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Liquid0810

Liquid0810

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Liquid0810
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  • @jimmy5200 said:

    bored and curious so who’s your killer main, and why is that? No camping leather faces please :)

    Trapper mainly because hes easy to play with and the thought of grabbing someone by surprise with a trap is well worth it! He cant be looped as easily if you smart with your traps. For that reason trapper is my #1

  • @katerbater said:

    There are plenty of reasons why DCing is legitimate and shouldn't be penalized. Sorry I shouldn't be penalized for someone ruining the fun of the game.

    Why? So when you wanna rage quit or be a crybaby over a 1st hook/killer tunneling you its your pass? While your 3 "TEAM"ates take an unfair advantage bcuz you had "no fun" . Take your d/c penatly or go play a different game since you not having fun.

  • @Coder said:

    For me:

    -Spirit Fury, it's complete BS (and boring to counter by throwing pallets like a rank 20) and it makes trash killers who can't loop actually feel like they're good at the game.

    -Sprint Burst. It's freaking annoying to go or sneak to a survivor only to have him sprint to a window or a pallet. It requires 0 skill and the reward is too much and it can't really be countered (though rarely I have countered it by predicting where they'd sprint to). Also I noticed that bad survivors tend to use sprint and good ones tend to use Dead Hard. Dead Hard on the other hand, requires some skill to use and it can be countered by predicting it, it's balanced.

    What are your least favourites perks to go against?

    Noed and Decisive Strike

  • @Cable2486 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1036637#Comment_1036637

    Ruin was highly used because the synergy between toolboxes, repair perks, and their effect on the team as a whole is ridiculous beyond ridiculous.

    Old Ruin affected a whole team, and forced some to look for the totem while others worked, which ment slowing the game down to the point a killer could stalk and not have to break neck it around the map like a Nascar driver trying to catch up.

    Conversely, Prove Thyself affects the whole team AND synergizes with other repair perks, toolboxes, and toolbox add-ons. It effectively makes it expected that an swf team will pop the first gen in under a minute, and the next two to three in the following in as many minute, if not less.

    You claim it was due to popular overuse that your nerfed Ruin, but it seems that your view of popularity is equivalent to how many people use a perk per match, which in this case, isn't a fair metric. Only one needs it to benefit the while team and tip the scales massively in their favor, and most see it on at least one Survivor in nearly every red ranked match played, yet you say it's not an issue? We're talking about a perk that picks everyone's speed up by 10%. At 80 second base time, that's 8 seconds off, with no other aid. But add even one other Survivor, and that's a guaranteed 16 second reduction, on top of the speed boost granted for multiple Survivors working simultaneously. Since at least three hit the first gen, plus have at the minimum one toolbox, were seeing gens done in 50 seconds, possibly less. That isn't acceptable.

    Hosting a PTB with the ruin change should have happened first to sample how it would affect the game at large. But instead, it's just thrown at us with the barely veiled excuse that we need to play other perks because slowing the he down isn't fun for one side of the whole? Repairing generators is the Survivors ENTIRE JOB.

    If it were in a PTB, then it would be one thing and I seriously doubt anyone would complain, but it's in the live game. We're live players, not your experiments.

    Thank you.This is exactly what i was trying to say while giving my peice to devs last week. Amen my friend! I refuse to play billy nurse or spirit(characters i dont prefer and characters who benefit from new ruin),when i main trapper,huntress,legion,hag(low tier killers).

  • @I_am_Negan said:

    I'm on PS4

    I get killer games quick

    Survivor games 5-10 minutes

    I have to agree with this killer que is defintely instant and survivor games 5-10 min with the night time being more of a longer wait. Not sure why you getting 1hr Qs on ps4 but not for me.

  • @Almo said:

    Hi!

    Just wanted to address one common concern I've seen from the community. "They nerfed Ruin so it wouldn't be hard for new Survivors."

    That's not quite what the intention was. This is subtle, but bear with me.

    New Ruin is in fact really brutal for new Survivors... because it is insidious. They have no idea what's happening, and they struggle to get gens done at all. That little zap effect when you take your hands off a gen? Barely noticable to a new player who's panicing because of the L3 Terror Radius they are hearing. It's not even noticable that the gen is regressing twice as fast as if the Killer had damaged it.

    What we wanted to do was not "make it easy for new players" but "make it less frustrating for new players". In playtests with newer Survivor players, it was 4k with 4 or 5 gens up almost every time. But they didn't hate their time in the game as much because those red skill checks weren't in their faces.

    I'm looking forward to playing on the PTB with some of you tomorrow; see you in the Fog!

    Hi Almo,

    Id like to give my peice of mind in this. Ive only been playing DBD for about a yr and in the beginning hex skill checks completely dominated me as a survivor main and new player at the time. But as time would fly by and experience kicking in i managed to reach rank 1 survivor and hit my hex skill checks about 75% of the time at high rank games. Practice makes perfect overtime is my point here. And with data on a perk that 80% of high rank killers use to help apply pressure early game and butcher it to cater to a set of audience bcuz of their ability to not practice hitting hex skill checks and learning over time is completely one sided truthfully. As i have slowly opened the doors to playing killer often lately and wanna challenege myself to achieve rank 1 with the the killers i use (trapper,huntress,legion,hag) it is definitely out the door now. As for myself i use hex ruin on all 4 of these lower tier killers(by the way)especially as a trapper main to apply early pressure and stop the gen rush from occuring . And yea ppl will argue thats theres other perks that can still do that but just take a look at the data you pulled recently about 80% of high rank killers using ruin , facts speak for themselves and theres a reason for it. Now this will force ppl who main low tier killers or who often use lower tier killers to play with killers they may not prefer aka the high tier killers like billy,spirit,nurse......so im sure ill prepare to face more of those often killers often as a survivor after this ruin change but now the biggest issue is low tier killer mains like myself will either have to A)switch to a high tier killer to hopefully win a few games after of course learning how to play them overtime..... or B) Quit playing killer period because the lower tier killers that i enjoy playing with more will be decimated majority of my games thx to hex ruins new nerf. Please highly think about this before rolling out that change. Trust me as a lower tier killer main it will hurt us in the long run. Thanks

  • @Mangomonster420 said:

    In Prestige 1, survivors and killers still will reach their teachables (lvls 30, 35, and 40) but this time they become available to levels four, five, and six across all survs and killers. P2, permanent modifiers can be added to these perks such as Kate’s “Boil Over” giving double the Bloodpoints for successfully escaping the Killer’s grasp or increasing the amount of time that said Killer remains stunned from a successful escape. In P3, a second modifier can be added to perks.

    Hell no. Horrible idea. Its fine the way it is just add more cosmetics and keep it moving