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Archimedes5000

Archimedes5000

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Archimedes5000
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  • @emptyCups said:

    https://forum.deadbydaylight.com/en/discussion/comment/1063704#Comment_1063704

    Remaining survivors should he heavily punished when teammates DC like preventing the hatch from spawning and loss of bloodpoints.

    Survivors who DC themselves should be perma banned.

    Everyone. Absolutely everyone should be upset when someone D/C it seriously ruins the match for everyone.

    And if I invested 20mins to wait for a match and 3-4 matches to grind for good add ons amd offerings only to be wasted because someone D/C and fcked the game. Hell no. Single worst problem dbd has.

    ######### man.

    Ever heard of Solo surviviors? Why should I be punished because my random teammate is a #########?

    Also permaban on DC? DC stands for DISCONNECT and this includes server timeout.

    Wait, do you even know what Permanent Ban means?

  • @NullEXE said:

    https://forum.deadbydaylight.com/en/discussion/comment/1063846#Comment_1063846

    Though you can't ensure a black pip to the survivors at all, certainly not a pip ( an actual pip should require you to achieve some kind of objective). Or else survivors would abuse this in their own favor.

    I would love to include survivors in this idea, but its not possible as it would break the game further. In addition this thread is aimed to remove survivors ability to punish the killer by dcing. Survivors already have many mechanics and tools in the game to give them the win even if another survivor dcs - the killer does not. The killer is entirely at a loss when a survivor dcs and they shouldn't be punished for the bad behavior of other players.

    Again a reminder that bp is not the same as emblem points and bp does not determine if you pip or not.

    Think giving black pips at 2-3 DCs for both Killers and Surviviors would be fine. Like I said, 2 black pips is not worth abusing by SWF, because this would mean that 2 people DC, (-2pips) and 2 people get black pip (0pips), so the SWF are still at -2 pips.

  • @Waffleyumboy said:

    Is it better to heal or stay injured vs Oni?

    Heal. Not healing just gives him free orbs, even if he cant get 1 shot value this way, he still gets dash value. This is not Billy.

  • @NullEXE said:

    https://forum.deadbydaylight.com/en/discussion/comment/1063781#Comment_1063781

    Sorry was trying to back track onto the topic. I don't understand what DetailedDetriment is getting at either. He may not yet understand that the points in the emblem system, and blood-points you recieve in the match are two entirely different things. Regardless his post doesn't benefit the discussion because we are talking about the emblem system, and not the BP system.

    I also still don't see how bloodpoints in a match determine

    So 2 depips and 2 safety pips? Does not seem like a good deal to me. Or 3 depips and 1 pip, still the same thing.

    It's all confusing responses to me, sorry.

    I mean that if safety pip was rewarded to surviviors only at 2 DCs, and 1 pip at 3 DCs, then it wouldnt be worth to DC so your friends dont depip.

  • @DetailedDetriment said:

    Here's how I think it works...

    As survivor:

    1 survivor dc=1 gen to be completed in-game

    2 survivor dc=3 gens to be completed + safety pip

    3 survivor dc=4 gens to be completed + single pip

    Killer dc=safety, single, or double pip depending on the match length.

    As killer:

    1 survivor dc=5K BP

    2 survivor dc=10K BP + safety pip

    3 survivor dc=15K BP + single pip

    4 survivor dc=20K BP + double pip

    @NullEXE said:

    https://forum.deadbydaylight.com/en/discussion/comment/1063724#Comment_1063724

    What? No? I never said that at all. Where did your sense even go on this one?

    If you guarentee a black pip for all the other survivors when 1 survivor dcs then a swf that is being stomped on will just have 1 dc to ensure the other 3 can't depip. Take one for the team as they say. I could even see it happen in solo as some people already are into self sacrificing in this game.

    It just doesn't work for survivors, we need to find another remedy for dcs for survivors.

    Killers however (that the discussion is on) - it makes sense that they should get at least a black pip for dcs, or at least its needed right now till they fix the rankkng system, because now its common knowledge that you can just dc to force killers to de pip. Survivors are abusing it every game now in high ranks to get back at Killers that play well.

    I thought we were talking about this one: (on the top of this comment)

  • @NullEXE said:

    https://forum.deadbydaylight.com/en/discussion/comment/1063704#Comment_1063704

    SWF's will still abuse this to avoid depips. Unfortunately its not a design you can give to survivors.

    So 2 depips and 2 safety pips? Does not seem like a good deal to me. Or 3 depips and 1 pip, still the same thing.

  • Then cry to the devs, maybe they will nerf iri hatchets.

    Lets see what you can do.

    DC is unforgivable, always.

  • @emptyCups said:

    https://forum.deadbydaylight.com/en/discussion/comment/1063475#Comment_1063475

    No.

    Dont reward survivors for DC they will do it more often.

    He means the remainings surviviors, not the ones DCing

  • Unfortunately there are no Hexes worth protecting anymore. New Ruin might not be the worst, but wasting 2 slots for that? Not worth it.

  • @ZtarShot said:

    https://forum.deadbydaylight.com/en/discussion/comment/1063451#Comment_1063451

    1. Who says the Mind Flayer (the one I assume created or at least expanded and gave life to the Upside Down.) Had the ability to expand his realm under say Coldwind, an alternative universe from it's. Hawkins is also just reaped from the memories one of the ST characters. The "Upside Down" is just some tunnels thrown together by The Entity.

    2. ???

    3. He can smell blood in the ST universe, everywhere. Tis a letdown.

    4. Don't feel the need, you already explained it.

    5. The Entity's.

    6. Thumbs up emoji.

    7. Did you see how Barb's loss affected Nancy throughout season 2?

    8. I don't believe it is against any lore, but it is BS.

    9. See (1.)

    10. See (1.)

    11. I don't believe he was able to do that anyway. In the series, I mean

    12. No sense made, gotta agree.

    1. I get your point but I think devs just didnt bother making it or didnt want it to be similiar to Spirits power.
    2. I meant that Upside Down is like a mirror world, not some black mass, but thats in 1)
    3. ...
    4. Yeah, this one is ok, its just that you should be able to use it all the time you are in Upside Down, but you cant stay in Upside Down, so I just dont like how they did it.
    5. Lol
    6. ...
    7. You could say that about every murderer, not just Demo. It think they meant what Mind Flyer did to Will in S2 and S3, so whatever. But that perk is still bad...
    8. When Demo destroys things in Upside Down it doesnt affect the world in any way, so I think it conflicts. The idea of this perk is flawed by itself anyway.
    9. Again, I think they just didnt know how ro make it work.
    10. ...
    11. He does that all the time. The portal in the house gets closed, the one in the tree in the forest, the ones that people were kidnapped through, the one he escapes through after getting trapped and burned.
    12. ...
  • @DWolfAlpha said:

    https://forum.deadbydaylight.com/en/discussion/127053/does-anyone-know-how-exactly-efficiency-is-calculated

    Percentages work individually, not cumulatively. So it's like 33 brings it down to 67, then it's -25% of that 67, so about 50, then -20% of the 50, so its final calculation would be about 40% of the normal consumption rate. So a brown medkit should be able to heal about 2 and a half health states.

    If thats true then its the opposite of how percentages mostly work in this game, but its possible

  • @MigrantTheGreat said:

    Aye can someone react to this so I can back and watch this video please

    Yes

  • There are many people that like current Demo, I think he is not that bad either, so I dont think he should face any major rework.

    What pains me is that after watching Stranger Things, I realise how much wasted potential Demogorgon has, both in his power and in his perks, he is so much cooler in the series, and honestly some of these things wouldnt be gamebreaking to add. Demo in DBD is just completly different than in ST, this did not happen with killers like The Shape, The Cannibal, The Ghostface or even The Nightmare is not that bad, considering he got rework. Its just kind of sad that Demo is so limited.

    1. Demogorgon places the portals both while being in the Upside Down and the real world, basically half of his power is blocked.
    2. Upside Down looks more like Spirit's power, definitely not how it works currently.
    3. Demo can feel blood from enormous distances while inside Upside Down, and maybe in the real world too, none of this is in the game.
    4. He can hear people being near his portals while in Upside Down. This is represented by the Killer instinct while charging shred and surviviorvs are near the portal. But well, actually hearing them while in Upside Down would be cool, but you cant stay in there for some reason.
    5. Demo does not have Shred. Who's idea was that...
    6. Surge is quite ok.
    7. Minbreaker is definitely not Demogorgon's power as ingame description suggests, but having something from the Mind Flyer is ok, I guess.
    8. Cruel Limits is complete bullshit... Not only there was no power like this ever, but also the description and quote are completly wrong, and 100% conflict with ST lore. What happens in the Upside Down does not affect the real world, where did you get that idea.
    9. Surviviors cant enter the Upside Down for some wierd reason
    10. Even Demogorgon cant stay in the Upside Down for some reason
    11. Demogorgon cant close his own portals for some wierd reason
    12. Surviviors can seal the portal with THEIR BARE HANDS for some reason

    So yeah, what we have in game is not really a Demogorgon, but as a DBD killer he is balanced enough.

  • I dont think they are, they just take notes after every game or record every game.

  • Thats because Spirit is just as strong as Nurse, while she is way easier to learn than Nurse.

    But certainly she is not the easiest killer, you are invisible, but so are the surviviors, the one with better mindgames and hearing wins.

  • Yeah, Demos perks are the worst perks ever, the only useful perk as a huge cooldown slapped on it for no reason. Either remove the cooldown or make half the current time

  • @BulletsNonstop said:

    https://forum.deadbydaylight.com/en/discussion/comment/1063190#Comment_1063190

    Yeah we’re talking about the same game. The game where the killer only has to worry about 4 survivors with limited retries and a lot of work to do. All I’m saying is they should definitely implement something to counter hook camping. Repair speed increase for all other survivors while killer is within a certain radius of hooked individual really doesn’t sound like a bad idea 🤔

    Where did you say that only killer camping needs to be nerfed? This discussion started with you stating that "killers should be nerfed, they are too strong, too fast, windows are bugged and stealth killer (Wraith) is bullshit." (Different wording, but that was the message).

    I dont think we are playing the same game if you dont realise that looping is the best chase tactic, killers cant be the same speed/slower than surviviors and that with current gen speeds its not "only 4 surviviors".

    About the hook camping? This is not needed. 2 hook states take 120 seconds, and this is enough for 3 surviviors to complete 3.6 generators WITHOUT TOOLBOXES or ANY gen repair speed perks. What is needed to stop camping is increase in surviviors IQ and maybe and ability to tell your teammates to "do the ######### gens" while on hook.

  • @perpill said:

    https://forum.deadbydaylight.com/en/discussion/comment/1063121#Comment_1063121

    Use this link instead of pressing play on the post.

    It's mc_ote saying (repairing a generator, misses the Great Skill check) "F#@$ this. Ruin is making me unhappy right now... which I guess is the point. Screw your totem's. (Starts cleaning a totem)

    And that green toolbox lmao

  • @WRussoW said:

    I know people HATE NOED when it comes up all of a sudden. But would you change your way of looking at if a killer litteraly has ALL perks for the endgame (plus BBQ cuz it helps a lot during the endgame if you bring that build)? Like, there's nothing that stops you from rushing gens, it's only your own fault for not cleansing totems when you have much time to do so. So, would you still call a killer bad even though it's their choice to make the endgame the most difficult part of survival?

    Yeah, cant complain about endgame build, if you cant see even one killers perk working, and are not thinking its weird.

  • @hocrux said:

    https://forum.deadbydaylight.com/en/discussion/comment/1061861#Comment_1061861

    Stop ranting, hex is based on hag's background/stories, Hag literally translate to witch/voodoo and hex is a curse a witch used. Read her backstory and try to relate instead of being obnoxious and demanding things to go your way, work on a solution a good one would be ruin totem is masked and not glowing thus people have to break the right ones or have multiple ruins up kinda like haunted grounds where if the wrong totem is picked that particular survivor becomes exposed and killer gets to see the aura for awhile

    Cool that its based on her story, but right now Ruin is a useless per for her. Hag does not need Mid-Late game slowdown, even if it scales with pressure. Hag has enough pressure out of her traps alone during that time. What Hag lacks, is early game slowdown, so that she can prepare her traps without getting genrushed. This isvwhat old Ruin did, even if it was unbalanced. Now Ruin is completely useless for her. Not to mention that new ruin gets cleansed as soon as it starts being useful...

  • @BulletsNonstop said:

    https://forum.deadbydaylight.com/en/discussion/comment/1060263#Comment_1060263

    Okay I gotta stop you on number 3 when you say killers have to be faster than survivors. Not really if they’re starting to have abilities that can easily catch people off guard. They land first hit and it’s not like I can stun or defend myself so you just get chased down so easily. Pallet looping is stupid man and that’s not the only way people should be playing this kind of game 😂 that’s not fun as this game is already just a bunch of pushing RB and LB on everything so that’s the last thing I want to do. stealth and survival activities are a big part of what makes this game fun too, being able to supply up and defend yourself ... but the killer always HAS to find someone immediately right? Game won’t be fun for killers if they don’t find their first prey 5 seconds into spawning in right? Lmao. Whatever man. Oh and to comment on NUMBER 3 Killers can use vaults as well. They can in fact hit you through the window as your vaulting through even once you step foot on the other side. It’s happened so many times, so consistent. Very frustrating. I do realize you can see a hazy outline of Wraith but that’s not enough most of the time and even if that’s enough to make some kind of impact to top it off he’s got no heartbeat. Once he uncloaks not having enough time to strike is a horrible defense. He’s already got the jump and will catch you. In fact, he can use it to block you in a corner and beat you down. I’m sorry but there should be times when even the best killers can’t do anything to survivors. You know it’s bad when you go into a game and the killer is taking it easy on the survivors. I know that because he even sends a message afterwards telling me I felt like letting you guys live. Smh.... you felt like it? Sheesh...

    Yes, killers have to be faster, because its the survivior that is in control of the chase path, and he can use vaults and pallets however he wants.

    Are we really playing the same game? Looping is the only chase tactic because ITS THE MOST EFFECTIVE, and when first invented, it was so strong that loops had to be nerfed severly. If you dont like pallet looping then go play that F13 instead of whining about one of the weaker killers.

    Stealth and survival are used BEFORE the killer finds you, or, if you are skilled enough, can also be used in a chase. But killers like Wraith are obviously the killers you shouldnt stealth against, because STEALTH focused killer obviously has better STEALTH than some survivior.

    And countering Wraith is not hard, as soon as you see him decloak (or hear, then look for him), use his reduced speed while decloaking to gain distance, if you cant, then dodge his decloak lunge, and then just use Sprint Burst/Lithe/Balanced Landing/Pallet/Window/Head On to gain distance and then just behave like in a normal chase.

  • @TheBilldozer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1062349#Comment_1062349

    Is it? It doesn't really fit anything about the clown. The clown has this little murder cart with a zombie horse, but that was about it I thought.

    It has the cart, some circus machines and and it literally plays clown music

  • @PatchNoir said:

    okay thats personnal opinion but i think he is the most annoying killer to deal with, he camps with his ability but most of all you have a mechanic to avoid him that works when it wants.

    example : once in a match i was downed and i had a small glimpse of view when he was going to leave me slugged to camp a rescue, he turned a corner and got revealed when i was not seeing him anymore

    example 2 : i see a ghostface looking at me i drop a pallet stand in one side and him in another the time it takes to break his shroud gives him 70% a stalk or in most of the cases a full reveal after exposing me, and bro he is just RIGHT THERE A DROPPED PALLET AWAY IN THE MIDDLE OF THE SCREEN.

    example 3: im working on a gen in the gas station map and he is behind tires leaning and stalking i reveal him by accident when only his head was in my screen.

    example 4: i see him at distance and stares at him but cant reveal him but he can stalk me. (?????)

    when these things happen you will get downed with a feeling that the game stole your chase.

    at least make my pointing action reveal him it will be faster than stare at him one meter away and being unable to break him faster, like the point of his abilliy is to get well hidden if he comes closer i should have the advantage and he should have a chase not a free down.

    or when putting my characther looking at him instead of pointing idk just fix

    ps: try to break him out stalking one pallet away with him crouching and leaning and standing up, it messes up a LOT your revealing just ridiculous.

    Revealing is broken, but it needs a bugfix, not a nerf to the killer

  • @ClickyClicky said:

    I agree. He's the worst killer in the game to play against. I'd take Legion over GF anyday. Most of them just use stealth to camp/tunnel hooks, and the reveal is so broken he's either going to get a free hit or expose you by the time you've revealed him anyway. Hell just to break him out of his power you have to give away your location.

    I wish they would just delete him. He really is that bad.

    Well maybe because GF is high tier killer and Legion is 2nd worst killer in the game lol

  • Isnt the Chapel map or whatever its called Clown themed map? But full circus/amusement park with mirror maze would be cool

  • Both NOED and DS reward you for other side playing well.

    So yeah, these are crutch and ######### perks used by bad players. Dont see your problem really

  • @Brucecastro81 said:

    Wrong place btw


    Shhh its a discussion

    No one wants to go to the idea graveyard

  • The Game is the worst ######### map, both killer and survivior, cOrN is terrible too, but at least its survivior sided, I just hate The Game.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/1062217#Comment_1062217

    Oof, that's a decently strong effect tho. What about stacking with STBFL? We don't need another machine gun meta.

    Still better than instadowns right?

  • I know, but that guy talks like Im supposed to use slowdown on every killer every game. If you are playing a killer with huge pressure, you shouldnt have to use slowdown, as devs and surviviors dont like it and you are supposed to "just pressure gens"

  • @gantes said:

    https://forum.deadbydaylight.com/en/discussion/comment/1062270#Comment_1062270

    Stop using this garbage ranking system as a metric for wins and losses the devs themselves admitted it's ######### terrible

    He killed everyone except the guy who escaped through hatch. He won. GG go next

    Then stop treating this match as fine, because you shouldnt be forced to tunnel against potatoes with toolboxes, as the killer with highest pressure.

  • @Peanits said:

    I'm not necessarily against reducing some of the random bits in the game, but that wouldn't quite be possible with the way the traps are set up. It's not just a set chance to get your trap off in each box, the key to your trap is in a specific box. That one box will take your trap off whenever you search it, the rest will do nothing (other than waste your time).

    Just make THE key spawn after the first box is searched by the survivior, not at the beginning of the game.

  • @HectorBrando said:

    https://forum.deadbydaylight.com/en/discussion/comment/1062114#Comment_1062114

    Having map pressure is not the same as slowdown, is similar but since you cant put pressure in 4 people at once is not exactly the same, slowdown is making gens go slower or make the survivors waste time in other stuff, RBTs, Feral Frenzy, stacks in Dying Light or Tanato are slowdown perks (some stuff is better than other, Pop right now is the best slowing tool of all).

    The hook was right there, no need to move an inch, he could literally hook the guy without even walking, he should have hooked Yui at the start and then rush the other gen, you gain time by slugging if the hooks are far away, if they are so close is better to hook and force a save, that also gives you time with the benefit of one less step in the sacrifice.

    And you are right they didnt play super good either, they were doing gens in front of his face and that also factors into the insane genrushing, if they werent so bold the gens wouldnt have been completed so fast and believe it or not, such boldness and urge to rush actually worked in his favour by exposing them in ways they shouldnt have exposed themselves, they went all in and lost.

    Again, high pressure killers are not supposed to use slowdown, only killers with low pressure use slowdown, so they have more time to apply pressure.

    Surviviors lost? Lost what? Killer got 0 (in words) ZERO pips, and Im sure at least some of the surviviors pipped, given the amount of gens done.

  • @mouse0270 said:

    I am confused to the point of this post. He got a 3k? Is that not enough? He got a 3k given the two toolboxes (which the devs said they are going to look at).

    Maybe because it was a 3k BRUTAL KILLER against genrush surviviors that couldnt even loop, 3 gens were completed despite all the pressure from the strongest pressure killer in the game, and thats only with 2 toolboxes? Maybe thats the point? Im not sure.

  • Perk1 of the killer sounds like weaker version of Mindbreaker, so it would be quite useless.

    And well the killer power is the most important thing...

    Other than that, I like the other killer perks, survivior perks are ok too. Maybe the Survivior perk2 could be explained a bit more.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1061868#Comment_1061868

    Can you just tell me what you're trying to say? What I got from your response is that Demo can be countered quite easily even without the shriek and removing it would only improve the experience for both sides. Also hopefully you agree his footsteps could be quieter.

    What killers give map wide notifications?

    1. Spirit, the strongest killer in the game, and only outside of TR
    2. Nurse the 2nd strongest killer in the game, with a power to get a hit in 10 seconds using her power.
    3. Shape, with a power to 1 shot multiple surviviors
    4. Oni, with a power to 1 shot multiple surviviors
    5. Plague, when she gains the power to down surviviors from a range
    6. Demogorgon, with an ability to travel to a location where he has set a portal before, even when portal is visible to surviviors.

    Yeah, seems balanced to me

  • @HectorBrando said:

    https://forum.deadbydaylight.com/en/discussion/comment/1062080#Comment_1062080

    Before the first 2 gens pop he forgave one hook, he missed to regress the gens and went after the very obvious DS user who was leading him away from the almost done gen instead of trying to defending it, also not by not having Pop he lost 40 seconds of regression (maybe 60 if he were to hook Yui at the start).

    You should be forced to bring perks that help you and cover what your basekit lacks, thats why they exist and you shouldnt bring 3 perks who cover the same area because you will lose strength in other areas.

    Slowdown perks arent mandatory but you risk facing people with a genrush strat and without them is very hard to win, though he did win the game without them.

    Again, Billy is supposed to be high pressure killer, slowdown is not something "his kit lacks"

    Also he did not forgive a hook, he was trying to increase the pressure by slugging, there was no time to hook because the gens were getting finished.

    And again, surviviors were not playing well, they just did gens in front of his face, the game shouldnt require a slowdown perk, tunneling and perfect chases to win against bad surviviors.

    Also you completly ignore that he got Brutal Killer

  • @WTBacon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1062046#Comment_1062046

    Couldn't you ask for EAC to allow for changes to perk images?

    I realise this isn't high priority or anything, but there have been massive amounts of people fearing bans for this while also being interested in trying it.

    EAC doesnt really ban anything that does not interfere with rendering or things that get send to or from the server, so hud changes shouldnt be a problem.

    EAC is used by many developers, I dont think BHVR can just ask them to customise it specifically for them.

    The best way would be to add Steam Workshop support to the game, this way mods would be way safer to use, EAC pretty much ignores Workshop mods.

  • @HectorBrando said:

    https://forum.deadbydaylight.com/en/discussion/comment/1062012#Comment_1062012

    He played very well skillwise speaking but he also made several mistakes, he has 3 tracking perks and zanshin (which is decent for newcomers, for veterans not so much), not a single slowdown perk or chase perk like Pop or Bamboozle, should have hooked Yui at the begining when she got downed near a hook (with Pop that same gen would have been regressed more than 20 seconds), bumped into a lot of trees/rocks, sometimes he abused the chainsaw when there was no need and seeing how much they were genrushing he should have defended the gen in the house and the 2 adjacent gens from the start. The locker plays were masteful tho.

    The genrush in the video is insane true, but he still got 3 kills with a not very good build in a very bad map for Hillbilly..

    He did the mistakes mostly after the 3 gens were done, so it does not change that genrush was too fast and nothing could be done.

    You should not be forced to bring slowdown perks every game, especially on killers that are supposed to be "high mobility - high pressure" killers.

    Same with chase perks, most of them are not that good on Billy anyway.

    The surviviors were not playing that good either, he found them all the time, that game shoud've been a 4k. Also if he didnt tunnel that one guy out of the game, they would probably finish the last gen too, and who knows how it would play out later.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1062035#Comment_1062035

    Tunneling isn't playing well. I do agree DS should deactivate in certain scenarios but I disagree that DS doesn't discourage tunneling.

    I just said that not tunneling doesnt counter DS.

    DS discourages playing well AND tunneling.

    Why? Because downing 4 and hooking 3 surviviors in less than 60s is playing well, not tunneling. Just like catching surviviors in Bear Traps, Phantasm Traps or making use of information perks. But you still get hit by DS.

  • @ClickyClicky said:

    Asking a survivor to run around looking for 5 tiny totems and cleansing them all to stop the killer from going turbo with speed boost and instadowns = perfectly fine counterplay

    Asking a killer to not tunnel to avoid a 5 second stun = ABSOLUTELY UNACCEPTABLE!!!

    Not gonna lie you, had me in the first half.

    NOT TUNNELING DOES NOT COUNTER DECISIVE STRIKE. How many times do I have to explain?

    The only counter to DS are:

    1. Camping the guy with DS until death
    2. Slugging the guy with DS for 1 minute

    Enjoy your quality gameplay.

    DS currently is just as bad as NOED, it punishes the other side for playing well, thats all these perks do.

  • @HectorBrando said:

    He still got 3 kills with an awful build and numerous mistakes (he had some very good moves too).

    But did you see how he played? He couldve done nothing about these early gens, and those were onlu 2 toolboxes. He had to tunnel someone out of the game, and tunneling is supposed to be toxic or something.

    Also awful build? Discordance for gen pressure, BBQ for tracking (easier to find = easier to pressure) and Bitter Murmur to get extra pressure just after a gen is done. Are killers supposed to bring Corrupt, Thrilling, PGTW and Surge every game or what?

  • @fcc2014 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1061850#Comment_1061850

    Ok maybe but No discordance, corrupt Intervention, surveillance, or Ruin?? Instead he used Bitter Murmur and tactics? He went against a highly coordinated team got 3 kills. This was also an exception as he said he has never seen anything like this.

    Bitter Murmur, Discordance and BBQ is bad on Billy? Or are you supposed to bring PGTW every game now that Ruin is gone?


  • @Peanits said:

    It would definitely be too much to be a non-hex perk. We aren't looking to change it to a non-hex perk.

    It's definitely not just a late game perk, though. It'll get stronger the longer the game goes on and the fewer generators you need to check, but it can still be handy early on.

    I agree it would be too strong, but there are few things that are wrong with current ruin.

    1. Ruin is NOT useful early game. By early game I mean everything up to the first down/hook. Up to this point, Ruin is useless. After that you START applying pressure on gens, but everything after first hook is called MID GAME. So Ruin is useful MID AND LATE GAME not early.
    2. Ruin is not useful on Hag. What Hag needs is EARLY GAME setup time before the first chase. And Ruin buys you time after that. I agree that you can get a lot of Ruin value if you trap gens, but Hag has more than enough pressure with just her traps, so Ruin is not needed.
    3. Ruin is cleansed too fast. As I said before, Ruin is useful Mid and Late game, and most Hexes are cleanses Early or Early-Mid game. Ruin needs some sort of PROTECTION to survive that long. Good example of Mid-Late game Hex is DEVOUR HOPE, that activates only after it starts being useful. Ruin could use something similiar if you want to keep it a High Pressure = High Value perk.
  • @hocrux said:

    https://forum.deadbydaylight.com/en/discussion/126863/its-time-to-change-ruin-to-a-non-hex-perk

    They already said they not changing it, they want to keep ruin related to hag theme so hex perks won't go away unless they remake hag

    Cool, but new ruin is ######### on Hag anyway, I'd like a working perk more than useless themed perk...

  • @Kenidur said:

    You're kidding right? It's a % chance all ready. To remove it and force multiple boxes is just greedy. And if you want to force that, I'd say force no need to hit all 5 boxes either.

    Thats right, its % chance, thats why its unreliable

    Yes you should be forced to do multiple boxes, because 1 is too fast. But yes, if you are forced to do 2+ boxes then 5th box should be empty too.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/1060730#Comment_1060730

    I could be convinced otherwise, but I don't see a reason to do that specifically, unless there's a generator at 99% and the killer has been protecting it pretty heavily/you need to stop a 3 gen. Though at that point, the same can be said about any killer. You'd spend just as much time taking the trap off either way you slice it.

    The problem is that its just not worth stopping genrush to take off the RBT.

    In lower ranks, survs just dont care what will happen to others, and in higher ranks its better to do all gens first and then go look for boxes. So unless you dont stop the genrush by other means (pressuring without using your power) RBTs dont slow down the game.

    If RBT timer was reduced every time a gen is completed, then surviviors would feel pressured to stop genrushing and find the key.

    Also you shouldnt be able to find the key in the first or the last box, because this is unfavourable for both sides.

  • @hanscardoso said:

    I'm sorry, but I won't be bleeding on the floor for you to take your kill, I'll disconnect and go to the next one, and I don't care if it's for a friend or a stranger, nobody has time for that.

    The only way to accept this would be the option to die on the ground on purpose. And the hatch goes to the one that finds it first.

    Ok, then why you have a problem with hatch respawning on a random location? This way both sides have a fair race to the hatch, instead of surviviors having huge advantage.

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