Alice_pbg
Alice_pbg
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Ok. I did half my games, but want to share the results so noone think I'm just not doing it.
10 games with the demogorgon, 5 with and 5 without ruin
First with ruin
1- 4k, 1gen left at the end, 1 pip. 1 hook before ruin got cleansed, lasted for 2:24
2- 3k, 1 gen left, black pip. No hooks, 1:12
3- 2k, no gens left, black pip. 3 hooks, 4:10
4- 1k, no gens, black pip. 2 hooks, 3:45
5- 4k, 2 gens, 2 pip. 0 hooks, 1:13
That gives an average of
2.8k per game
0.8 gens protected until the end
0.6 pip per game
1.2 hooks before it's gone
2:33 of it being up
Now without ruin (replaced it with surge, build is the same)
1- 4k, 4 gens left, 1 pip
2- 4k, 2 gens, 2 pip
3- 0k, 0 gens, -1 pip
4- 4k, 1 gen, 1 pip
5- 2k, 0 gen, 1 pip
So on average I got
2.8k
1.4 gen protected
0.8 pip
Based on these games, I get the same kill avg, but protect more gens and pip better without ruin
(You can watch the games here - https://www.youtube.com/playlist?list=PLimQC_N5ZIqyZiC_3vTig7UXzh3lVxiQ0 ) (except the last one because I forgot to record that one... yey me...)
Now, for everyone else that posted here
Her stats are posted already, so I'll just do the averages.
With ruin
3k, 1.6 gen left, *1:15 ruin was up, 1 pip. 1 hook before it's cleansed
*this average was only for the ones with the time posted. 0:30 seconds and 2 minutes
Without
2k, 1.1 gen, 0.2 pip
On lynels case, ruin improved everything, by a big margin
You posted an average by memory.
With ruin
3.5k, 1:00, 3 hooks
Without
2k
Also from memory.
With
3.5k, 3 hooks
Without
2k
Without ruin
3.6k
And by looking at the ranks in the pictures, it's safe to assume you avg 1 pip per game
And that's everyone.
Let's combine everything
If we combine mine's, with lynels, this is the avgs.
With
2.9k, 1.2 gen, 1:57, 0.8 pip, 1.1 hook.
Without
2.6k, 1.2 gen, 0.4 pip
Adding groot to the without
3k, *1.2 gen, 0.64 pip
*this would probably be higher, but I don't know the numbers of gens on groots games
All together. (Just so everyone knows, averages of averages gives a different result than if we did all the parts together.)
With
3.3k, 1.2 gen, 1:28, 1.1 pip, 2.3 hooks
Without
2.3k, 1.2 gen, 0.64 pip
I will not use these last 2 results for the veridict, because averages of averages don't really work, and it was by memory and not data that the number were given.
I'll play another 10 games with a different killer and add the results to these. (Not sure which...maybe trapper, maybe pig...)
So anyone who wants in, feel free, there's still time.
The more people join, the more accurate the results.
These will be the official results for now.
With ruin
2.9 kill per game
1.2 gen left standing
ruin stays up for 1:57 min
0.8 pip
1.1 hook before ruin gets cleansed
Without ruin
3kills
1.2 gen
0.64 pip
which so far indictates, that ruin gets you to rank up faster, but nets you less kills.
gen protection being the same either way
I planned on making graphs and #########... but my notebook is overheating and shutting down from even having the youtube frontpage opened... so that makes it a bit harder to do those... shame...
Well, moving on to the next part. :)
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@RakimSockem said:
Playing Killer during Double BP is a joke (in the sense that it's too easy). You don't even have to change you're build because BBQ is already meta. At most, you might see a few more killers running Thrill of the Hunt for the extra BP. So you have killers going around running what they always run and getting between 100k-200k per match NOT farming.
And the you have the survivor side where you have to waste a slot running We're Gonna Farm Forever for stacks you may not even get, Prove Thyself, AND escape cakes/party streamers and HOPING you don't get tunneled or camped by some ######### looking to ruin your day and leave with like 60k.
I'm not asking for anything to happen to the amount of BP killers get. What I need is a boost to the amount of BP survivors can get OR to make the survivor bloodpoint boosting perks more useful in the same way that BBQ is one of the most powerful perks in the game AND gives double BP. Or just add bloodpoint boosting effects to more survivor perks.
As it stands right now, survivors can get extra BP from WGLF, Prove Thyself, and offerings.
Killer can get extra BP from BBQ, Beast of Prey, Thrill, Distressing, Offerings, AND their add ons (300% boost for no teleport Hag, 100% for terror radius Wraith, speed limiters for the chainsaw killers). You can run upwards of 300k a match running all those things. Freaking insane.
200k per match?
Teach me your ways!!!
I have seen exactly 1 bloody party streamer this entire event...kinda sad. Got 102k as my max (only because of the event, and lack of pudding)
But on a serious note, yeah...it's way easier to get bps as a killer. Kinda of annoying really
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@Hoodied said:
https://forum.deadbydaylight.com/en/discussion/comment/719220#Comment_719220
What in the sam hell did I just read?
Concept idea for the crapper?
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@ElusivePukka said:
You know what that means? You have to stand against the pallet to blind Hag/Spirit to compensate, rather than the half-step off people are used to. Simple gameplay adjustment for survivors who bother to learn a skillset, rather than an error or actual problem in the game. Spirit and Hag also have unique vulnerabilities to a flashlight: one has a husk you can burn, and the other has traps you can disable.
...you can burn the husk?
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@Cetren said:
https://forum.deadbydaylight.com/en/discussion/comment/718699#Comment_718699
I know. My point was setting up your portals doesn't help you with chases like with the Trapper. The shred is very nice, but the more I use it the more I realize it's usually a better option to just go for a regular hit. There's few situations where you're guaranteed to hit, and the lunge is for the most part even easier to dodge than the Billy's chainsaw. Any survivor worth their salt will be able to paint it out really easily. Not only that, but unless you get lucky or a survivor messes up, it doesn't help you in jungle gyms, which is where it should be the most useful. It doesn't help that the cool down for missing breaks LOS and is long enough to be extremely punishing for a missed attack. I'm not saying the demogorgon is bad by any stretch of the imagination, but I think he still needs some buffs.
Ok but, that's like complaining a hammer doesn't help you screw a lightbulb...
You can fake a lunge, so they dodge and you get a hit.
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@Cetren said:
I've been pretty much maining demogorgon when he came out. He suffers from a lot of the same issues as Trapper. With the right setup, he can have great pressure, but getting that setup takes time, and since his portals don't instantly end chases, chasing takes time too. His add-ons are mostly really bad, and don't make a difference if you run them, with the exception of the deer lung and red moss. The upside down resin is nice, but doesn't help you end chases and doesn't extend the timer by too much longer for a very rare. He's fun to play as and against, but without some tweaks I think he'll remain a mid tier killer. He needs a little more oomph to be threatening, and I believe that his kill ratio will reflect this whenever we get it.
The portals aren't supposed to end chases tough.
The shred is
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Is not really servers since it's peer to peer.
More region based...
And I can't really tell the difference, because I only experience my own region, you know?
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@BBQnDemogorgon said:
https://forum.deadbydaylight.com/en/discussion/comment/718628#Comment_718628
Hes saying you need to camp to get use out of the multi hits feature. Its the only thing LF has over billy.
Good survivors won't be in a position for a multi hit unless you force it by camping around a hook.
You can do well with LF but its better to just practice billy if you're not going to camp/go for multi hits because billy is better in every other situation.
Pretty sure he's saying you need to camp to play cannibal.
And you don't, you can get people of position "in the wild"
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Anti-looping?
You don't loop a nurse mate. This is the main reason she's the best killer in the game.
Farming?
As others said, she pretty good. Kings and queens of farming still are doctor and legion
Frustation?
Nurse moves slowly, but everything else with her is rapidfire.
But she is hard to master, so that could be frustating
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You don't need to camp to play leatherface
As this video of myself playing
https://youtu.be/QHR83Lhzo1wAnd @GrootDude will attest to
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@lynelmane said:
This will be long as I actually spent like 3-4 hours doing this.
WITH RUIN + HAUNTED GROUND
Full loadout: Ruin, HG, BBQ, Thanatophobia as Spirit
- cleansed with 4 gens left, 2 had been hooked. Game ended with 0k and 0 pips, got rushed after the cleanse.
- cleansed with 5 gens left, 0 have been hooked. Game ended with 0k and -1 pip, got rushed.
- cleansed in the first 30 seconds of the game. Game ended with 3k and 1 pip, the last got the hatch.
- cleansed with 5 gens left, 2 had been hooked. Game ended with 4k and 2 pips, 2 gens left.
- cleansed with 5 gens left, 1 had been hooked. Game ended with 4k and 2 pips, 3 gens left.
- cleansed in the first 2 minutes with 5 gens left. Game ended with 4k ebony mori and 0 pips, 1 gen left.
- cleansed with 4 gens left, 1 had been hooked. Game ended with 4k and 2 pips, 1 gen left.
- NOT cleansed. Game ended with 3k and 0 pips, 2 gens left, one got hatch.
- cleansed with 5 gens left, 1 had been hooked. Game ended with 4k and 2 pips, 2 gens left.
- cleansed with 5 gens left, 3 had been hooked. Game ended with 4k and 2 pips, 5 gens left.
WITHOUT RUIN
Full loadout: BBQ, Thanatophobia, HG, Third Seal.
Changed after first round to: BBQ, Thanatophobia, HG, MYC
- 0k, -1 pip
- 1k, 0 pip
- 3k, 1 DC, 0 pip
- 4k, 1 pip, 3 gens left
- 4k, 2 pips, 2 gens left
- 4k mori, 0 pip, 3 gens left
- 3k, 1 pip, 2 gens left
- 1k, got rushed, -1 pip
- 0k, got rushed, -1 pip
- 4k, 1 gen left, 1 pip
Hope this helps.
Helps a lot! Thank you 😊
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@ChiTenshi said:
https://forum.deadbydaylight.com/en/discussion/comment/716483#Comment_716483
On the contrary, if we don't take into consideration which perks are used and only go by the stats you requested, the data may show that Hex:Ruin isn't necessary but would disregard the fact a certain percentile of the matches had Killers using 2 or more anti-gen perks to achieve this.
If we take into consideration or limit the perks the Killer can use, this will show a more reliable result. If taking 2 or more anti-gen perks produce results that are equal to or better Hex:Ruin, that doesn't show that Hex:Ruin isn't necessary. That shows that Killers need to take 2 or more anti-gen perks to comfortably hinder gen progress, which in turn shows that Hex:Ruin is necessary because only using the 1 perk to comfortably hinder gen progress is better than using more than one and restricting what other perks you can use.
To actually access how useful ruin is we would need to play thousands of games. Because there's way too many variables to account for.
Including, but not limited to
-player skill
-map
-the survivors skills
-swf
-how fast someone is found
-how long the chases last
-which killer is used
-which addons
-which items the survivors have
But that's not my goal, the goal is to show that you can do fine in the game without ruin.
@ChiTenshi said:
[Duplicate Post]
You seem to have lots of those...XD
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@ChiTenshi said:
There needs to be a limit on what perks can be taken. When the Killer is playing without Hex:Ruin, they should only take 1 anti-gen perk (Thanatophobia, PGTW, etc).
If a Killer takes 2 or more anti-gen perks, that would most likely produce results indicating Hex:Ruin is worse than it is.
The point is to show if it's needed or not.
Doesn't really matter how you succed without it, as long as you do.
After all, if ruin is necessary, no perk combo would solve that
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What is wrong about the survivor queues?
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/714908#Comment_714908
Would you also choose to add more stuff like that, though? I feel like the opinions on those things are already pretty split as is.
I think they are fun. They are also fair. And so is this.
All you need to do to counter it, is find 1 box before doing a gen. Or not be so unlucky that the key is in the last box and there we go. All clear.
The pig is already using 2 addons to increase her chances of this specific thing getting you, it shouldn't be simple to beat it.
And it's 1-2 minutes where you were running around the map not doing any gens and being really loud.
And if it still sounds too powerful, make the timer go slower when searching a box.
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@Toxicboii said:
https://forum.deadbydaylight.com/en/discussion/comment/714923#Comment_714923
How do you know zis? I didn't see or hear them mentioning legion.
They commented that in another thread... don't really know which one
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@Toxicboii said:
https://forum.deadbydaylight.com/en/discussion/comment/714910#Comment_714910
"Pins will be great after rework."
Wait, pins are gonna be changed?
Legion is on the line for an addon rework. (Nurse is gonna be first, don't know who comes after, but legion is there)
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/714799#Comment_714799
It's possible, but quick math time.
150 seconds, 4 boxes. 150 / 4 = 37.5 seconds per box.
A box takes 12 seconds to search. 37.5 - 12 = 25.5 seconds to get to the next box.
You move at 4.0m/s. 4 x 25.5 = 102m.
As long as each box is within 102m of the last one (and that's wicked far), you'll be able to do it in time. This is assuming the absolute worst case scenario and your key is in the last box you check.
And the same for tampered timer:
120, 4 boxes. 120 / 4 = 30 seconds per box.
30 - 12 = 18 seconds to get to the next box.
4 x 18 = 72m
As long as the boxes are within 72m, you're fine. Little tighter, but still very doable. (Tampered Timer or + Jigsaw's Sketch works out to the same time per box.)
So ultimately, it's still probably not going to kill them anyway unless they're really unlucky. For fun, let's just do TT + JS.
120 / 5 = 24
24 - 12 = 12
12 * 4 = 48m
Each box needs to be within 48m (3 tiles). That's pretty tight timing. If you get unlucky (maybe another survivor does a generator while you're still on the hook), you're going to die. Yes it'd be a buff, but that would be absolutely awful for gameplay. You wouldn't have gotten outplayed, you just got unlucky because of someone else's mistake.
You can say the same about prayer beads, iridescent heads+ infantry belts, instasaw
It's something that requires 2 specific addons that is particularly hard to go against.
And pig's thing still depends on your luck
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Not really an advanced legion player...but here's my input.
1)Thanatophobia, dying light, sloppy butcher, monitor and abuse, save the best for last, pop goes the weasel and murse's calling are all great perks on them.
2) Idk... I like faster recharge and frenzy time
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/714785#Comment_714785
I don't know how I can word this any more clearly, but both require you to take off the trap. That'll take the same time no matter what. Only difference is, Rule Set no. 2 usually means they'll do a generator first. Meanwhile without it, they immediately go and search boxes, giving you a chance to build up more pressure to prevent generators from going off in the meantime.
Shortest version I can possibly write: You can't unfinish a generator.
But like I said in the other comment, if they are gonna waste time taking the trap off, might aswell be when they have a timer and gotta go fast.
People already finish a gen before taking a trap off. Or try 1, maybe 2 boxes on the way to the gen.
But because they can see the auras, they have all the information about where they need to go and how to go about it. It's just too easy.
Without the auras you also limit the areas where the survivors could be, and conviniently, the areas they are likely in are the gens, which you are already patrolling anyway.
I still wanna test it on the ptb. It can't be done live because you can't test rns2 as base with only 1 addon space left
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/714734#Comment_714734
No, quite the opposite.
Showing auras right away encourages the survivor to immediately go and try to take it off. They're not doing a generator while they do that. That's one fewer survivors on generators.
Showing auras only once a generator is completed leaves you with two options. Do a generator and then look, or waste a ton of time looking. A new player that doesn't know what they're doing might go looking, but most people are just going to do a generator and then take off their trap. If they do a generator so they can see the boxes, your add-on just backfired.
Backfired? I think it did exactly what it's supposed to do, put the survivors on a timer.
"The trap activated, now you gotta search the 4 boxes in 2:30 minutes, that's 38 seconds per box, that's ok"
"Whoops, tempered timer... only 2 minutes, meaning 30 sec per box, still ok"
"Whoops, there's 5 boxes... you have 24 seconds per box. Good luck"
Tell me if this isn't stronger than anything the pig has currently?
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/714645#Comment_714645
The difference is the generator going off. If they can take it off anytime, they'd be more likely to take it off as soon as possible and then do a generator (at which point, you probably should have been able to down and hook somebody else). If they don't see auras until a generator goes off, it becomes way more efficient to do a generator and then search. When the idea behind the RBT is to slow down generators, encouraging them to do a generator is a little counterproductive.
I'll gladly let them work on a generator and being on a timer. Now they only have 2:30 minutes to search 4 boxes all around the map. Instead of 2:30 minutes + however long they wanna take getting to the boxes.
Survivors already fix a generator before taking the trap off anyway (or do 1 box and a generator). Because it's already more efficient.
This change only changes 1 aspect, the wasted time taking mask off, it's either before or after a gen gets done. I preffer the second, on a timer a survivor is way more likely to make mistakes and rush things.
If the trap is active I know for a fact he is looking for a box, if it isn't active he could be anywhere, making it harder to find him. And getting a hook because of this might be the difference between a win or a loss.
I really don't see how the pig having RSN2 as base would be anything but beneficial to her.
Can we test this on the ptb?
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@Peanits said:
We could probably pull actual stats for this some day (if/when we decide to do stat requests again). I'm not entirely sure if we have stats tracking the time for a specific hex perk to be cleansed, but it would be interesting nonetheless.
That would be amazing. I hope we get a stat request in the future, stats are fun 😁
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/714493#Comment_714493
Yes, it does. Only 30 seconds at a time tho
Oh... that's very little. Ps4 goes up to an hour I think. It's actually really practical
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/714154#Comment_714154
I'm afraid I don't. I saw this and was like, yeah, we can do it. So, I just kinda kept que'ing and ended matches as fast as I could. I can remember a few, if that helps but Xbox is bad at recording stuff.
Doesn't xbox also record stuff with the share button? Or equivalent?
I assumed it did...gotta change my 1st comment
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/714257#Comment_714257
Ok fine. 3 portals.
Now we are talking
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/714243#Comment_714243
the 200IQ play is to setup 2 portals so they are distracted with the first one which is activated while you teleport to the 2nd one which isn't
Yeah. But that uses 2 portals, you only have so many
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/713830#Comment_713830
Territorial imperative is redundant on Demogorgon.
You already can get the info from the portal itself. You don't need the perk.
The play is to not activate the portal, so they won't be able to tell you know they are there
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@Blackowt_9120 said:
no Other perk buys as much time as ruin. Period. Sometimes it’s cleansed in 5 seconds because they spawn on it, other times it lasts the entire game. Either way, it’s still mostly upside for the killer. SUrvivors have to waste time finding it, or they have to push through it and hit the skill checks perfectly, while actively being hunted.
Period? Are you sure? Because I'm not.
@NinoV1 said:
Jeez either PS4 survivors aren’t very competitive or you’re just a god.
My DBD isn’t working on Xbox but once it is I’ll post games.
A guy who mains LF is by necessity, very good at the basics of the game
Looking forward for your games. :)
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@Pulsar said:
Alright, so, que times have been kind to me and I have actually done 10 with Ruin and 10 without.
My Killer: GhostFace
My Build: Spirit Fury, Enduring, Brutal Strength and Pop Goes the Weasel
My Rank: 2
Result with Ruin (Average Kills): 3.5K, I was usually able to get 3 hooks before Ruin was cleansed, this gave me a ton of pressure in the early game.
Result without Ruin: 2K, gens popped far too quickly very early in the match for me to come back from it. PGTW really saved my butt when it came to stalling it out further, however, too many pallets and loops for me to do much when I get my first down AFTER two gens pop.
Probably should have asked sooner, but do you happen to have the individual matches data?
I would like looking at that
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@pemberley said:
Oh my god
Are you saying that Plague actually has a build that makes her viable and feared in some capacity? I’m gonna have to prestige her again soon.
Also I really hope the devs don’t nerf her because nobody plays her and she’s competing with clown and Leatherface for bottom of the barrel.
Nah... legion is competing there.
Plague is safely not bottom tier.
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@TheShrew said:
so either way he's overrated?
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Post videos? Sure thing.
https://youtu.be/jHmRJ6XdTJEI don't really use it a lot, unless I have a daily or want to try using shred to make people not realize I have devour hope... XD
It is very satisfying when you get 5 stacks.
Now I kinda wanna use it a bit...
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Quick and quiet... I love the mind games
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@GrootDude said:
https://us.v-cdn.net/6030815/uploads/908/57FPT0O5VEAG.jpeg
Game number four: Legion=DC?
Legion is obviously op! XD
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Thank you everyone that's posting, I writing everything down and will compile everything nicely when I also finish my games (I'm a bit slower than everyone else so it should give enough time for everyone that wants to participate, to send their games)
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@Fng36 said:
I want a change to struggling free unless 3 people body block or unless you are r really lucky u will never get off killer shoulders. Too many hooks too close together . It ruins the point of the struggle being so pointless .and its a good mechanic the hope of freedom from hard struggling to pointless wasted effort . I've taken 2 miss swings 1 hot n killer still g pi t to hook in time . Without iron grasp should have to be quick cautious to not lose prey . Hitting could extend wiggle time or pause their ability to struggle but currently it is next to pointless. Or survivors near slow wiggle progress
The struggle doesn't exist for you to escape.
It exists so you don't get put in the basement every time.
Or get carried around all game
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@YaiPa said:
Despite how bad ruin can be, and its downsides, it's still the better perk for slowing the game down. Since it's the only perk that can passively pressure on gens, even corrupt intervention is passive, but it doesn't apply to all gens (for obvious reasons) and only two killers can really benefit from it.
Let's test how much it actually affects the game😈
@[Deleted User] said:
If you’re playing 20 games with the same survivors, same killer, same load outs apart from Hex: Ruin being on/off then you’ll get consistent results but otherwise it’ll be screwed. You’ll get really good survivors or survivor who make a ton of mistakes and with Ruin or not, results will vary if you don’t control the test.
I agree, which is why I mentioned 100 games would be better. But that's a lot to ask.
But with enough entries, it should even out in the end 😁👍
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@TheGorgon said:
https://forum.deadbydaylight.com/en/discussion/comment/712760#Comment_712760
No, I'm being dead serious. I don't 3k nearly ever without Ruin, and if I did, it was because the survivors threw the game and felt bad for me, or they just tryharded to oblivion and 1 or 2 made a mistake. Ruin on average saves me at least, 100 seconds. Normally for me, that's enough for 3 hooks, equivalent to a full kill (which 3 hooks on 3 different survivors).
Again, I believe you. But we tend to remember the bad stuff more than the good stuff. And not even with very good accuracy.
For instance, last season I wrote down every killer I faced. I was certain that I saw a good amount of hags, but there was literally 0. I'm doing it again this season(with more stuff than just who I face) and still no hag. I could say Im finding demogorgon all the time since the dlc came out, but it's not even half the matches. I assumed bbq was everywhere, but it's barely in 1/3 of the matches
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Killers
Survivors
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@TheGorgon said:
I'm just going to answer this because 10 games takes 2 hours and... I'm not for it. Every time I run Ruin, it's cleaned in high ranks in a minute or so, if not, I'm guarding it really well.
Results normally? 3k-4k.
I've started playing killers like GhostFace without ruin, it's atrocious. You need time to end a chase, and ideally, a chase should and needs to be over and on the hook in no more than 25 seconds. Fortunately for survivors, they have walls, pallets so close to each other that make it a little harder to actually hit that 25 second mark. That's why Nurse is too good, she not only can avoid mechanics that are used to deal with killers, but she can consistently, no matter the circumstance, hit that 25 second mark and get on another survivor immediately.
Just like competent SWF's. They don't struggle to combat Ruin if they are working hard to all escape or at least one. Ruin isn't invincible for the entire game, and optimal survivors don't really find it much of a nuisance, more of an annoyance.
Results normally? 2k.
Ok.
I believe you, but the way we remember things aren't necessarily how they actually happen.
When I crunch the numbers at the end(which is what I intend to do) I'll take what you said into account, and also compare, to see how it stacks with the numbers
@GrootDude said:
I can do ten games without ruin but I’m not putting the perk on. XD
Fair enough. I'll take all I can get 😁
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@Yung_Slug said:
https://forum.deadbydaylight.com/en/discussion/comment/712528#Comment_712528
I think it has potential. It can double the exhaustion timer, and it isn't too situational as many survivors use exhaustion perks.
Ok. Give me a situation where having it would be better than not having it
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@YaiPa said:
I thought undetectable would be a buff to stealth killer, to counter OoO. Tho, as it seems, it won't change anything.
It will. Killers that do get undetectable will counter OoO.
Freddy doesn't get that, so OoO should work normally
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@Yung_Slug said:
https://forum.deadbydaylight.com/en/discussion/comment/712464#Comment_712464
I'm being a bit generous with it since it's new and therefore cannot be judged with complete accuracy. I won't immediately dismiss it as worthless in case there is a good use we haven't yet discovered.
https://forum.deadbydaylight.com/en/discussion/comment/712470#Comment_712470
I don't see it as a great perk overall. It could be good on Bubba or Tier 3 Myers or a vault master Wraith but other than that it just seems decent to me.
Shouldn't the fact that no one has found a use for it yet, put it right on the bottom?
You move it up because of the possible uses, not the other way around
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In what situation is mindbreaker useful?
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Also yes, but it's harder to hit an ambush when you compare to a shred
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@Impact said:
One thing I don't understand about the Plague is this:
A survivor cleanses, Plague collects corrupt purge at a fountain, uses the red vomit, then reverts back to green after a while.
But then, for seemingly no reason, the Plague is "breathing fire" once again - without having gone to another fountain.
Is this a game mechanic or a bug? Whatever it is, it's a surprise mechanic which some survivors would argue is unfair.
She has addons that give her corrupt purge. Apples corrupt a fountain at the start of the game, so she collects those when she needs it.
A red one gives it to her for free when a gen is finished.
If all fountains get corrupted, she gets corrupt purge and all fountains get clean.
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@jollyfoal said:
Just saying every killer runs noed and bbq. Demmie can teleport every 10 seconds. Been running into countless demo games where hex is patrolled and every gen has a portal. If its not him its spirit
I have recorded several games in a row that disagree with this noed bbq thing.
Demogorgon default cooldown is higher. And he needs to set up before teleporting.
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I got very used to using ruin, so it feels weir to not use it.
But yes, I did stop using it in every build some time ago(still have to unlock better stuff to use in some killers)



