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AChaoticKiller

AChaoticKiller

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AChaoticKiller
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  • Im always rank 1 killer for the past year and a half, for survivor im between ranks 1-5 mostly.

    as for the ruin nerf i dont use it unless im playing a killer that I either dont play often or a killer that can't put enough pressure onto survivors to be effective without ruin. The new ruin really makes me sad as killers who cannot be viable will be seen even less often in high ranks which leads to the same killers being played game after game.

    If there was a game mechanic that blocked gens after a gen was completed for X seconds or gens repairs were hindered in the beginning of the game we wouldn't need ruin on these killers.

  • this shouldn't even be a perk, make this a game mechanic. survivors can easily cleanse totems and if dull totems posed more of a threat then they might go for them in the early game when they see them which saves the killer some time.

  • Id like it if they added an extra effect on ruin that made repairing gens 20% slower so that when regression starts its actually troublesome, this would also give killers a little more time in the beginning of a match. I think it would be fair since ruin is a hex perk and is often destroyed in the first 3 minutes of a game.

    I also think in general other hex perks need to be stronger or start out working with hexs like lullaby and 3rd seal while also receiving a slight buff.

  • Id rather it just allow us to attack after a second of using his shock, 3 seconds of not being able to do anything feels awkward as a killer.

  • @twistedmonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/976863#Comment_976863

    But are part of those core issues the strats killers also use?

    You fix gen speed and slow the game down but then how do they fix those others?

    Then what becomes of those that do well but still have a challenge? Does it become too easy for them? It's not a simple as make it so everyone can do well.

    https://forum.deadbydaylight.com/en/discussion/comment/976871#Comment_976871

    Of course a skill level shows in high ranks otherwise those that are there without ruin would not be. If one needs a certain perk then its more about what the perk does for you than your own skill.

    So you think no game should be lost ever?

    The depip squad was an old test of what can be done but not what is and many changes were made to the game since then. The average game time at red ranks was 12m long after that but for some its always 4m every game.

    Should they change its impossible for a killer to 4k in under 3mins as that also happens.

    https://forum.deadbydaylight.com/en/discussion/comment/976878#Comment_976878

    Self care is a meme at this point. MoM is rarely seen. I don't see how they weren't major changes to the perks even if still useful.

    I don't like the ruin change personally as I don't feel its worth a slot but I never used it anyway. I do however see the reasoning for a change. If a perk works only versus bad players then what does it really do for the game?

    How do they objectively look at stats on balancing when one perk makes them look more in one sides favour?

    Meta perks are meta for a reason. Not becasue they fix issues but they make players feel stronger or better than they may be.

    It's a common issue with lots of PvP games and why anything meta needs eventually looked at as to why its used and this is what has been happening over the last year.

    You didn't listen there have Not been any changes to gen speeds or the basics of a chase, for that reason that test is still relative despite being a long time ago. Also I don't think I should win every game but the way this game is built does not support 4 minute games when every player is playing optimally. As for the killer finishing games early that mainly happens because the survivors screw up badly and rarely is it because the killer actually out plays them all.

    And if you want to try to phrase my words in a way that sounds like I think that the killer should always win than I can play that too cause it seems to me that you think 4 minute games are healthy for this game and all games should be based on that time frame. In other words the killer should be able to kill all survivors in that time frame even when the survivors dont make major mistakes. consistently.

    so actually argue your points instead of trying that bs phrasing non sense and consider the other sides point instead of brushing it off.

  • @twistedmonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/976813#Comment_976813

    That still begs the question as it only seems to be the main issue for some while others do well or even better than those without it.

    Is it then too powerful and just artificially puts one at a rank they wouldn't normally be at compounding an issue they aren't capable of dealing with? So if person needed ruin to get to red ranks do you feel they actually belong there?

    To slow gen speeds in high rank? YES

    your skill level does NOT matter when faced with a optimal swf team that spread out, do the right gens, and last long in chases(+40 sec in a chase). A good killer cannot put pressure onto all 4 of the survivors like this and will have to give up chases and pressure to keep the gens that are close to each other and even then the team can get those gens done with coordination. I have had games without ruin end in 4 minutes even tho I was always chasing survivors of gens and got a decent amount of hooks. The depip squad is the best example on why this is realistic since there has not been any changes to the game that will affect how fast gens get done since it was preformed. If we are going to talk about high rank than SWF has to be considered since its used the most at high rank.

  • @twistedmonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/976367#Comment_976367

    You don't see those other changes which made them all weaker than they were as nerfs? Doesn't that mean the killer ones would also be just changes then?

    True bias only comes from seeing one side and not acknowledging changes to the other.

    https://forum.deadbydaylight.com/en/discussion/comment/976369#Comment_976369

    So what were those survivors nerfs done for? Balance and fun always go hand in hand.

    It wasn't fun for killers to face certain things ergo they nerfed them.

    The devs have always used fun and balance when talking about the game. The issue is alot of the community only sees what happens to the side they play and ignore the others made.

    The devs have nerfed Things like flashlights, insta heals, and brand new parts if you want to compare something powerful that survivors have had that is on the same level as ruin. However Ruin affects the MAIN issue which is and always has been gen repair speed which is why its strong. The new Ruin does not help against gen rushers or just an optimal team and nothing has been done about gen speeds. Survivors had items that were literally game breaking meanwhile ruin either is destroyed quickly or it slows down gen speed for 2 minutes and against people who can hit the ruin skill check it only only slows them down slightly. IF anything it will makes games less fun because there will be less time spent in matches due to quick gen speeds.

  • Its needed on non viable killers at red rank otherwise yea, I can 4k with Hag, Billy, Plague, leatherface (when using pwyf + Nemesis), and freddy. However if i dont put enough pressure early in the game I often will really struggle since the gens get done too quick.

  • Nope i know how this community reacts to changes pretty well, if you think this killer outrage is bad than you should have been around for when infinites were removed, exhaustion was changed, window vaults were changed, DS/ mettle of men nerf, and healing nerf specifically how it affected self care. Survivors are really the ones that complain/cry the majority of the time. The last time I saw the killer part of the community be this upset was when they nerfed legion's base kit right after release and most recently nurses changes i think. this is a very big perk change to a meta perk that is almost required on killers if you dont want to get gen rushed so its no surprise many people will be upset.

  • I dont use it on killers im good with but the change still pisses me off

  • She is too punishing when you miss a blink to the point where people who are good with her dont want to play her. And to newer players, she is too difficult to play and learn which makes her undesirable to pick up. I do blame the devs for this because they nerfed her base power and arguably gave us worse addons at the same time since her extra blinks out did anything she has or had before. If they didn't nerf her base power or gave us something to compensate the power cool down that has made her like this then she wouldn't have ended up like this.

    However she is still strong IF you can land most of your blinks but even then she is still not fun and is still frustrating to play. It's fine to have a killer that requires a lot of skill, but there is a limit where people won't want to play that character due to that demanding skill level.

  • Devotion 3 lvl 50, My intense grinding days were before player level was introduced and is where the majority of my play time is.

  • Id rather have a killer that can jump or climb up walls to get into buildings that have a second floor or an open window. I think that would look much more scary and cool.

  • You can also just prevent anyone from unhooking the survivor by spamming shock but you cant be using range addons for it to work.

  • I can just tell whos toxic, obviously some actions are toxic like T-bagging and flash light spam but others just try hard and during that chase you know if you end up killing them they will send hate messages.

  • @Yamaoka said:

    https://forum.deadbydaylight.com/en/discussion/comment/962417#Comment_962417

    Actually there is nothing to learn anymore. The devs added the rail next to the ramp with one of the latest patches so killers don't have to learn how to swing onto the hay anymore. You can now just run onto the hay via the rail on top of the ramp which makes the tractor a free hit at all times. Kinda skill free but meh... DBD devs don't care about skillful plays anyways.

    And now that I know this I feel stupid for still attempting to lunge onto there the past few games I got on farm maps...

  • Plague to get blood echo, finally got it a few hours ago too even tho it took me over 50 lvls and I now have most of the killer perks on my plague

  • @Cassandra_Alexandra said:

    https://forum.deadbydaylight.com/en/discussion/comment/962398#Comment_962398

    I have no idea why that didn’t occur me. Forgive my ignorance.

    NP I actually only learn how to do this about two months ago even tho I have been playing this game for over two years. Survivors don't often go onto the tractors unless they have sprint burst, lithe or there is no pallets nearby so I never really cared to learn how to do it.

  • I always recommend that new players should play kill your friends to learn perks and killer powers and after a week or two of this when they get decent to just do swf to get into at least rank 15. While they wont have the best perks they will still recognize perks they went against and can do decent without perks.

  • you can swing onto that spot from the ramp you use to originally get on top of the tractor so not really.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/962387#Comment_962387

    Yeah good killers know how to aim towards the hook which is why the tech is useless.

    or we can just camp to stop two survivors from doing anything as one dies and we get closer to winning. It also often results in grabs as the one idiotic survivor doing this tech panics when we dont try to hit them and there friend is about to go into the next sacrifice stage.

  • @Waffleyumboy said:

    "Aim assist"

    Shows how reliable your posts are

    yea its technically hit registration since the killers hit detection cone will sense if a survivors hitbox is inside it as your attacking and will set your camera/view to look at the survivor as you hit them to make the animation of your attack connecting look good. This does suck when concerning hooked survivors however because of their hit box being wider/bigger than a standing survivor and if both of the survivors are in you hit cone you will attack the closest one which is often the hooked survivor when they try this tech.

  • its actually best to camp when they do this and not try to get the hit since hitboxes concerning hooked survivors are to big to consistently hit the person under them. While doing this you also are effectively stopping two survivors from working on gens as one risks going to 2nd stage or death and the other risks getting grabbed. IF you are really lucky another survivor will try to help as well but will mostly just wait nearby.

  • @ygizmo said:

    https://forum.deadbydaylight.com/en/discussion/comment/957696#Comment_957696

    That's exactly what I thought, is everyone in this thread forgetting exhaustion doesn't go down while running?

    for some reason I thought that the exhaustion and the other affect both only stayed activated for 45 seconds because It was tied to blood echo. I haven't used the perk so this makes blood echo sound better and is yet just another reason why I want it on my plague now.

  • she did but it was removed and replaced with a longer lunge which was than also removed.

  • if i still get back my money in cells diffidently, you get a ton of free cosmetics and even if you don't get to the end you will would probably still have gotten to a high enough level to purchase another cosmetic with the cells you earned back.

  • tier 66, I have done all challenges and that got me to tier 60ish. the problem with the rift is that it forces you to play over 100 games after you did all the challenges which isn't very friendly to the average player.

  • @Thomasthetrain said:

    Yes it is,but using thana kinda forces them to cleanse and negate Blood Echo effect.

    I suggest to run Corrupt intervention instead of thana and Infectious Fright instead of Dying light.

    You do what you want tho 😊

    my build makes it so that if they do or don't cleanse I still get use out of thano, dying light, and pgtw because even when they cleanse someone is still always sick and can spread it around or i can just do it and having corrupt purge allows you to quickly injure and down people so If blood echo encourages more cleansing than to me thats pretty good.

    also I would rather run constant slow down perks than one that only works in the beginning of the game that way it encourages cleansing later on. As for infectious fright id consider it but would replace M&A instead because having a smaller TR with a perk that works based on the TR isn't the best combination.

  • I should also mention that my preferred play style in a match is to obviously get everyone sick early in the game than get stacks for dying light so that it and thano can make gens take longer to repair which makes pgtw more effective. During the match after a few gens get done I start patrolling the closest ones and chase people into those areas to waste the pallets in order to make it unsafe to be at those gens. I usually down and find people pretty quickly during this time but of course exhaustion perks extend the chase so thats why I want to use blood echo on her. I don't often have games where every gen is done due to the extreme slow down and loss of progress my build does to survivors so when the exit gates do get powered I just do my best to down and hook people as usual and I think blood echo could also help during this time since they can't just dead hard, sprint burst, or ect to get to the exit gates easily.

  • @Blueberry said:

    I don't think so. In my opinion it's quite a weak perk in general.

    The Hemorrhage is basically worthless and not even worth mentioning, so it's basically just 45seconds of Exhausted only on injured targets with a cooldown.

    Bar some hook rush scenarios, by the time you actually find someone new and get the chance at a hit those 45 seconds will either already be gone or really close to gone. This is also if they are even running an Exhaustion perk in the first place.

    Then there's also the fact that Plague already has quite a few perks that work really well with her, so it's not just if the perk is good enough for her, but also the cost of losing a different perk for the slot.

    Plague is probably one of the best killers to make use of this perk and even in it's best case scenario it is still extremely lacking.

    Hemorrhage needs to either be reworked to do more or be replaced with a different status effect that isn't complete trash. The cooldown also shouldn't even exist.

    Then it might be worth considering.

    The cool down is not that much of an issue from my prospective since during that 45 seconds of exhaustion the survivor will play safer meaning pallets dropped or not realize they are exhausted and mess up; Because of this it shouldn't be an issue on time since you would be slowing the game naturally with thano and dying light and could always kick a gen with pgtw. So by the time you have hooked someone, found and downed someone, then kicked a gen before or after that down the cool down for blood echo would be over so you can activate it again.

    Like I said I haven't used it but that is what using this perk looks like in my head and I also don't care about the hemorrhage effect only the exhaustion which is why I think it could be good on her since exhaustion perks are really the only thing she has to worry about. At least it would be better than M&A since thats what im using in its place so I can get slightly closer to survivors and because I don't know what 4th perk is the best besides ruin which i will not use.

  • The grind is diffidently NOT for the average player as the devs said, I play this game about 2-8 hours a day and am at lvl 66. I think the main problem is that the amount of fragments per lvl which is 10 and the fact that you don't always earn a fragment every game means you need to play about 12-14 games for a single lvl which is a big grind for the average player especially considering how long waiting for a match can take. When I finished all the challenges I was at lvl 60 which means I still needed to play 100+ games to reach lvl 70.

    I think if they made dailys give us 3 fragments It would be complete-able by the average player and reduce the grind which is what is needed because as it is now there is no way someone who plays only 2 hours a day can complete it.

  • yup I get games insanely fast as killer in high ranks but it takes 3+ minutes as a survivor

    also EVERYONE is basically a swf group due to how easy it is to just invite the random to your party.

  • Devs have said that you should not have to run a perk to counter a game mechanic which is what keys fall into also the survivors can just pick the key back up. Also I should not have to run a perk that may have no synergy with my killer just because one person brought a key and what if its found in the match instead? should I just always use a mediocre perk or leave the game, put on frankilns, and then start a new one.

    edit: also franklins does not counter keys since the key can be found and used if anything you might get lucky and hit someone who is looking for hatch with that key before they find it.

  • It requires no skill and has no counter play and before you say anything FRANKLINS IS NOT COUNTER PLAY. Once the survivor makes it to the hatch thats it they win even if you are right on top of them it does not matter. Keys can be brought into a match or found in a trail and can turn a losing game into an winning one and with a swf it practically always ends up like that. btw up to 3 people can escape by hatch before all the gens are powered due to hatch spawning rules

    "The Hatch will become visible whenever the number of fully repaired Generators exceeds the number of living Survivors by 1:"-thanks wiki.

    also with how this game is being able to instantly and safely escape with one or more survivors due to an item is extremely unbalanced and unfair because the killer can do nothing to prevent it other than try to down the person with the key before he makes it to the hatch and during this other survivors can take hits to prevent that and escape with the survivor with the key.

  • When I stay at the hook it is because there's a survivor who IS running around and walking through grass, If I don't find them or hear them after about 10 seconds I move on. I once had someone with fixated and urban evasion keep walking through grass at the hook and it took me about 30 seconds to find them. since i knew someone was there and I was not going to let an easy save happen when i did find the guy he Dc'ed and said he was not going to play against a camper but that was the only instance in that game where I stayed that long at the hook and I only stayed since I kept hearing grass move.

  • Im just going to play either billy or hag with both iron grasp and agitation to get people in the basement. If im having too much trouble ill camp with hag using MYC and her mint rag addon.

  • these changes will make doctor stronger simply because you dont have to switch modes to shock and shock range has been slightly buffed. idk how having a stronger killer will make him boring to play against if anything its the opposite.

  • dead hard is working fine for me, the only issue is myself trying to be greedy and use it at the last second which is usually as im getting hit. also it should not, making a perk that can safely get you to pallets even safer is just dumb and its already a good perk which is used by good survivors to get to vaults and pallets they otherwise would not make it to.

  • They have given him a way to shock multiple survivors up a tier of madness and it has a large radius, they slightly increased his base shock range, and they made using his shock faster due to not needing to switch modes before charging a shock.

    These changes will finally allow him to stop vaults and pallet drops more consistently and get hits afterword faster. He will also be able to find survivors more consistently while making them go into the next tier of madness since he wont have to rely on if the survivor has built enough madness. These changes also allow him to use other addons that work on madness without needing a shock range addon since you can get everyone to tier 2 or 3 on the second encounter.

  • I want to say trapper because i find his play style boring but legion is also up there as one of the most fun but frustrating killers that i hate playing but love the feeling of his power.


  • @Raccoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/930908#Comment_930908

    I honestly can't see it working that way at hooks (or if it does, it will get changed), as that will open up a whole new tier of survivor complaints.

    I mean he is the 2nd best camper currently since in shock therapy you can spam the attack button and grab people with no chance of them tricking you or if your not running range addons you can spam the shock attack at the hook and its impossible to unhook the survivor. Besides leather face is still stronger at hooks even if doc can do this and will still be a stronger camper if im right which i most likely am if it takes the same amount of time to charge a shock attack and you don't need to switch stances.

  • @Raccoon said:

    Losing the field, having to manually (with blast or shock) place each survivor into all tiers of madness (including 1), and losing the tracking info that the field provided in the HUD does not seem to be a fair trade off for not having to switch to shock - not at all, in my opinion.

    he will be able to stop vaults and pallet drops easier which helps in a chase, they also increased shock range slightly which helps with this. we can also shock a survivor than get a hit quickly at hooks than hit the survivor again because they cant preform any interactions for 2 seconds so they cant save the hooked. Id say all that, a guaranteed terror radius shock hit, and not being slowed from switching stances is worth it in exchange for a mediocre passive madness buildup

  • @Mr_K said:

    RIP guarantee hook grab.

    at least we can still prevent unhooks easily and hit them at the same time.

  • @Glory said:

    https://forum.deadbydaylight.com/en/discussion/comment/930577#Comment_930577

    Yes. He has regular shock, without having to swapped to a worse mode to do it. He's just getting a new shock as well, a guaranteed madness tier-up for anyone in his TR on a 60-sec CD

    they also said they increased base shock range slightly so if it can cover the medium loops than id say thats a good buff for stopping pallet drops and vaults without needing the brown range addon, he also isn't slowed as much which will help him even more.

  • So a post about oni yet you feel the need to mention a nerf to a survivor item that was known to be broken and unbalanced by everyone. also Oni is fine just loop him and he will use up too much of his power bar to get a second person most of the time.

  • do all the challenges reward 15 fragments like origanally or did the devs reduce that value for some of them.

  • Its a scummy move on the survivors part so they can have someone escape with a rare item or to throw it in your face that you didn't kill them. Thanks to the dc system that will be implemented this is not a strat and more of an exploit to rob the killer of a 4k if he knows where the hatch is.

  • survivors have too much info as a swf which is all you see in high ranks since it provides a ton of info and also helps find matches. in a game the gens can be done in under 5 minutes if all survivors focus on gens and don't get downed in 40 seconds and since good survivors who play safe which most do can last over a minute in a chase you can't apply that much pressure by hooking/ downing. If you get a big map as a killer who can't traverse the map quickly you will lose when against these survivors. Too many loops in this game are safe and don't allow mind games, there are also god loops that get abused. Survivors have plenty of crutch perks while the only perk that can be considered crutch against these survivors is NOED. Im sure i missed a few other examples but seriously if you put an equally skilled group of survivors against a equally skilled killer the survivors win.

  • thats mainly because its rare to go against a serious swf they often will just mess around. the best example of this is the depip squad who won like 100 games with no one dieing because they didn't care about anything except everyone surviving as fast as possible.

  • since i can down survivors quickly and often i use pgtw it is much more effective and can't be removed from the match. however if your playing a killer that generally sucks than ruin can be more reliable.

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