaker killers don't even cleanse totems they just rush and split the gens best they can and go. Lol

  • @HellDescent said:

    Yet nobody wants to run small game or detectives hunch. It's used in most of the games, so wouldn't it makes sense to use one of those perks? People wanted a meta shift - well here it is. Or do you need those perk slots for ds, unbreakable, dead hard and deliverance?

    Gonna assume ur new or biased if you don't see a issue, if they took off the aura reading it honestly wouldn't be an issue but as is used on high pressure killers it absolutely has a insanely high chance of just obliterating most teams, key word MOST because yes there's going to be that one 4 man squad that comes and absolutely smashes but that's pretty rare to come across

  • @seki23 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1779210#Comment_1779210

    sadly you are right meanwhile survivors meta combo are still as powerfull as always.

    I doubt this lol unless ur crying about decisive which is super lol, the insane 4 man's that come decked sure but there really isn't a meta build that just any surv can use and become ultra strong lmao, stop trying to keep this "meta" bs going

  • They don't want to give up one of their 16 second chances to counter half the killers build (potentially more) or just bring in a map. If you know where totem spots are well enough you don't even need any of that either.

  • It's not OP, but it carries a lot of solo queue games. Tends to fall flat vs the usual types that killers complain about. I don't think it should be nerfed to the ground but maybe some changes would be nice, or maybe rethink some aspects of totems, such as a count of how many are left.

  • its boring, but it has a counter... hold m1 OMG

  • 3 games today against undying + ruin and infinite tier 3 Myers.

  • Never used the combo, never plan on it, as I've never needed it

  • It's only OP for low ranks. Hit reds and you might as well run something else.

    There really needs to be balancing based around rank and swf, not a one size fits all nerf.

  • @Withered8 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1779228#Comment_1779228

    They literally nerfed and reworked ds multiple times after people complained about it. You can't nerf unbreakable because how you would nerf that without making it garbage.

    You could avoid it before the rework. Remember juggling? Now survivors can force it to activate. They can sit on a gen in front of you and you're in a lose/lose situation. Either you leave them on the gen, down them and let them unbreakable, or pick them up and get stunned. All they need to do is find a way to make DS actually counter tunneling instead of allowing survivors to be cocky and toxic. Maybe shorten the timer but pause it during chase/while slugged or something, so as an actually tunneled survivor you're not punished for being able to loop the killer for 60 seconds or more.

  • You don't even need totem perks to counteract ruin and undying.

    Bring a map instead of your purple med-kit or red key with the add ons to increase tracking range and allow teammates to see what you're seeing and totems will be getting cleansed very fast.

    There are counters to this combination of perks, unlike DS/UB together which just has no counter.

  • @Yung_Slug said:

    https://forum.deadbydaylight.com/en/discussion/comment/1779236#Comment_1779236

    You could avoid it before the rework. Remember juggling? Now survivors can force it to activate. They can sit on a gen in front of you and you're in a lose/lose situation. Either you leave them on the gen, down them and let them unbreakable, or pick them up and get stunned. All they need to do is find a way to make DS actually counter tunneling instead of allowing survivors to be cocky and toxic. Maybe shorten the timer but pause it during chase/while slugged or something, so as an actually tunneled survivor you're not punished for being able to loop the killer for 60 seconds or more.

    Are you trying to say that old ds had counters but new ds doesn't? Seriously? Did you ever play a game against decent survivors with ds? Would basically take away ANY benefit or advantage or pressure you might have had. Old ds gives you a MINIMUM 4 hooks where you don't have to worry about it at all. If someone sits on a gen infront of you slug them. Sure they'll use their unbreakable but during that time they can't do anything, teamamtes will mostly likely jump of gens to potentially help out, you've got pressure from a slug AND they are going to use it meaning they can't use it ever again. Oh and if ur running into someone with a ds sitting on a gen infront of you, what were you doing going near them as they were getting unhooked anyways?

  • @Withered8 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1783090#Comment_1783090

    Are you trying to say that old ds had counters but new ds doesn't? Seriously? Did you ever play a game against decent survivors with ds? Would basically take away ANY benefit or advantage or pressure you might have had. Old ds gives you a MINIMUM 4 hooks where you don't have to worry about it at all. If someone sits on a gen infront of you slug them. Sure they'll use their unbreakable but during that time they can't do anything, teamamtes will mostly likely jump of gens to potentially help out, you've got pressure from a slug AND they are going to use it meaning they can't use it ever again. Oh and if ur running into someone with a ds sitting on a gen infront of you, what were you doing going near them as they were getting unhooked anyways?

    So if I haven't found any other survivors and someone goes for an unhook less than 20 seconds after I hooked them, I'm just supposed to ignore that and keep walking away?

  • The survivors that complain about Ruin + Undying are the same survivors that run DS + Unbreakable.

  • @Kebek said:

    Honestly, Ruin & undying will get nerfed as too good of a killer combos usually do. Yet survivor second chance perks stacking meta remains with little to no changes.

    It'd be nice to see less used survivor perks buffed so they can see some meta play, hopefully less annoying compared to the current one.

    Who will know? Enduring/Spirit Fury is strong as well but never got touched

  • @Yung_Slug said:

    https://forum.deadbydaylight.com/en/discussion/comment/1784204#Comment_1784204

    So if I haven't found any other survivors and someone goes for an unhook less than 20 seconds after I hooked them, I'm just supposed to ignore that and keep walking away?

    There are many other things you could be doing in that situation. Why don't you go pop a gen or push the other two off gens instead of complaining gens go too fast? Or you could go for the unhooker? You don't HAVE to go for the unhooked person everytime.

  • @Withered8 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1785447#Comment_1785447

    There are many other things you could be doing in that situation. Why don't you go pop a gen or push the other two off gens instead of complaining gens go too fast? Or you could go for the unhooker? You don't HAVE to go for the unhooked person everytime.

    I didn't say I would be going after the unhooked in that situation. But if I walk back there and I can't find anyone else (which happens often in my experience, a lot of unhookers go hide immediately afterwards) except this guy who starts repairing a gen in front of my face, you think I'm supposed to ignore them? Or even if the unhooker is found, the fact that there's a survivor just sitting there repairing a gen because you'll lose pressure by going after them for the next 60 seconds is kinda stupid.

  • @Yung_Slug said:

    https://forum.deadbydaylight.com/en/discussion/comment/1787057#Comment_1787057

    I didn't say I would be going after the unhooked in that situation. But if I walk back there and I can't find anyone else (which happens often in my experience, a lot of unhookers go hide immediately afterwards) except this guy who starts repairing a gen in front of my face, you think I'm supposed to ignore them? Or even if the unhooker is found, the fact that there's a survivor just sitting there repairing a gen because you'll lose pressure by going after them for the next 60 seconds is kinda stupid.

    Just slug him srsly it's not hard. Sure they'll use their unbreakable but like I said before they've only got it once and having a slug creates pressure regardless of whether they have unbreakable or not.

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