Venom368
Venom368
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I mean, none of these strategies are going to keep you in red ranks as killer lol. You will drop to a correct rank for your skill level and then learn to get better at killer from their instead of being carried by Ruin.
Is this threat of 'toxic' gameplay some sort of protest to the devs lol? Toxic gameplay is inherently ineffective at ranking up or getting emblems so I'm a bit confused what your goal is here
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@DeadArsenal said:
https://forum.deadbydaylight.com/en/discussion/comment/970843#Comment_970843
Catering toward everyone's fun is required. The problem is that Killers get no such consideration. Killers have progressively fewer tools, games are getting shorter, and higher ranks demand a form of metagame that is not fun in any capacity. Then on top of that Survivors get an arsenal of extremely useful perks that are all useful on their own while Killers often have to combine perks for synergy or they absolutely will fail.
Then there's the courtesies that Survivors expect of killers like not using NOED, not "tunneling" when removing players from the game is all but necessary, and not "proxy camping" or whatever BS they came up with when Killers realized hook camping isn't efficient anyway.
Any survivor mains that think this state of affairs is good remember this: The more utility Killers lose the harsher the meta gets. Then, after you've forced Killers to play a certain way, you'll decide it's not fair anymore so they have to find a new way to compete against an ever-changing standard of what's "fun."
Remember this: The moment you make this game about having fun at your opponent's expense the entire premise of the game is mortally wounded and doomed to die.
Survivors perks would never be nerfed if Killer's fun was never considered.
I agree about the last statement you have. I don't understand why some people feel like they can only have fun at the expense of other players. I'm not a fan of that mindset.
Ruin in no way affects how much fun I'm going to be able to have in a game. I don't understand why being 'meaner' because games are going to be shorter is required. I can have just as much fun in a game that lasts 2 minutes less when I'm not running Ruin as opposed to a game where I am running Ruin. I might get less downs or hooks, but that doesn't mean I'm having less fun.
I see all these killer posts threatening that they have to face camp now, but face camping just makes games end quicker and in a worse spot for the killer, so I'm confused. It seems like the posts are more coming from 'I'm gonna be mean unless the devs give me what I want' rather than 'I'm going to have to get used to playing without Ruin'.
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@Marcus said:
https://forum.deadbydaylight.com/en/discussion/comment/971056#Comment_971056
They should've nerf gens or at least toolboxes together with this Ruin nerf. They really don't need to wait more weeks for what ? For the game dying ?
How could you possibly make assumptions and a bunch of random guesses on what numbers should be tweaked without seeing the results of the Ruin change first? There's way too many overlapping things that need to be tested separately. Come on now dude lol
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They were obviously bugs that they couldn't iron out in time. What do you mean?
It's not like they go into the code and change a 0 to a 1 and its fixed lol.
It's impossible to get all of the bugs found before it's on live. You will never find everything. I don't know how much development experience you have, but I have a feeling BHVR has a solid grasp and theory behind the game development life-cycle strategy that they have decided to go with.
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What doesn't feel too great is feeling like you have to run 1 perk no matter what because of how strong it is. Now I feel like I have 4 open perk slots instead of 3. I think that it's pretty dang absurd that a luck-based perk (random totem spawn that may or may not get destroyed instantly) was being used in 80% of games. That's just bad for the game. Every game I've ever played has reworked random chance based perks like this when they became meta and used in every match. This is just a solid change for the game.
It would be impossible for the devs to address the underlying issue of gen completion speed and gen rushing without nerfing Ruin first. They need data and playtesting to see how games go for those top tier players who felt they needed to run Ruin every match before they actually make any changes to the base gen completion speeds.
If killers are consistently getting stomped over the next few weeks, they will make a change. The Ruin nerf is a necessary nerf that needed to be made in order for game development to progress on generator changes in any meaningful way.
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Yikes
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Ruin nerf has been a long time coming. As in, since it was released people have been asking for a change.
Are you saying because The Resistance wasn't formed on the forums to start the Great Ruin Rebellion of 2019 that the nerf wasn't deserved?
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I CAN'T AFFORD TO BE NICE ANYMORE
KEKW
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@Kycer said:
I used to be one of these nice killers who always thought that you can have fun as the killer without the need to ruin the survivors’ game with BS (OP) stuff.
Now that Ruin is gone, and the devs and survivors mains clearly don’t give a damn about the killer’s fun (as you can see in the forum), so why should we care about their fun? I will replace Ruin with Noed and bring Moris whenever I feel like it from now on.
I literally can’t afford to be nice to survivors after this ruin nerf.
This may be the most entitled sounding post i've read on this forum in the past year.
Calm down Karen lol.
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@coppersly said:
https://forum.deadbydaylight.com/en/discussion/comment/970704#Comment_970704
A few months ago I might've agreed with you. But every single change so far has just ignored the pacing problem of the game and they cxlearly only care about survivors fun right now since they even word it as such in their design notes.
I have lost all faith in the devs since Nurse, Legion, SWF, and the ongoing ignoring of core problems to the game.
Nothing has been done about SWF.
Nothing has been done about the pacing of the game.
Everything has been done to make survivors experience more fun and less annoying. Have you seen ANYTHING at all from the devs saying anything even remotely similar for killers?
You got a point, I haven't seen a post made directly addressing 'fun' for killers. It might have been mentioned in posts related the several survivor perk nerfs that have happened, but i don't remember.
They already addressed they would never directly put a penalty on SWF, but rather try to balance the game around it, which they are working towards. They answered my question in their livestream Q&A about if they had further changes for perks to bring solo queue closer to SWF (like they did with the kindred changes) and they acknowledged they did.
Catering towards survivor fun is kind of required, sadly, when 80% of the playerbase is playing survivor at any given time. I don't think there's much you can do about that in an asymmetrical game like this.
Regardless, I'm optimistic about the future changes and have faith in the devs decisions. Even though I've found some changes to be questionable, I can look at the game 1 year ago and how it is today and realize that it is undeniably more balanced than it was. So the devs must be doing something right
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@FriendlyGuerl said:
https://forum.deadbydaylight.com/en/discussion/comment/970632#Comment_970632
It's a different topic you're right, but it's the same behaviour (sorry) from BHVR. They are nerfing a killer aspect without adressing the survivor counterpart in the same update or later.
There isn't always a 1:1 counterpart though, and in some cases there is no counterpart at all. 'Balancing' actually usually consists of changing 1 side at a time - one side of the scale is too heavy, so you take some stuff off of it and see if its balanced out better.
But aside from that, map balance is like such an abstract and subjective thing. Most people can agree that there are several maps that highly favor 1 role over the other, but almost none of those people can come to an agreement on what literal detailed changes should be made to those maps. Like, everybody has their own ideas on what they think should be added/changed/moved in order to make a map more balanced. Or you're like me and have no idea where you would even start. Idk how you would even go about effectively testing if map changes are actually more 'balanced' than they were originally
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I'd be curious if devs had any feedback on this, but if I had to guess in they had future plans for increasing the length of the game: yes they do.
They likely have ideas for future changes to make, but need to see how killer games (with and without new Ruin) are going over the next few weeks in order to tweak those plans, and see if further changes actually need to be made in the first place.
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@FriendlyGuerl said:
https://forum.deadbydaylight.com/en/discussion/comment/970401#Comment_970401
You are right. Maybe they will nerf gen times. But i would like you to ask yourself a question. Did they rework some of the survivor favored maps after the nurse nerf?
I made a post addressing map reworks. Reworking maps is an entirely different beast in itself.
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@Rin_is_my_waifu said:
So you won't cry if DS and BT get gutted, right?
I think you overestimate how many people would complain about changes to these perks. They are obviously hot topics and I don't think anybody would be surprised with further changes to them
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LOL did you just call the devs liars for announcing a rework to a perk?
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Player controlled AI...? Excuse me..?
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@Rivyn said:
https://forum.deadbydaylight.com/en/discussion/comment/970454#Comment_970454
'Healthy for the game' would mean they looked at gen speed, made changes, and applied them WITH new Ruin. That would be healthy. Not nerfing Ruin because of their silly emblem change and low rank survivors finding skill checks 'frustrating.'
Making gen speed before nerfing ruin would be pretty dang stupid on the developers part. The ruin nerf 100% needed to come before any changes to base generator speed.
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The Ruin nerf is a necessary nerf that needed to be made in order for game development to progress on generator changes in any meaningful way.
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@TragicSolitude said:
https://forum.deadbydaylight.com/en/discussion/comment/970174#Comment_970174
Generators need to be addressed in that they should be completely reworked so that the difficulty/speed scales with survivor ability (not rank, ability). Right now, inexperienced survivors struggle to complete gens. As a survivor gains experience, however, they not only are able to complete gens faster but they are also able to waste more of a killer's time during a chase: in other words, experienced survivors increase the amount of time a killer needs to complete his objective while decreasing the amount of time the killer has.
Gen slow-down perks and add-ons shouldn't even be a thing. The game itself should pretty much handle that. Everything should be adjusted at the same time: gens should be reworked and the perks/add-ons removed all in one update. Nerfing Ruin shows that gens are not going to get the rework they truly need and gen slow-down perks are here to stay.
I agree completely with your idea with scaling difficulty. I don't see how that idea can be turned into anything tangible, though. That almost seems like it would be an entirely different game.
It seems like that would be such a massive rework to the game that it would be impossible to effectively balance that in any reasonable amount of time. Or like it would be something that would come out with a 4.0.0 release of the game or even further down the line
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@Outland said:
https://forum.deadbydaylight.com/en/discussion/comment/970359#Comment_970359
He's gonna be fine, because he's joining the survivor side, so yeah sunshine and rainbows!
Hell yeah brother
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@Levitika said:
https://forum.deadbydaylight.com/en/discussion/comment/970174#Comment_970174
Then why not address that in tandem instead of blatantly ignoring it? They're not going to nerf generator times, despite how much of a problem it is.
Because you can't announce that without seeing the results of the Ruin changes over the next few weeks. Its possible (yet unlikely IMO) that the stats show killers are still doing just as well as they currently are - which would lead to them not needing a gen time change. Then they would have a riot from killers demanding the gen time nerf.
Why are you assuming they won't nerf gen times in the future? Don't be ignorant.
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Stop overreacting. You will be fine lol.
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I... What...?
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@johnmwarner said:
https://forum.deadbydaylight.com/en/discussion/comment/970054#Comment_970054
Again, you are guessing/assuming that they have any plans whatsoever to adjust gen speed after this Ruin nerf, why?
I'm assuming the devs will do something if the rework of Ruin leads to all killers getting stomped. And I predict that this will happen to some extent. I could be wrong though, killers might still do just fine and retain the same kill-rate that they currently have.
I'm also stating that a Ruin nerf would be required in order to implement a future gen speed change, which leads me to believe they have future changed planned that they will tweak based on how killer statistics look after the Ruin change.
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@The_Second_Coming said:
https://forum.deadbydaylight.com/en/discussion/comment/970194#Comment_970194
The perfect statement lol. That really is the only solution though. Until then, Survivor will be the power role and killers will slowly leave the game.
To be fair, every patch that has been a nerf to killers has been answered with 'killers are all going to quit'. But the statistics show that the number of active players has continued to rise slowly over time.
'Fixing the maps' is kinda of just simplifying something that's extremely complex into a simple statement lol. I have no idea where they could even possibly start with trying to rebalance maps, there's like wayyy too many things to take into consideration, I feel
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Just fix the maps 4Head
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@Levitika said:
Seriously, this kind of lunacy shows incredible bias towards Survivors. There has not been a single Killer buff in the game since Ghostface, Freddy got nerfed, Nurse got nerfed, Oni got nerfed less than a week after release. Doctor and Ruin are getting nerfed because... beginner survivors have trouble with them? Beginner survivors have trouble with everything in the game, that's the idea of being new to a game; you're not experienced enough yet.
You're also completely failing to address the reason WHY red ranked Killers run Hex: Ruin in the first place: Because high-ranking survivors can get the generators done too quickly. With two sets of two players on different generators, you can have the game 40% done in 44 seconds. With four players on different generators running an Engineer's Toolbox with Brand New Part, you can have four generators done in less than a minute. Hex: Ruin is ran so frequently because it is impossible to apply enough pressure to all generators simultaneously.
GENERATOR SPEED IS A PROBLEM. YOU ARE NOT ADDRESSING THE PROBLEMS PEOPLE ARE TELLING YOU ARE PROBLEMS.
Gen speed baseline can not be addressed before Ruin was addressed. I'm not sure why people don't see that. A gen speed nerf could not be implemented without Ruin being nerfed.
If killers are getting constantly stomped after the nerf without Ruin, the devs will do something about it. This change needed to happen first.
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@Mr_K said:
Killer A.I. must be close to completion.
I giggled at this
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I agree 100%. The same thing happens with every update on people read on the forums before testing it out.
Trust me, this is an overreacting and you will be fine.
If you aren't fine and killers and just getting stomped left and right without Ruin, the devs will do something about it. Calm down.
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Wait.. Sir.. Did you just make a post about disliking Ruin just a few hours ago?
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@johnmwarner said:
https://forum.deadbydaylight.com/en/discussion/comment/969874#Comment_969874
Yeah I chose not to reply to your weird assumption that a gen speed update is coming next
Ahh so you just made those random 3 assumptions that I said nothing about in my post.
Have some faith in the dev team my guy lol. If all killers start getting whooped without ruin they are obviously going to do something about it. Take a second and think about what actually has to be done in order to get to the point where they can implement a gen speed nerf.
But, honestly it's not going to be nearly as bad as everybody is guessing it will be for killers. Top tier killer players are still going to do just fine. The same thing happens with every update that people read on the forums before testing it out.
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@johnmwarner said:
https://forum.deadbydaylight.com/en/discussion/comment/969825#Comment_969825
So you felt required to run Ruin to slow the game down, now you have no option to run it in it's current form and you think the game will some how be slower?
So
you can play with your four fun perks and whine that you didn't even get a chance to use them?
Did you mean to respond to someone else's post or did you just miss everything I was saying entirely?
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@DocFabron said:
https://forum.deadbydaylight.com/en/discussion/comment/969700#Comment_969700
I'd like your opinion on why you believe Ruin needed nerfed.
Because of how required it felt to run. Now I feel like I have 4 open perk slots instead of 3. I think that it's pretty dang absurd that a luck-based perk (random totem spawn that may or may not get destroyed instantly) was being used in 80% of games. That's just bad for the game. Every game I've ever played has reworked random chance based perks like this when they became meta and used in every match. This is just a solid change for the game.
It would be impossible for the devs to address the underlying issue of gen completion speed and gen rushing without nerfing Ruin first. First off, they need data and playtesting to see how games go for those top tier players who felt they needed to run Ruin every match before they actually make any changes to the base gen completion speeds. Secondly, imagine them nerfing gen repair speed before nerfing ruin, and coming into the game as a new player. That's not how you attract new players to your game.
But yeah, nerfing ruin and gen speeds in the same patch is way too much random assumption on what to tweak. They have to be done seperately after seeing how things looks after implementing one of those. And logically, Ruin nerf needs to be the 1st one of those 2 implemented.
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Dear lord this took way too long to finally nerf Ruin. This has been a long time coming
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Dear lord it was about time they nerfed ruin. This has been a long time coming.
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It's pretty foolish to think that you need to tunnel in order to do well without Ruin lol. Come on now
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but nothing gets done to accomodate killers
*proceeds to list changes made to accommodate killers*
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Are you trying to tell me this thread isn't named off of "Wiggle" by Jason Derulo?
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@SynKaal said:
https://forum.deadbydaylight.com/en/discussion/comment/962222#Comment_962222
https://forum.deadbydaylight.com/en/discussion/comment/963885#Comment_963885
I understand your point but still not the point I'm trying to raise awareness on.
Imagine this: You enter a match as trapper with padded jaws, two survivors get trapped, you hook both, they decided to just die and the other two are just not in the mood to play a 2v1 with 5 or 4 gens left and DC. You were using weak addons that, in a way, grants 2 hits for the emblems, not many gens were done if none at all, you got only 2 hooks and was denied of 2 more for 2 survs and the complete 3 for the other 2. You are in no way in the position to do anything, you can't control the way survivors want to play and yet, de-pip.
See the problem? It's not the iri heads, it's the DCing and killers getting hurt because of it. I'm not asking for double-pip or even a pip on this case, I couldn't play the match so there is no reason to go up on the ranking system, but I should at least be protected from rank down because, as stated, I had zero control of what just happened.
I understand where you are coming from, because it certainly isnt fair to de-rank solely because of survivors DCing when you havent made any mistakes as killer. But, you also just can't give the opposing team immunity to reranking if someone on the other team disconnected. It's just like so impossible to programmatically define the line where it's ok to give that de-rank immunity and where it's not.
I agree its an issue that should be looked into, but I think devs have higher priority things to work on. Solving this would be such a massive time investment in defining all of those lines, for not too big of an issue
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@xenofon13 said:
https://forum.deadbydaylight.com/en/discussion/comment/962482#Comment_962482
If they fix hatchet hitboxes will see how 'god huntress' Ralph is.
Did you come to a thread of people discussing family illness to insult a streamer..?
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@Dwight_Fairfield said:
He tweeted before Christmas about his absence. He said his father has cancer and its spread to his bones. He is retiring from streaming and Dbd in general as he has some tough times ahead.
I'll miss him. He was one of the first content makers I ever watched. His weekly shrine watches were always good.
Otzdarva and Painreliever are both great non toxic people to learn about the game from.
Ahh yes Otzadarva is a super wholesome guy as well.
I somehow forgot about Ralph. Ralph is probably the funniest dbd streamer I know, but he pretty much plays exclusively Huntress. He is a god with her. Definitely check out Ralph if you want a laugh
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@AkimboJEsus said:
What is the free grab exactly?
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@MasterTater said:
https://forum.deadbydaylight.com/en/discussion/comment/962393#Comment_962393
Its very obvious which perks are the ultra rare ones. The perks that start as green are ultra rare in t3 since right now the go green, purple, purple.
You're right there. But why would you want to spend more points to get the level 3 version of those perks? Especially if they aren't stronger than one of the other characters perks. For example on Bubba, Franklin's starts as a green perk currently and BBQ starts as a yellow one.
I think the system is fine how it is now and don't really see any good reason to change it back.
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Rewarding the survivor for getting facecamped =/= punishing facecamping killers.
The emblem system is in place to discourage players from playing in a way that is unfun for the other players in the game. If you facecamp, you won't rank up. And rank is all it should affect. The killer is still completing their goal of killing, but doing it in a way that is 'cheap' and only requires catching the survivor once instead of 3 times.
They shouldn't be punished for completing their objective, but they shouldn't rank up for completing their goal in an un-skilled way. The emblem punishment seems fine how it is.
Throwing some bloodpoints to the survivor who gets facecamped would be fine if they wanted to throw in some pity points. But the survivor shouldn't get any pity when it comes to emblems. If you did not satisfy the requirements for the emblem categories, you shouldn't safety pip just because you happened to get facecamped to death. Just GG go next.
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I would rather not have to go through 100 bloodwebs trying to find the level 3 of a specific perk because it is ultrarare. There have been so many new perks released since this change that only old perks would be changed back, or they would have to re-tier all the new perks. The devs would also have to explicitly decide which of the new perks should be considered ultra-rare in T3, and i'm sure plenty of players would disagree with whatever decisions they made.
Also, many of the perks that had vast differences across tiers have been reworked since then. The difference in value gained between tiers of those perks aren't really what they used to be. (Ex. NOED used to only provide 1-hit downs at tier 3 of the perk)
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Spacebilly 2020
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My favorite streamer is probably OhTofu, and he has a lot of very informative youtube vids and tutorials. He's probably the most wholesome guy i've watched stream.
EdgarAllenBro is pretty dang funny to watch stream as well, albeit a bit more toxic at times lol. Both of them are good dudes though that you should check out
