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Aven_Fallen

Aven_Fallen

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Aven_Fallen
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  • This is exactly no issue IF the MM would work as intended. Because new Survivors dont 360. And 360s are not really useful anyway, every experienced Killer can land a hit on them and sometimes Survivors decide to 360 instead of just going to the Pallet. Because, you know, when it is in a Youtube-Video, it is good!

    But, what I noticed: Sometimes Survivors are insanely fast during a 360. They are doing a 360, but the turning looks really odd.

  • Soon™

    On a more serious note:

    The only thing they wrote when the Ultra Rare exclusives were given to any player was that they found a way to restore the lost Event Exclusives to those who lost it.

    However, afterwards there was no post about this. Given the fact that the Oni-Chapter introduced a lot of Bugs which are not all fixed yet AND the Holidays, most likely they did not have much time to restore the Cosmetics.

    To be honest, I think this should be one of the Top Priorities. Yes, those are only Cosmetics, but people who lost them want them back and they said they found a way, so it should not take them ages to actually restore them.

  • @Mert_MK said:

    Imagine being so bad at the game that you want Self Care nerfed LOL

    Aka the fifths Killer Perk.

  • @Outland said:

    https://forum.deadbydaylight.com/en/discussion/comment/983904#Comment_983904

    If you think nothing is going to change you really don't understand the game.

    If you think there will be drastic changes, you are way too dramatic.

  • @MyNamePete said:

    https://forum.deadbydaylight.com/en/discussion/comment/991377#Comment_991377

    mfw " "okay, we need to make one side super weak so that the other won't have anybody to play against" "

    also the devs: nerfs ruin after nerfing the top killers and now the number of killers is gonna drop.

    yup great point man

    That people still claim that the queue times are because of people quitting. If people quitting would be the reason, it would not have happened from one day to another.

  • @Hex_KillerMainBTW said:

    The reason ruin was needed for the game is so that you could find survivors before the first generator was completed and hopefully down one person and put them on a hook. If you have three survivors working on one generator while using a slow moving killer such as huntress, by the time you get to the first generator it was completed. AND that's still going to be the case.

    However, if you run iri head with soldier's belt, then that huntress is going to be called a try hard. It's unfortunate but true. So with the new ruin you'll probably be seeing more Freddy's, Spirit and most likely Hill Billy.

    Do I like new ruin? Yes to a degree. But there needs to be an address on gen speeds and how easy it is to get the first gen out before first chase happens

    It does not really matter if the first Generator is completed. This is the problem which many people seem not to understand - what happens at the start is not really relevant for the Outcome. If one Gen gets done early, yeah, cool. But that does not mean that all Gens will be completed. Or that even more Gens get completed after the first one.

    It is just logical that the first Gen(s) are faster, because Survivors are at their strongest. Nobody is in a chase, meaning 4 people are on Gens. If one person is in a chase, 3 people are still on Gens and the Ressources (Pallets) are all available. But once Pressure is applied, things change - if one person is on the Hook, another person needs to go for the Rescue. This is two people on Gens. If one of those is being chased, one person is on a Gen, the other 3 are occupied. THIS is Pressure. And this is relevant and not that the first Gen does not get done fast.


    @Topic:

    I agree. I dont think that Ruin is good. I think that it is something that people simply keep in their Loadout, because they used it early and it worked. And of course Ruin works when you start using it in yellow Ranks. But the higher you get, the less useful it becomes. Can be compared to Self Care in my opinion, it does not really matter that much to waste those 32 seconds in low Ranks, because while the other Survivors might not be efficient, the Killer is usually also not really the best. But the higher you get, the better the Killers become so that 32 seconds in a Corner are crucial.

    Same with Ruin - good Survivors can hit those Skill Checks and dont need to search for the Totem. It mostly gets cleansed when they find it by coincidence. Or, if they decide to search for it, they know WHERE to search for it. Sure Ruin does not give such a huge time benefit as in low(er) Ranks.

    For me, I stopped using Ruin after it got cleansed before I was able to see where it is. Did not see it at first glance (probably behind a Gens Aura), so I was like "I will check later"... Aaand, its gone. Afterwards, I did not use Ruin anymore, which feels less stressful for me.

    And I really hope BHVR will go on with that change (especially because it would be quite bad if Killers get their will by complaining, this could lead to some "interesting" things like protresting to remove BT or whatever) and that Killers will see that Ruin is not as needed as they think it is.

  • Item of Obsession

    vs a Spirit, I did not see her the whole game.

    Or the one were all escape via Hatch, because one of my random teammates found a Key (without Plunderers)

  • Yes, because BL was nerfed. Often enough it is an attempt to use it tho.

  • @Mister_xD said:

    https://forum.deadbydaylight.com/en/discussion/comment/990645#Comment_990645

    you missed the point of 95% of the complaints.

    we are NOT complaining about the nerf itself (imo thats a pretty cool idea actually) - we are complaining about them taking away the #1 tool to slow down early game, but dont do ######### to help us compensate for that.

    their timing is god awful. they should not touch ruin until they finally come up with an idea to fight genrush - and especially early game is important for that.

    THATS what we are complaining about - the time they implement this nerf.

    sure, there would also be complaints when they release the ruin rework together with secondary objectives (or any other way to actually slow down the game), but these wouldnt have been nearly as bad as the huge shitstorm that has been going on now.

    oh and have you read the dev notes? those were super survivor biased. so thats another thing that set many players, including me, off.

    I agree to the part with the Dev Notes, but not about the point of complaints. The vast majority is simply crying.

  • Killers should stop crying, seriously. They are acting if Ruin was the only reason they won games, which is simply not the case. They are acting as if the Ruin Changes mean that Killers cannot use M1 anymore.

    Only because a Perk which is not even that good and gets worse the better the Survivor are gets changed.

  • Thing is, to make the life of new Killers better, they would need to revert the SWF-Matchmaking so that new Killers actually find games. And not find a game after 40 minutes with a group of Red Ranks, because that was the match that was available after 40 minutes.

    But this is not gonna happen, because this would just show that it was a huge mistake to change SWF-Matchmaking.

  • @humanbeing1704 said:

    balanced landing is still a good perk it can easily get you out of tough situations well for one time lol

    BL is trash. And it does not fix the problem in the slightest, you will still have a hard time on Haddonfield or other Maps, where BL was something which helped a lot (this cannot be denied), but was never the Core Problem.

    @Topic:

    I use Dead Hard and pray that it works.

  • Survivors: No one Left Behind Basekit. Also the Aura Read of Buckle Up as Basekit that you can see if people are recovered or not (we all know those guys who did not recover, at least you would be able to determine if it is worth going for them)

    Killers: This is a little bit harder, Shadowborn could be an option. 100% Monstrous Shrine, the best use for this Perk would be to not make it a Perk. Maybe also Fire Up, without Pallet breaking/Generator Damage or Vault.

  • @Acromio said:

    https://forum.deadbydaylight.com/en/discussion/comment/990395#Comment_990395

    Complaints made by killers and complaints made by survivors are not even remotely the same.

    Hahaha...ha..ha.

    I have seen you play Killer, I dont think that you should complain about being "genrushed".

  • He is fine, but needs some work.

    Detection should be fixed on both sides and his Stalking should be somewhat useful. Not really good when a Killer is best used when only using half of his power.

  • @Thatbrownmonster said:

    I think the hatch aura should be shown to the killer though, still giving a survivor a chance, while also being nice to the killers that did a good job

    This would be even more luck tbh. And if the Hatch did not spawn before, the Killer has the advantage anyway (higher mobility and no need to hide).

    @Nick said:

    https://forum.deadbydaylight.com/en/discussion/comment/990271#Comment_990271

    Survivors see escaping as a win. And devs nerf killers if the escape %age is too low, but you can win without escaping. So your reason doesnt make sense

    Depends on what you see as a win. I see it as a win when I get a 3K with 4 Gens left, even if I might not pip from it.

  • @Aztreonam78 said:

    @Aven_Fallen

    yep, but sometimes there might happen Survivors not playing normally (cocky, sandbagging, suiciding), and bcs of that I want to have a one chase at the end.

    Though, with players like that you couldn’t prove yourself and maybe it’s right you don’t deserve a pip.

    I mean, personally, even before EGC, I would have been totally fine with 3K + Hatch Escape counting as a 4K for the Killer with all Points and Emblems. Back in the day Hatch Stand Offs were a thing and only because the Killer does not want to do a Stand Off, he should not be punished by letting the last guy go via Hatch.

    This would have solved so many problems back then. Of course, in a game where the Survivors did what you described, you would most likely not get a Pip even with a 4K, but luckily this is quite rare (at least from my experience).

  • @Fleece said:

    https://forum.deadbydaylight.com/en/discussion/comment/990287#Comment_990287

    How about this you can have hatch but you forfeit the points to the killer otherwise it's gonna continue being handholding that essentially robs a killer so give us your points.

    You dont seem like a guy where a discussion makes sense, so I will give you one reply, your behavior in this and other threads did the rest:

    I would be totally fine with the Hatch giving the Killer all the points and Emblems for a 4K, because he did not lose. But thats just me, saying this would be the best and easiest solution for years.

    @Aztreonam78 said:

    https://forum.deadbydaylight.com/en/discussion/comment/990287#Comment_990287

    The thing is you can have no win for that, you can actually have a black pip or even depip in some situations (Survivors abusing dc’s so killers emblems are hurtled so much).

    Killer MUST HAVE a chase at the end to have higher chances to pip or win, especially as Hillbilly or Plague for instance.

    If you play well (lots of Hooks, quick chases, Gatekeeper will be great with 4-5 Gens), there should not really be an issue with pipping up.

    If you get only a few hooks because you decide to slug everyone and try to onehook everyone, there is the question if you really deserve to pip, because this is quite a low way of winning.

  • If there are still 4 or 5 Gens to go, you won. No reason to be entitled for a 4K.

    Besides that, Hatch spawns in this case for Hostage Situations. Good luck finding a Survivor who decides that he does not want to be found when you dont have Whispers.

  • @anarchy753 said:

    https://forum.deadbydaylight.com/en/discussion/comment/989964#Comment_989964

    Not to mention he's the only killer with any add ons, let alone multiple, that go "hey, here's the one bit of his power that takes a bit of skill to get used to, now let's put on these training wheels and make it require no thought at all."

    Thats exactly my point with the Cooldown-Add Ons. You can basically miss the Chainsaw Attack and can use it right after again.

    I dont think he needs a Powerbar, but his Add Ons need to be looked at.

    (And more for Leatherface, he needs Basekit Buffs as well and all of his Add Ons should be reworked to not be Copy&Paste or without any noticeable effect)

  • The thing is, YOU should prevent the Gens from popping, not any Perk. And well, of course a Gen pops in 25 seconds, when the Maps are big and Survivors spawn together (which cannot be correct, almost every time all 4 Survivors spawn at the same place, this was not the case a few patches ago...).

  • @Endstille said:

    https://forum.deadbydaylight.com/en/discussion/comment/989961#Comment_989961

    It literally says in the chat "if i cant get my chest".

    Yeah, and this will totally be the reason. Because everything in the internet must be true.

  • Can we rework Ormond first before putting in other variations?

    Make it darker and not in Daylight

    Rework the central building

    Rework the RNG with Tiles

    Smaller

    Let Scratchmarks work

  • @anarchy753 said:

    "MoSt BaLaNcEd KiLlEr" is just what people parrot when they mean "only killer with an insanely strong power with no downside."

    As a killer main who doesn't like Billy, it's this whole 'power-role' mentality thing where people seem to think being OP in the killer's favour is 'balanced' because they should be getting kills regardless of their skill level.

    To be fair, Billy is as close to balanced as a Killer could become. However, this is without Add Ons. Tuning Guide and Primer Bulb make him too strong, as well as Cooldown Add Ons making missed Chainsaws basically without any Punishment.

    I expect an Add On Rework for Hillbilly.

  • Dont think it was because of Chests, but Paint Brush and Jump Rope. Not that this is a reason to DC, but it was certainly not because of the Chest Offering (if they would like to go for Chests, they would have put in Coins as well).

  • The Stun is one thing that should be changed about Legion. The rest is always something to think about, because nobody wants Legion to become as unfun as they were before. Like not being out of Frenzy when missing an attack is something I would highly disagree with, there was nothing more boring and stupid than someone missing like 5 Hits just to get number 6 in, because there was no Punishment.

    However, the Stun of 4 Seconds is stimply stupid. It is a sign to change that, when you see that Legion players try to get stunned by a Pallet instead of going into their Frenzy Stun, because the Pallet Stun is not as punishing as the Frenzy Stun.

  • Can we once not have a discussion about Gen Speed without the mention of a tru3-Video? This guy is complaining about Gens going to fast while still getting 4Ks...

  • At least you acted very mature in this conversation.

  • Genspeed is fine. Maps are the problem.

  • Who needs Sideboobs when you can have that Belly?

  • Yeah, I am also not a big fan of the Outfit. Especially the hair which looks like a stocking cap...

  • I use it, but I dont hookrush. So I unhook people when the Killer is away, but when they dont go away, I have BT.

  • The game will not die just because a Perk so many relied on will get changed. The game will also not die because there were 3 Killer Nerfs in recent Patches (two of them well justified).

    Only because YOU (and other certain people) dont like the changes does not mean that the whole game will die.

    (And to be honest, I think the Devs have more knowledge of their game than 99% of the Playerbase (Fog Whisperers and of course myself included))

  • Using it, but the amount of times I am able to use it is quite low.

    But there are always the situations where you are in an area with nothing to work with or when some guy decides to farm you without BT...

    And since I got tunneled for several matches in a row when not using it, I never play Survivor without the Perk.

  • Only on Trapper mostly. Tried it on Pig and it was good, but using the Ambush on the Obsession was too much work for me so I switched it to what I had before.

  • @Ghostface31 said:

    https://forum.deadbydaylight.com/en/discussion/comment/987065#Comment_987065

    I can say ruin being gone early or instantly on a small map doesn't effect me that much but on a bigger map it's worse

    Yeah, but this is something which does not apply to "Ruin gone" or "Ruin not gone". This is simply the amount of Pressure a Killer can apply. This has so many factors, of course the Killers Skill and the Survivor Skill (if the Survivors are better, they also should win. Only because Killer is the Powerrole should not mean that they should win every game). But also the Maps and those are the biggest factor IMO. There is no interaction between Killer and Survivor and a Gen can be done without any interaction happening, because the Killer needs to cross the Map.

    But I would say, this has nothing to do with Ruin. You will have a hard time on lets say Disturbance Ward with or without Ruin, because of the size and that stupid Building in the middle. Had one of those games recently, outplaying them at every structure, but once they ran to that building, I needed to let them go there, because I would waste too much time (which again, would lower my pressure). I dont blame Survivors for that, if I am there, I use it myself. But those are things that need change.

    And well, like you said, if the Map is small, it does not really matter. e.g. Wreckers Yard, pretty good Map for Killer, small, and some of the worst Totem Spots (like almost all Totems are in T/L-Walls, often enough next to Gens). You can have a pretty good game on that Map even without Ruin (or gone early because it needs to spawn on one of the most obvious places).

    @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/987035#Comment_987035

    Rotten Fields legit has the highest survival rate of DBD last time they did a game wide check on the map escape rates.

    (granted this data is about 7 months old now)

    https://us.v-cdn.net/6030815/uploads/461/3HU4MQMKC3DS.png

    In the more recent stats it was Number 1:

    Untitled Image

    Only followed by Haddonfield (which still sucks, even after the BL-Nerf, so everyone who was happy about that will hopefully have a good time on Haddonfield now.../s) and Cowshed, which can have the most stupid RNG (Cow-Loop into Jungle Gym into Long Wall Into Shack into Long Wall into Long Wall into Jungle Gym...).

    I mean, not every Map needs to suck like Hawkins when it comes to Pallets (there are two safe Pallets, the rest is pure #########), but I feel that Badham has a good value of Pallets. A lot of them, mostly unsafe, but with safe Pallets in the Buildings. Rotten Fields is also not really enjoyable as Survivor, at least for me, because the only advantage it brings is the size. The Map itself is horrible with the giant Deadzones.

    If they would rework a lot of Maps (and I really hope for the new Roadmap to have less chapters and also some game health patches), there could be so much more. Like from those 6 Maps displayed here, all 6 need to be reworked (with Lerys getting it already). Even the Game is not a good map, it is boring to play, because there are mostly safe Pallets and no Vaults, so you can only loop Pallet after Pallet... And it only really benefits the Killer for the size and the Totem Spawns, and if you are not running Ruin (like me), you need to deal with the shitload of safe Pallets without any real benefit.

    So yeah, Maps are the problem, not Gens and not Ruin.

  • @Liruliniel said:

    https://forum.deadbydaylight.com/en/discussion/comment/986961#Comment_986961

    Ruin is just good to let a killer think they have a chance when in reality the whole team can still hit the skill check anyways.

    Yeah, I agree. I also know that some people say they lost because Ruin was gone early which is like... Meh. When they get Gens done fast, the Killer is not putting enough pressure (which is not possible sometimes, but thats a map problem and has nothing to do with Ruin.)

    @BrendanLeeT said:

    My first game without ruin resulted in 2 DCs for using Corrupt Intervention, Thana and Dying light on Plague >.>

    I guess thats more of an Plague Issue. I faced a Plague yesterday with Ruin, Thana, PGTW and Corrupt and I was about to vomit (no pun intended), because 4 Slowdown Perks is just lame and boring.

  • You would have had the same result with Ruin, if they are really good Survivors. The best Survivors dont really care for Ruin anyway, sometimes I feel they even let it lit to have some form of challenge.

  • Yes, at least that is written in the PTB Patchnotes. I did not test Wraith on PTB.

  • @Thatbrownmonster said:

    https://forum.deadbydaylight.com/en/discussion/comment/986806#Comment_986806

    soo please tell me, how can I practice a killer I never played without going perkless? Apply preasure? How?

    You dont need to go Perkless when practicing a Killer. This is by far the most unlogical thing I have read in 2020. You may not want to use the best Add Ons right away to get a feeling how he plays without the really good stuff (like going into a fresh game as Billy with Insta-Saw), but no Perks... I think nearly every Perk is better than no Perks.

  • The problem here are M1-Killers. Of course it is completely different when you look at the more unique Killers. If you are a really good Nurse, you get to Rank 1 with her, but if you want to try out Hag, which you have never played before, you might struggle.

    However, with M1-Killers, where the gameplay is so similar, this does not work. If someone is a really good Pig for example and gets to Rank 1 with her, and he tries out Wraith which he never played before, he will have basically the same gameplay vs low Ranks. And this would not be fair at all.

  • @FriendlyGuerl said:

    https://forum.deadbydaylight.com/en/discussion/comment/986661#Comment_986661

    So you're saying the survivor nerfs before weren't justified? I hope not.

    They were.

    Just because I say that the Killer Nerfs were somewhat justified, this does not mean that I think the Survivor Nerfs were not.

  • @KingOfGhost said:

    https://forum.deadbydaylight.com/en/discussion/comment/986661#Comment_986661

    Can you plz give me some of those nerfs that change the survivor gameplay so much that you feel like you play a different character. I am not asking for all but for the biggest you can think.

    Playing as a different character? There is nothing for Survivors. Because Survivor gameplay has been the same and being stale for years. But there is also nothing for Killers at this front that they feel like a different character. Nurse and Spirit did not change their mechanics at all. The only Killer who really feels like another Character is Freddy, but nobody can argue that this was a Nerf at all, putting him from worst to Top.

    When it comes to Nerfs in general, Exhaustion Nerf was a big thing (and they even did not normalize the Exhaustion Add Ons to the "new" Exhaustion, making them stupid powerful), removal of a lot of Pallets (people are raging because there might spawn a double Pallet on rare occasions, a few years ago this was standard), multiple Perks being nerfed, Healing Nerf, Map Design of recent Maps is HIGHLY Killerfriendly (shitloads of Pallets, which are 90% unsafe) (even tho this is not really a Survivor nerf, more like a needed gameplay change).

    @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/986661#Comment_986661

    Tell me about it if killers find the game hard now they should play when double pallets + vacuum and old decisive strike and install blinds, any killer who played after those got removed none of them will stand a chance if they played in 2016-2017 oh and keep this in mind any killer who played in the old times still 4k so if any one struggle to get sacrifices now I don't really know what to tell you.

    Exactly.

    Same thing when I read complaints about Maps being too dark, even tho it is intentional by the Devs (see Lerys). Back in the day when the game actually looked good, it was way darker and Killers were also able to see. Wrote it in a different thread, I am pretty sure that there was no evolutionary process which made Killers eyes worse over the years.

  • Funny how people are acting as if the Ruin Change would read "Killers cannot use M1 anymore".

    And always forgetting over a year of Survivor Nerfes before, when Killers get Nerfs in 3 patches (the Nerfs to Nurse and Spirit were well justified...).

  • @HazeHound said:

    You guys can dream on, because Trapper is already most played killer and devs will never overbuff him.

    Isn't it better to preach for small but super helpful change that actually have chance beeing implemented?

    Trapper is the most played Killer, because he is the guy on the advertisement. Also he is the Killer you get to chose by Default AND play in the Tutorial.

  • Bond all the way. Helps to be efficient. Kindred is also a pretty nice option, also, helps with efficiency, even tho it is more situational.

    Empathy is crap in my opinion. You dont need to know what is happening on the other side of the Map, and for the rest, the 36 meters of Bond are enough. AND you will also know if a healthy person is chased next to you when using Bond.

  • @Alice_pbg said:

    https://forum.deadbydaylight.com/en/discussion/comment/985753#Comment_985753

    His best addon is the purple bag. Proove me wrong.

    In fact, any bag > any other addon

    Agree.Bags (in rarity Order)>Tar Bottles>Setting Speed>Honing Stone>Bloody Coil>Rest

    The fact that you basically get a Bag nearly every time shows that he needs more Traps. I would be totally fine with having all Traps at the start with the Bags increasing the number of total Traps.

    This would also give more options for Combos, because one Perk Slot would not be needed to be a Bag. Like one of my favorite Combos is Honing Stone and Padded Jaws, to get a lot of STBFL-Stacks. But what is the problem? I only have one Trap. Or, when I want to be a little bit more casual, using Bloody Coil and the Oily Coil for extra long Disarm, which just injures them. Sounds quite funny, right? There is one problem tho... Only one Trap.

    Having all Traps would also not make him OP at all. They can still be disarmed (and need to be set again), they are still pure RNG because the Survivor can escape on first Try and they still need to be collected after they are not useful anymore. Positive Side effect: You dont know right away that the Killer is Trapper, because one of his Traps is lying around next to you.

  • Instead of Undetectable they should have done something against Object right away. (Because this was the problematic Perks and not Stuff like Alert for example)

    So yeah, I agree that Object should be changed. Problem is, as Solo Survivor the Benefit is nearly not present, while as 4 man SWF, it is huge. And Perks which work exactly this way are not good for the game.

    So it can stay high risk/high Reward (even if this reward is currently only available in a 4 man SWF, at least this big), but should not help someone to see every action the Killer is doing, when not even near them.

    Maybe something that makes Object more risky, the longer the player is looking at the Killer.

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