Lucama
Lucama
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@SurvivorKillerAngel said:
I think the killers that are complaining about the 99% Gate shouldn’t have any reason to. I mean the killer has no penalty for camping the whole game in front of each hooked survivor. The killer can open the gate & close the hatch as well. They are fast enough to make it to both gates even if it’s across the map. Plus the survivor runs into the biggest risk of the killer runs no one escapes death totem. So if a killer doesn’t like it they can open the gate it shouldn’t be a issue unless they are just trying to camp the hooked survivor. I play both killer & Survivor. Unless they wanna make the gate time to open the gate shorter & get rid of No one escapes death perk. I don’t see the problem. Killers have traps & hex & shock abilities & are able to throw hatches across the maps. How much more baby do they want the game to be. The game caters to the killer as is. Some can even see when you work together & have no heartbeat at all. They can track scratches & can see generators & hooks. Why no let survivors see their Generators & the killers see their hooks or switch it. I mean it keep things interesting. I don’t see why killers complain unless they stalk hooked survivors. Which should be a penalty, which again there isn’t. I see it as a strategy that is a higher risk for the survivors.
This pretty much tells me you don't play killer, or don't play at ranks above yellow, as you have literally no idea about anything you just said. 99ing is a no risk strategy for the survivor, you're literally better off with a 99 gate because the end game timer isn't running.
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@yagirlcheetos said:
https://forum.deadbydaylight.com/en/discussion/178452/is-it-fair-to-99-the-exit-gate
We literally only 99 gates so we can get other survivors. Almost every killer nowadays runs noed, and killers are op compared to survivors. Behavior is doing nothing but ruining the game with the constant nerfs they have on survivors and the buffs they give killers. Behavior adding endgame is the reason why we 99 gates. We physically cannot do anyone once that timer starts because killers love to camp after the gate’s open. Behavior honestly needs to listen to the survivors for once and stop listening to what the killers want.
What do you propose killers do but sit at hook after all gena are done? What else is there for a killer to do. This is why people need to play both roles, to not make statements like this. I understand the function of 99ing gates, I do it when I play surv and it's pertinent to do so, but so it is pertinent for the killer to sit on a hooked surv because there's literally nothing else to be done at that point.
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@chase131119 said:
https://forum.deadbydaylight.com/en/discussion/comment/1506572#Comment_1506572
It doesn't, open the door yourself.
But it does, it puts the killer in a lose lose situation. The reason to 99 a door is if one or more survivors is hooked. To open the gates the killer has to leave the hook, which guarantees a save and an escape, so the highest benefit play for the killer is to stay on the hooked survivor. Best case result is a hook trade, but the killer is already being punished simply for guarding the hook, and it's not like there's any other objectives for the killer to pursue after gates are powered.
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@chase131119 said:
EGC is there simply to help the game, it's not meant for a killer to use to their advantage. Open the gate yourself.
So it's not meant to advantage anyone, but it's fine that it advantages survivors?
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@RobMeister88 said:
Is this the baby survivor/green rank thread? Seems lit. Didn't realize there were survivors who still don't know that killer shack and jungle gyms exist in 2020.
Maybe they just learned about jungle gyms and are sad chaining them won't be braindead easy anymore.
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These gen speed changes really only affect players who team on gens, mostly swf. 2 people doing a gen are 2s slower, if all 5 gens are done by 2 players working together that's 10s slower overall.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/1197241#Comment_1197241
https://youtu.be/gTpZSllfMmw?t=545
You should probably stop spreading misinformation, it's very clear you have a hate for survivors.
Of course they're gonna deny it, they'd wanna tell the types of people who review bomb that it didn't work and was always intended. But such behaviour puts a fire under their seats, because they don't want a bad public perception of their game.
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@Zaitsev said:
I dont think endless threads bitching about SWF is gonna fix anything
Endless bitching and review bombing got SWF into the game in the first place, might as well try.
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I'm sorry that you can't comprehend how giving people the ability to share more information than every perk available in the game, without any downsides and without using any perk slots, breaks a game that's based on players having imperfect information. All the devs need to do is put always on VOIP into 3-4 man SWF stacks, that way the information advantage is shared between both sides.
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@th3 said:
Unlike the original poster, I don’t need to lobby dodge tough opponents to win.
There's a difference between "tough" and "unbeatable". If a 4man SWF stack is in your lobby and they decide to get a 4 man escape you cannot stop that, it's just a fact.
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/1036527#Comment_1036527
Show me some official stats saying those perks are used by 80% of red rank survivors.
Show me the official stats that say Ruin was used 80% of the time. You can't, because BHVR wouldn't even bother making a graph, not to even speak of some sort of API to let the players parse the data independently.
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/1037362#Comment_1037362
Gimme my free 4k!! 😤😤😤
Of course. Every survivor starts on a basement hook, no chance to self unhook. That's the game I want.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/1036798#Comment_1036798
Which killer has minimal power? Are we playing the same game?
As far as I remember, good killers also don't want kills handed to them. It is a game afterall, not a science experiement where survivors are somehow guinea pigs.
But survs are chill with being handed free escapes? Cause it's what the role is rn.
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@PigMainClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/1037118#Comment_1037118
Then you know he's of mending and you continue to target the unhooker?
Why do people take me so seriously? I'm somewhat sarcastic on threads like this.
Well that sounds like advice people give unironically. Because apparently no one abuses the defensive perks offensively. Any way, it's just kinda bull that it gives both people in that situation 3 health states as a reward for going for an unsafe unhook.
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@LetsPlayTogether said:
https://forum.deadbydaylight.com/en/discussion/comment/1037264#Comment_1037264
I guess you just lack skill as killer, as 90% of killer players if you think that would be true what you said.
Try again, I spoke about equivalent skill. There's simply a mechanical disparity between the two roles. The only ones whom I'm calling out for lacking skill is survivors, and this is from my experience as killer and survivor and from the statements of others who play both roles.
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@LetsPlayTogether said:
https://forum.deadbydaylight.com/en/discussion/comment/1037229#Comment_1037229
As i though. Again no valid arguments.
Well because you started from a faulty position. There was no killer nerf that drastically made them weaker, because they were already weak. Killer was never really a power role, unless you played old Nurse really well or with her busted addons, or if you played Spirit very well or with her busted addons. The only saving grace is that by queueing up for a survivor game the average human being loses about 200IQ and becomes the mental equivalent to a plate of mashed potatoes. If killers actually had to go against survivors of equivalent skill in most games there'd be no killers in higher ranks.
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@LetsPlayTogether said:
https://forum.deadbydaylight.com/en/discussion/comment/1036839#Comment_1036839
Then show me the killer nerf that made a drastical change in their gameplay like non of the survivor changes! All this bias of yours is unacceptable.
Killer has been in the dumpster since the launch of the game. Slightly buffed around a year and a half ago, and better off due to all the dumb bullcrap survs had getting removed, and now slowly getting nerfed back down.
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@TheLegendDyl4n1 said:
https://forum.deadbydaylight.com/en/discussion/124432/what-killer-should-be-nerfed-next
i feel we should nerf nea, since SHE IS LITERALLY EVIL INCARNATE
Scariest killer in the game.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1037178#Comment_1037178
How'd you know lol
Because it's literally the only way you can waste 6 pallets in under a minute. 6 pallets should last you at minimum double that, depending on what tilesets they are. If it's like 2 safes and 4 unsafes it's about 2 minutes, and he probably had windows around as well.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1037101#Comment_1037101
I'm saying survivor takes skill.
Pffft, I'm a trash surv and I could make 6 pallets last longer against a trapless trapper. Did he pallet camp? I bet he pallet camped.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1037112#Comment_1037112
I was gonna correct my post 'cause I thought I wrote wrong information. But no. That's correct. "Louis McLean, a web content designer who's done some work to Star Citizen". Which means he worked for the project, and not that he actually done the project. He was hired.
To be more precise: "Game development for the revolutionary crowdfunded space-sim project Star Citizen.
Responsibilities included game programming in c++ using a heavily customized version of CryEngine." (Source: https://ca.linkedin.com/in/louis-mclean-2a8b0685 ).
Oh yeah I know he's not the project head. But that he still worked on it, like there's no way you get onto a project like that without realising it's a massive scam.
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@28_stabs said:
What if survivors are underperforming? :)
Clearly due to killers being too strong. Honestly, remove killer. Every time survivors load into a match 2 are chosen by the entity, the survivors then finish 5 gens and the 2 chosen are killed while the other two live. No need for a killer, perfect 2 kills 2 escapes.
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@Poochkips said:
https://forum.deadbydaylight.com/en/discussion/comment/1037093#Comment_1037093
Deadhards not nearly as common to new players nor nearly as hard to deal with as new people trying to get the timing for a hex skill check. Ruin could break games for new players because most new survivors had to start looking for ruin and would spend anywhere between a minute to the entire match looking. Deadhard is a lurch forward one time that can save you but even as a new killer it's easy to catch them off of unless you're up against someone much more experienced. DS was a problem with new killers and an annoyance to old killers (still is to the ones forced to tunnel or go for them when gates are up) more than deadhard and it was balanced fairly well. Deadhard is fine.
Oh I actually agree DH is fine. I think the dash is a little forgiving, but it's a perk that doesn't need to be looked at really. I'm just saying it's an extremely popular perk, and a player recently released a data set of their 106 games, perks such as DS and BT saw a 56% and 50% play rate between ranks 13 and 1, with play rates rising to Ruin's 80% in later games. He didn't keep track of DH but with devs saying that these aren't perks that see the same play rate as ruin, and then seeing this data set and comparing to my own experiences in the game, I'm doubting their claims.
Personally I actually object to nerfing based on popularity, but with the devs having set a precedent for it I'd hope they keep up with it for the sake of balance.
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@PigMainClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/1036613#Comment_1036613
Or better yet, just don't target the guy who just got unhooked. Punish over-altruism.
Target the other guy and go for a snowball effect. This way you will NEVER have to worry about DS ever again.
Oh yeah lemme swing for the unhooker.
The unhooked dude with BT on him bodyblocks
Well then.
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@[Deleted User] said:
Matthew Cote is indeed one of the game directors but he's not responsible for game balance. He works more with acquiring licenses for DbD. Ghostface, Stranger Things, Freddy Krueger. Stuff like that.
Game balance is: Ethan Larson, a physicist and board-game designer who's done puzzle games for mobile and Louis McLean, a web content designer who's done some work to Star Citizen, a game that "(...) have attracted criticism for continuing to raise funds enthusiastically while failing to meet project deadlines".
These are your guys.
Wait he did star citizen?
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@Waffleyumboy said:
A survivor ran from pallet to pallet dropping them when I got close when I was playing trapoer once. I was an m1 killer, my traps were across the map. End result: chase ended in less than a minute, 6 pallets gone, an entire side of the map a death sentence for the survivors permanently. Safe to assume it was an easy 4k with 2 gens still up after that.
If he made 6 pallets only last him a minute you found a big damn tater there.
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@Poochkips said:
Sooo, let's put it this way. If 80% of survivors carry this ability. Why wouldnt you expect it? Or do you just swing at survivors the second they get in range? This ability hardly effects good killers. If you watch any of them you literally see them ride a survivors butt and say "deadhard?" It's so freaking obvious it's almost worthless. Occassionally you see a good play like lurching to a pallet to drop it or vault a window, but that's it. If that's the case, you might as well merc every perk that's commonly used for all characters. That's like saying "is NoED annoying for new players?" Yeah let's nerf noed because new players have a hard time with it. If we're going by that logic, oh boy
Well it's why Ruin saw a nerf.
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I can't trust the dev team's stats. Not because I don't think they're dishonest, but because they're unverifiable. They should create an API that can be used to track things such as kill rates and perk usage.
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@Poochkips said:
Wait is this WITH new ruin?
Everything after the red line.
@liquidlight said:
Did I do my math wrong?
If we count DC's as kills then only 97 survivors escaped out of 424?
I mean, Devs already inflate kill rates with DC games so sure why not.
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@ClickyClicky said:
https://forum.deadbydaylight.com/en/discussion/comment/1036914#Comment_1036914
And yet I watch killer mains stream and rhey 4k almost every game against rank 1s and rank 2s
Do they all just happen to be bad survivors?
Well there's several factors in play here:
1) streamers play this game for insane amounts of hours, they're gonna simply be better than the average red ranker, they're gonna be better than survs that actually should be in red rank. They'll only be matched by survivors of equal time investment, so other streamers and just general sweat lords.
2) Streamers are usually people who are inherently good at video games, because no one watched Timmy who can't beat stage 1-2 in Mario, they wanna watch good players.
3) Kinda, ye, most red rank survivors are absolutely braindead. Pipping as surv is absolutely pathetically easy. 1 gen, unhook and get chased for 30s. Unless you're the unluckiest man alive, or toxic, you're not gonna get camped to depip even once every 10 games. If you cannot get to red ranks as a survivor with just some time investment, I dunno what to say, maybe plug in your keyboard.
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Nah, honestly just remove the killer queue and put in bots instead. Killers are already gonna be leaving the game if they keep with the trajectory of the recent changes and what they said about slowdown perks.
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As for Killers being toxic. Well, point me to a Killer who gained a following for being "toxic". Cause I can point to several survivor content creators who were some of the biggest names in the community that got there through content of them being "toxic".
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/1036117#Comment_1036117
Gen keeper?
LOL you mean killer?
No, because if you play gen defense you cannot go for a chase, so you ain't killing anyone, and you just slowly bleed out and lose the game if they have 3 or 4 people, or they slowly bleed out and lose the game if less.
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@ClickyClicky said:
https://forum.deadbydaylight.com/en/discussion/comment/1036901#Comment_1036901
Oh please as if you dont expect the game to be balanced around bad killers.
I see so many, they chase one survivor for 5 gens. They tunnel one off hook ignoring other survivors. They allow survivors to lure them to the edge of the map or areas with no gens. They make so many mistakes then cry the words “genrush” post game.
The game shouldn’t be balanced around bad killers. Plenty of good players are getting kills.
No, I want the game to be balanced around good players, regardless of role. And right now if you compare good survivors to good killers, the latter comes up much shorter.
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@Mistikus said:
some people still will think that killer need to 4k every game without trying if he can't 4k before gens are done then those people think the killer is weak and need a buff plus survivors needs a nerf
Honestly I could say the same for survivors, so how about we ignore the people making wild claims about what the balance should be and instead focus on people who are reasonable?
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@ClickyClicky said:
God killer mains are the whiniest and most entitled players of all.
I’ve been playing solo a lot recently and you lose game after game after hame after game after game. I have to put in so much effort, come top of the scoreboard everytime but can not carry my team of numpties to victory.
Do you see me complaining? Or asking for buff after buff? Or nerf after nerf after nerf?
No I suck it up and deal with it.
Killers are fine right now. I play solo and the chance of escaping is about 10%. I play killer against red ranks and I can still do ok. Win most games and normally guaranteed 2k minimum.
Sure 4 people all on comms can be annoying on some maps but by and large most survivors groups are fine.
"Survivors are bad so we should never balance around players who are actually good." Or maybe fix matchmaking and balance around good players. I hate how your fallback every time is "but survivor players aren't good".
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I hate these kinds of threads. I'm sure half the people here would look at 2016 DBD and say it's fine. Literally the only saving grace in this gane is that because of how braindead easy survivor is, most people play it brain off so Killers have a chance.
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@ClickyClicky said:
Because in their head its true.
How many times have you seen a killer literally sit around a hook all game then when someone calls them out post-game they say “who camped? Me? Never!”.
People have always played dirty. At least now without Ruin they have less time to camp/tunnel one survivor. Lucky for them they still have Hex: Nobody needs skill to fall back on.
Because in their head it's true.
How many times have you seen a killer instantly walk away from hook, then someone in post game chat calls them a camper/tunneler because they walked back when they heard the immediate unhook.
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@PapiQuentin_ said:
https://forum.deadbydaylight.com/en/discussion/comment/1036595#Comment_1036595
Not at all.
You have Overcharge, Lullaby and Unnerving to make it harder to do gens.
As well as having Distressing and both Calm 3 and 4 making your static blast range massive which makes them mad and stops them doing anything
Yeah but then you have a tiny radius that gets you no benefit from the rest of the perks until your static blast is up again. I'd rather just run it with M&A, static blast on cooldown and get the drop on people due to low TR.
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/1036542#Comment_1036542
Depends, the issue with having Pop and Overcharge working with New Ruin is that they'd have to decide how Pop would work on multiple Generators being cut off in the first place, does it distribute the percentage across each evenly or does it just apply to the one?
The concept there doesn't make sense in-general. Also, Overcharge would apply itself on every Generator a Survivor gets off of... effectively making it less OP and more annoying than anything. The benefit of Overcharge and Pop is that you can apply them yourself on Generators that you spend time kicking, having them automatically apply to Generators that get damaged when a Survivor hops off of them is counter intuitive to their design.
Honestly, Ruin is fine the way it is and the combo's you can use with it are solid as well when used right. They're obviously not UBER meta and can be stopped, but they're good in the right scenarios, which to me is a good enough place for Ruin in-general. The team doesn't really want to focus on Gen Regression combos and perks that much, especially a scenario like that... they will make more if the time is right, but they said it isn't something they want to just have immediately combo with 5 other anti-gen rush perks, that isn't what they're after if they make anymore of those perks.
Oh I don't think it should combo with pop. It should just be better.
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@PapiQuentin_ said:
https://forum.deadbydaylight.com/en/discussion/comment/1036520#Comment_1036520
It doesn't punish you at all.
You do realise what the Calm add ons do right?
Yes, but it seems overall counter-synergy to the rest of the build.
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@Stornt said:
I'll never understand how anyone can see t-bagging, flashlight clicking, or emoting as toxic. It only servers to waste the survivor's time so the killer can catch up faster. To each his own I guess.
It's about the intent. They're behaviors meant to rile the killer up, whether they do or don't is down to the player behind the screen but the intent is there.
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/1036512#Comment_1036512
It's too OP in-general... that's why it doesn't work with Pop or Overcharge.
It only starts being worthwhile if you can simultaneously chase two survivors off of 2 semi-completed gens, at that point you're getting half the rate of regression that the two remaining survivors can pump out. Unfortunately there is not a single killer that can simultaneously threaten two survivors as long as they're not potatoes. So long as you're only pressuring one survivor off an uncompleted gen, the others will be doing gens at 6x the rate of progress of your automatic regression. High risk, "high" reward right?
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@ClickyClicky said:
https://forum.deadbydaylight.com/en/discussion/comment/1036446#Comment_1036446
Umm....the killer can close the hatch now in case you didn’t know.
It just stops the game from dragging out.
Pick up survivor -> they’re down again -> pick up again -> they’re down again - pick up again etc
A killer hooking someone for a kill will not beat a survivor to the hatch unless they hook right next to it.
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@PapiQuentin_ said:
https://forum.deadbydaylight.com/en/discussion/comment/1036372#Comment_1036372
One build.
Unnerving, Distressing, Lullaby and Overcharge add ons: Calm class 4 and Calm class 3
I get it, but eh, seems really gimmicky and punishes you for using your secondary power.
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2 perks, one a Hex, for worse info than BBQ, Discordance, Nurse's or Whispers. No thanks. Also locks out an actually good perk, Pop, until Ruin is cleansed.
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@AsePlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/1036456#Comment_1036456
I mean I already see too much self care in red ranks. I'm sure a ton of people in ranks below that use it too. Most people play claud first to just get self care lol
Guess it's time to nerf self care again
And I see a lot of red rankers with DH/DS/BT/Adren/Unbreakable, I also see a decent amount of Self Care but less than those other 4 perks. But the issue is, that's what I see. I dunno if the official statistics back me up, and I have no way of verifying it.
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@AsePlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/1036437#Comment_1036437
It's time to let go. Old Ruin isn't coming back :)
When you know you've no response but still wanna get the last word in. :)
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@AsePlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/1036443#Comment_1036443
I mean, have you played against a Hillbilly with good addons? There's only so much you can do even at loops when they curve with insta saw.
If he can curve around loops then he's a goddamn good Billy and should be rewarded for his skill.
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Nope, it in fact has counter synergy. Pop and Overcharge require you to kick a gen to activate them, while Ruin is active you cannot kick the gens.

