Accullla
Accullla
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That looks a little bit like on the asylum map where you can jump from the second floor straight through the window on the first floor.
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@Gummi_da_great_fella said:
As a ######### survivor main, the new Ruin has me rather concerned. I mean, are we just going to ignore the fact that the new Ruin is gonna allow killers like Hag and Doc to 3gen even harder? Because I can see the number of 3genners rising, if not because Ruin allows it to be ridiculously strong, then simply out of spite against the Devs, which they then externalize via ruining all of the survivors' fun.
Like, just think about every 3gen situation you've won, and try to imagine winning it if the generator regression speed was twice as fast. If that doesn't send a chill down your spine, then maybe you haven't actually won any 3gen games, and I can't blame you for it.
Also, Devs, your clear survivor bias was obvious as ḿerde in the dev blog post, and the fact you even thought it was ok to hide the ranks at the endgame really does show just in how much of an ass direction this game is going. I don't like being treated like someone who still needs to suck on my mom's voluptuous tatta, even if most people who main the same side as I do still need to do that. Maybe it would be better to force them to let go of it instead of pandering to them, food for thought. Even though they can't eat yet becau- you get what I meant.
Killers can't 3-gen survivors, unless they forfeit a bunch of hook states, at which point they can't win even in a 3 gen scenario.
Only survivors can 3 gen themselves and it's completely up to them to avoid it.
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I don't understand the question or the point you're trying to make. How are toxicity and being a survivor main connected?
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I remember this used to be a bug a couple of months ago, but it was supposedly fixed.
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You will only get banned if you get reported for it. In this game the survivors don't have a reason to report you, so you're safe. You can't blame the game of being survivor - sided because of a bug that happens once every 100 games..
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I use it. Great for extending chases and preserving pallets.
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As killer, if I stomp the survivors, I'll let the last 2 do the gens and escape. If they gesture towards the hook indicating that they just want to move on to the next match, I'll kill one and give hatch to the other.
As survivor, if I haven't been hooked, because the killer struggled to do well I'll always let them get their stack of BBQ from me. If they decide to let me go, I'll usually stay in and gesture to put me on the hook again and if they don't want to, I'll just meme around until I die to the entity.
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My personal opinion is that items and killer add-ons in general are most fun to use when they introduce a different mechanic or style of gameplay and this is what my ideas below will focus on. Don't view them in combination with each other, but rather as standalone concepts. All of the mechanics below will be instead and not in addition to the current use.
With all of that said, here are some concepts to get the creative juices flowing:
The first set of ideas is around "tampering" with generators. There will be a limit to how many gens can be tampered with at any time and how many gens each survivor can afflict. All of the below are potential alternatives and should not be stackable.
- A generator that has been tampered with will look to the killer as if it's currently regressing if they're looking at it beyond a certain distance
- A generator that has been tampered with will emit irregular sound if the killer is standing beyond a certain distance. This should make it impossible to figure out the exact progress that's been made on a gen unless the killer gets close to it
- The pistons of a gen that's been tampered with move at irregular intervals - same as above, the killer will not be able to know how much a gen has been worked on from sight only, unless they get within a certain distance
- Dim the aura of a certain gen making it visible only when the killer is within a certain distance
Next up - ideas for effects that can be triggered whilst working on a gen:
- Using the action button you can force a skill-check from the generator to either blow it up to get the killer's attention or aim for a great and get some extra progression in a crunch - this should have a very long cooldown
- Sound emitted from a generator that you're working on is reduced by a number of meters (sort of like technician)
- The gen that you're working on is highlighted to the killer in a different colour
- The sound emitted from the gen you're working on becomes louder and can be heard by other survivors over a longer distance (this does not affect the killer)
Lastly - hooks:
- The survivor can perform a long interaction with a hook of their choice. Once a hook is prepped the survivor has the ability to drop it if they are within a certain range of it.
- The survivor can perform a quick interaction with a hook to hide its aura from the killer for a short duration
- Perform a long interaction to "uninstall" a hook and carry it to a permanently dropped hook (i.e. a hook on which a survivor has been sacrificed). This must be done within a certain time limit - otherwise the hook will reappear at its original position
- Perform a short interaction with a hook to make it appear to the killer as if it's been dropped. The effect disappears if the killer comes within a certain distance to that hook.
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@Kay_Kazuto said:
https://forum.deadbydaylight.com/en/discussion/comment/985697#Comment_985697
That's no big change. Most games I play the survs are sticking around at the gates to taunt. ( Even if they was hooked 2 times ) since I don't chance them out the exit, they will stand at the exit gates till the EGC timer is about to run out.
I'm not giving them the satisfaction to take my hit and leave smiling. :p
Although if they stay at the exit gates you can just chase them out and move on to the next match. If they stealth around the map you have no option, but to wait out the EGC timer. To be honest, 2 minutes is really not that big of a deal, but I'd still find it more annoying than just seeing them twerk near the gate and forcing them out.
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Why would you give up chase or tracking potential by using ruin against a good team?
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@dont_ask_me_again said:
Why those perks?
The dream combo if you have infectious is:
Sloppy/Thanato/Knockout/Infectious
You basically have so much tracking if you slug and can slow down the game.
Franklin’s and Iron Maiden make me scratch my head :P
I never thought about it, but iron maiden might actually be a 200 IQ pick. Think about how survivors often jump in a locker to juke if the nurse blinks within hit range. Iron maiden completely erases this option as a counter to her, as locker juking her will now result in an insta-down.
That's actually pretty insidious if you ask me!
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This is a very healthy way of thinking, I applaud you for it.
If you have to try really hard and stress yourself out in order to pip, perhaps you're better off staying at the lower ranks, practice and let yourself rank up naturally. With that said, there are a few reasons why I think people want to rank up and maybe take this a bit more seriously than they should.
- there is a sense of pride and bragging rights associated with being able to say that you play the game at the highest level every season
- Ranking up means the game telling you that you won and that you're doing well. Competitive people don't like being told that they lost or that they tied with their opponent, thus they want to pip every game.
- For survivors specifically lower ranks in solo queue are really tough. They get slaughtered most of the time, because of how inefficient inexperienced people are. Even if you're a competent runner it's quite disheartening to realise that even though you ran the killer for a very long time, nothing got done, because your teammates got off the gens and hid every time they heard a heartbeat. It's not like can't still have fun, but it get's a bit demotivating when you realise that despite your best efforts you still have a very low chance of winning.
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Why don't you create a poll to gauge people's interest?
I suggest making it multiple choice and including 10-15 other popular requests.
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@WRussoW said:
https://forum.deadbydaylight.com/en/discussion/comment/985743#Comment_985743
I guarantee it may impact you as a killer during a middle of a match because MOST survivors will bring items near the gates before gens are done. People out here complain about the lack of secondary objectives and genrushing (RIP Ruin). The whole endgame concept will rarely happen and mostly will be fun for survivors. But more often you as a killer will get more time during a match so idk why you're not catching it.
I understand what you're saying. I think you misunderstood. I meant that I don't care how many items the survivor leaves with, as i'm confident some killers will say that if they personally don't get anything out of the deal, then survivors shouldn't be able to get away with multiple items.
In terms of the artificial pressure it may create - fair enough, but as killer I like fast paced games, so I don't really care about that personally.
I also play a lot of survivor and like to collect items (never actually bring anything into a match), so I suppose it'd be cool to be able to hoard even more items, albeit a bit cheesy
.
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@WRussoW said:
https://forum.deadbydaylight.com/en/discussion/comment/985697#Comment_985697
That's the whole point. You can be too greedy and that might be the reason why you die or why you get an extra item in you room.
Searching for survivors may be boring but is it better just seeing them teabagging in the exit gates? Wouldn't that encourage killers to use specific perks to help them find those potential sneaking survivors? Stealth countering perks for killers may be even more useful during the endgame. Frankling would be a thing against those who bring whole builds to get goodies from chests. And yeah, more survivors would start using chest related perks to get better items since they can now get most of them instead of a single one.
And again, you can't really say that survivors won't search chests and bring items closer to the gates before the endgame begins. It would buy some time for killers before gens are done.
From a killer perspective my personal preference is that once the game is over, it's over. I don't care about getting an extra kill just because a survivor wanted to search a chest. I'd prefer to move on to the next game and play an actual match.
With that said, I really don't care if survivors take 1,2 or 7 items, since it doesn't impact me.
If that were ever a thing farming builds could become meta 😁
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If you're asking about new doctor I don't think anyone will be able to give you an accurate answer, as it's only been played on the PTB, where ranks are random and people don't really play seriously.
Current doctor does OK in high ranks if you know how to use his power. If you're still practising, or face a very strong team you might struggle a little bit. From what I've seen new doctor is going to be somewhat more efficient, so he should be a bit easier to play at higher ranks.
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Sounds a bit too greedy if you ask me. It might also cause survivors to stealth around the map after the game is practically over, which some killers might find annoying, as at that point I think most people just want to move on to the next game.
Otherwise I don't see an issue with it
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On the other hand the rank 13 seems to have done quite well considering.. :)
At the end of the day it looks like noone was mad, everyone said their ggs and moved on to the next game. That's pretty wholesome.
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/984848#Comment_984848
From what I've seen on the PTB, "you don't need to do the character specific challenges in order to get to the end" does to be what they're going with as far as designing the Tome to be fair to all players goes.
😥
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/983798#Comment_983798
Yeah, I think the balance is probably harder to strike than a lot of people give them credit for. I think designing it for the average player was the right idea (which, incidentally, does seem to have been the case based on the survey responses so far - 60% of those who responded were able to complete the Rift). However, whether or not it was completable within 70-80 hours, an estimate which was based on the average player's daily playtime, according to the devs, is much more in question. So far, the answer to that is looking to be a general "no".
I too was surprised about the turn they took with the archives - I thought for sure the next one would be about Wraith or Hillbilly, given that the devs had expressed a desire to expand primarily upon the lore of the older characters who didn't get much backstory when they first released. I feel like all of the original characters are in much more dire need of additional lore than, say, Jane or Spirit, which is why I'm a bit puzzled as to why they decided to do it this way. I do like the fact that we're getting four characters in one Tome, though, because it will hopefully mean more lore and more variety in the challenges.
I definitely agree that it's a good thing to incentivise players to try out new characters and playstyles and discover fun new ways of playing the game that they might not otherwise have considered. That's one of the best things to come out of the Tomes, in my opinion. And I would also be interested in seeing more perk challenges, for the same reasons. Even if they don't end up working that well as challenges, it would be nice to give them a go just for the sake of putting the spotlight on underused perks and encouraging players to break out of the meta and discover different builds and synergies.
I'm really keen to see the results once they're out!
Regarding the characters in Tome 2 - The doctor could be in there in order to incentivise people to try him out after the rework. Regarding Rin - as far as I know herself and the newly released Oni are the only characters who are linked in some way, so the devs might be pretty excited to tell us more about that. Or.. it could be a bigger picture altogether that we can't see yet which requires certain parts of the story to be revealed before others. Whatever it is, I'm sure there is a reason for it. I'm with you on the point regarding more content on this archive. I'm interested to see how players who don't have the dlcs are considered for this. I'd be a little disappointed if it's just a matter of "you don't need to do the character specific challenges in order to get to the end".
Completely agree with your last point. Even for veterans, there are still a lot of builds that they haven't thought of or had a reason to try out.
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It depends on why you play the game. I personally avoid grouping up in a swf, because it's a bit draining. I play the game to relax after work and to spend some time where I don't have to talk to anyone. The difficulty of the matches I'm playing won't change that.
Not everyone takes winning or losing as seriously as a lot of people seem to think and this is one of those games that you can enjoy without escaping or getting a 4k
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@Ryuzaki, although I might be wrong, I don't think this has anything to do with dedicated servers. If anything, queues should be faster, since if the killer leaves the lobby all survivors will remain in it and will not need to requeue. It might be due to your region, time of day (night) etc, etc.
Or another theory is that because dedi servers went live, a lot of people jumped in game to test them out and since there are more survivors on console than killers, their queue times increased. If my theory is correct, then this should normalise in a few days.
In my experience both survivor and killer queues took the same time as usual - 3-5 minutes for survivor and instant for killer
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/984005#Comment_984005
I think he means that the survivors will stun you by dropping the pallet then flashlight bling you and if I got wooshed press f for me
Yeah, I also think that's what he meant. Just the way he said it made me chuckle for some reason, so I had to ask :)
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@Aven_Fallen said:
Not much will change. Ruin will be less used, but thats all.
This ^
I'd personally like to see ranking up become harder, so people are more likely to play with others around the same skill level as them
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@YaBoiFreddy said:
So I had all 4 survivors keep going for this 1 Gen they wanted it so bad I ended up downing all 4 at the Gen and hooked 2 let the other 2 bleed out cause no close hooks
In terms of game rules it's not unsportsmanilke, but is it a legit strat? No, it isn't. The survivors are as much to blame as you are, but essentially all of you created a situation where nobody wins.
- All of you wasted your time spent 4 minutes waiting for the 2 survivors to bleed out - you could have spent that time playing the/another game or doing something else.
- All of you lost out on bloodpoints. You lost out on 2 additional chases, 2 hooks and potentially 2 struggle states, depending on which state the slugs were in. The survivors lost out on 1 additional chase each and potential struggle/wiggle points.
- You probably all de-ranked (unless this was at the end of the match and all of you had already done enough to pip). This is the game telling you that in a match that one team played against another team, both teams lost.
- It just sounds so boring
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It's interesting to see all of this negative feedback. I played about 2 hours of killer and 2 hours of survivor yesterday and it felt great. It might be because I'm based in the same city as one of the servers, but my ping never went over 65 ms.
- as survivor vaults fealt a lot smoother and i stopped getting hit through windows and pallets where I thought I'd made it safely to the other side. Skill checks feel a lot better, but that might just be a placebo
- as killer I haven't noticed any difference, although one survivor did complain that they'd already made a few steps before I hit them at a window vault - the hit looked completely normal on my end though
Maybe I'm just lucky, but dedicated servers have been good to me so far
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/983584#Comment_983584
Aww, thank you! ❤️ I'm really looking forward to sharing the results with everyone. They're looking pretty interesting so far.
Opinions seem to be very much divided when it comes to the grind, difficulty of the challenges, and how excited people are about the next one. I agree with you in general, although I do think it would be nice if most people were able to make it through the next Rift just by completing the challenges (through a combination of challenge rewards and XP gained in matches while trying to complete them). I believe that was the intention for this first Rift, but changes made to the last two levels of the Tome made that much less doable.
Your point about challenges repeating is the main reason why I am generally happy with the way they've done the current challenges, even if many of them seem unhealthy, unreasonable or luck-based to a lot of people. I don't want them to restrict themselves to a certain kind of challenge like "complete one generator" too much, because I feel like that would get really boring really fast. Having said that, I do think that the character-specific challenges should remain fairly limited as long as DLC perks and characters are involved, since I think it puts new players and those who can't afford to unlock the characters at an unfair disadvantage.
On the point around the divided player base and grind - yeah, I'm not surprised. Even though by design the rift is supposed to reward people playing a lot, it's still a bit disheartening to know that you won't be able to unlock everything, since you just don't play the game enough. It must be difficult to strike the right balance, because the first group wants a reason to play the game as much as they do and the second group feels a bit shafted in the fact that others are able to unlock stuff that they cant. It's very difficult to make everyone happy.
Regarding the challenges and locking some of them behind a DLC - you're right, I didn't think about that. I guess I always just assumed that the first few archives will be based on the original characters, but now we know that's actually not the case. I guess where I was coming from with this is that character/perk specific challenges incentivise us to discover new playstyles experiment with new characters. For example, I always thought trapper was quite boring, as I generally prefer a more fast-paced playstyle. Being forced to play a bunch of matches with him made me realise how much fun he actually is to play and discover the dopamine rush of herding survivors into cleverly placed traps. I have the archives and rift to thank for that. I do agree however, that introducing too many challenges that are tied to a DLC may not be the healthiest thing for the game.
In terms of perks though - there are plenty of underused non-teachables (and original character teachables) on both sides with potential to design a bunch of interesting challenges at least in the first few archives. I'd really hope to see more of these
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@Fibijean Thanks for taking this survey! It's very nice of you to do all these little things for the community and I know it takes time and effort, so just wanted to let you know it's appreciated! Hopefully you'll be able to share some interesting results with everyone.
As for my personal two cents on the rift:
- It took significantly more than 1 hour/day, however, I tend to play this game too much anyway so I finished the rift before the tier 4 tome came out.
- I bought the premium pass from day one mainly because I really liked what the devs did for us with this rift (I.e. introducing new objectives, offering free skins and all in all adding more variety to the game), so I wanted to endorse it from the start. I'd never bought auric cells before that.
- I think the pass is the perfect amount of grindy, but am a little concerned that the challenges will start to repeat in future archives, so I hope to see more build/character specific ones and less generic challenges (such as kick x pallets/heal x teammates)
- I'm looking forward to the next rift
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Isn't it better that she looks different from her other skins .. for the sake of variety?
Regarding the recolour - yeah, a lot of the cosmetics on the rift are just recolours, which might be pretty disappointing for people who buy skins, but actually quite nice for others (like myself) who don't have the originals.
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@Salty_Huntress said:
https://forum.deadbydaylight.com/en/discussion/comment/981548#Comment_981548
This post was made well before they officially announced it...
Yeah, someone already corrected me. Didn't realise that sorry
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I can't see how you made that conclusion from the post. The system is indeed there to sort players in their respective ranks. Whether it actually does that is a different question
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@Salty_Huntress said:
killers now have ping, lobbies can exist without the killer it appears that dedicated severs are now live on console yet the devs haven’t acknowledged or even say anything on it not to mention not that many people are talking about it. I don’t know it just seems strange
It was announced on twitter, not sure what you mean by "the devs haven't acknowledged".
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Played a couple of survivor rounds. Feels much better so far. I'm getting consistent 60ms ping. I'll try a few more and then switch to killer to see how that feels
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@yandere777 said:
https://forum.deadbydaylight.com/en/discussion/comment/979624#Comment_979624
I was under the impression it was a universal problem. You're the first one I've seen say they don't get splinters lol.
As for the op, another reason why removing splinters would be bad is because it would make it so a killer will only get a mori or ultra rare add on. Survivors have like 6 ultra rares in their bloodweb and killers will have 3 while some will have 2 or only moris. Splinters were a good way at diluting the ultra rare pool
Might be dependant on the platform? I have no evidence of whether others do or don't get the splinters, but since I bought all the DLCs over 8 months ago (and I've bought consecutive licensed DLCs as soon as they came out) I haven't seen a single splinter in my killer bloodwebs
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/979595#Comment_979595
It's something that has existed for literally years, now.
Feels bad, especially since it only affects some people and not others..
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I didn't play it myself, as I'm not on PC, but from watching a few streams it did look quite excessive. As the main use of doc's power was always to disable vaults and pallet drops at loops, the 3 second cooldown almost defeats that use, as it seemed to only give doc a split second between the cooldown is over and survivors are able to vault again. I think it'd be fair to reduce it by a second or so.
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@[Deleted User] said:
Please disable them.
I'm tired of having to spend 7k BP on an in-game advertisement that constantly clogs my killer's webs -- especially when I already own the damn killers I'm getting the splinters for.
Literally hundreds of thousands of BP of mine has been flushed down the toilet because I forcefully had to take a splinter offering that lets me play a killer I already own without any perks, and many more BP was lost trying to avoid the damn things in the first place by having to inefficiently spend BPs on add-ons or offerings I didn't want, or unable to reach that one survivor pudding or party streamers that was behind the splinter offering itself.
This actually sounds like a bug, because I stopped getting any splinters as soon as I bought the DLCs.
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There were a few issues with the splinters. Just playing devil's advocate - I don't necessarily disagree with you:
- Splinters were ultra rare (i,e, quite expensive) and still used to show up on bloodwebs quite often, which sometimes prevented you from going through a bloodweb as efficiently as possible and still get the most value out of said bloodweb
- A played splinter showed up as a hidden offering, which made survivors assume it's a mori, causing them to try hard and rush the gens as quickly as possible not knowing that they're actually facing someone without any perks on addons, who is quite inexperienced with the killer. Thus the matches weren't very balanced or enjoyable for the killer using a splinter.
Now that's not to say that both of these issues couldn't be fixed in a way that doesn't completely remove them from the game, but they might have played some role in that decision
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@FireHazard @Fibijean Thanks both :)
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/977448#Comment_977448
I doubt this is going to give you a closer estimate to your play-time, but... I'll help regardless.
How much Devotion Levels, Player Levels, and Play-time are you look for?
I agree that it might not, but if the numbers end up being pretty consistent then it might do.
I appreciate your offer to help, I'm at devotion 6 lvl 90, so anything close to that range would be helpful to me personally, but it's not a big deal - I was just playing around with the idea and I don't really want to waste your time with it as well.
I'll re-post this in the general discussions sub-forum in a few days, as there seems to be a lot more traffic there, so I might get more answers.
Thanks again though, I do appreciate the help :)
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@FireHazard said:
Your best bet to find out this information is to calculate an average for how much EXP one player gets and also factor in how long an average game of DBD is for a Survivor or Killer (depends on who you main).
Than you can possible find a rough estimate to your playtime, but here's a few problems with this.
For one, every player has a (first match of the day) exp bonus when you start a new match up for the first time of THAT new day, so you'd have to also add that in for each day and find an average off that.
Second, you'd have to go off of say... your own average instead of a basic average that everyone gets... since most players play better or worse depending on their play-styles and skill.
Third, even if you do all this the playtime you'll get is rough and won't be accurate to your actual play-time what-so-ever. Meaning if you're fine with a fairly rough estimate than go right ahead, otherwise you're out of luck for an accurate time.
in a sense...
There is no way to find this information out accurately, not on PS4 anyways.
But yeah, this is the best you'll get on a play-time. If anyone on PS4 says (I have X amount of hours) than I don't think they have as much of an idea as you do on their actual play-time, unless they keep track of it themselves for... some reason?
please note though
This isn't an accurate estimation of your play-time (as said before), so don't think this is how long you've played off of a very very rough estimate through player level and average play-times/EXP gain...
Every player plays the game longer or shorter, every match is very very different and can take longer or shorter depending on the Killers skill and the Survivors they face. This is why I say this is a rough estimate... because the averages are very off from how long you've actually played in-game, sat in lobbies, went AFK, etc.
So yes, you'll get an idea of in-game playtime through a rough estimate... but you won't know how long each lobby took, how long you went AFK, and how long YOUR average is from a few new games, going off of an average online isn't how your average actually is, and even if you knew your own average you wouldn't know the exact play-time because you left out how long each lobby takes and etc, etc.
Basically...
What I suggested above is a very in-accurate estimate of your play-time... so do it if you want, but I personally wouldn't bother.
As for an actual way to check, there is no way to check your play-time on PS4 sadly, sorry.
Thanks for the reply. Unfortunately as I mentioned above I've considered all of that and the problem is that, as you said as well, the method would only tell you the amount of times you spent in games, unless you make a couple of big assumptions around your average time per game, split between survivor and killer, average queue time per game and average AFK time per game, at which point the end result might get pretty far off the mark.
This is why I asked if people would be able to share their devotion, player level and number of hours on steam specifically. That way if I know that 10 people have a devotion level of 5 and on average they had 2,000 hours on steam, then it takes roughly 2,000 hours to get to that devotion level and this includes time in games, lobbies and afk.
With a sample that's large enough, you can even isolate the edge cases and get a pretty good estimate within a specific range.
The idea was that if I got a decent sample I we could come up with a way for PS4 players to figure out how many hours they've spent in DBD and maybe share it with the rest of the community.
I haven't gotten any answers in about 2 days though, which leads me to believe that people either don't visit this section of the forums too often, or aren't too willing to share this info about themselves, so I might just park the idea, or maybe post it in the general discussions subforum once the drama around ruin dies down a bit.
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Others have reported the same, so it's not just you. I'm guessing either the update hasn't gone through, or the announcement should have gone out tomorrow.
I haven't played today, so I can't confirm from personal experience
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@YaiPa said:
https://forum.deadbydaylight.com/en/discussion/comment/975339#Comment_975339
Yes, sadly I guess we won't know it in a short time. Also because I don't know if the amount of hours would be retroactive.
also, my method of calculating should also include the 300 XP bonus per day on both role. It's still a decent method to know AT LEAST how many hours you've played.
Yeah, I'll try to make some assumptions and do some math later. I'll share here if you're interested. I'm not actually trying to work this out in order to determine skill level, but rather to see if I have a problem of addiction 😁 I've noticed people saying they have 4,000 hours in the game, which if you think about it is just under a full year of their life! I just hope I come nowhere close to that.
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/975339#Comment_975339
I would help if I could, unfortunately I've been playing the game for too long 🙁
I appreciate the sentiment, thanks :)
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@YaiPa said:
From what you can read on the player's level, you need 352470 XP for 100 levels. Since roughly a 10 minutes game awards you 500 XP, you can do the math.
Thanks for your help.
I thought of that. However, it can only help calculate the time you spent in matches and not the total time spent in the game including lobbies etc. I've been trying to work out how many hours I've spent in the game (including lobbies), which is why the way steam calculates them would give me a more accurate answer.
Unfortunately it it looks like people are not really willing to share this info, which I understand.
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You can't on PS4 though - that's why I'm asking for help. If you don't mind, could you share your devotion, acct level and total playtime?
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I would love to... if there were a PTB on PS4
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@Lucama said:
https://forum.deadbydaylight.com/en/discussion/comment/974113#Comment_974113
Players won't experiment, they'll just sub Ruin out for Corrupt Intervention and get the same effect, but with less variance. Ruin could go in the first 10s and be worthless or it could stay for 5 min+ and be extremely good value, Corrupt will remove the variance and just give killers the 2 min of safety and Survivors will then complain about that.
I think some people who are not influenced by popular opinion will experiment. Many are already doing so. Will they be the majority? Most likely not.
To your point:
Possibly, but not necessarily. This might sound a little harsh, but a lot of people are like sheep. In the case of DBD and ruin, if they see a certain streamer use it and endorse it, then they'll see that the majority of the player base uses it and they will be convinced that they need it as well. Take that away and they will wait for the next endorsed substitute and in my opinion this will start with popular streamers again. However, today there are far more options than there were back when ruin became meta, so the herd will be split with different streamers endorsing different builds. This split will create debate, which will either result in a new meta (as you suggest) or a bunch of different options that people gravitate between.
My gut feeling tells me that it's going to be the latter.
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I wouldn't say only weak players use ruin - a lot of great players use it as well, because why not - it's free pressure and as long as you're not facing a team of good survivors you know you can relax and take it easy as long as ruin is still up.
I personally welcome the change, as a lot of players who run it because it's meta and think they need it (but don't really need it) will experiment with new builds and new ways to play the game. I think that lot of these people will discover that there are other ways to apply pressure and find out they'll actually do better on average without the perk.