MrObviouse
MrObviouse
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- MrObviouse
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Comments
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@Leachy_Jr said:
It's too strong. Be honest. It's actually too strong.
- The effects it has overshadows every single other killer perk and perk combo.
- It's carrying trash players through lobbies where the survivors simply just get unlucky with the totem spawns.
- It's overboard on good players and especially on good killers like nurse where you do not have time to do totems.
- It requires little skill to use (walking over to a gen is not skill).
- It's extremely inconsistent to counter and too difficult to counter at times.
- It's good on literally everyone.
- It's quite annoying (not a reason why it's strong or needs a nerf, just a personal opinion of mine as slowdown builds are even stronger now with this combo).
Compare this to the Pop Corrupt meta we just had which IMO is a healthy meta combo:
- Does not overshadow every perk and perk combo.
- Took skill to capitalise on so trash players weren't carried by it.
- A bit overboard on strong killers, but never felt as oppressive as Ruin.
- Has a consistent counter depending on teammates skill.
- Good on all killers, but some did not benefit from it well enough in order for it to be used over other perks.
- A bit annoying depending on your preferences.
I know this post is going to be flamed, I just wanted to put this out there as I truly hate Ruin Undying with an absolute passion and its killing my want to play survivor. To see it constantly pushed as a healthy perk combo disappoints me as it has many glaring issues on both sides that for some reason people don't seem to acknowledge.
More importantly, if the game actually starts getting balanced at it's core (maps are fixed, gens are balanced, etc) then if ruin undying is still here then it will dominate every lobby and I have no doubts about that.
(Also yes, DS is an issue, it's just that you see 100x more Ruin Undying killers than you do 4 man DS UB squads, so don't think I don't want that nerfed too. K thanks).
Not any more than DS Unbreakable needs a nerf.
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@ChesterKornflakes said:
After having a losing streak as killer and seeing many survivors with BT/DS/Deliverance etc, I realized that these are all perks that revolve around the hooking mechanic. Knowing this, I decided to never hook survivors until everyone is slugged and/or have the survivors die from bleeding out, because those perks would never work unless I hook them. I started to see more success in my games, but after matches, survivors would start to call me toxic for not hooking them and keeping them slugged the entire match, and it was my "responsibility" to make the game fun.
Although I've been winning more matches for not hooking all survivors until they are all slugged, am I a toxic killer for doing this strategy? Is this a bannable/keeping the game hostage?
Perks I run:
- Hex Undying
- Hex Ruin
- Hex Haunted Ground / Deathbound
- Deerstalker
No it's not, it's a strategy and don't let anybody shame you out of it, if you have fun that's all that matters.
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@OllieHellhunter said:
tbh I just wish I saw more pyramid heads, Ive no clue how to play around him since Ive faced him only like 3 or 4 times
The problem is that you literally can't play against a good pyramid head, I main killer and suck ass with him, but a good pyramid head is unstoppable in the 1v1
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@Onyx_Blue said:
https://forum.deadbydaylight.com/en/discussion/comment/1639281#Comment_1639281
It's braindead because everything about the build is free. Told which gens to pressure while given a stealth function with it. Told where survivors are and if they're busy on totems.
And i'm not pointing out this build because I struggle with it. It's me pointing out the new braindead meta pretty much every players is using on every killer now; but particularly high mobility ones.
Your braindead if you think this is free, it's easily counterd by several different perks and a rather common item, the build itself requires the killer to play smart and debate when a gen is worth giving up to finish a chase or to push people off of the gen, and if the survivors don't wanna find the totems they have to deal with multiple tinkerer activations, and fast gen regression, and to top it all off this is a 3 perk combo meaning that if you get rid of the ruin it's having 1 normal perk and a weaker perk like tinkerer
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@Mister_xD said:
i do wish there was a tell when Undying was active / which totem Undying is and which the respawned other Hex is...
There is it's called paying attention, find both the hexes and break one, if ruin isn't gone break the other seems pretty simple to me especially if your on a team.
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@Onyx_Blue said:
Ruin + Undying + Tinkerer
Slap this on a killer, particularly a high mobility one, and you got yourself the most boosted player you will ever see.
These players do not know what pressure is to save their life. You can feed their build and try to cleanse totems to get rid of their perks, or you can just get a gen high progressed and lead them away, go back to it when they leave you (because they will) and bam, the player is exposed as the bot they are. The fact this is a build to vs almost every game is ridiculous. The calibre of player skill level in dbd is utter garbage XD this builds proves it to be that way.
Dont worry if the toxic side of the survivor community bitches about it enough the devs will give in and nerf the perk through the floor like they always do for that group, and ya know just gonna say i get real tired of seeing (borrowed, DS, exhaustion perk, vault build, unbreakable) at high ranks, maybe now you get how the general killer community feels.
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@jackal470 said:
https://forum.deadbydaylight.com/en/discussion/comment/1633032#Comment_1633032
As mori and keys should be. They make the match tense and exciting as long as the killer doesn't instant mori at five gens...I believe in the motto "mori for a key"
I'd rather just bring Franklin's and camp the key lol, way funnier and i get to keep my mori for blendettes.
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@NivlacACE said:
https://forum.deadbydaylight.com/en/discussion/comment/1633040#Comment_1633040
Very poor idea, everything you mention has an extremely high potential for abuse and even used as you suggested it would still be completely busted.
Your camping ‘solution’ would just make the meta to loop the killer around hook to make them ‘camp’ as a 50% repair bonus is huge. On top of this, the counter to camping is that the killer has no map pressure, so maybe just do gens in that case, it’s already a counter.
Your tunneling solution is also completely busted and wouldn’t even work as a perk due to how overpowered it would be. It would completely remove the need for safe unhooks, and would make killer far more frustrating. You could literally just run up to a survivor and unhook in killer’s face, and boom you’ve actually given your teammate an advantage in that they can get to a gen or anywhere they need to be at double speed with 0 counter play for killer. Same thing in EGC, might as well just let them all escape as you have basically no way to secure a kill as they can just dive hook and the hooked survivor can run to the exit invincible.
This is what happens when people who only play one side suggest balance ideas, you get completely busted stuff that would kill the meta.
Preach brother, thank you for wording this way better than i tried too.
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@Reinami said:
This is too much work for BHVR to ever do. I think a couple of simpler mechanics (that are already in the game so should be easy to implement) are:
Fix face camping:
- Make it so when a killer is camping (can use the same criteria as the chaser emblem) that all other survivors receive a 50% bonus to their repair speeds. Can tweak the number, but basically, make it so if the killer facecamps, that all gens can get done before the survivor dies, giving the team a chance to even save that survivor. Right now if survivors stay on gens they can finish 4.5 gens before the survivor dies (does not include time between each gen). But if they had 50% more speed then they could finish 9 gens in that time, almost assuring that they get all the gens done.
- Make kindred base kit
Fix Tunneling and proxy camping:
- Make is so when a survivor is rescued from a hook they go into a new state called "ethereal" which behaves exactly like spirits power for the survivor. They become invisible, they have no collision, they move at like double speed, they leave no scratch marks, and they make no sound, they can see the killer's aura, they can see other survivors and other survivors can see them. This effect lasts for 20 seconds (same as BT) or until they get healed, or start repairing a gen, or basically do any action other than run.
- After that you need to rework BT and a few other perks like We'll make it to make them more viable for that scenario.
After that, you need to buff killers a bit, especially in the early game. I'd suggest to do something like, make it so generator speeds are halved until the first chase starts (similar to Scott Jund's trial warmup) or some other mechanism to change the early game.
This...this right here might be the most survivor sided thing I've ever heard in this game, survivors already have way more than enough gen speed, camping isn't a big problem in the game as it stands, it leads to the killer getting 1-0 kills if the survivors are smart, and that ethereal bull ######### imma just say i play killer a little more than survivor but if they introduced that I'd delete the game and play neither side, and your killer 'buff' was so pitiful in comparison it really shows what side your bating for