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Aura_babyy

Aura_babyy

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Aura_babyy
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  • @Freshwick said:

    After Hex:Ruin gets reworked every generator slow down perk the killer has to 'earn' to use, Dying Light and Thanatophbia can be countered by prove thyself.

    Oh wow the gens automatically kick/regress themselves when survivors leave the gen. When has a kicked gen without pop goes the weasel actually have an effect on the game?

    Not to mention surge will become useless in comparison to the new ruin. Making everyone of the demogoron perks a waste of space and bp.

    Regardless, ruin can be countered by gen tapping, using Stake Out, using This Is Not Happening, by bringing a toolbox with gloves or by breaking the totem.

    If the issue is that killers need to earn the perk.. why change the perk completely when they could have just made the perk stack to get the regression benefits smh

    FYI every perk listed by the op is pay to win lul

    Also Plague's perks are not pay to win. You can unlock plague with Iri shards.

  • I like white chocolate

  • @Bill_I_Am__Overbeck said:

    https://forum.deadbydaylight.com/en/discussion/117968/ruin-got-buffed

    If you think Ruin got buffed, then I have a bridge in Brooklyn to sell you.

    Love this.

  • @Freshwick said:

    After Hex:Ruin gets reworked every generator slow down perk the killer has to 'earn' to use, Dying Light and Thanatophbia can be countered by prove thyself.

    Oh wow the gens automatically kick/regress themselves when survivors leave the gen. When has a kicked gen without pop goes the weasel actually have an effect on the game?

    Not to mention surge will become useless in comparison to the new ruin. Making everyone of the demogoron perks a waste of space and bp.

    Regardless, ruin can be countered by gen tapping, using Stake Out, using This Is Not Happening, by bringing a toolbox with gloves or by breaking the totem.

    If the issue is that killers need to earn the perk.. why change the perk completely when they could have just made the perk stack to get the regression benefits smh

    FYI every perk listed by the op is pay to win lul

    It's not like you NEED to pay for dlc to get the "pay to win" perks. You just need to be patient for them to come out on the shrine if you can't spend 4-5 dollars.

    Prove thyself is a general well use perk that I see SWF run a few times here and there.

    But it has been a long ass time since I've seen the perk both on console and PC.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/972808#Comment_972808

    No, you cannot. It has been confirmed. PGTW, Overcharge, Surge, ect. None of these work because you have to kick the gen, which you can't do while Ruin is up.

    Really? Where was that confirmed at? I must have missed it

  • @Katastrophecy said:

    included in nerf notes: "killers are annoying to play against as survivor!!! killer perks are annoying to play against as survivor!!! skill checks are annoying as a survivor!!! game slowdown is annoying to play against as a survivor!!!"

    not included in nerf notes: "survivor perks are annoying to play against as killer....???? maps are annoying to play on as killer.....???,,,, gen speeds...??? ,,is there anything that is annoying to play against as a killer....??? mmmno...,,,,"

    Uh. Yeah? Balanced Landing was nerfed.

    The new maps created by the devs are good

  • @SteelDragon said:

    https://forum.deadbydaylight.com/en/discussion/117968/ruin-got-buffed

    https://us.v-cdn.net/6030815/uploads/915/0ZNR7FFVI5LT.png

    dont forget, it's still a hex perk, and they designed this new version of ruin for near the endgame when there is only a few gens. because ruin ALWAYS LASTS THAT LONG RIGHT? /s

    Depends. I've seen Ruin last pretty long in my recent games

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/972603#Comment_972603

    No, you cannot kick the gen when it is already regressing

    No this was not mentioned to be like that though.

    Remember you can still use pop on a regressing generator.

  • @Exxodus21 said:

    https://forum.deadbydaylight.com/en/discussion/comment/972587#Comment_972587

    Oh well I guess since 2 people you know for some reason had an opinion that matches yours we can just ignore the pages full of threads full of killers disagreeing.

    And I was thinking of a failed skill check meaning missing it completely, but that still doesn't equal missing 2-3 skill checks. It would equal missing 1.5 skill checks. And Thrilling can only be activated every 60? seconds and is contingent on picking up a survivor, so it's far weaker.

    Attempting to do the actual math is eh.

    But. The perk will shine as a combo with Surveillance in my opinion.

    The same way Surge works with it, so will Ruin. That's a lot of information!

  • @UwUMyersUwU said:

    Killers get viable things that are balanced nerfed. Survivors get wayyyy overpowered items nerfed.

    You're dismissing the Ruin change as the perk becoming unviable.

    A lot of people will argue that the perk was already unviable to begin with. It's just an overused crutch that killers think they will not win without it.


    And before you make the same comment about DS.. those perks cannot compare. Survivors dont need DS to steam roll a killer.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/117968/ruin-got-buffed

    It is NOT a buff. Gens regress at 1/4 the speed that Survivor's repair them at. This new Ruin will be useless at Level 1, at Level 3, it will cause the gen to regress at 1/2 the normal speed.

    Also, it is a Hex perk, it is still going to get destroyed 30 seconds into a match

    This is a passive regression, meaning you can still kick the gen. Now you have a regressing generator that will go down nearly as fast as a survivor can do said generator

    Also yes. Hex perks will sometimes go down in 30 seconds, sometimes they last the whole game. That's their point.

  • @Mc_Harty said:

    https://forum.deadbydaylight.com/en/discussion/comment/972527#Comment_972527

    I read the thread just don't understand how anyone could consider this a buff.

    I showed the changes to my GF who plays this and she thought it was a change that made it stronger.

    I showed it to my best mate who mains killer and he was stoked. He's happy because in his matches survivors just hit the skill checks anyway and power through ruin. Since he's good at exerting pressure, he is quite content with the changes.

  • @Exxodus21 said:

    https://forum.deadbydaylight.com/en/discussion/117968/ruin-got-buffed

    So now instead of one perk I need to run 2. Great.

    Also, Thrilling Tremors is active for 16 seconds. Gens regress at 1% every 5 seconds I believe. Failing a skill check is something like 7% or 8% I believe (not sure at all). So no, even with the max amount it's nowhere near the same as 2-3 failed skill checks.

    And that's even if Thrilling Tremors works. Now survivors are going to hold M1 like their life depends on it. As it is now they can let up to avoid Thrilling, BBQ, to heal, etc. Now they're encouraged to do nothing but finish the gen as fast as possible. And for that reason games will.go faster at the beginning when they need to be slower. Ruin will still be cleansed early, and there still will be no late game effect.

    Like I said to the other guy.

    2 perk combinations are not out of this world.

    Spirit Fury/Endur

    Sloppy/Nurse's


    And ruin skill check misses are 4% not 7%

  • @Herman_CMH said:

    https://forum.deadbydaylight.com/en/discussion/117968/ruin-got-buffed

    You are saying we need to use TWO perks to COUNT as a BUFF!? FU

    You mean an additional perk? Yeah?

    Do you not run Nurse's Calling with Sloppy?

    Do you not run Enduring with Spirit Fury?

    Perks are all about their application and combination.

  • @Mc_Harty said:

    Nothing about the Ruin changes were a buff, ######### are you smoking?

    Did you not read the thread?

    The ptb is not live yet.

    But a regressing generator is easy pickings for surveillance.

  • @ElementDoom said:

    "With Thanatophobia you have plenty of slow down as is"

    https://us.v-cdn.net/6030815/uploads/051/G35RFHX6U9ES.jpg

    Dying light and Thanatophobia...****

  • @underlord99 said:

    it's not necessarily the perk getting nerfed that shows their survivor sided. it's the words they used in the update. just reread it and you'll see. especially the part where they said they changed doctor because he was annoying to play against .

    So basically they're survivor sided, NOT because they're "nerfing killers more" but rather how they word their updates correct?

  • Audio and bug fixes for 3 months straight.

    Balancing and all the rest are more so a luxury, As I rather have a broken game that works instead of a balanced game that doesn't work.

  • The mom medkit can help you save survivors from face campers if you ever want to give them a try :)

  • @Runcore said:

    https://forum.deadbydaylight.com/en/discussion/116300/the-truth-about-swf

    Voice comm possibility is giving unfair advantage to these groups. Its giving them literaly free perks like Bond, Emphaty or Kindred coz SWF can easily tell others position on map or killer position near hook. Like playing vs survivors with 7 perks and more while killer has to choose carefuly 4 perks. Killer cannot have friend on voice comm that tell him positions of survivors and simulate some aura reading perks. Killers facing premade groups should have small buffs to counter-balance this perks imbalance.

    Giving voice comms to solo players is an unfair advantage?

    What is stopping one random solo Q survivor to just invite the rest of his team to a voice chat? I've seen people go the extra mile for that. On console, this happens a lot.

    Killers do not have someone calling survivors out because they simply do not need them. As a Killer, you KNOW where survivors are bound to be, and that is generators. If the Killer was unable to see where Generators were located at, then this would be a different story.

  • Or...

    Matchamaking is just a hard problem to tackle and the devs are doing their best for it?

    Try learning some computer languages meant for programming and you'll see a small portion of what they have to work with. Start with C++ maybe?

  • I mean it isnt a big of a deal to be stunned for like 5 seconds if its early game anyway.

    The best time for DS is later game.

  • @Athanar90 said:

    Or make keys stop appearing mid trial. Killers can't find a mori, after all.

    To me Keys hardly appear. Its mostly Medkits (thankfully. I search chests for those)

  • @Aura_babyy said:

    I'm sure someone has done it already but I'd like to suggest this myself. Please try not to mock my post and stick to actual criticism and feedback.

    This is a Key/Mori post (out of a thousand... yippee).

    I'd like to start out by pointing out the largest difference between the two. To begin the topic, I will start with Moris.(Mainly Ebony and Ivory)

    Moris become available to a killer after they have been hooked at least once. This completely eliminates a survivor from the game very early, and it can be done immediately after unhooking without having to worry about Decisive Strike.

    Keys on the other hand, require Generators to be completed so the key can be used to open hatch. The Hatch spawns, if all survivors are alive, after ALL generators are completed. This requirement recedes as survivors die during the game. In comparison, Moris are a lot quicker at ending the game than Keys.

    Well, what if we changed Moris to have the same game rules as Keys so they don't shift the momentum so heavily really early?. Allow me to begin the suggestion here.

    For Moris,

    > Keep the 1 hook requirement

    > Moris become available after 1 Generator is completed.

    > For an Ebony Mori, as more generators are completed, more are available for use.

    >All 4 Moris become available when 4 Gens are completed, or end game collapse occurs.

    Now let's move on to Keys. I often see Killers say keys rob a killer of a proper game, but I have no comment to this in particular as I think it's more of an upset type of deal as there are many ways to counter the use of Keys compared to Moris. Not only that, sometimes gates spawn very close to each other and in some maps there are positions that allow the killer to watch both anyway. Nonetheless, Keys are very useful at providing an escape route for survivors while the killer patrols the gates.

    Here's my suggestion for them.

    > Dull Keys allow only one Survivor to escape, and hatch closes without triggering end game collapse. Alternatively, it does trigger end game collapse, allowing the use of all moris if the killer is running an Ebony Mori.

    > Skeleton Key keeps hatch open for other survivors to go through for a short amount of time or until Killer closes hatch.

    > Reduce the time hatch remains open by 5 or 10 seconds.

    Additional changes that dont have to be with these, and can be complimentary to any buffs to certain killers or new killers.

    > Allow Keys to be used on ACTIVE Reverse Bear Traps. This means counting them as Black Locks. (In the event that Pig is buffed)

    > A pink addon for a key that will allow it to be used to open a black lock and is consumed on use without the protection of Milky Glass. (Obviously would most likely be used with Broken Key.

    What does everyone think? Is this something that can be agreed upon by both sides? Once again, I ask that you respect my post and not mock it. Thank you for your time.

    These are changes I suggested that some people seemed to like.

    Have a look!

  • @projecteulogy said:

    Using a key on The Pig's RBT would cause a considerably difficult skill check. You fail it, it goes off, kills the survivor and injures you/if injured, dying state.

    This would be a lowkey buff to Resilience and i rarely see people using it. So its a win/win.

    Interaction with the hatch would be Okay. Instead of a set amount of time, make it a skillcheck. You HAVE to hit the skillcheck to open the lock. This would simulate panic and realistically missing the keyhole when you're in a hurry(If you say youve never done this youre a liar). You need to be able to interact with the lock while in a dying state also. Doesn't make any sense to me why you have the strength to crawl around the map but not put a key in a hole and twist it. But you can jump out if it's open.. like what.. Sorry /rant lol

    That seems plausible. I think the use of keys against Pig's RBTs are good if she gets a buff somewhere in the near future.

    I just hope the devs look at this post and go,

    "Well it does make sense to make moris abide by the same game rules as Keys"

    Then look at the other suggestions and how they like them

  • @Raven014 said:

    I think the best idea for moris is to make sure everyone's been hooked once. That way, stealthy survivors that haven't been found are an active counter to Moris. Other than that, I think keys need to be made into a more skill based mechanic.

    I feel like the easiest cheese for that would be to hide the whole game just to deny a killer the mori.

  • Ruin can just be such a wasted perk slot anyway.

    If you run Thrill just to protect it you rely on it too much. What, do you DC when it's gone first minute of the game? I get killers that will DC after ruin is gone because they find the perk to be such a crutch.

    You can definitely do good without it and your chances of winning are not brought down significantly enough for it to matter.

  • @Galklife said:

    i would change mori to be on deathhook or after killer make 4 hooks (but surv still has to be hooked 1 time)

    for keys i would add 10sec opening animation so its impossible to open it midchase ( most frustrating use of keys is gone) and i kinda like the idea to make purple key for 1 person

    I also mentioned this earlier, but having the Moris to be on death hook might just decrease their uses without camping until 2nd stage etc.

  • @Shredder32 said:

    I just remember the old post gen end game where survivors would often hide from the killer, taking the game hostage because........I don't know what goes through a trolls mind, they're just jerks. While most survivors may not be trolls, they're out there and I think they would take the game hostage to force the killer to DC. Trolls are the worst.

    Agreed. But I guess the world will never run out of trolls

  • @Shredder32 said:

    I like your idea, not trying to shoot you down at all, however, if I may play devils advocate.

    Devils advocate: What happens when the survivors just don't do gens to troll when they see a killer has a hidden offering? There's a reason why there is an EGC.

    Wouldn't this just end up favoring the killer anyway?

    Survivors not doing gens means more chances for a killer to kill all of them anyway, even if Mori is the original intention, it doesn't stop the game from continuing and it doesn't hurt the killer for the most part. Ez BP?

    I don't know if this is a good answer to your scenario, as I think people would just DC to avoid being Morid anyway

  • @Galklife said:

    i would change mori to be on deathhook or after killer make 4 hooks (but surv still has to be hooked 1 time)

    for keys i would add 10sec opening animation so its impossible to open it midchase ( most frustrating use of keys is gone) and i kinda like the idea to make purple key for 1 person

    I think 10 seconds is over kill to turn the key on a hatch.

    Maybe 6-8? Not a huge difference, but i think it would still serve the purpose of not doing it midchase

  • @T2K said:

    https://forum.deadbydaylight.com/en/discussion/comment/912825#Comment_912825

    But there are workarounds to the current moris and keys as well.

    I like the idea for the moris although I dont see a big change.

    In regards to the keys:

    dull key: I think it would be the worst if you could escape through the hatch without triggering egc.

    skeleton key: whats the change here?

    The whole EGC bit was just something to look at. As for Skeleton Keys, I honestly don't know a suitable change for them as they are a pink item. I believe just as pink addons, pink items are to be held at a same standard when it comes to utility.

  • 🤧 I just wanna convey this to the devs and get a response.

    If it turns out the change would benefit everyone and make people slightly more content with the game then I've done my part!

  • @dont_ask_me_again said:

    The problem with shortening time on the hatch is that solos get cucked but swf do not... I think if a survivor uses a key on the hatch it should automatically shut behind them and broken keys should work after a certain amount of time of M1’ing it to give them a use.

    Making them work on pig would be pretty unfair on her, she could always dodge keys also so that doesn’t really accomplish much but adds dodging and she just needs a buff tbh... just make her traps work during the endgame (and dies on exit) BUT if a survivor is trapped then the endgame timer slows down like the survivor is hooked/downed.

    I see what you mean.

    When I was thinking about these it was very hard to come up for changes for Keys, I will admit the post in my mind is more centralized on Moris.

    Though as for the whole Pig argument I like to think of it as Pig being able to counter keys in a way. Maybe giving Pig a lot more traps as well could serve in countering Keys to prevent the Hatch escapes people often complain about.

  • @SilentSpectre said:

    More pig nerfs are definitely not needed.

    I think you misunderstood.

    In the event that pig receives a large buff or rework those are changes worth looking into whenever the devs reveal they will start working on her.

    If it happens now it would definitely crush her.

  • @T2K said:

    so if you hook 1 survivor you can mori him when 1 gen is done. Doesnt sound like a change to me. Also if you hook him and no gen is done you can still tunnel him and slug till a gen pops. So your stated problem with an early kill wouldnt be solved imo.

    That opens up a whole new different type of game in my eyes. I think everyone will find that this type of game is probably better than having someone being taken out of the equation completely, and there are workarounds to slugging and waiting for a gen to pop.

  • @Waffleyumboy said:

    Nah moris just need to work only on survivors on death hook. Buffing Pig and using keys against her is an awesome idea. Less time open is a good fix. Overall well thought out all around, kudos!

    Thank you!

    I thought about having it as a death hook type of thing but I believe most killer mains would dislike the idea. I wanted to try and appeal to both sides in a sense for making it slightly different and less frustrating.

    In my personal opinion I think the key argument is a bit weak, because EGC and gate placements seem to favor most killers on certain maps. Then again that can be solved If you look at the map rng directly, but that is probably harder to work on that this.

  • RIP guess its lost in the discussion hell

  • @ThisGuuy83 said:

    Man they really love us console players!

    I'm just glad the game is on console xd

  • @Mr_K said:

    https://forum.deadbydaylight.com/en/discussion/comment/910853#Comment_910853

    Played against a Nurse the other day on Gas Heaven. Start off by saying she was not a bad Nurse and I was found several times. All gens done. One dead and two on death hook.

    She never hit me the entire match until the very end where I stood at the exit and let her hit me as I left.

    If you know how the Nurse works you can move against her easy enough.

    This is true for all killers :)

  • It's pointless for me to say my experiences as a "Rank 1", since my queues usually are filled with people either in purple mixed in with some reds, or just reds by itself, likewise for the killer.

    I believe in one night of gameplay I've encountered 9 nurses out of 28 games. The rest were Ghostface, Wraith, Oni, Spirit, and Trapper.

    In all of those 28 games ruin was present and I cbt mark how long they lasted but that's deviating from the topic at hand.

    In the 9 nurse games,

    I escaped 5 times.

    Died 4 times.

    To tally the nurse, I wrote down on a notebook how many kills she got and how many gens were left when the game ended, and what map. To summarize, from Game 1 - 9...

    1. 4 kills, 4 gens left (I died) - Swamp

    2. 3 kills, 1 gen left (I died, randy got hatch) - Coldwin Farm

    3. 2 kills, 0 gens (Escaped) - Crotus Penn

    4. 1 kill, 0 gens (Escaped) - Hawkins National

    5. 2 kills, 2 gens (Escaped with randy's Key) - Lety's Memorial Institute

    6. 4 kills, 3 gens left (Died to Moris) - Gideon Meat Packing

    7. 1 kill, 0 gens (I died to tunnel/mori) - MacMillan Estate

    8. 3 kills, 1 gens (I escaped by hatch) - Haddonfield

    9. 2 kills, 0 gens (Escaped) - Badham Preschool


    I'll let you guys decide from here.

    To me she's fine, shes not broken anymore, but she's not weak or falling behind either.

  • Sarcastic post is sarcastic

  • https://youtu.be/jUaevkSGKZ0

    I'm gonna put my two cents in and say this.


    The way Tru3 was playing wraith was fine. His stratagem is what earned him 4k games a lot.

    One thing that bothers me is that if you watch Tru3 you will notice that he fails to truly explain what makes Wraith "Top tier". In my eyes, he was explaining why HE was the one doing good with wraith. Also, no need to obviously point out the crutches, such as Ruin/Nurse's Calling/ Silent bell... these perks are fine, but should one single perk build that he uses universally for most of his killers be what defines a Killer's position in the meta?

    By his use of addons and perks. Really, most killers should be pretty powerful right?

    Black incense Plague?

    That one Oni addon that allows you to see aura when a survivor touches a blood orb?

    Ghost face caught on camera??

    Cmon people.

  • Additionally,

    The best way to get the attention of a company is not through the use of Pathos. To spike pity or guilt doesn't work, and it looks like you are upset and not thinking about it calmly.

    Try laying out your suggestion free of personal emotion, and in a structure that is clear and understandable.

    See if you get results this way.

    (I've read Ulven's post. I would have concluded that the post would be a little on the bias side because of the tone.)

    I've done my own bit of forum browsing suggestions and forwarding to the dev team myself, it's quite tiring. And not everyone can be catered to.

  • The one thing people are forgetting is that with enough public outcry this will make the devs notice.

    They can label it bias all they want, but they can't ignore it if the playerbase is putting pressure on them.

  • @yoi said:

    https://forum.deadbydaylight.com/en/discussion/comment/898468#Comment_898468

    ?? Do u have anything to Say about the actual discussion? Keys and moris i never talked about ruin or Franklin (waste of an slot they can go back and pick it up again as many times as needed) so?

    Its relevant to the topic.

    Unlike Moris, Keys can be countered with Franklin's. Sure they can go back and pick it up. But that is time wasted on going back for the key, instead of working on Gens.

    Moris do not have such drawback. The only counter survivors have is to not get hooked.

    You said Franklin's is useless, I'm telling you it isn't. It's time wasted for survivors and more opportunity for you to get kills.

    I also mentioned in a second post that Keys also exist to counter Killers that can monitor gates very closely.

    This on top of,

    Gate spawn locations being so close it will take about 5 seconds to be in range of a terror radius.

    End game collapse when you close hatch

    Whispers for when the gates are NOT close to each other.

    Positions on the map with full view on both gates. (Perfect for Huntress and Nurse)


    So how are keys bad compared to those factors again?

  • By your definition of wasted perk I consider this Ruin.

    It's either gone in the first minute of the game or survivors just land their skill checks anyway. That's a wasted perk slot.

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