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RealRuin

RealRuin

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RealRuin
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  • My experience has been if a killer lunges from about max range I can react to them swinging and proc DH. If they are too close you cannot react to the swing. Idk if it's latency or the fact that it doesn't react instantly anymore.

    My last match using the perk leads me to believe it's more so the latter. I was playing against a blight and I could not get DH to proc. I pressed e before going down each time he used his rush and nothing happened. Even when he was lunging around a corner while rushing I was unable to reactively use the perk. I'm 100% sure that I had pressed the button before my character went down on my screen and it didn't get used.

    In my eyes the perk is dead. It's not even a knee-jerk overreaction. If I can't use the perk reactively in that scenario I'd rather have no exhaustion perks than to run DH. I'm all for DH being used in a more skillful manner, but for me it seems like it's just luck of the draw.

  • Wow. Just looked up a video. If I had known that it gave 25,000 bloodpoints I would have done that when I was doing the challenge.

  • Matchmaking is really screwed up atm, at least for me. I'm getting people that rage-quit in all my games, survivor and killer. Teammates that are allergic to gens. I'm finding people hiding miles away from generators as killer.

  • @Bri213 said:

    No it wasn't like tht 2 days ago i could work on gen and still have endurance for 80 seconds. Anything for killers huh devs...

    While I agree SoloQ got screwed this patch, I'm curious why you think it's balanced to have an anti-tunnel perk remain active while you're doing a gen. You aren't being tunneled if you are doing a gen....

  • @DY86 said:

    Come again? U had problems with dredge on haddonfield? How? Almost every gen is inside a house or right in front of one. I haven’t played much Dredge, but all my matches in haddonfield ended positively.

    fractured cowshed may be the worst thats true, some gens are right in the middle of the corn with no lockers close, survs with spine chill can see u coming from miles.

    But I love swamp bro. All the loops in open areas give a lot of remnant play, the sinked ship is great for locker play, so is the shack. idk about net loss tho, but never been a problem not on my pc nor on xbox series.

    Maybe I have gotten bad rng on Haddonfield. My experience has been: when survivors are doing gens outside of the buildings you can't use your power. When gens are done and you need to teleport to check on one of the exits, you can't because all of the lockers are in the buildings.


    As for the net loss statement I was specifically talking about Fractured cowshed and I was speaking in terms of "net loss" in chase. Meaning using your power always seems to make you lose distance. Sorry for the confusion.

  • Come back from a 7 month hiatus from the game in anticipation of the new killer coming out. Lose multiple chases because I rubberband around corners. I got really disoriented when it happened to me the first time as I was moonwalking around a corner. Come on here to find out it's a widespread issue. Not a good look.

  • IMO games on average are going faster because of the dark sense challenge. As others have said it's really killer dependent. If you get certain maps with certain killers the best you can hope for is a black pip.

    The best piece of advice I can give, and you have probably heard this before, is to abandon chases that will take too long. You need to catch people out of position to have a chance, even with the best killers. If ruin is going down instantly try pop and thrilling tremors.

    The best way to slow down a game is to find someone that is coming for an unhook and slug them. This is only really effective if you have an idea of where three or all four survivors are and it is extremely situational. Even if the slug has unbreakable, getting that third or even fourth person off of gens is really important in close games.

    If you are willing to try something new, i'm finding that a well hidden devour hope slows down the game so much more than a well hidden ruin. Good survivors will power through ruin. If devour goes off with 2 or 3 gens left, everyone is looking for that totem. Obviously still sucks and leaves you with three perks if it's found instantly

  • What's worse is when a recently hooked player goes straight to a gen. Without healing. Gets hit for working on the gen. Cries in post game chat that they were "tunneled"

  • Yeah, I'm not a fan of this challenge. I'm tier 69 so I don't need to do it, but it's actually affecting my killer games. Some matches are over in 5 minutes because:

    A: Coordinated SWF with prove thyself, toolboxes, BNP. 99 each gen so that everyone gets the challenge.

    B: 2 gens get done without a person being on them when they pop. said person runs into me and suicides on hook.

    BHVR needs to think about what people will do to get these challenges done and what they will do when they have failed a challenge. So many DCs with the spine chill challenge as well.

    When I did the four sacrifices in the basement challenge, I just snowballed with huntress and iron grasp + agitation'd them to the basement on their death hook. It was fun and it was a challenge. But other people who aren't as good, who are trying to cheese the challenge as much as possible, Are camping to get the challenge done.