AlbinoViera
AlbinoViera
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/1140566#Comment_1140566
It was something of an exaggeration, though I believe it is technically possible if there's nothing else in the way. Like I said, I'm not saying that Huntress isn't the superior killer overall, or that Deathslinger couldn't use some improvements, but she isn't just "the same but better", because they have different strengths and weaknesses.
As for his perceived weakness, I think it's probably a combination of actual weakness and playstyles. It's very common that when a new killer comes out, killers think they're too weak and survivors think they're too strong because no one has yet figured out how to play them to the best of their potential or counter them most effectively. But if pretty much everyone agrees that they're not great, that's usually a sign that they are actually a bit below average and it's not just player bias talking.
I think he can hit from around 18meters. Which really isn't far when someone can break the chain fairly easily and get a speedboost after taking the hit.
It's probably only because they're both ranged, 110%ms killers that people are comparing them. Those are the only real similarities, but it's enough when there's not much else players focus on beside a killer's power and movement speed. Terror radius doesn't seem to play that much of a part unless it's one of the smaller ones, hell, I've noticed a lot of survivor players, myself included, ignoring the terror radius/humming radius until we know that the killer is after us.
As for him being weak, I agree. It's most likely a combination of both. People try and play him similar to Huntress, which is understandable, but there's one main thing that ruined both him and trying to play him that way for me. He's a ranged killer that is countered by pallets like an ordinary basic attack killer. Even if you manage to pull someone away from a pallet, combine both the first hit speed boost and time it takes to reload, and they're already back at the pallet you took them from. All they would have to do is throw it down early and he's pretty much forced to break it. Being 110%, even unsafe pallets are a struggle since you can't use your power around most of them.
Personally, I think the first thing they should do before any normal buffs, is raise the POV to his actual height, or near enough, as well as raising his gun a small bit. That would actually help him immensely. But that's just my opinion.
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/1138816#Comment_1138816
I don't play Huntress much admittedly, but I didn't know she had an add-on that allowed her to drag survivors towards her from halfway across the map.
Huntress may be a better killer, but it's not fair to say that there's nothing he can do that she can't do better.
Halfway across the map is a rather extreme exaggeration, but what if to counter that argument I said she could down someone from the opposite side of the map? Even if it's highly unlikely, it IS actually possible.
The only real things he has an advanage in, are how he has a much smaller terror radius (if we include Huntress's humming) and that he can sort of use basic attack perks with his power. From what I've both seen and played. I won't say he is useless and there's no reason to use him, but he really feels lackluster in most areas, especially after using Huntress immediately after. Maybe it was just mine and everyone else's playstyles though. Who knows?
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Let's have a looksee-
As survivor:
Bad teammates.
Being camped from first hook.
Being ACTUALLY tunnelled. The killers who ignore everyone else completely, not even giving them a hit, but instead focusing down one poor guy.
When Dead Hard doesn't activate.
Long-ass queue times.
Matchmaking
As killer:
Adrenaline from hook.
DS during EGC.
Gens being done before I reach the other side of the map.
Certain maps like the Temple, being filled to the brim with pallets.
DS still being active after I've chased and hooked a completely different person.
People hating on my girl Spirit for no damn reason.
Legion getting nerfed over and over again, THEY'RE ALREADY DEAD.
Constant 4-man swfs on console.
No Keyboard and Mouse compatibility on console.
Certain maps being big enough that a standard killer can't get to the other side where the survivors are, before a gen is done.
Matchmaking
Lockers + DS comboing together.
DC's costing me ranks.
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We play Civ5 between rank resets.
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Personally, I think Keyboard & Mouse support would be great for this type of game. Players that do better with a controller can use a controller, players that are better with keyboard & mouse can use that instead. Let's face it, some people prefer being able using PC controls, myself included, and some prefer using controller. I don't see any downsides to it, honestly. I see a lot of people saying something silly like like how it would give an unfair advantage to killers, but they're basically saying killers have an unfair advantage on PC in general. I can say for certain, that is not the case.
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Amazed you can play Nurse well on Xbox. All I get are 10fps blinks.
But anyway, this is honestly why I stop playing Killer after I reach rank 4. At that stage, this is all I face and it's not fun, it's stressful. I get a 4k, sure, but which side was the one laughing the entire time? Certainly wasn't I.
What's worse is we've got looking for group posts on Xbox and I assume PS4, so everybody just gets with some random people and tryhard as an swf with comms.
Then, to top it all off, if you play certain killers, all you get is hate or DC's that ruin your score. I main Spirit and Legion, I think that says enough really.
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Aside from the weird perk choice, there's nothing really to say about that mate. Survivors want killers to play fair, but they never want to do the same. You'll always get this sorta hatemail. That, and you were playing Spirit, they all seem to have extra hate for her, for some reason.
@Codela said:
Wait... I am not an xbox player, but how do you manage to write such long texts with your controller? :D
You can use a keyboard on Xbox, but using a controller isn't that hard either. And these messages had to have been within their own private messages as console doesn't have the post-game lobby chat, meaning he had plenty of time to type.
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As a person who mains Legion and Spirit those perk & add-on combos sadden me-
Personal issues regarding what other's build aside. Yes, this is the state of affairs in terms of matchmaking even on Console. But, in all honesty I would say this could very well be a good thing, you can learn how to better yourself in terms of playstyle against people who have quite a lot of experience on the game. It's annoying that the matchmaking is so broken that it's pairing up people who are nowhere near close in terms of ranking, but until they fix it, it would be best to make the most of it as a learning experience.
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I apologize that you were on the recieving end of this, but with your sacrifice, three others got to escape easily and the Bubba most likely didn't even pip. I would say that's a fair trade, even if it is annoying to be on the other side of it.
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Noed is why I run small game. It takes me about two minutes to go around the map and cleanse. I'll never truly understand why it's so hard to some people.
Sadly, I feel most survivors are too set in the ways of doing gens and not using non-meta perks. That, and it's probably because they get punished for doing what they believe is their only objective. Can see why someone would be annoyed.
There's also the fact it's used often by newer killers, typically because they haven't unlocked any other perks yet, so it's a sort of stereotype in a way, "Noed is only run by baby killers." Not gonna lie, I honestly associate it with beginner killers and tend to shy away from the perk even though I know that the perk itself is fine.
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Let's see. I main Spirit and Legion. As a survivor, I main Feng Min so:
Spirit:
Spirit Fury: I wouldn't change it, personally. I think it's a fine perk as is.
Haunted Grounds: I feel the same way about it as well. It's a fine perk as it is stands and is more than capable of giving at least one down before it effect wears off.
Rancor: I would change so you see the aura of your obsession along with the locations of the other survivors. It's end game effects are fine to me.
Legion:
Mad Grit: I think it's fine.
Iron Maiden: I would increased the exposed effect to 30 seconds. Or leave it as is and instead show their aura for 3 seconds, not just their location.
Discordance: I think should be the opposite of how it is now. Tier 1 being 12 seconds, Tier 2 being 10, and Tier 3 being 8. Right now, having it in it's base form is the best way to use it and I think that's a bit silly.
Feng Min:
Alert: Is fine as it is.
Lithe: Is fine as is, but I think all exhaustion perks should be 60 seconds recovery at tier 3.
Technician: I think should be changed to no noise made when working on a generator, and instead of having the explosion prevented, you lose no progress instead.
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So, by your logic. Huntress is too powerful and unstoppable in a chase? I mean, she can do everything he can, and on top of that hit you from the other side of a safe pallet. It's easy to do, I've done it plenty of times. Why would giving him, who's entire playstyle is about reeling a survivor in, the option to pull a survivor over a pallet make him overpowered? He has no map pressure, his shots are easy enough to juke by keeping an eye on what he's doing and it's not like he can chase you very well without the power since he's a 110% ms killer.
Honestly, I think either making him 115% ms, with longer reach and a slightly stronger chain or making his aim speed a bit slower and giving him the ability to either break pallets while someone is chained/pull them over the pallet when they're injured (just like a grab) are the main two ways I feel he can be changed to a respectable level and would not make him overpowered. The latter, i would like to note, would force him to take a Decisive Strike if the survivor had been tunneled at all.
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I respect Spirit mains the most honestly. Takes a lot of strength to deal with the constant depips from DCers and the constant berating from survivors that don't know how to counter her.
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The Oni is basically The Hillbilly with extra steps. The Deathslinger is The Huntress, with extra steps. I haven't seen nor experienced anything that's really special in regards to him, that I haven't experienced when playing or watching Huntress or even plague for that matter. Hit someone at Window? Can be done with a hatchet. Hit someone at a Pallet? Can be done with a hatchet, and a hatchet would actually injure them. Even hitting someone on a balcony can be done with a hatchet.
Also, before anyone says it, in regards to pulling a survivor away from the exit. They'd have to be pretty stupid to just let you shoot them instead of running out when you're anywhere near.
Anyway, on top of the issues when it comes to chases. He's also a 110% killer with no map pressure. None. Nada. Zilch. Zero. Can't ark his shot over a wall, so long-shots are impossible with him unless they're on the very edge of the map.
I genuinely fail to see how he's anything, but mediocre the way he stands now.
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@ermsy said:
https://forum.deadbydaylight.com/en/discussion/comment/1096891#Comment_1096891
And here we console players are dealing with 25 fps :(
You get 25? Damn dude, I get like 10fps on a good day.
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Kinda looks like Nemesis from Resident Evil. Except skinnier and without a motherfuckin rocket launcher.
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The DC penalty is a good thing. Means people like you get punished for quitting and leaving the other survivors to suffer as well as probably causing the killer to lose a pip. If you get slugged or something, just watch a video. Killer's wasting his own time too ya know.
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So, we can reset a trap that survivors know about without picking it up. Yeah, it really doesn't change much. If anything.
Besides that, thought his traps move a small bit after they've been set-off, either by being disarmed or by a survivor stepping in them? Why would you reset a trap that's been slightly moved to a position where it won't work AS well.
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So THIS is why they've been nerfing killers and ignoring things like stridor making people quiet. They wanna use the powercreep to sell this new one to more people.
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@geishroy Ya got a point. Maybe if killers applied more pressure then they'll hear grunts of pain.
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Fairly easy with the state she's in right now. I doubt they'll be fixing the audio for a while, so. As it stands right now, a spirit most likely cannot hear your grunts of pain if they're using stridor, in fact it makes you mute to them, even without Iron Will. You can also hear them go into phase, while still in their terror radius. Use these facts to your advantage.
Use Iron Will as it helps against all killers and makes you mute if she doesn't have stridor, but if she does you'll still be quieter/completely mute anyway. If you're being chased by her and she goes into phase, throw down a pallet early then walk back the way you came. She'll think you're on the other side and will miss completely 9/10 times. If she doesn't phase, she can be looped like a normal killer. In regards to mind games at pallets, sprint away for two-three seconds, then walk back. If done right, you'd have timed it so she sees you running away and goes into phase as you're about to go back.
I wish to also say I main Spirit and don't know why I'm telling anyone these things. Probably because I don't want her nerfed to the ground again.
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I hear Civ 5 has pretty good audio at least.
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@Blueberry It really is kinda annoying, audio is a key aspect of balancing the game, everyone is going on about "nerf this" "buff that" "rework my phallus," but the audio is bugged to all hell and weakens a lot of killers, especially one who heavily relies on sound like Spirit. That, and survivors, while not really being weakened by it, might find it annoying to not know if a gen has been worked on until they go around the corner next to it.
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I think there's enough SWFs on Xbox lol. Played 10 games today in purple ranks, and 10 of those games were against 4-man swfs.
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With new prayers beads. Not at all, if anything it makes it easier for me when I play survivor. I always know when she's in phase and when she isn't, making it so she can't do any mindgames while also letting me know when her power is down. Based on how long I hear the phasing for, I can even get a rough estimate of how long she'll have it down for too.
In short, no. It just makes her easier to deal with.
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Play some kill your friends with him. Even if it's just one on one, you can show him the basics of looping and he can practice skill checks on gens. Bring Ruin to regress it quicker so he can practice more, and play a standard 115% ms killer to make it a little easier to learn looping mechanics.
The only thing that'll come with time, is learning all the killers and perks. But you can tell him the basics of how to counter each one and what perks do as he encounters them.
Personally, I learned survivor by watching the survivors I play against as killer. But, that only really works thanks to facing red-rank swfs all the time.
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@Feyd said:
https://forum.deadbydaylight.com/en/discussion/comment/1073088#Comment_1073088
You didn't say you were talking strictly about yourself. You said "when you play" and "when you do". Using 'you' instead of 'I' means you're referring to the reader, not yourself.
In other words, everything you said, you implied was the truth for everyone that read it. It may not have been your intention, but it's what you said.
No no, you misunderstand. Though I did not mention I was speaking for everyone on the subject. I did purposefully imply it.
Reasoning for why I used, "you" instead of, "I" is that I believe the majority would agree with what I said, thus I stated it as a fact. Admittedly I should have stated "most" when referring to either side, but having it as though the reader would agree with what is said helps to convince most of what you're saying to be the truth. Bit dishonest, I know. But I'll do what I must for the game I feel can be so much better.
See what I did there? I typed it as though it is a fact, which makes for a slightly more convincing tone. At least in my opinion.
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@Feyd said:
https://forum.deadbydaylight.com/en/discussion/comment/1073063#Comment_1073063
You don't speak for everyone. I don't find being chased fun at all. I much prefer stealthing around the killer when he's near. The only time I enjoy a chase is if I can give the killer the slip. Running in circles and dropping pallets has never been fun for me.
For similar reasons, playing as killer is not very enjoyable for me in general. I don't enjoy hitting people or running in circles. I tend to play as fairly as possible and feel bad about killing them unless they get salty about it in endgame chat.
Never said I was speaking for everyone.
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Gens are too quick for the state the game is in now. Neither side can really enjoy a game when the objectives are done in 5 minutes. However, any longer without having something else to do as a survivor is just boring. At the same time, as a killer you are under immense pressure to be perfect because by the time you get a single down, a gen has been done. I've seen 4 gens in 3 minutes multiple times. "Just pressure the gens" they say. Yeah, pressuring 4 people at once is kiiiinda virtually impossible if at least one of them is off doing other gens.
Gotta admit though, it's funny when you're a survivor when the gens fly by, but definitely disheartening when you're playing as a killer, think they'd feel like giving up. Same with chases, it's fun as survivor, way too stressful as killer. Lead a killer to a pallet, stun him, click click the flashlight. Watch and laugh as he gets blinded for kicking it. Then repeat. Ya feel powerful, and for me that's enjoyable. But, from the other perspective it's goes like this: Oh look, a safe pallet. Oh wow, blinded if I try to kick it, looped if I don't. I'll go off to find a different survivor, even though I just wasted a minute and had a gen go off.
Honestly, it's why I don't understand if the balance team understand their game or not. Make it easier for survivors who already don't have to do much, but make killers have to sweat even more than the swimming pool they filled already? It's no wonder matchmaking times have increased. Think Civ 5 has most of our killer playerbase now.
In short.
Too quick. Needs some sort of slowdown to at least the start of the game.
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O
M
G
That is SO, overpowered! Devs, listen to him! Nerf Trapper! No survivor should have to use their eyes! That's just unfair! Like how no survivor should have to worry about skillchecks or about needing to actually try so we can win!
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@hex_genrush said:
https://forum.deadbydaylight.com/en/discussion/comment/1065295#Comment_1065295
I guess my fun doesn’t matter lol, I don’t like having to sweat for a 4k lmao
You're playing killer, of course it doesn't. lol
Just chill and aim for two kills at most, trust me, you won't burst a blood vessel that way. Survivors never sweat to escape, ya shouldn't sweat to kill em. Relax and have fun with it.
It is the sad truth though. On Xbox we will ONLY go against SWF's at Red-Ranks. They have no reason not to play with friends or make a post after all.
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People wanna play with their friends mate. That and why would they willingly go solo survivor when they can make a looking for group post to play with 3 other people on mic? Hell, they can even see how many days the people that reply have on the game imediately. They have practically no reason to handicap themselves.
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@Aura_babyy said:
https://forum.deadbydaylight.com/en/discussion/comment/1064815#Comment_1064815
This guy.
You shouldn't need Enduring to get a free hit at a pallet with spirit fury
You shouldn't need Botany to speed up Self Care
You shouldn't need Sloppy to slow down more with Thana
You miss the point entirely. The Hex perk is good. But synergies are even better, and that is the point of a BUILD
One, teeny tiny wittle detail you might have missed.
Ruin is a Hex perk. It goes away within 30 seconds of a survivor learning about it. The perk combos you listed, want to know why needing each other for the results they give are ok? They last the whole game. In addition to that, the ones you said can work in tandem with even more combos of perks. Enduring and spirit fury? Try is with Nemsis and play with your food. Now you basically WANT to be hit by pallets. Self care and botany? Add on Resilience, maybe even spine chill and say "Bah, what injury?" as you heal to full in seconds while the killer is powerless against the might of your speedy rubs. Sloppy and Thana? Maybe try with Nurses, dying light or even Unnerving Presence. Make them regret trying to heal and make gens feel like they take forever. Ruin and surveilence though.. They sorta only synergise with each other. Can't use half of the gen slowdown perks until Ruin is gone, even thrilling tremors doesn't really work with it since they don't regress while it's up. Can't use PGTW or Surge til it's destroyed either. And once Ruin is gone, that's it, down to three perks, one of which isn't really useful til there's one gen left.
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I played this game.
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Honestly, just sounds more like a you problem. Have you tried looping him? Very easy to do so. What about hiding in a locker when in his Terror Radius so he can't blast you? Have you tried getting rid of a crutch like Decisive or Dead Hard for calm spirit? Counters him completely, and any killer that uses spies from the shadows, trust me, we're out there.
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Well, haven't played in two months so I'm not Red anymore, but I remember it being rare that there was no weak link in a match. Typically 2 out of 4 would be good loopers. Bear in mind, this was on console which, as far as I know of, has a much higher percentage of 4-man SWF's as well. So thanks to frame rate issues and communication, even a bad looper would make enough time for a gen to pop.
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It's easier to play survivor for multiple reasons. You've got SWF meaning you can have a team and communication. There's only one "opponent" to think about, that being the Killer. There's pnly one easy-to-complete objective. A survivor has plenty of ways to get out of a situation. I.E Unbreakable letting you get up without help.
What's more stressful, however, is an entirely more subjective thing. I've had a lot more stress playing low-rank solo survivor lately than I ever did as Killer. But then every game as Killer is generally more stressful than playing as survivor.
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Given your recent discussions/comments, you seem to have something against Killer players and/or are pretty new to being a killer.
I'll take your experience with a grain of salt.
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I try not to camp unless both gates are open, get more points if I don't just watch a guy die for 2 minutes. I definitely slug and tunnel though. Normally I'll slug if they have DS or if there's others nearby. Why should I let them keep working on a gen or have a chance of getting a flashlight save? With tunnelling it's on purpose typically when they have a Key, but 9/10 times I just happen to find the recently hooked person first because they're healing nearby or they've left me a gold & red trail to follow.
Gotta admit, find it funny when they call you toxic and a coward, if anything it makes me do it more.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/1021420#Comment_1021420
She does well in red ranks as well. We released stats for all killers a little while ago, if you'd like to take a look: https://forum.deadbydaylight.com/en/discussion/106566/
Do those stats take into account the following things:
Moris
Experience (It is exceptionally easy to reach red rank as a survivor, meaning a lot of low-skill survivors vs high skill killers)
DC's
SWF groups
And the various platforms?
I can't say those stats are very trustworthy and good for proving a point if they don't.
Can you tell me which high-tier players the balancing department listens to/watch for opinions? I've noticed some of the main ones stating their distaste for how BHVR reasoned the Ruin nerf and dislike the direction the game is heading.
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She probably does well in lower ranks where people don't know how to loop, do gens or get someone off the hook. Thus, she'll likely never get a true buff to her power.
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@twistedmonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/1019492#Comment_1019492
It was and it wasn't as dribbling should only have possibly worked on the last survivor. The issue was you could use it from the start so any competent group could easily body block or have a flashlight ready so you were forced to slug which means it's the same situation as now. At least this one you get your first hook and after 60s you can pick them up freely where as before you couldn't as they would crawl further from a hook and get its use. So many left them to bleedout instead.
I also think DS does need looked at and why I proposed a change so if someone is hooked and you are up the timer halves what is left but if you are slugged before the player is hooked it adds 50% time.
Just something to make its purpose truly anti tunnel and not punish those who randomly catch them and it should also stop them from wanting to Insta unhook.
Good point. Think it's because back then I was still pretty new and was barely into green-ranks so there wasn't as many decent survivors. Point still stands in some regard however. There was counterplay, however minute it might have been. Now you just have to wait for 60 seconds. You can't let them stay up if you catch them, they'll do gens and/or heal. So you have to slug them or eat it.
I feel that version of DS has one major flaw and that's to do with how long a typical chase is. By the time you hook a different survivor. DS would be halved by about 1 second, meaning they have 1 second of DS left instead of 2. Or they would have 3 seconds of DS if they're slugged. I think a more simple number change would be perfect for it.
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We'd probably get 100x more DC's because people want to get the funny hat lol
I mean, I sure-as-hell would.
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That would be way too powerful. 200% regression with no counterplay other than stay on the gen? Imagine a good 3 gen with it.
In my personal opinon, new ruin would be perfect if it triggered PGTW or Overcharge. It's a Hex so it goes away in like 30 seconds, but at least with them it'd have some notable effect within the little time it lasts AND it let's you still have a use for those two perks after it's cleansed.
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That's honestly pretty bad. All the killer would have to do is look away and their DS is gone. Or just stop moving for a while, then go after them. So many ways to circumvent that idea completely.
DS is fine as is. Just needs a bit of a number change. Something like 45 seconds at Tier 3 would be perfect in my opinion.
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@twistedmonkey said:
Remember those perks were changed in the past after a huge amount of complaints 😉.
I kind of find it funny that the Decisive Strike "nerf" was more of a shadow buff.
Think about it. Before, you could dribble a survivor to the hook to avoid him getting the skill check. It was rare you could do it, sure, but at least there was counterplay. Now, they basically have 60 seconds of "don't pick me up" time after getting hooked. I mean, personally I think DS is fine as is, good anti-tunnel perk, but 60 seconds seems a bit much. Couple times I'm playing and I think "I/They still have DS?"
Not saying "All survivor stuff, Nerf them all" or something like the OP. Just pointing something out.
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You probably could tell it was a bug if you thought about it. Tier 3 madness making DS unusable seems like something that's way too balanced for it to be intentional.
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@twistedmonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/1018677#Comment_1018677
I think they did look at why the 80% used it as history has shown its not done with the very best players in mind.
Maybe that was the reasoning that those players were doing well if it stayed up but not when it was destroyed. If you saw that happening surely then you have to think if those players should be in the rank they are playing. Maybe it was due to seeing it being used to kill too easily. Many day it was why they played fair but what about those that used it who didn't.
We could speculate about the whole thing but they obviously saw something we can't.
While I don't mind the ruin change I have said what they have done isnt a change I think is good for the game as I personally think it promotes rushing the gens more.
I was simply stating a point as the argument has always been for a lot of killer main players on all forums towards balancing with the top players for survivor. Why would this be different if that is how they wish it to be done?
While DS is used a lot I don't see it on every player. Maybe 2 out of the 4 on average in my matches. DS does have a set purpose though which is why it was changed to how it was. What we have to look at is the strength of the perks as what you mentioned have limited use and can only be an issue when a player allows them to be. DH for one is the easy to bait and most go straight onto a wall.
The audio bug seemed to come along with the engine update and got worse. While I agree they need to be top priority for fixing I don't think they need to stop working on trying to making the game better due to these bugs. They have teams for different aspects of the game.
Not all bugs are a simple number change and some take a lot of time to fix. Its probably the hardest job of any devs on the whole team along with the most tedious and why no game is ever bug free.
I understand some are frustrated by losing a perk or the Doc rework but the same could be said for the time it took go do Freddy or the DS changes, Exhaustion mechanic or the EGC. While these changes were liked by the community its the same scenario with the bugs that were present while doing them. It does seem if a change it liked its ok. It if not they should work more on fixing the bugs and other things first.
If they had seen something we can't, then I hope that they will explain it one day. But for now, the only reasoning we have on the subject of Ruin and Doctor being changed is that it was for the benefit of newer survivors because they were frustrating to play against. Not that they were weak or strong in any way.
I have to agree though, that is the reason why I say it's a good change, but at the wrong time. As it stands right now, Gens are completed too quickly, but I don't think increasing the time it takes or decreasing repair speed is the answer to that issue. That would be for a different thread, for here, I will say I agree. It promotes genrushing which leads to a less enjoyable game overall, more-so for Killers however.
I must say I agree with the argument. A game should be balanced with the players who play it most in mind such as those in red-ranks. Take for instance. The Nurse, widely considered the best and strongest killer on PC, but a new player would never be able to use her effectively. Now imagine buffing her with a new player in mind, that would cause a considerable amount of problems at high ranks and among the more experienced players who knew how to user her effectively beforehand.
But, just because a player doesn't use a perk, doesn't mean they are doing well without it. I try and avoid using Ruin on my builds. The moment I hit Red-ranks and faced SWF's however, Gens were done in seconds and it was rare I'd get one kill, let alone two or three. Four was impossible. Though that was a while ago and I am far from being a pro player. An extreme example I can think of to counter that argument would be something like saying "90% of players who pipped got at least one kill in a game, 10% pipped without getting a kill. That means we should balance the ranking system around not being able to kill." As I said, extreme example, but still. The point stands. If 80% of the player base used Ruin at high ranks, see why it is so effective and then balance. Not why it might be frustrating.
Differing experiences I suppose. Then again, I'm a console player and every red rank game is a 4-man SWF since they make posts for players and won't play without it. Either way, as far as I can tell DS was buffed wasn't it? Made from being able to be used at any time, but with the counterplay of being dribbled to the hook. To now being 60 seconds of "don't pick me up" after being hooked. Dead Hard, can be used multiple times a match and is essentially a second chance for a survivor in a chase. They mess up their position, but not really they can wait until you're right on them or just go through the trap/pallet and now they're in control again. Be the same as unrelenting if it let the killer swing immediately after a miss. Now, if we look at Ruin, which in all honesty wasn't that good before, it hardly ever lasted a minute and would only slow the game down by 50 seconds total give or take. The only REAL issue, was it being a bit annoying and boring. That's it.
I think that's one in the same isn't it? Killers like The Spirit especially, rely on sound in particular. Fixing audio would improve the game in general. Killer gets blinded at a pallet as they're kicking it. Survivor walks past because the killer can't hear anything. Surivor is in the Terror radius working on a gen beside a wall and suddenly gets jumped because they couldn't hear the killer approaching. Both sides walk past a gen, can't hear any noise, so they ignore it, not realising it's at 90% completion. Hearing the music for being carried on a shoulder the entire time is damn annoying for both sides as well. Those issues being fixed would definitely improve the game for the better and that's JUST the audio side of things.
That is true, and precisely why I think more time should be spent on trying to fix them instead of making changes to things that don't need to be changed. Half expecting legion to get another Nerf even though a large majority of people believe him to be the worst killer in the game.
That may be the case, but I for one belive bugs should come before all else. Even now with the game balance being screwed over thanks to gen speeds and the idiotic emblem system that punishes you for being efficient. I think they should focus on the notable bugs before all else.
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@twistedmonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/1018323#Comment_1018323
Of course complaining threads spike. It has happened with every single change to date that impacted a meta perk. The Steam forum used to blow up when these happened way before this forum even existed. No one likes change but sometimes it is needed at times.
I don't know how long you have been following the game but since 2016 every change for either side in the past has had a few threads like this stating pretty much the same and it would be the final nail in the coffin as such. What makes this one any different from all the previous ones in the past?
Every change feels like a significant change in balance to the side it affects. The 20% who never used this one perk are the ones you should really look at as many keep saying they should balance off the top percentage. Say it was 1000 killers that means 200 do well without it at red ranks. Shouldn't they use those 200 as the basis to make changes at those ranks?
You can't use leaks to try and prove a point as they are not confirmed and pure speculation. Many leaks in the past have not made it into the game and just becasue something may have been mentioned doesn't mean it was ever planned. It could be an idea a couple thought of and was brought up but instantly thrown out by the team.
I haven't used ruin since 2017 and never have an issue. I dont even use slowdown perks as i like to use those which aid me in a chase and play around with many. I will still continue to have fun playing killer and survivor like I have done with every change made to date and change up my builds and have fun.
Maybe becoming reliant on things is the issue for most of the players and wht these things need looked at. Just like every change to survivor which was needed.
I'm just going to give my opinion on the matter.
Personally, I think the Ruin change was a good one, but made for the completely wrong reasons and at the wrong time. Same with the Doctor's rework. I feel that's what makes the changes this patch more of an issue than any of the others in the past.
You use the example: "Say it was 1000 killers that means 200 do well without it at red ranks" which is completely wrong. Just because that 20% didn't use it, doesn't mean they were doing well without it. There's way too many factors. Instead, you should look at why the 800 people use it. Find out why it's so EFFECTIVE, not why it's frustrating, and go from there. Although, that's another thing. Didn't they say specifically it was for new players that they were changing it? You know, the players that are a lot less likely to encounter it?
This is why it's more of an issue in my opinion, not because it's survivor sided. I mean, they still could have done the same with survivors perks as well. DH, DS, BT Adrena etc should be nerfed if we used the same logic as was given in BHVR's patchnotes, those perks are used, from my own experience, 100% of the time in purple-red ranks after all.
But I digress, they made these changes without first addressing the ACTUAL problems in the game. All the audio bugs (such as not having footsteps, gens being impossible to hear on the other side of a wall, music playing when it isn't supposed to, etc), the game bugs, (Nurse not being able to perform a second blink, survivors being able to glitch behind a hooked teammate, blinking on top of places that should not be reachable, hatches that have a hitbox like a beachball, etc) overly large maps, and the weak perks for both sides as well as non-viable killers. So many things they could have done that would have helped everyone. But nope. "Let's focus on nerfing Ruin and Reworking doctor so the newer players who are less likely to encounter both have it easier."
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Welcome to Dead By Daylight. Killers are like an angry Chihuahua to survivors. You run from it, sure, but you're laughing the entire time at how weak it is.