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RIP_Legion

RIP_Legion

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RIP_Legion
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  • @Onyx_Blue said:

    Trying to find a match as SWF is actually so broken now.

    The game refuses to load you into lobbies together. It bugs out and either kicks you to the menu or leaves you there trying to find one with every other player experiencing different things on their perspectives. "I'm ready" "you're not" "no one is even in my lobby" "we're all ready on my screen". Etc etc

    Well done devs, well done. Making your game ever so unplayable and infruriating with every update.

    Same here for me on Xbox I'll queue with a friend and wait in the queue screen me and him both ready only to hear him talking about what map he's getting and oh the killer is a clown meanwhile I'm still here with him. Thanks

  • @OniWantsUrLocation said:

    According to the Q&A stream Devs are monitoring PH. Most likely PH will get "minor changes" (still getting nurse flashbacks)...

    Let us remember what so many people have complained about.  I personally can only remember two specific things:

    1. Canceling Rites of Judgment (switching from M2 to M1) has a cooldown of 0.5 seconds. According to many people here this is much too low, because PH can simply fake his M2 without any punishment (0.5 seconds is not really noticeable). The legendary "get hit or get hit"-Situation was born.
    2. PH can negate a lot of perks because of his cages. Especially DS and BT users are NOT happy about that.

    So what could they change to make people happy again? Increase the cooldown from 0.5 to 1 second? 1.5 second? 2 seconds? Yeah.. I don't know what they're planning, but a higher cooldown most likely means that he can no longer fake his ability. Since this is his TRUE STRENGTH, such a change would make him drop from tier A to tier C in no time (since I am not a friend of tiers this is only to illustrate that he would lose much of his viability).

    So if the cooldown should be increased, then he should get something in return. I don't know what that could be, but just increasing the cooldown alone would kill PH. I don't even want to talk about the scond point. He has a unique ability and that is a good thing imo. But that alone doesn't make a good killer and I really hope that they don't mess him up.

    What do you think about it? Will I soon be a sad PH main or will they find a good solution without ruining it completely? 

    Not gonna lie I'd be quite happy with giving him more of a cooldown for canceling maybe 1 second full not too sure about any more than that, once he pulls up and you're about to reach a window you're forced into a stupid "guess better" situation where you have 0 control over whether you get hit or not unless you have dead hard. With a slightly shorter cooldown it at least leads to less dammed if you do dammed if you don't situations at windows.

    Also him countering DS is laughably unfun for survivors playing against him, if you get basement'd against him and he wants you dead there is nothing you can do about it, BT won't save you for long if he just body blocks you on the way up and hits last second (He can also bring the undetectable addon to not even give you that chance of making it out). If you step in his judgment against a fair amount of pyramid heads you are getting tunneled down and dying almost consistently, in one day I ran against 7 of them back to back and 5/7 tunneled one dude in our match to the ground.

    So yeah I do think they should change the parts of his kit where players can abuse him for cheap hits/kills. To change the tunnel aspect maybe add a cooldown after a survivor is unhooked/uncaged before you can send them to the cage/execute them so at least they can take up some time being slugged instead of them insta dying and make DS count activate from being caged.

  • Time to play console Huntress and watch as my hatchets instead of hitting a survivor will just disappear into the æther

  • @NullSp3c said:

    https://forum.deadbydaylight.com/en/discussion/comment/979318#Comment_979318

    We don't need a perk to slow down the early game. What we need is a good fix that is called secondary objective that cant be rushed that much, also adding time to the trial.

    Do you honestly think they're going to do that, after everything you've seen in the recent. Because I don't, I've lost faith in them to do the right thing, and if they are going to add a second objective then nerf ruin when you get to that point, not sooner for absolutely nothing aside from rank 15 survivor convenience

  • @DBDfan12 said:

    the game isn't all about you red ranks. the ruin change is good for the game over all. at the end of the day red ranks, they already have your money and your the most expendable group. FACTS

    Actually no it's not good for the game, tell me how nerfing the weakest killers in the game and buffing the strongest killers in the game is good for the game. Nerfs the weakest because they have no mobility tools to pressure gens properly and make 0 use of new ruin, buffs the best killers because they never needed old ruin in the first place and can make amazing use of a perk that rewards them for being everywhere at once. Tell me why that's good for the game please, don't bother because I know you have nothing. This entire time you've done nothing but ######### on killers for being angry over something they damn well should be angry about, you deserve to get ratio'd into oblivion like all of your other posts

  • @Clopotel said:

    Let's say that you work on a generator that is 60% complete (random number) and suddenly, your teammate goes on the hook. What do you do ? Leave the gen and let it regress and immediately save your teammate or focus on the gen to finish it quick then go for the save? I will tell you what: second thing. Survivors, by being "scared" of the regresion they will even more focus on the generators, making the perk worse (in the case that the killer is busy with someone else... it is impossible to apply pressure if the other survivors are actually doing someting in the time you chase the guy).

    Or this, or it will be cleansed in the first minute and that's it XD, leaving the killer with 3 perks completely. Devs, you should have made the perk a non hex and even then, it still won't be a meta perk.

    RIP

    The problem with new ruin is it doesn't accomplish anything other perks can't already do, I'd much rather have pop and be rewarded for getting consistent downs than this trash. It's not a bad perk on killers that are already the best in the game (Freddy, Billy, Spirit, and Nurse) but it's an even bigger slap to the face for weaker killers that can't make any use of it because surprise they can't apply nearly as much pressure as others while at the same time removing their already limited options for early game slowdown.

  • @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.

    Here's what people don't seem to understand, we don't need another generic slowdown perk, we need one that helps early game right from the start. The only killers that benefit from using new ruin are killers that were already easy enough to apply pressure with, you lumped killers like Legion and Clown together with Billy and Freddy meanwhile the latter don't even need ruin. How do you expect a killer without a mobility tool to gen patrol on a 12km^2 map while having nothing to slow progress down before they get to the gen, the easy answer is you don't and knew this going into the PTB that the core issue of Old ruin and why it's used has absolutely nothing to do with New ruin, they're completely different perks that accomplish a different goal. What use do you expect Clown, Legion, or Bubba to every possibly get from this perk.

  • @Quiet_Observer said:

    https://forum.deadbydaylight.com/en/discussion/comment/979195#Comment_979195

    This wasn't really about ruin, was just a light hearted, and yet somewhat serious, joke that the devs do look into survivor needs more than killers lately. Especially since they cater to making the game easier for low rank survivors just so they don't have to learn the game really. It's a bit annoying

    It's all good, I saw a good opportunity to stress why Ruin is used so much and why nerfing it at the moment is a terrible idea and I thought I'd have fun putting together the new post Ruined tier list

  • I think this is a little more fair

    my-image-2.png

    My logic was who benefits the most from new ruin, who gets hurt the most by old ruin getting removed, and how good they are now.

    Hag: Always will be very strong but has a moderate learning curve, can just use corrupt and get nearly the same effect

    Nurse: Most recent nerf hammer really hurt her hard but she still is technically the strongest killer in the right hands. Good luck to any new Nurse mains, you'll need it.

    Spirit: Was tempting to put her in A thanks to the atrocious sound which is her best tool but decided otherwise seeing as they at least fixed her lunge.

    Huntress: I myself am not good with her but I've seen good Huntress mains and what they can do is a sight to behold but I wouldn't say she's as strong as Hag can be.

    Billy: Can make amazing use of new ruin, always was a decent killer and new ruin wouldn't be a terrible option for him.

    Freddy: Well he's Freddy what else do I have to say, slowdown potential, chase ending power, one of the best mobility tools in the game that can lead to sick mindgame.

    B tier doesn't exist don't worry about it

    Demogorgon: Was always just ok, really not much to say about him but I guess he potentially can make great use of new ruin seeing as it's not that hard to apply gen pressure.

    Oni: Never bothered playing him after the nerf but now that they reverted the change I'd say he's fine

    Wraith: Might seem odd but considering he can apply almost constant gen pressure with the right addons he makes amazing use of new ruin. He really isn't as bad as people say.

    Ghostface: Not much to say other than ruin was removed from his kit, he doesn't gain anything with new ruin seeing as he has no mobility tools, better than Myers though for a good reason.

    Pig is Pig what do you want me to say, nothing special

    Trapper: Not having old ruin means if you don't make the survivors three gen themselves you're absolutely doomed even worse than before, at least old ruin gave you time to go from your main trap spot to a farther gen.

    Plague is Plague: will still be able to make great use of perks like Thana and blood Echo, she'll be fine.

    Get F'd tier: This is why killers hate new ruin because it benefits the strongest killers in the game while shafting the weakest of them. To all the survivors advocating for this nerf telling people to get good and just apply pressure, you'll regret it when everyone is running the top 6 killers all the time or running the best addons and mori's on weak killers to make up for their drawbacks it won't be fun for you.

  • @PineTreeKay said:

    BEFORE READING: Note that I am not going to go into an potential fixes for totems or offer anything else of that nature because that is not what is on the patch notes and I am only talking about the perk based on what in in the ptb now.

    I have seen a lot of people's views on this matter, some I agree with, others I don't. But after looking at the changes and thinking about it I have already answered a couple questions I have asked myself...

    1. Will I still use ruin? Yes absolutely.
    2. Is it as strong as it was? Yes, but in a different way.
    3. Does the change warrant such backlash from the community... In some cases yes.

    The changes made to ruin (in my opinon) rewards killers who apply pressure and it helps them maintain a lead. Basically it rewards the people who actually play the game and don't use it as a crutch perk (this is coming from someone who plays killer more than survivor). The only problem I have with this perk is the fact that it is still a hex totem. I personally play some killers with no ruin, often times getting 3K's or 4K's, so I personally am not affected by this change at all.

    The killers I think are going to be good, if not better with these changes to ruin are as follows (note that this is just speculation):

    Legion: for the simple reason that if you injure survivors they are forced to either heal and stop working on the gen, mend and stop working on the gen, or do both and get downed if the killer is competent enough. Ruin combined with thana, surveillance, and mind breaker will be a very interesting build to see on him and I will be looking forward to it.

    Demogorgon: Map pressure, portals, what more is there to say. Bring extra portal and power recharge addons and you will be applying pressure to gens to keep them damn survivors off long enough for it to have some effect.

    Freddy: Even though he is really strong at the moment, get ready for him to get even better with these changes and his teleportation. Ruin and surveillance will be a very nasty combo on him.

    Hag (sort of): If you have an area to patrol and keep on three or four gens they are never going to get done. The early game will be quite rough but if you bring range addons you can have enough pressure to regress them gens.

    Billy: Mobility is a big thing to making new ruin work and that is something that billy is better than any other killer at doing (mostly). Patrol gens, chase, hook, go across the map and chase someone else leaving 1 person to save and one to do gens while you are already getting your next hook, ez game ez life.

    Spirit: Spirit is still a reasonably strong killer even after her changes and she is still amazing at putting and keeping pressure on the map. Pressure means no one on gens, no one of gens with ruin means regression, regression means no complete generator.

    Nurse: Not too much to be said here. Even though she is a bit weaker and has seen less play, good nurses will make good use of this perk if the right pressure is applied.

    Perks that I think will be better with the new ruin either in the same build or indirectly:

    Surveillance- The gen that ruin regresses is white so you can guard gens, not have to waste time kicking them, and keep them off of it.

    Mind breaker- It will be easier to use this if you combo it with the aforementioned perk, but it can be used to nullify a sprint burst when returning to a gen to get the survivors off of it, and the regression makes it possible for this perk to effect survivors multiple times on a single gen if used properly making dead hard risky (if their injured) and sprint burst unusable because of the exhaustion.

    Discordance- it will be used to keep two or more survivors off gens and it is more important to get more than one survivor off a gen because there are no more hex skill checks.

    Corrupt intervention- This will probably be the go to perk for any trap killers and Micheal myers. It gives them some breathing room to do what they do, and will section the survivors off so that they can have time to set up for later.

    Dying light- this one is a bit of a gamble on weather or not it will be good, but it is a slow down perk so it would be criminal for me not to include it on here.

    These next couple of perks I am going to group together because they all work the same way and work to help the killer find survivors to get more pressure...

    BBQ and chili, infectious fright, whispers, I'm all ears, stridor, and... oh god, I guess Iron maiden to some extent...

    In summary, the new ruin is a perk for players who can apply pressure, it would be a HUNDRED times better if it weren't a hex perks, but it is what it is. The people who don't like the new ruin changes are not without reason, if you are new to the game and the terrible que system pits you against players that are better than you, then yes, old ruin is useful. And for the survivors that complained about old ruin... keep in mind that you either had to hit great skill checks, or just get rid of the damn totem. I hate to have the mentality of telling people to "git gud", but I would recommend trying to play a game without ruin, see how it goes, try practicing different and unique builds, it might work out for you.

    If you disagree with anything I wrote or you want to maybe add something to the conversation please do I am happy to have a civil discussion with anyone, including this community.

    Here's the thing man, new ruin doesn't accomplish old ruins use. With new ruin there is no instant early game gen slowdown which is why everyone ran it, to say that there was no risk to the killer to run it is a lie, everyone who runs it knows that it's very likely their perk won't last past 30 seconds but what it did was worth it especially with killers with no mobility tools. Killers like Nurse, Spirit, Billy, and Freddy didn't need old ruin but Legion and clown sure as ######### do. We don't care if the best killers get a perk that makes them better, we need a perk that gives mediocre killers like Legion and Clown a solid chance in red ranks. The killers you mentioned that can use this perk to the most don't even need it meanwhile the killers that did need it are just down a great tool now.

  • @StevePerryPsychOut said:

    https://forum.deadbydaylight.com/en/discussion/comment/979091#Comment_979091

    If it was a a survivor nerf, the poem would have reflected it by pointing out killer nerfs. Ironically your second paragraph hit tube nail on the head for what I was trying to say. Perks aren't allowed to be strong anymore. All outliers are being nerfed.

    I gotta agree, strong perks are being nerfed for the most part and for good reason but the core issues with the game are being put to the side. That's really what gets killers going about this latest patch is they didn't even bother talking about why this perk was used 80% of the time.

  • @Infckingcredible said:

    Revert the change until a solution is found?

    Maybe increase the time for gens in general regarding the killer:average survivor rank ratio (rank 1 survivor rank 20 killer loooooooong time to repair, rank 20 survivor and rank 1 killer short time to repair)

    That's not a horrible idea and it would give players who aren't as skilled (not in the same rank) a better chance at success without being too intrusive. For survivors though it should go with the lowest rank in the lobby, not a random rank 15 they dragged along. It'd give rank 9 killers a slightly better chance vs the rank one sweat squads that can't get in a game because people are leaving.

  • @StevePerryPsychOut said:

    https://forum.deadbydaylight.com/en/discussion/118756/listen-to-what-your-community-is-telling-you

    1. Learn what a paragraph is.

    2. The game shouldn't be balanced around 1 perk.

    3. First they came for borrowed time,

    And I said nothing, for I do not run borrowed time.

    Then they came for decisive strike,

    And I said nothing, for I do not run decisive strike.

    Then they came for balanced landing,

    And I said nothing, for I do not run balanced landing.

    Then they came for ruin,

    And there was no one left to speak for ruin.

    How about when Enduring was nerfed, how about when brutal strength was nerfed, how about when surge was nerfed before it was even used, how about Legion being obliterated for over 8 months now, how about Nurse being destroyed making it even more difficult to play (godspeed if you play on console), how about when mend time was nerfed, how about when Cruel Confinement was also nerfed before release, how about when Doc lost his ability to get a hit on a survivor after a shock, how about when Oni was nerfed a week after people bought him.

    The point to this is not enough people on the other side speak out against nerfs to the other side because "Well at least I won't have to play against it anymore" it's a selfish mentality that both sides of the aisle fall back on. Survivors don't give a ######### if Ruin gets nerfed, hell they want it so they'll have even easier games whether it's justified or not (skillchecks are hard I guess).

    On a side note OP not using proper grammar is the least I've seen on these forums and man have I seen things that made me feel like I was having a stroke trying to read them.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/978909#Comment_978909

    Hot fix balance:

    removed the dash from dead hard

    using dead hard will cause exhaustion for 60 seconds

    reason:

    we made this quality of life change to dead hard to make it more fun for both sides

    Last edited by peanits at 3:00

    Sounds like a certain other rework that just took place... hmmm

  • Well you see, True said Ghostface is good so now everyone must run him. ######### it I'd rather play against Ghosty boy than fixed spirit/freddy. Just run spinechill you already know you'll be fighting nothing but ghosty boy

  • @Zombra808 said:

    This may be lengthy, so if you don't want to read the whole thing, skip to the TLDR;. I do recommend you read the entire thing though to hear what I have to say.

    I am a Survivor/Killer player, but I mostly play Survivor. I also pay the most attention to stats, rather than feeling/thoughts. Of course, everyone's opinions matter, and of course, the devs should listen to them, but considering the kill rates of all killers, I don't see how Killers are underpowered one bit. I understand that the newest available stats are a couple of months outdated now, but according to the stats, only one killer is below a 50% kill rate, being Nurse.

    From my standpoint, I believe that the game should be balanced around the 50% kill rate, 2 kills, 2 escapes. I know others may think that a 75% kill rate, or 66% kill rate is more accurate, which I can see, but a 50/50 split sounds more accurate to balanced than 66/33 or 75/25. I do understand the struggles many Killer players face when going into a game, i.e., gen rush, SWF, or natural disadvantage, but not one killer besides Nurse gets below a 50% kill rate.

    You also can't argue that any killers get worse the higher you go because each killer gets an increase to their kill rate, the higher you go within the ranks. Even the Killers that are deemed the worst by the community, ie. Legion, Pig, Leather Face get above a 65% kill rate in red ranks. In all ranks, they get above a 60% kill rate.

    The worst Killers in the game according to stats across all ranks would be Nurse, Demogorgon, and Clown, Nurse being an exception because of her extremely high learning curve, although Nurse being underpowered is a topic for another post. Red ranks are the same, although Nurse surpasses both Demogorgon and Clown in kill rates.

    To me, it seems like the game should be balanced around a 50% kill rate, giving about a 10% wiggle room for each end, meaning a 40%-60% kill rate being balanced. Although Killer players do voice their opinion of the game being Survivor sided, it seems from stats, that each killer is either overperforming or balanced from a 50% kill rate standard. Even if you look at it from a 66% kill rate, using the same 10% wiggle room, only one killer would be considered underpowered, being Nurse. The only killer at that point that would be regarded as overpowered would be Freddy.

    Whether you believe that the game should be balanced around a 50% kill rate, 66% kill rate, or even a 75% kill rate, the stats don't lie. I do agree that we, the community, should address the issues each side face and the irritations we all face. We should make the game more fun for each role, but we must avoid being too biased to one side, and consider balance as well.

    For example, gen speed. Some believe that gen speed is too fast, and it should be slowed, but that must also mean that if gen speed is nerfed, survivors would need another buff to compensate. We want to make sure that Killers get the chance to kill survivors, without making the survivor board to death by holding M1, for even longer.

    Another example would be boring or annoying killers, i.e., Spirit, Freddy, Legion. We should make the killers less annoying to face to promote fun for survivors, without making the Killers useless and destroying the community that loves playing them.

    TLDR; The stats show that no killer is considered underpowered, depending on what your view of balanced. Opinions matter, but isn't the whole answer. The community must work together to come up with alternatives to things each side find annoying, without making one side too powerful. This is only from my own perspective, and everyone has their own. Please tell me your thoughts on things that annoy you, and try to find out how to balance it, without taking a bias to one given side.

    "The stats show" you mean the stats that account for absolutely nothing that's happens in game aside from if people died (DC's count to that btw). The thing about those stats that people for some reason don't get it is it doesn't account for Mori's, teams that three gen themselves, people that farm eachother off hook, killers that won at the end with Noed, red rank players that bring new players, you get the idea. Even if we disregard that anything near 50% is trash aka Clown. Clown is completely garbage with his only power being able make chases potentially end quicker. The killers that are underpowered either have no mobility tool or a strong chase tool like Clown, Legion, and Bubba. If we go by that logic of 50% being balanced Nurse would technically be considered underpowered, bottom line is the stats are flawed and Nurse is a great example of that, we all know she's not underpowered quite the opposite but the stats say otherwise.

  • @LustForBP said:

    https://forum.deadbydaylight.com/en/discussion/comment/977856#Comment_977856

    its not mediocrity, it’s simply not being a sore loser or getting pissed because I can’t get 4 kills every match. Deal with it. The Ruin change isn’t even that big of an issue, most killers are upset because they heavily relied, RELIED, on it to carry them. 2 kills is a great game.

    Nobody cares about rank, as I’ve been told plenty of times. So get over it. Everyone in these forums pulls the rank card like they’re some sort of God in an irrelevant world. Rank 1’s shouldn’t dictate the game.

    Most of you “Rank 1s” are toxic asf anyways as both Killers and Survivors.

    Are you telling me consistently 2k'ing isn't mediocre. It's the definition of mediocre dude, you wanna know who has a 50% kill rate? Clown

  • Honestly I'd rather it just not be a Hex perk, as is it's garbage and could easily be better but it's held down by not being worthy of a Hex totem

  • Seriously, the only thing they should do at this point is work on making the big maps smaller. We all know they aren't increasing gen speed and anyone who says they are is a moron, they did it before and it didn't work then so why would they do it again. However making large maps smaller would keep maps like the game from being anymore killer sided but fixes the problem of maps being un-patrolable for killers with no mobility tool which survivors tend to forget exist.

  • @LustForBP said:

    https://forum.deadbydaylight.com/en/discussion/comment/977535#Comment_977535

    I do realize that. And I do not care. I still have fun as the killer. Yes, people complain about gen speed because in the current state, even tunneling or camping you can mostly get 2. 3-4 only if the team is dumb and hook rushes.

    Im fine with 2 kill games.

    I'm glad you're fine with mediocrity but most of us like to win, sure ruin might be the be all end all of perks at rank 15 but rank one is a whole different beast and should be treated as such but that's not important obviously.

  • Why yes I have an I can wholeheartedly say the perk is dogshit unless you get Badham Preschool. The best part about this perk is now the devs can look at reducing the map size for maps like Omega corn, sadly they butchered a very useful perk before actually solving the problem of why 80% of red ranks games had the perk but hey let's just blame people playing killer thinking is hard.

    Here's why this perk is trash, it's a Hex perk. If it wasn't a Hex perk it would actually be decent and have great synergy with Corrupt intervention and surveillance but the perk has the same problem as old ruin meaning it gets destroyed even faster now (because it automatically tells people you have the perk at the start). If it wasn't a Hex and the rate was either kept the same or moved down to 1.75 times normal regression it would be worth considering but as is the greatest benefit to killers is you can write it of of your standard builds without a second thought. Btw for anyone wondering with the perk active you can't kick gens which makes it completely ruins your Pop/Overcharge. The perk isn't hopeless however, if they made it not a Hex perk it could actually be useful but alas I doubt they will and the data they take from the PTB is going to be skewed by survivors DC'ing/committing forever sleep first hook who just don't care about the game and only themselves.

  • @RIP_Legion said:

    https://forum.deadbydaylight.com/en/discussion/118518/reworking-ruin-is-the-best-change-theyve-made-to-the-game-in-a-long-time

    "Killers will have to rely on their own skill to apply map pressure" Yeah I can't wait for the Legion's, Clown's, Myers, Pigs, Ghostfaces, and plagues (easier killers to play against but at least fun) to stop playing in droves because the one perk that mitigated their lack of a mobility tool early game is gone. I hope you like playing against Spirit, Freddie's, and Billy's every other match because killers without mobility in their basekit are gone (that is in the red ranks). Like what do you expect, it's gonna be the wild west with all the mori's and iridescent addons running around, I'm not gonna be playing red rank survivor after this change, no way am I suffering through that nightmare.

    I guess me and my fart in a jar power should just apply better pressure on a 12km^2 map.

    The real best part about this change, devs can finally pull their head out of their ass and get to work on making the maps overall smaller, nobody except Billy mains and survivors (even some of those guys don't) like the corn maps.

  • @[Deleted User] said:

    lol all this for a just a ruin nerf seriously?

    Hey you wanna nerf the best perk in the game for low mobility killers that physically can't patrol all of the gens in time, fine we'll just use our mori's on them and move on to stronger killers like Freddy and Spirit. No ruin no problem, you want killers to get good you got it

  • Wow an opinion from survivor main that isn't just "APPLY PRESSURE CRUTCH KILLER", pretty rare these days and worth the read. Me personally I'd like to see certain maps reduced in size and the number of pallets lowered slightly, that would make weaker killers viable without making high mobility killers disgusting.

  • Yeah I really don't know what they were thinking unless their "Playtesting" was on Badham Preschool only and they don't even know their own totem spots. It's a crap perk and anyone saying otherwise without a damn good explanation is lying through their teeth

  • @deeziebaby said:

    https://forum.deadbydaylight.com/en/discussion/comment/977123#Comment_977123

    Yes I feel like most killers are fine it's just the getting from point A to point B that's the problem they don't need to blink everywhere all the time like nurse or billy tho

    Yeah, I mean certain killers like Billy and Freddy won't care about this change. Clown, Legion, Plague, Pig, Ghostface and the rest of the killers without movement tools are gonna be thrown to the wayside. Rank 1 survivors think killer diversity is bad now? Wait till next patch, gonna be nothing but Freddy, Spirit, and Billy.

  • I mean it's definitely more helpful than "APPLY PRESSURE TRASH KILLERS".

  • @Izo_Quartz said:

    Now killers will have to rely on their own skill to apply map pressure and stall out gens instead of depending on a perk that does their job for them with no required input from the killer, at the cost of a perk slot. And with this change, it's extremely likely that we'll get buffs to low teir m1 killers so that they'll be on the same level as high teir killers who have a lot of mobility. The best part about this is that in red/purple ranks, there will be a lot less bad killers who sweat for the 4k and a lot more killers that are genuinely good at the game, playing for fun.

    My only critisisms about the hex: ruin changes is that it's a hex perk and can't be paird with gen-kicking related perks. The changes I would suggest is; it can be paird with gen-kicking related perks and once the hex totem is cleansed, the effect lingers for 90 seconds but regression is reduced to normal speed.

    "Killers will have to rely on their own skill to apply map pressure" Yeah I can't wait for the Legion's, Clown's, Myers, Pigs, Ghostfaces, and plagues (easier killers to play against but at least fun) to stop playing in droves because the one perk that mitigated their lack of a mobility tool early game is gone. I hope you like playing against Spirit, Freddie's, and Billy's every other match because killers without mobility in their basekit are gone (that is in the red ranks). Like what do you expect, it's gonna be the wild west with all the mori's and iridescent addons running around, I'm not gonna be playing red rank survivor after this change, no way am I suffering through that nightmare.

    I guess me and my fart in a jar power should just apply better pressure on a 12km^2 map.

  • Wow, it's even worse than we thought lol. So not only is it going to die instantly it's also just going to C block our other perks. Great game design, we should just stop complaining and accept the dickening

  • @SteelDragon said:

    https://forum.deadbydaylight.com/en/discussion/comment/976593#Comment_976593

    yeah I said that is a fact in my post that it wont happen

    I understand, it's just frustrating and it's probably gonna be the straw that broke the camel's back for me. I'm done taking breaks only for the game to manage to get worse.

  • @SteelDragon said:

    https://forum.deadbydaylight.com/en/discussion/comment/973224#Comment_973224

    its just comparing facts to the "facts" given by bhvr

    What kind of facts, like how ruin will be useful late game? Don't make me laugh dude

  • Clown is the closest to this ratio of 50% kill rate, there's a reason nobody plays him. He's awful having no mobility tool, no stealth tools, and no slowdown tools and all he gets are potentially quicker chases. That is what moronic survivors who played 4 matches of killer and thus know everything want, that is what 50% kill rate looks like

  • Basically they're disconnecting to skew the stats to make Doc look better than he really is

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/976257#Comment_976257

    Naturally. But if that's the case, those who can't play at a high level will derank to a place where they're more comfortable. That is the point of a ranking system, after all.

    Not like that matters they're still gonna be fighting the same people because the matchmaker is such a mess. I mean come on we all know rank 9's shouldn't be fighting rank 1's but that's what happens at the moment. Here's the problem, you have a mess of a game at the moment with sound and matchmaking being complete trash and then you decide to nerf something most killers ran with (evidently the same people most effected by the current state of the game). You didn't ask yourself why did 80% of red rank killers ran the perk you asked how does it feel for rank 15 survivors to play against it.

  • You're missing the point, we're sick of the "cake" itself being awful too but we deal with it. The problem occurs when you make things even worse for a group of players that's already at a breaking point thanks to sound being completely worthless for almost two months and you nerfed a killer right out of the gate just after release after saying you aren't going to nerf him (Oni). We're complaining because we already know they take a millennium to go back and change things and we already know ruin if implemented as is will be hot garbage for a long time.

    Don't complain about others complaining when you don't even understand why they're complaining.

  • @Aura_babyy said:

    Then explain how killer mains like Otz do well without Ruin?

    Because he runs builds most other people don't, people aren't always looking out for Nemesis PWYF Bubba or blood echo/All ears Legion and catches people off guard. Too bad he only posts highlights and usually stays away from games where he fails (which he does a fair amount btw)

  • @CoffengMin said:

    https://forum.deadbydaylight.com/en/discussion/comment/976169#Comment_976169

    tbh thats the ranking system being the worst thing, victory cube was better imo

    Ok so forget the ranking system, the closest killer to the 50% mark is Clown. Just so happens Clown is called the worst killer in the game. He has no mobility tools, no slowdown, no tools to find people, all he has is the power to potentially slow chases down. Please tell me more about 50% being balanced

  • @CoffengMin said:

    it got the self-care treatment:

    used a lot?check

    annoying for the other side?check

    too good in lower ranks? check

    you see where im going

    It's not just that why people are angry, it's why they were nerfed specifically, you could say the exact same thing for perks like dead hard, overused and annoying for the other side. The main point of anger is the devs don't care why ruin was used so much and instead of fixing a problem and nerfing ruin they just said f it and skipped right to nerfing ruin meanwhile the maps are still as gigantic as they always were. Self care was nerfed because it meant why bother finding a teammate to heal you when you can just do it yourself.

  • You're joking right, you know a 2k is a black pip (aka you lose) right? Go ahead and play Clown in red ranks, lmk how balanced 50% really is.

  • @JOBreazy said:

    isnt the hag free?

    Only on Xbox, and as to answer the OP's question that's a maybe but don't expect ruin to be good, it's already looking like trash but Hag while harder to learn is very good.

  • It's not 70% for all killers (just Freddy), if you're gonna use statistics to drive a point at least make sure you're accurate. Clown has a 53% kill rate, you gonna try and tell us 50% is a good place for killers? Play clown for a day at purple ranks and let us know how quickly you drop him for a better killer.

  • Honestly that one sounded awful, maybe it was just the quality of the audio but it just doesn't sound good. To be fair I didn't see Doc's theme being good in the first place, kinda seemed like a hard one to do.

  • @FriendlyGuerl said:

    https://forum.deadbydaylight.com/en/discussion/comment/969095#Comment_969095

    How many red rank survivors are using DS at the moment?

    Just guess.

    You know that's a statistic I'd love to see

  • @Almo said:

    We expected outrage when doing a fundamental change to a perk used in such a large percentage of games. However, after playing with the new version, we're much happier with how it functions in the game as part of the whole system.

    Yeah I bet survivors are happier with it, ever thought about why 80% of killers in the red ranks used it, no you're just gonna nerf it into oblivion and leave it at that ok cool. Hey Dev, care to tell us how you expect a Hex totem to have an effect in the late game, the same ones that everyone complains only last 30 seconds. Oh my bad I forgot how out of touch you guys are with your game in the high ranks.

  • @Fleece said:

    https://forum.deadbydaylight.com/en/discussion/comment/975616#Comment_975616

    I usually deal with petty thievery and drunken brawls been too long since we've had a good bandit raid

    Screenshot_20200107-121041_Chrome.jpg

    Don't worry my man, he's already been dealt with. I basically flamed him and we went back and forth an entire page till a moderator had enough

    Screenshot_20200107-023921_Chrome.jpg Screenshot_20200107-023934_Chrome.jpg

    That was his alt, the day of reckoning came

  • If 80% of people were running it it was obviously a decent perk. They used it so they could run killers like Clown, Legion, and trapper and not have to play mean to have a good chance at winning. It gave people time to find someone at the start and get the ball rolling. 30 seconds doesn't sound like much but with so many gens to patrol I was happy with the perk making at least 2 people stay off gens to look for it (especially playing Legion because that led to free hits). Let's face it the replacement is just a means to an end, it's worthless and everyone knows it, with normal hex totems there is no late game and it's bogus. To all the people saying "just use corrupt" why would I do that, so you block off three gens that just means survivors instead of having to search the whole map for a totem are just gonna walk 20 feet to the nearest gen like nothing happened. Dying light is trash, thana is well... thana, Pop is great but it's nice to have something else.

    (Jailed because I called someone out for using a blatant smurf account to attack and insult people)

  • @snowflake102 said:

    There's other things you can use in its place or with like noed,pop,surge,bbq and many other perks.

    That's great but maybe I don't want to, surge is trash at the moment, bbq isn't necessarily a slowdown perk, I already use pop, and Noed... well I kinda don't wanna use it because I don't like getting Noed'd myself, hence why I don't use mori's but that might change.

  • @Fleece said:

    Why are you in a cell?

    Because I called someone out for using a blatant smurf account on the forums to pump up his ego. Like he was already in a cell for doing it and he was just being a dick so I went for it. Worth it to me

  • You're right, I am but I don't go after people who I think don't deserve it. Instead I went after someone who committed themselves to telling everyone with a different opinion and view get good. My bad I guess I am just a mean old soul. It was however pretty funny when someone else called you out for using a smurf as well.

  • @CrummyCookie said:

    https://forum.deadbydaylight.com/en/discussion/comment/973776#Comment_973776

    You're so mad aren't you? If you think I use both accounts then think that I don't care haha

    Why would I be mad, I'm having a great time calling you out for the loser you are. Well I've had enough fun, you have a goodnight

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