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AlwaysInAGoodShape

AlwaysInAGoodShape

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AlwaysInAGoodShape
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  • @Dead_by_David said:
    Bit unsure of this and I do not want to break the rules.

    If I see a survivor in a corner and I trap them there, hitting them twice with no chance of escape (not holding them hostage there) or as a survivor blocking the killer from the hook.

    Just want a clear understanding of what is cheating/holding the game hostage and will get me banned. (I appreciate that people have opinions on what people should be banned for but I just want to know what is an actual offence for now :chuffed: )

    1 Step ahead of you:
    https://forum.deadbydaylight.com/en/discussion/33884/bodyblocking-and-keeping-the-game-hostage-should-be-legal/p1

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  • List of Solo Survivor Death-Efficiency Games so far:

    Amount: 2

    (I will update the list every-time I come across one)

  • @C4RL said:

    @AlwaysInAGoodShape написал:

    man... dont look at what the game says. look at what people write, it's a bit more important

    You were typing in Russian but you removed it.

    I saw you.

    i didnt remove anything. what's the difference what language ? in any language bad visibility. you are bad troll tbh :)

    The problem with the 1st picture you posted isn't really a problem with readability. The Alpha is deliberately reduced (transparency parameter).

  • The solution to your first comment:

  • man... dont look at what the game says. look at what people write, it's a bit more important

    You were typing in Russian but you removed it.

    I saw you.

  • @C4RL

    its not russian. look up

    Yep, I'm pretty sure that was Russian. Now the text is gone.

  • @DwightsLifeMatters said:
    Better would be to show the perks ur mates are running in the pre match lobby, so solos can create some synergies what swfs do all time anyway.

    Love it!

  • @CallMeRusty420

    Maybe even make this HUD idea into a possible future perk.

    I'm of the philosophy that we try to make as few perks as possible that are already given for free to SWF's by the virtue of being an SWF.

    Regarding TMI:

    Link to Public Poll: All seeing VS Blindess

  • The reason I can't read it is because it's Russian, not because it's too light.

    But I do agree that more contrast would help making it easier either way.

  • When you're just that good

  • @DocOctober

    So you assume that the devs engineered the algorithm to exclude BBQ & Chilli. Do you listen to yourself when you talk?

    In all honesty, this would be easier to do than you think. To set your movie-esque tone aside, they wouldn't even need their own algorithm to accomplish this.

    Every perk probably has an Index number and is stored in either a Killer perk/Survivor perk array. Every week it will generate 4 random numbers. If the (2nd/3rd/4th)number is the same as a previous number, it'll try again.

    All the devs would have to do is make the index number at which BBQ&Chili is referred to part of those "try again" numbers by including it, which would make the code generate another random number if it were to end up being the number of BBQ&Chili.

    I'm not saying that it works this way.

    I'm saying it could work this way.

    And I'm saying that if would work this way, they would have done so for BBQ&Chili (:

  • So your hypothesis is that the devs are reading everyone's minds and simultaneously do what we want and don't want, or that the unfeeling, unthinking, quasi-random algorithm is doing it? Seriously, walk me through the thought process that led you to conclude that the Shrine is rigged.

    I don't believe they use anything other than their standard class Random Number Generator to pick a number in their Perk Array, but I do like to entertain the notion of it, that results from the infuriating wait-times that such a flawed mechanic produces, (as which problems are described in one of my comments above).

  • @Orion

    Many other perks have never appeared.

    Well, that'd be surveillance, and we all silently agree with that not appearing on the shrine.

    Shows that the Random Number Generator has learned about Etiquette... very very suspicious...

  • @DocOctober

    It's not suspicious at all, you people just prefer your flippin' conspiracy theory over understanding what RNG is and how it works.

    RNG = Random Number Generator. It generates a number based on an algorithm. There is nothing random about an algorithm...
    So that confirms my conspiracy?

    In all seriousness, the Shrine of Secret is a problem as for every new killer there are more perks in circulation, which slowly decreases the intended rate at which you should acquire them.

    We saw a similar effect with Bans in League of Legends. Where there were previously about 50-100 champions in circulations they allowed for 6 bans in total, but as more and more champions came about, they increased it to 10 as 6 became problematic.

    Although that's an imperfect way of handling the situation too, the perfect way would be to look at the base pool of perks in relationship with the amount of perks shown in the shrine of secrets and keep this ratio as consistent as possible, meaning as more perks are introduced, more perks become available at 1 time in the Shrine.

    Would help people like me a lot, who just missed their opportunity to get Pharmacy in week 40 (:

    They could also use a pseudo randomness strategy, similar to how HeartStone leaves Legendary cards up to randomness, but ensures that you get a legendary every x amount if you were that unlucky with your RNG.

    Sadly these type of things are not a priority.

  • @DocOctober said:
    The Shrine is completely RNG. Stop bitching.

    It's still suspicious how BBQ&Chili has never/rarily appeared on it if it is random.
    It's one of the mot desired perks, yet it won't show up.

    !

  • In a tournament recently uploaded by Tyde Tyme, we see the perfect representation of the Death-Efficiency Problem being played out:

    Round 3:

    Game 1: Death-Efficiency ruling in the Survivor's favour.
    Game 2: Death-Efficiency ruling in the Killer's favour.

    Round 4:

    Game1: Death-Efficiency ruling in the Survivor's favour.
    Game 2: Death-Efficiency ruling in the Killer's favour.

    Round 5:

    Game1: Death-Efficiency ruling in the Survivor's favour.
    Game 2: Death-Efficiency ruling in the Killer's favour.


    For all of you who have started to see a pattern here; congratulations! You now understand the Death-Efficiency Problem.

    Once you see it, you'll start to recognise it in a lot of your games.

  • @I_Eat_Worms said:
    just play frank or joey

    Do they not have their own version of loud breathing?

  • It's loud as hell.

    I keep thinking I hear an injured Meg,
    but it's an injured Me.

  • @Wolf74

    Please explain where my point it wrong.
    Gen rush is about spreading out and being self sufficient.

    Your point is wrong on the following:

    1. A gen-Rush, as explicitly seen in the video doesn't really require that much healing. You get hit, you get downed. During this rush 1 person will probably be hooked at 3-2 generators. If they are unhooked, they are either directly healed by their ally or decide to run away (split). They can work on a generator while injured and after there are only 2-1 gens left to do there's no more need for splitting.

    2. So during the Gen-Rush, self-care was in its weakest state in comparison with team-heal as teammates were most available to you as there were 3 others.
      Self-Care would start to take on a more important role as people started to die. Even though a heal will accomplish less, you still win a lot more time in comparison to searching for a teammate as there are now fewer on the map if at all.
      So for point 2: during the Gen-Rush, self-care has the smallest difference between a normal heal during this stage of the game.

    3. SWF communcation already provides the tools to use the normal heal as efficient as self-care would be. The lack of self-care only widens this gap.

    A gen-rush requires you to be a lot less self-sufficient as late-game scenario's require you to be. During the late-game, you can barely rely on a normal heal as at 2 survivors there might literally be nobody else who isn't being chased by a killer, let alone being able to find you.
    Self-Sufficiency is a late-game pro, not an early game one.

    In the example I gave you:

    The guy even ran self-care but never bothered using it. That's how irrelevant self-care is to gen-rushing. What is vital to gen rushing is pallets, and as we see he used those a lot.

  • I searched up the first DBD Gen-rush video I could find (with the youtube last month filter on) and i really don't see how Self-Care helped them here.
    Through rethoric it may sound convincing but in practice it's not:

    https://www.youtube.com/watch?v=P2m5f4UeV2w

    Self-care gets stronger as people die and during a gen-rush, people generally don't. That is why Self-Care is such a genius perk and part of the solution of fixing this game; because we need to revert the mechanics that punish the lower survivor count and punish the opposite instead.

  • The reason why they are salty is because this whole game is (accidentally) designed around 4 players alive. After 1 player dies, the team has very little strength to continue finishing objectives, which is why nearly all games with early deaths spiral into a loss for all. (Hatch mitigates a tiny bit of that).

    The problem is really that there are too many game-mechanics that accidentally destroy late-game scenario's, which is why playing with a low survivor count is so infuriating.

  • @Shad03

    I found her. I finally god damned found her. I will tell you her exact location, she is in

    xD

  • @BACKSTABBER

    Self-healing is by far the most OP skill, you want facts? +70% always equip it, so remove/rework it, we talk about balancing game, removing redundancies like using a perk all the time

    If you believe the perk is OP, then maybe you should consider not making it a perk?
    If it is the perk then it's hard to balance around it, since balance would require making self-care mandatory or overpowered.

    If it's part of the base-kit, then the killer side doesn't have to be balanced around that same powerpoint in perks.
    With the base strength of survivors increased (mainly later into the game as more people die), you'll be able to buff killers (as with my hex: ruin suggestion or other versions) to making them stronger against every state of survivors.

    Thus rewarding mechanics such as a built-in self-care allowing for better late games allows us to nerf the problematic stages of the game.

    Power is relative, but how this power is distributed throughout the game is not, and this is what causes all the issues.

  • I keep getting Those survivors...

  • @powerbats

    Yes since Franklins doesn't exist to remove said med kits and 4 solo players would be required to run bond and or Pharmacy. Your solo teammates are potatoes well sucks to be you in need of heals, someone wants to troll you for w/e reason well you're screwed.

    Exactly. It would be an unhealthy form of dependancy that disproportionally rewards SWF's against Solo's.

    It won't change the core issue of Ruin which is it's either cleansed really quick or it never gets touched and the good survivors just power through it.

    The age old question of inconsistency and rank-differences.

    I tried to tackle both with the in-built version of Ruin, with the inconsistency factor being targeted predominantly.
    And the rank-differences partly as good players will have the 10 skill-checks last through their game.

    What do you think of it balance wise?

  • So you're saying this change won't affect Survivors who can't win chases (i.e.: newbies), but you also say that's a bad thing. Make up your mind, dude.

    What I say is that this would punish low survivor count teams predominantly, just like every terrible balance proposal ever posted of this forum.

    And that if you even believe that healing is the underlying issue here, you should at least try something that screws every survivor count category over equally, let alone curved reversely.

    It's very easy to detect a terrible balance idea in the game DBD is, because they always follow one rule:
    They celebrate the initial push and punish the late-game disproportionally.

    Your idea jumps right into that.

    To make some progression here:
    Let me ask you, why do you think self-care-healing is a problem?

    There is no penalty for losing chases over and over again on the Survivor side like there is on the Killer side.

    Well, you haven't lost yet have you?

    Survivors have gained up to 96 seconds (3*32 being the ideal scenario where each of them is working on a generator).
    Hits are worthless when they don't buy you time and any progress gained from them can be reverted an infinite number of times without any drawbacks.

    So the survivors can still progress the game after being hit and managing to escape. Why is this a problem?

    The biggest (and only) drawbacks are the noise you make, the blood trail, and the fact that an additional hit will put you in the dying state. This can all be reversed as long as you're healed, and you can always be healed an unlimited number of times.

    So there is a penalty. You are now ready to be downed.
    But you could get out of it an infinite amount of times. Well, why is this a problem?

    Hits are not irrelevant because Survivors can heal. Hits are irrelevant because healing effectively removes every penalty you incurred from getting hit, and you can do so an unlimited number of times. There is no penalty for losing chases over and over again on the Survivor side like there is on the Killer side.

    So healing-speed is too short? But there's still the infinite heal with teammate healing and they can be just as effective, even worse so with SWF.
    There is no penalty? We already know the penalty. Losing the chase? The survivor hasn't lost yet.

    So what really is the problem?

    That the killer can't down people?

    That the killer doesn't have the time to down people?

    That the killer should be able to win the match through just smacking them and letting them escape?

    That the survivors can keep up the game after repeatedly winning against the killer?

    Are we talking about something win-rate related or is it just your ideological stance on what you think hitting should be?

    What really is the problem?

  • No, my solution is to actually punish Survivors who can't win chases. I want Survivors to want to avoid getting hit because hits are a threat instead of a short-term inconvenience.

    Survivors who can't win chases aren't really bothered by your approach. Either by the time your effect starts to become burdensome they already rushed out of the gates with all, or if your effect becomes burden-some then some people already have died and the survivors that now deal with your effect already are in the worst possible spot.

    Because there is now a tool that makes a survivor's life harder when they get hit, the game balances around that:

    1. You buffed solo-loopers that loop for the longest amount of time (with a gen-rush)
    2. You nerf more interactive gameplay and punish the noobies.

    Guess where those type of design decisions take us.

    Making the game better would be to make healing easier for lower-count survivors and harder for higher count survivors. No the opposite way around.

    We've done the opposite for years and nobody is happy with the course of that.

  • Hits are not irrelevant because Survivors can heal. Hits are irrelevant because healing effectively removes every penalty you incurred from getting hit, and you can do so an unlimited number of times. There is no penalty for losing chases over and over again on the Survivor side like there is on the Killer side.

    So your solution is to bully low-survivor count teams, requiring 4 man teams to be buffed worsening the gen-rushing problem?

    EDIT: Hit's are your tool to down a survivor. It's just that you believe it should be used for different things. There is no need for hits to be more than just that: hits.

  • @BACKSTABBER said:
    self-care should be removed, the only way to heal yourself should be with a medkit or by allies

    the ruin maybe is ok as it is or maybe needs a buff like 2 totems to be destroyed

    Why not remove being healed by allies as well?

    After all, doesn't that negate much of the damage a hit of a killer would do, making their hits less meaningful or completely negligible? Didn't that create the infinite healing problem that we(not me) tried to solve?

    Med-Kits would be the solution. So why stop at self-care?

  • @HuN7r3sS said:
    @AlwaysInAGoodShape Pretty much, and you get points for doing so. Borrowed Time/Deep Wound isn't even base and survivors still farm each other off the hooks

    The only thing that makes you differentiate between a perk and a (fundamental) game-mechanic is how crucial you believe it is, which is subjective.

    When I introduce the concept of making self-care base-game I get all types of complaints about how this would increase gen-rushing problems or make survivors OP and hitting unrewarding, yet I've never seen them attacking the idea of removing teammate based healing, which would "solve" what they believe to be their problem, but they don't consider that because it really isn't the problem.

    This is what we can effectively call "Base-Game Bias".

  • @HuN7r3sS

    Are you saying that game mechanics are perks? Like is hitting a perk, and carrying? These are just the mechanics that the game functions on, not perks

    And if Self-Care was introduced in the base kit of the survivors you would say the same about self-care.

    Or taking this, this is what our conversation would've looked like:

    Me: You should be able to heal your teammates without a perk.
    You: Survivors shouldn't have those perks for free! THAT'S What med kits are for!

    Us currently:
    Me: You should be able to heal yourself without a perk.
    You: Survivors shouldn't have those perks for free! THAT'S what healing your teammate is for!

  • @HuN7r3sS said:
    It's nice to dream, but I don't think any perk should be base except maybe Kindred

    We already have quite some perks that are part of the base kit right?

    Perk 1: Your ability to heal teammates
    Perk 2: Gain a notification when a generator is finished and locate the exit gates.
    Perk 3: Gain a notification when a survivor is hit, hooked or died.
    Perk 4: Your ability to vault windows
    Perk 5: Your ability to throw pallets
    Perk 6: Your ability to recover independently to 95% when in the Dying State
    Perk 7: The ability to get off a hook with 3*4% chance

    Without free perks the game would be pretty #########.
    The only difference is that they gave these perks to us for free from the start.

  • @Wolf74

    Hits are worthless when they don't buy you time and any progress gained from them can be reverted an infinite number of times without any drawbacks.

    Isn't this exactly how it should be?
    Imagine being hit, being able to escape and still losing to it based on that fact. Why bother escaping form the killer at all?

    Of course you'd still try, but now you're punished for playing well.
    A hit should be a killers gate-way to downing a survivor. If a killer fails to do so, then that survivor shouldn't be punished for that disproportionally and (together with an earlier mentioned suggestion) even further cripple late-game mechanics.

    If we'd remove self-care for a moment, then you'd see the consequences:

    Healing at 2 or 1 might already be impossible, meaning that at this point of the game, there's no more point in playing. You already have everything against you, either that or you're steamrolling the killer to the point the killer feels bullied.

    This creates both sides of the extreme.

    As you see, all of this results from the community being unable to see the underlying effects of all the changes they propose:

    They don't advocate for balance, they advocate to make low-survivor teams weaker while barely touching 4 survivor teams, meaning that the ENTIRE GAME becomes dependent on securing the first kill.
    As linked in the 3 video's shown, or basically any game you can find about DBD, you will see the same happening.

    That way the killer can only put pressure on one survivor at a time and no one is "wasting time" searching for teammates to get healed and everyone just runs to some area that is either void of gens or full of looping spots and the killer basically has to drop the chase to keep the "map pressure". That way gives a "free heal".

    Are you really sure this is an issue with healing? I'd invite you to think again. The problem that we see here is caused by the Death-Efficiency curve, which in short means that early game-stall mechanics are futile, where as late-game mechanics are drowningly strong.
    The problem of Gen-rushing is caused by this same Death-Efficiency problem.

    Healing is only related in as so far it's something that allows survivors to do something slightly faster, but being able to do things faster is still not the problem.
    That would otherwise make everything part of the problem: Toolboxes, generator-efficiency increasing perks, exhaustion perks, yadda yadda.

    As obvious as Toolboxes appear to be part of the Gen-Rushing problem, they really aren't. Neither is healing or any of such nature.

    The only thing that Self-care does is lessen the Genrushing problem, not insofar that it would nerf survivors in their current state, but because it strengthens the power of lower-survivor count teams versus high surivivor count teams, which allows us for better tools for balance.

    If low-survivor count teams cannot survive, than that means that all balance changes must revolve around the initial push, meaning that we MUST assume 4 players alive for the match to realistically progress.
    It's this design philosophy that causes Gen-Rushing and as contradictory as that might sound, making self-care part of the base kit is1 step in the direction of solving the genrushing problem, which is another child of the death-efficiency problem.

  • @HellDescent

    Because Self-care isn't really a slower form of healing compared to being healed by an ally:

    Normal heal:
    Survivor 1: -16 seconds of available Generator-Time
    Survivor 2: -16 seconds of available Generator-Time

    (a total of 32 seconds of non available time caused by 1 heal)

    Self-Care:
    Survivor 1: -32 seconds of available Generator-Time
    Survivor2: -0 seconds of available Generator-Time

    (a total of 32 seconds of non available time caused by 1 heal)

    As you see, they are equally good. (self-care is even better because it only requires 1 person to run to a healing spot where as a normal heal would require 2)

    When sloppy butcher added +4 seconds to a normal heal and +8 seconds to a selfheal, it became really clear that people thinking this was a predominant nerf to self-care did not understand how available time works.

  • NEVER REWORK PHARMACY! Or give the survivor 2 durability addons on top of the current pharmacy, then I agree.

  • @HellDescent said:
    I always run iron will+bond. Self care is pretty bad. You can complete 50% of a gen in the amount of time it would take to sc from mangled.

    Does this mean that you never heal? Or why would you run bond? If your ally heals you, you also waste 50% of a generator, but this time you stun 2 people for half the duration.

    It's one of the most common misconceptions about healing.

  • Reverse Audio of The Clown's Laugh Reveals Secret Message: "Hail The Lord Satan" when Listening Closely


    Link: Clown Reverse Audio mp4

  • @The_Crusader

    We do have increasingly better imagined tools through which we can close the gap between SWF's and survivors and use that as a better measurement for balancing the game, but this requires us to tackle the communication gap.

    The community seems to be split on that one too:
    Public Poll: ALL SEEING VS BLINDNESS

    Either certain parts of the community don't see the issue with this gap or really do not like the direction SWF gameplay has taken itself (whether balanced or not)

  • @XxAtomicAlfiexX

    And would you also not if this would provide us with the means to balance the game more properly and have less extreme scenario's as always come about in tournaments?

    Since this change doesn't really affect self-care in your games, it might be the wrong view to look even at the self-care component, since (nearly) everyone is running it. The only different thing would be that someone would have a different perk, while you also have a different perk, perhaps 4 anti-loop tools?

  • @Orion

    It's not 400 seconds. 3 Survivors on 3 generators and then 2 Survivors on 2 generators means it will take a grand total of 160 seconds to repair all five generators. 80 seconds for the first 3, an additional 80 for the other 2. That's the ideal scenario.
    400 seconds would mean that only one generator is being worked on at any given time, and only by one Survivor, which has never been the case in all of DbD's history.

    Oops I used to total timer instead of the shared timer. Not that it changes the point.

    EDIT: wait, I did not screw up at all there. It is 400 seconds, whether it's divided over other players or not. The 400 seconds represents more accurately how much progression is being slowed down with a 32 second worth hit. That is 32 seconds that could've been reduced from the 400.

    The number is correct, and on top of that, you didn't address the point.

  • @Orion

    Think again. There's nothing laughably wrong about it.
    Taking that survivors want to heal before working on gens, there are 400 seconds (5 * 80)
    If you hit them they will have 32 seconds less to work on generators.

    Survivors have gained up to 96 seconds

    Now you're just confirming my point? That healing becomes worse as people die:
    (The amount of seconds that you need to be alive after being hit during a chase to make it worth it for having healed yourself.)
    4 survivors alive: 10.7 seconds
    3 survivors alive: 16 seconds
    2 survivors alive: 32 seconds

    They do buy you time as you said yourself. They buy you 32 seconds before the 400 is completed. But they do not REGRESS the total progression of the survivors, which is a completely different thing.

    Your comment didn't contradict anything I said, so it's hard to see how anything could be laughably wrong about it.

    EDIT:

    Your desire is basically to increase the window of seconds that you buy by hitting a survivor when there are 4 alive. But your suggestion only makes the current
    4 survivors alive: 10.7 seconds
    3 survivors alive: 16 seconds
    2 survivors alive: 32 seconds
    worse.

    If you'd go through with such a change, than the survivors would no longer be able to book any progression through healing, thus they'd avoid doing it. Now they are bleeding (and without Iron Will) making lots of noice. Was this supposed to help their stealth-game? Now they have blood piles creating a path behind them?
    That'd be the death of late-game lightweight as well, and a disproportional buff to in-building maps where blood is very visible.

    Do you see it now? All the suggested changes against the self-care centered approach make things worse.
    1. They increase SWF's imbalance against Solo's
    2. They punish Late-Game survivors
    3. They even more so ruin stealth

    The issue is not healing. Issue is the lack of other proactive ways through which a killer can disproportionally target 4 man-alive survivor teams without disproportionally hurting lower ones.

    Healing is part of the solution.

  • @Boss said:
    No thanks.

    Have fun with 5 years and 3 perks.

  • @Orion

    Why do you consider survivors being able to heal themselves up a problem?
    Hits aren't valueless. They are worth 32 seconds minimally for ever hit.

    The value of seconds are varying and depend on how many survivors are alive/have available time.
    Healing becomes worse already as more people die.

    When more people are alive, the likely hood that you are going to get healed is also a lot bigger, meaning that the inability to heal yourself causes you to be more dependent on your teammates, which worsens the problem of tunneling and importance of the 1st kill. It also punishes low survivor counts and adds to the "Hopeless effect" that low-survivor count teams experience.

    Self-care is their saviour tool making the game's mechanics less discriminatory towards low-survivor count teams.

    @Wolf74

    If you'd go with the punishment for being hit mechanic, then you'd add to the "surrender effect", because during the 4 man, survivors will be least effected by it where as healing gets worse as time progresses... and healing already naturally gets worse as people die!

    All of this scales into making it even more vital for the first survivors to loop the killer a lot, as late-game mechanics are even more biased to destroying their low-survivor count teams.

    We should be doing the opposite;
    We should harm this initial state in which survivors aren't hurt and release stress from lower survivor counts so that their whole team is less dependant on the 4 mans initial push.

    maybe change up the stale meta for once

    I completely agree that that would be good! The problem is that this wouldn't change up the meta. It would make the meta even more revolving around the 4 man alive push for finishing all gens and we'll see even more tournaments that either end up with a 4 man escape (or 3 if they decide to leave the last one) or a spiral into a 4k.

    It seems very unintuitive to give survivors the strongest perk for free, but once you understand how certain game mechanics that are supposed to "debuff" survivors, all that it ends up doing is screwing up lower survivor count teams > buffing survivors in their base state and creating the repetitive patterns that you see in the video's linked above.

    That would also be the effect of having this:

    the penalties for being hit (i.e.: losing a chase) can be reversed an unlimited number of times without any drawback to the Survivor who was hit.

    These solutions seem innocent, but add to the undeniable effects that we see from tournament after tournament.
    (I randomly selected the 3,4,5 in that one. I think number 2 is an example of both teams getting the better solution, but all with all, there is no in between)

  • @The_Crusader

    Oops, I totally agree with that.

    The totem Spawn issue remains unresolved despite the varying amounts of post covering the issue.

    True Talent recently stated that it's just not fun without Hex Ruin because of how fast the gens go, so despite the flaws we are forced to use it.

    I hope that when the Devs have some more time on their hands and commit to a 5 year plan, that they'll start tackling these type of issues that have previously gone ignored.

  • @Wolf74

    Why do you think that?

    Curious, because my opinion is the opposite. (I could elaborate later)

  • @The_Crusader said:
    Cant be worse than what we have now. Ruin is a [BAD WORD] joke of a perk.

    Literally always spawns right next to the survivor spawn point. I start my frst chase and bam they see it like 20 seconds into the game.

    It really takes the piss.

    Do you mean that the built-in Ruin is bad? Because that one does not "spawn" in the first place.
    The new replacement of the original Hex Ruin in the form of a perk doesn't have to be strong. It might as well be surveillance.

  • @Wolf74
    Isn't strength completely relative?
    Couldn't we balance the game in the favour of the killer in such a way to where we'd all agree building all the perks into the survivors kit?

    Being self-sufficient in a horror game looks very healthy to me. Most people in a horror movie appear to be.

    Whatever tool a survivor would have; all of it could be balanced out and it could improve the game.

    I've personally never had a problem playing against self-care.
    I've only had a problem against pallets.
    If nobody had Self-Care, that would only increase the strength of SWF's.
    For every hit you get off against survivors you buy yourself a minimum of 32 seconds and as pallets disappear, the differences between a healed and not-healed survivor shrink.

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