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HexMoriMeMommy

HexMoriMeMommy

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HexMoriMeMommy
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  • @Negi said:

    https://forum.deadbydaylight.com/en/discussion/comment/983254#Comment_983254

    I feel like people who say this don't even consider killer choices. You can't tell me that a Clown player should be judged by the same metric as a Billy player when the margin for error to succeed is way more lenient for Billy.

    Isn't it amazing how suddenly there are all these red rank killers falling from the sky to say they don't use ruin?

    Facinating that so many some how fall outside the 80% of killers in red ranks that use it, but then refuse to say who they use.

    Which leads me to believe either that they use nothing but the meta trio

    Or are lying.

  • This game is a self congratulatory game, you as the player can never be bad at it, it has to be the opponent is cheating / stream sniping / hacking / Lag switching / Literally anything else that isn't them.

    If you need proof look at the sudden influx of killer mains that magically fall out of sky and into the "I'm red rank and I don't use ruin ergo I'm better than everyone else so nerf it."

  • IF only there was a perk that showed you what gen you should be focusing on outside of a chase.

    IF ONLY.

    GEE WIZ I ######### WONDER IF A PERK LIKE THAT EVER EXISTED.

    IT'D CAUSE SOME KIND OF DISCORDANCE AMONG KILLERS!

  • Okay, well a good portion of players now DON'T find the game enjoyable.

    By rights you shouldn't be forced to do something you don't find enjoyable.

    And if you're like me with near 4k hours in the game this ######### keeps adding on more and more and survivors get catered to more and more to the point where, if you look at their streams, the ######### devs are idiots when it comes to their own game.

    But hey, I guess if people disagree with you they should just sit down and shut up because your opinion is so much better and means so much more than anyone else.

    Tell me what do your farts smell like with your head shoved that far up your own ass.

  • Legit since they announced the patch I've been only playing toxic.

    Iri heads and infantry belts

    Mori's.

    Bleeding suvivors out after slugging all of them and then mori'ing them.

    I used to put survivor fun at the top of my priorities.

    Not anymore. :)

  • Nah, gotta be lies.

    Everyone knows killers are just A.I baby sitters there to change survivors pants when they ######### themselves.

  • @Toybasher said:

    IMHO Ruin needs to go but only because it's a literal band-aid perk for gen times being too quick. With no ruin, gens will be rushed through and games will be very quick, and hopefully devs will find a way to add a second objective (Finding generator parts, a fuze for a breaker box to transfer generator power to the exit gate switch, more reasons to cleanse dull totems etc.) or slow generator progress down in general.

    Basically by removing OG Ruin maybe the devs will find a way to balance generator times around not using Ruin. This means killers will have a perk slot free'd up since ruin won't be a "mandatory" perk anymore.

    So how long to killers have to get kicked in the dick until the do change it?

    Because it's been almost 2 months now and they still haven't fixed the sound bug.

  • Much like at the end of the world.

    I'm reveling in burning this ######### to the ground.

  • Why would they try to help out killers and hurt their bottom line?

    Gotta get that survivor money, but also ######### you if you are a killer pay us more money just to make a perk that you already paid money for to be slightly less than worthless when combined with three other perks.

    Ignore that there is a perk that already tells you what gen you should be focusing your attention on when not in a chase.

  • @Almo said:

    https://forum.deadbydaylight.com/en/discussion/comment/977319#Comment_977319

    I'm sorry you think that. It's not at all how any designer on our team operates. New Ruin went through hours of testing with players ranging from brand new to having thousands of hours in the game. Every designer on the team had feedback on it, plus several programmers, and other people in other disciplines. No fewer than 10 people on the team took a serious look at Ruin before we settled on the current design, but it's probably more like 15.

    This is not to say I think people are wrong for disliking it; everyone has different views on this kind of thing. But these changes were not made lightly or in a hurry. This design was first documented in August of 2019. Usually I've already discussed a design with 4-5 different people on the design team before the first documentation, so it likely had its genesis around June or July of 2019.

    It's understandable with the way these things drop out of nowhere from the community's perspective for people outside the team to think they are sudden. But I assure you they are not. :)

    So, how long do killers have to now suffer due to the map team constantly making god awful maps and gen times being basically the time it takes to cross the map?

    How long until toolboxes, which give you a passive benifit for just bringing it that's on a timer that the survivor controls (Unlike ruin which the killer has little control over)?

    How long until survivors that can rush out 2 gens in 40 seconds gets looked at?

    Oh, it doesn't matter because they are survivors and killers just have to accept the game gets to be miserable for them until your bottom line gets hurt by it.

    It's incredibly ######### of you and the team to basically remove a perk that gave low teir killers a chance to fight back and not be constantly stressed because new players didn't want to learn the game.

    Especially when you are refusing to do anything about the core problem that the perk was meant to combat.

    And before you say "Well try it out."

    I have, and oddly enough, HEY I was right, Killers like trapper have no setup time now if they want more than a 1k so they become an M1 killer effectively.

    And if you say "Well it combos great with surveillance." It does, but you also have to put another perk on top of it and use a HEX TOTEM, A ######### HEX TOTEM. As the keystone to that build.

    And because I genuinely believe you can't tell why that's a bad thing, let me use simple words.

    Hex is baby ez to find to hex go byebye mean entire perk pick is now byebye.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/981047#Comment_981047

    Typically red ranks on both sides- little behind on killer at the moment since I was out of town since the reset. All in all, I went ahead and checked my stats and it turns out I play killer about 53.44% of the time.

    I do agree with what you're saying, although I do think we're talking about a best case scenario. You and I may power through it, but to give an example, what if the other guy is playing with a couple of friends who are newer to the game and haven't been practicing skill checks for the last few years? What quite often happens is that first generator will go off, but then nothing else happens as the rest of the team is running around searching for a totem. Then I have to either decide if I should continue doing generators by myself or go cleanse the totem so the others will help out.

    I wouldn't base the entire thing on a single scenario, there's far too many variables. I can only speak from my personal experience, and I've had plenty of teammates who can't handle it (after over three years).

    My thoughts are about the same as yours in terms of emblems, though. As someone who doesn't use Ruin (or any slowdown perks) myself, I definitely feel it. Thankfully there's also a change to address that aspect, so if someone's concern is their emblem score, it should be lessened at the same time as this change.

    So survivors who are new to the game aern't supposed to learn how to play the game and get better at it.

    Gotcha.

    Might as well remove skill checks then because that's something you have to learn.

  • @toxicmegg said:

    https://forum.deadbydaylight.com/en/discussion/comment/980124#Comment_980124

    red forest maps are horrible.. i hate them as survivor and as killer. but anyway, as Myers you could use perks like discordance or whispers, they will give a helping hand. if you get a large map that's just bad luck. but it normally doesn't take much time to find the first survivor/survivors

    That's not really addressing the issue.

    I am screwed out of a minimum of 1 gen on large maps, which are now a majority of maps because of this change.

    Now think of a killer like trapper who has to spend time also setting up, now he is screwed out of multiple gens for wanting to use his power, and b4 Corrupt intervention

    At red ranks, thats a nightmare scenario because then the survivors will see bear traps and run the risk of watching you place them while hidden and then following behind and disabling traps which means you wasted even more of your time.

  • You can't fleece your community for as much money if your honest and open about stuff.

    Or lock super needed perks behind a paywall.

  • Nope, because the devs are now following EA's philosophy of "######### you, got mine, Now pony up more money."

  • @toxicmegg said:

    "now nothing prevents the survivors from repairing the generators very, very quickly"

    thanatophobia, dying light, pop goes the weasel. and new ruin as well if you use it with TOTH or maybe haunted ground. also YOU can prevent them by just giving them second objectives such as unhooking and healing. hit people off the gens.

    gen speed is perfectly fine, maybe you are just bad at protecting the gens. killers dont need to have enough time to get a 4k. you get a 4k if you do extra good. other ways gen speeds are enough time to get average 2-3k and that's how it's supposed to be.

    Yeah, because its totally fair that as T1 myers if you get any red forest map by the time you make it across the map and the survivors are even remotely sentient you've lost at minimum one gen as well as half another gen.

    Because all those perks you listed totally help out in the early game when you are trying to not get screwed by maps.

  • @SlimyTaco said:

    https://forum.deadbydaylight.com/en/discussion/comment/980073#Comment_980073

    Clearly I must be when I do just fine in red ranks without any of those perks. I like to cater to my strengths, not my weaknesses. Also you have to account for addons as they are hella strong, but most killer players ingore when making arguments (or even complaints) about something.

    Well #########, you must be a huntress god if you can magically do what arguably the 3 best huntress's in the world struggle to do.

    You should stream, ######### you must be fan ######### tastic at it.

    This isn't sarcasm at all and I totally believe you.

  • @SlimyTaco said:

    I havent seen many huntresses, (including myself), run ruin very often. And if killers didnt use it as a crutch instead of getting something that compliment their abilities more to make them more of a presence.

    You have to be high off your ass.

    The meta for Huntress Is Ruin, Nurses, Bbq and Whispers.

    Ralph Umbra Scott

    All the best huntress mains literally say it is arguably one of her most needed perks because if she gets a large map without it thats it. GG next game.

  • Imagine having to try and learn and get good at a game that is by it's nature competitive.

    THE HORROR!

  • @Iron_Mike said:

    Talk to your boys the devs...

    We tried.

    They didn't give two shits and told us to deal with it.

  • @VincentRedfield said:

    https://forum.deadbydaylight.com/en/discussion/118898/ruin-is-dead-and-i-am-gone

    Yes survivors just getting buff after buff. Decisive strike, self care, mettle of man, balanced landing, borrowed time, pallets, windows, medkits...

    Decisive strike was bullshit and you know it, four of them meant that four chases in a game were just null and void if a survivor could hit a basic skill check.

    Self care allowed survivors to literally HEAL IN THE FACE OF THE KILLER IN BETWEEN HIS SWINGS, totally not bs or anything.

    MoM was broken as you literally got free chase extenders for doing nothing.

    Balanced landing was nerfed in place of fixing maps because it made literal infinite in which you genuinely could not catch the person if they had half a brain cell.

    Borrowed time was bullshit because it allowed survivors to divebomb hooks with zero repercussions and get out scott free.

    Vaccume pallets allowed you to extend chases in a better way than dead hard without getting exhausted.

    Windows had the same infinite problem because structures like cow tree or wreched shop made it so that you couldn't chase around them.

    Instaheals were piss easy to get and would constantly rob killers of entire chases or downs because of how braindead you could be with them.

    And you forget, medkits got a buff to healing speeds shortly after.

    Comparing the amount of nerfs killers have gotten is like comparing a slap on the hand to getting tazed and beaten.

  • They probably shadow changed them because survivors found it frustrating they had to learn a timing that was super easy to learn.

  • You know what the funny part is, survivor enjoyment used to be my #1 priority as killer, so I would refuse to tunnel, I'd give hatch, if more than one person D/c'd Id give the last two as many gens as were left, I would never slug even if it meant getting zero kills.

    I wanted both sides to have fun amd enjoy it even at rank 1.

    But not anymore because I am not afforded the same. :)

  • I mean, give it time, the ones that stuck around are just gonna get bullied or farm salt.

    I appreciate the sentiment but this patch was pretty clear in its intent, the devs don't give two shits about killer enjoyment.

    So I'm not giving two shits about survivor enjoyment and making matches as unfun and miserable as possible.

  • @TWiXT said:

    The problem killer players have is that if feels like the devs didn't consider enough as to why they rely on Ruin so much in the high ranks, and just blindsided all of us with this upcoming change. Here's the real reason why:

    At high/red ranks, even a team of solo survivors are better at coordinating their attack on objectives, have all of the tools, skills and knowledge of maps to be more optimal at looping/routing while completing said objectives, and can easily get 2-3 generators done in the first 100 seconds of a match before the first survivor even gets hooked.

    Old Ruin slowed that down, gave survivors an alternative objective/distraction in order to get the gen speed back to normal, and provided killers enough time to build up some momentum without losing too many gens. It was always a "High Risk, High Reward" perk; the risk being that it can be destroyed by survivors, the reward being that it bought the killers precious time in the beginning of the match to get things rolling. It isn't so much that killers actually "WANTED" to use Ruin at those ranks, It's that they felt they "HAD TO" in order to compete.

    The only killers that didn't have this problem are the High mobility killers, because they can apply enough pressure on survivors in that first 100 seconds of the game.

    Paradoxically In one decision, the devs just alienated "more than 80%" of the red rank killers, and 45% of the rest. Sure they did so for the sake of new/low ranked players, which I can understand and forgive, but when the average lifespan of a Ruin totem is only 2 minutes (at best) regardless of rank, and it was the most valuable tool for "more than 80%" of killers to be able to compete in the red ranks... Is it any wonder as to why there has been such a huge backlash over this change from the community?

    Their argument was never about "We can no longer get 4k with 5 gens left" because no killer goes in with a Hex perk expecting it to last more than 2 minutes, much less provide them with an overwhelming victory, its that the devs ignored this reason entirely, and instead of trying to do something about the core game play to remedy it, they took away one of the few tools the majority of killers had to combat it based on its popularity. The fact that they felt they "Had to" use it proves there is something profoundly flawed at the foundation of generator progress speeds. All Killers are supposed to be the "Power Role" with the ability to apply enough gen/map pressure to keep survivors from completing their objectives too fast, but sadly only the high mobility minority of killers can actually do this consistently without the need of a tool like Ruin.

    I'm predicting that when this change goes live, rank 5+ will become so much more frustrating for the majority of killers that they'll try to compensate by either de-ranking on purpose, switching over to survivor once they hit those ranks, or resorting to the most vicious and unsympathetic tactics that survivors already hate but have proven to be effective (hard tunneling, camping, slugging, Insta-downs, Mori's, etc). Combine that with their choices of killer characters becoming restricted to only the high mobility ones in order to compete, and killer diversity at the high ranks will now be even lower than it was before. Does any of that sound like "fun" for either killer or survivor players?

    Already waaaay ahead of you on vicious and unfun tactics.

    I never need ruin to do well or get 4ks at rank 1.

    Ruin just bought me enough time to be nice. :)

    Though, to be honest, I'm having more fun making games as miserable and unfun for survivors than I ever did trying to be nice.

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/979069#Comment_979069

    It's okay if you don't want a FNAF chapter, but it's really disrespectful to tell others, "Please stop trying to make this a thing"

    People are free to express opinions.

    People are free to express their opinions, except people who disagree.


  • Actually, I got locked for apparently trying to evade the swear lock by not adding a g to the fbomb and making an abortion joke in regards with how the screwed over legion :)

  • Have you tried the bleed out Mori yet?

    Get them all hooked once then down them all with slugging and "Loose track of them all" until they have almost bled out then mori them. :)

  • Honestly, I'm burning through my ebonys and any other stupid op stuff I have while trying to make the games as miserable and ######### for survivors as possible.

    So far my favorite is bleeding them all out :)

    Waiting till they are almost bled out then mori'ing them.

  • @PokemonGOPlayer said:

    I read Almo's statement as "We are happy because of the internal tests and we decided to try this version on the PTB".

    Still they should be more transparent and maybe address the wording used on the patch notes and their design philosophy.

    Real.PNG

    Yeah, those words don't sound definitive in the slightest.

  • He can't is is a rank 7.

    And honestly, that seems like he is stacking the game in his favor because just from watching the streams either he has paid actors or I don't ######### know but my rank 14 killer friend has more game sense than him.

  • @PokemonGOPlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/979577#Comment_979577

    They said those statements were about an internal test build with selected players we don't know, they also said we should stop this misinformation but they won't give us any new statement about it so that might have been false and the feedback will truly be useless, we'll see I guess.

    Did you forget when Almo said, in the forum, less than 48 hours ago.

    "We knew this would cause a lot of outrage but we are happy with it."

    @last0ne said:

    Yea not a fan of peanits myself seems very ignorant to any feedback on ruin changes like he made up his mind on it and isn't going to budge

    He is a rank 7 that honest to god, the way he plays baffles me how he got to rank 7.

  • Yes masters, I will be gud babysitt I mean killer

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/979563#Comment_979563

    Then go ahead and post in the feedback subforum. Or don't, up to you.

    They have basically already said multiple times that they don't care about what the community thinks.

    They are happy with the changes and thats all that matters.

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/979501#Comment_979501

    I agree, as Sairek said as well, it gives the impression that they aren't open to feedback on the topic, which isn't a great message to send. Nevertheless, if we want to give feedback regardless, given that there's no place for it in the survey, the subforum is the place to do that.

    I too like pissing into the wind trying to get people to pay attention.

  • @Devour_soap3193 said:

    https://forum.deadbydaylight.com/en/discussion/comment/975553#Comment_975553

    What rank do you play at? Because all these changes seem to be for like rank 12 and below.

    To answer your question he is rank 7 and is honestly one of the worst killer i've seen in a long time. My friend who is a survivor main at rank 14 is legit better than him.

    And this is the guy trying to tell us how balance works.

    10/10 good meme

  • Because they need a thin veil of lies that they are listening to their community so they can come off as.

    "Well we tested it in PTB and a buncha people said they liked it, so thats good enough for us."

    Despite what the apparent at large community consensus is.

  • Nah, it's much easier to just hide ranks.

    Or just not give a ######### about killer enjoyment period, because who cares if the killer gets ######### stomped by survivors way above their skill level?

    The survivors had fun and weren't frustrated so that's all that matters.

  • Nah fam, a rank 20 would still find it hard.

    You might as well just make gen progress automatically and put no skill checks at all, because skill checks are hard for survivors.

  • Of course they left the worse part in, they want the game to become "Go play with a killer and have a fun time at their expense sim."

    Anything that makes the killers life better takes MONTHS to fix or happen.

    But when its survivors, barely a week passes and they get all that they need.

  • 1320529223886.jpg

    Alright kid, let me explain a concept called trickle down balance.

    Red ranks are supposedly the best of the best right?

    The ones who know the game and have spend a lot of time and effort to get where they were.

    So what can we infer from that?

    HMMMMMMMM

    Probably that they know the game a lot ######### better than a rank 20, novel idea I know.

    So, if something is balanced for the highest players then it should be balanced for everyone else.

    Pretty simple concept.

    And before you fall on "Well ruin makes it hard for me at rank 20."

    Well yes, it's a strong perk at high ranks, but hmm, if only there was something you could do about that, if only there was some phrase that survivors tell killer mains all the time.

  • @Noobe said:

    https://forum.deadbydaylight.com/en/discussion/comment/970068#Comment_970068

    same here and i only play killer without ruin.. this new ruin will be so good with surveillance and thrilling tremors and i dont need to kick gens.. how is this not a great change and how doesnt more people realize it?

    Because, shockingly, Low teir killers have better perks they could be using instead of now having to have 3 dedicated perk slots to get a MUCH shitter version of something that DOESN'T EVEN WORK TO THE EFFECT OF WHAT THEY NEED IT TO.

  • @sorrowen said:

    You know I might reinstall DBD just so I can use all my iridescent hatchets and mori’s😃 Im sure new survivors would love that intro into the game 😃

    S'what I've been doing.

    I'm down almost 70 Ebonys

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/968750#Comment_968750

    There's also Pop Goes The Weasel, Thanataphobia, Dying Light, and others to help you out. The new Ruin also helps slow things down by regressing generators, although you'll need to put in some effort to keep them off the generators. Whenever you hook a survivor, people have to make the choice between leaving the generator and having it regress or committing to the generator and risk getting pushed off (BBQ, for example)/the hooked survivor losing a hook state. I'd strongly suggest giving it a try, it's actually very good.

    Except that isn't how the game actually goes for a majority of the killers.

    Killers like trapper and now screwed because, what is setup time for traps. ######### if I know.

    But lets say that this magically works, you then are only losing TWO gens if you are lucky.

    Because setting up traps on the best of times is anywhere between 40-60 seconds.

    So you are forgoing A majority of at minimum 2 gen if the survivors are potatoes.

    Which then means pray to god you have a good 3 gen and they aren't on coms.

    Moving past that, hey, congrats, you manage to find one, you then spend if rng is on your side and the god awful maps haven't screwed you, anywhere from another 30-60 seconds under the very large and broad assumption that the survivors are potatoes.

    So by this point you'd have lost a gen minimum, and survivors would be working on them un impreaded because you had the audacity to try and use your power.

    So, what happens next, well you hopefully hook someone. Congrats, well done, the gen that that survivor was maybe working on now has to take DOUBLE the time they were working on it to regress in any meaningful way.

    So, you have successfully in trying to use your power screwed yourself in to trying for a 3gen which on, off the top of my head 8 of the total maps stupidly unlikely.

    The problem is that this hex does nothing to stop the early game rush. Which is where killers like Trapper need it.

    Not that you give two shits about killers though.

    And before you say that I should try it on ptb, this was at rank 1 with nearly 3k hours my general play experience.

    So how did that change my gameplay?

    Well, I no longer had the time to show ANY kindness or mercy. I had to play as remorselessly and heartlessly throwing any concept of survivor fun out the window and 90% of the games I've played so far got to the point where doors were being opened because hmmm, oddly enough when unimpeded with toolboxes, Survivors blow through gens like they don't exist.

    But again, the general dev response to any killer or survivor criticism on this topic is

    "######### you got mine."

  • But, but you can't nerf survivor perks, it makes the game more aggravating and frustrating for them, they need to get their blood points and be able to make the killer pay for being a killer.

    It doesn't matter statistics or what the actual rates for survivors are, if they find it frustrating to play against they don't have to git gud like all the nasty dumb killer mains do, they just have to cry and the rank 15 devs will placate them because they give them money.

  • @BugReporte said:

    The game is now broken. Lose hope now it's just going to get worse!

    Is gud joke.

    The Dev's of this game don't even actually play their own game past rank 20.

    Of course they are gonna break it harder than a child with a new glass toy.

  • Ah yes, the big brain logic.

    100% flawless especially for idk, like a large portion of the killer pool.

    Because you should only play meta killers.

    Not like the perk itself is literally a detriment and you would be better off with literally any other hex perk.

    On the bright side my Civ game is going well. Gandhi nuked me.

  • Yeah, because they are known for spotting and fixing bugs that were in ptb promptly.

  • Why would they?

    Those are for survivor enjoyment.

    Killer's don't get to have fun, they just have to be glorified babysitters so us pro survivor mains can tbag and be toxic with no effort or challenge involved.

  • no.

    Just.

    No.

    I don't care for FNAF but dbd is not a place for Fnaf.

    Please stop trying to make this a thing.

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