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BloodMoneyMerc

BloodMoneyMerc

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BloodMoneyMerc
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  • @NDwight88 said:

    https://forum.deadbydaylight.com/en/discussion/121712/not-looking-good-on-ps4

    I know people love to use the narrative that these wait times are due to a mass exodus of killer mains, to prove their point. Fact is it’s not the cause. The cause is the busted ranking system and the game not knowing how to match so it searches for ages. The more people in a group the more difficult the algorithm (swf). Killers get faster lobbies since it’s just them solo.

    But I get it is easy to grasp onto in order to sort of make it seem it’s due to the nerf.

    I never said it was the Ruin nerf that is the cause. Granted, the nerf is most likely going to cause some killers to either quit playing or switch to playing survivor more often. My assumption is the number of killers is going downhill, & that's why I want the devs to release some stats to officially confirm or deny what I've been thinking. The reasons for killer numbers decreasing could be due to the stress in playing that role, burnout, being fed up with the survivor-sided devs, etc.

    But you also say the ranking system is busted, but do you understand that something has to be causing it to be busted? A few reasons that cause this are the influx of high rank survivors, incomplete SWF & solo queues, not enough high rank killers/not enough killers in general, etc. So no the decrease in killer population is not the only reason why this is becoming such an issue on PS4, but I think it's definitely a big factor that has yet to be confirmed. Cause think of it like this, even if there were a lot of killers playing at a given time the queues would still work faster while just throwing players into matches with a mix of ranks. You wouldn't have 30 min survivor queues if this weren't the case that there just aren't enough killers in queue. Since not many killers are in queue, this would cause the matchmaking system to just throw them into lobbies that have been waiting the longest despite ranks.

  • @Masantonio I would argue that he is not the devs target of balance. I'm fairly certain he is going to receive a nerf soon being that it is almost a guarentee him & Leatherface get the next "rework". Their target of balance in my eyes seems to be Hag/Demogorgon.

  • @Ghoste said:

    Just wanted to say you don't need to kick gens with the new Ruin. They regress automatically when not being repaired.

    I agree with you though.

    Yeah I added a comment after making the post about that bc I misunderstood the dev notes about it. But yeah honestly it's very situational in when this perk (combo'd with Thrilling Tremors & Surveillance) would actually work effectively.

  • @[Deleted User] said:

    If they had reworked toolboxes at the same time, it would have been fine...

    Pretty sure a toolbox nerf of some kind is coming anyways from what was being said.

    So don't worry, you are going to see survivors acting the same way killers were about the Ruin nerfs.

    I don't think the toolbox rework outrage would be as severe. But honestly it's more than just toolboxes that are causing the gen rush epidemic.

  • @LordGlint said:

    The biggest downside I see with this... is survivors might actually take him seriously. Feel like current Bubba gets grossly underestamated with survivors constantly assuming his gonna be stupid. The amount of times I see survivors not drop a pallet when they should have, just to realize I DIDNT just swing through the thing and the saw is coming up now...is great, lol. That moment of panic as they try to turn around real quick to drop it, but cant.

    Well with my idea it kinda would still be that way, as his slowdown is still the same with just slight increases to base chainsaw speed & acceleration. They can either play it risky & get another loop in or they could drop the pallet & you can quickly saw through it. But yeah I get where you're coming from, just want to see Bubba shine for once lol.

  • @Umbrae_pk said:

    Love it. and, I know it’s kinda of a weird suggestion, but Shadowborn COULD help so that you don’t bump into an object off screen. With Shadowborn you’re more aware of your surroundings

    Yeah true, if only it came up in my bloodweb lol. But I feel Shadowborn should be an automatic adjustment setting for killers, not a perk tbh.

  • @Loey said:

    https://forum.deadbydaylight.com/en/discussion/comment/978492#Comment_978492

    Both parties will cry for each perk, skill or item that is nerfe.

    I really bothered and desepidated a lot when they nerfied the spirit, but i got used to getting used to their new items (but stop using the nurse) I have never found it very useful to use ruin since i have such bad luck that always :D is destroyed 10 or 5 seconds after the start of the match, some killers are lucky that their ruins are never found but others do not have it so i prefer not to use ruin and bring Pop Goes the Weasel and Overcharge.

    Yeah the risk of Ruin was so high but the reward was generally high as well (as long as survivors couldn't hit great skill checks or even got skill checks to begin with, as well as keeping the hex up as long as possible). The reward with new Ruin is high, but only if you run Surveillance & Thrilling Tremors with it. Beyond that, its use is meh or just overall bad since it does not slow down the progress as they're working on the gen. It's already a risk being that it is a hex, but now it's even more risky since basically any survivor can work through it now.

  • @Hex_KillerMainBTW yeah it wouldn't be a hex perk for Surge. I just don't think Ruin in it's current state should be changed. It's not a hard perk to work through, it is just inconsistent w/ skill check appearances & how long it lasts in a match in most cases.

  • Kate may be pretty, but Jane is dummy thicc

  • I simply can't agree with this. Doctor is F tier with his useless new shock therapy.

  • They will definitely scare off a good number of killers playing the game currently, so they will either have to make changes to ease the stress of playing killer or eventually matchmaking is going to become too unbearable & everyone begins leaving.

  • I would be fine with Doctors change if his shock therapy wasn't garbage. The 3 sec cooldown where you can't attack is damaging to his anti-loop potential.

    The Ruin change would be fine if it weren't a Hex perk. It never lasts long as is, & it forces you to juggle gens/survivors to try & get use out of it. It literally needs Surveillance to go with it for you to actually understand where you need to be since survivors can just play immersive until you fail. Going for a chase with Ruin active currently is risky on your behalf.

  • @Loey said:

    https://forum.deadbydaylight.com/en/discussion/comment/972260#Comment_972260

    All the killers crying for the ruin,as well as crying for the ruin all the survivors cried for Balanced Landing, Decisive Strike, borrowed time, insta med, Mettle of Man among other perks and items, plus changes in the map closing several windows and Doors making the place more closed.

    No matter complaining about something, it just remains to adapt to the changes.

    I am main Spirit and Legion and both were nerfed but i don't complain,I'm also a main doctor and now they buffeted him so i don't know how to feel about it but some Killers and survivors should stop depending so much on certain perks to play.

    You ever think why killers are crying for this perk because of how necessary it is in a good amount of games? There's a reason 80% of red rank games used the perk (Nearly 50% of all games in general). If they nerf Ruin, I guarentee their little 2 death 2 survive desired ratio will be thrown off (as in survivors will be escaping more & more).

    Also, you list all the things that survivors cried about having nerfed. The list for killers on the other hand is quite small (perkwise). Killers mostly just complain when a killer who actually shows some chance of viability gets nerfed & becomes abusable by anyone with the slightest bit of skill in survivor. Or at times the killer may have an aspect to them that is abusable, but then the devs nerf the living hell out of the killer & don't actually solve the problem. But guess what helped these unviable killers when they had little going for them? Thats right, Ruin!

  • @KrazyAce13 toolboxes definitely need a nerf as well don't get me wrong, but DS & BT are not balanced perks in the slightest.

  • @28_stabs said:

    It was newbie bully perk. You will need to get over it.

    I will agree that it can be frustrating seeing this perk so much when you're new to the game. But maybe the reason it was so common was because gens were such a problem. The only way killers will get over this change is if something is done to keep the perk around longer than it lasts on average, or if the gen speed issue is addressed.

  • If they want to make the game fun for survivors by all means do it. But do not leave killers in the dust to suffer as they always have. What you give/take from one side must be done to the other side as well. So fine, change Ruin devs. But there better be a change to DS or Borrowed Time soon.

  • Also if I actually had to vote in this poll, neither of these options are good in my opinion, but of the 2 the harder skill checks for higher ranks is currently better than the hot mess they are trying to implement now.

  • The only thing with this is that some people may argue that it is unfair that a red rank gets harder skill checks than a green rank for example, yet the rewards for being in those specific ranks are the exact same. It could lead to high rank survivors deranking themselves to have it easier and to bully low rank killers. They need to address how weak Hex: Ruin is early game if they implement this change because it is generally gone within seconds of the match even starting. They want it to be stronger for late game pressure, but most likely it won't even make it that far modt of the time.

  • Disclaimer: my first & fourth points do not make sense, as I misunderstood the perk in the designer notes a bit. So from what I gathered, the perk allows for gens to regress when not being worked on & doesn't require the killer to kick the gen. I am iffy on that idea, as it still depends on how survivors are notified that the killer has the perk. If it gives no indication that the perk is in use I could see potential. Granted, my fourth point is not far off from the truth as survivors can gen rush all generators still since the rate of regression is so small for killers. Ruin at tier 3 is meant to make the regression faster, but even then survivors repair speed is still greater than a killers regression speed. Not to mention that not every person can get a tier 3 Ruin from the bloodweb easily enough. I still stand by my point that points for unopened exit gates is ridiculous.

    But regarding my first point, would kicking a gen while having Ruin active add an additional regression bonus? Or would the new Ruin just mean no kicking gens for the killer? They need to be more clear & less survivor-biased in these notes cause it is ridiculous.

  • @White_Owl you have a point that I did overlook. To clarify where I was coming from: when it gets down to the last gen or two, survivors have so much power to shut the killer out as they can team up on a gen and get it done lightning quick with basically no downside. The last couple gens is what I find crucial in getting gen rushed. As killer you need to juggle the survivors & the last couple gens while trying to make them regress as much as possible. With how much you are tasked to take on, you basically can't regress the gens enough without the help of perks. Even then, survivors working together is so efficient that it then forces the killer to slug if they really want to keep a generator from popping (if the survivors know when & when not to be on the generator).

    But yeah early game having survivors separate to do gens would be very efficient, which is something I kinda let slip my mind when thinking about this. I guess in my mind I was thinking about how I break chase to take on new survivors or find a new survivor mid gen after hooking someone. This at least allows me to potentially isolate a certain gen that could've been completed already with 2 survivors and try to regress it back. With 2 survivors on a gen, you can't chase both at the same time so once you start chasing one the other hops right back on the gen (most of the time). At that point, they would have most likely already gained a lot of progress on that gen very quickly, and the survivor that remains can now sit there and finish the gen having most of the work already been done with their teammate.

  • @The_Second_Coming the only thing there is that his bag add-ons would then serve too little of a purpose. I also wouldn't mind a Huntress type situation where he gets traps from lockers or somewhere less out of the way. Instead of unlimited traps, he would then just be hardcapped at a specific number, & his bag add-ons would still function the same. He could then have some addon reworks that increase the number of traps he gets hard capped at on a map.

  • Trapper needs one thing to make him good: start with all of his traps rather than having to travel to get them.

  • @PistolTimb if it blocked windows in any range of the killer it might get considered too OP. It basically would be like a perk that forces people to sandbag one another just by completing gens, and survivors would complain big time that it's annoying. It has no use working in an area a gen pops in because half the time you aren't even there to attack the survivors that did said gen. That's why I'm thinking have it relate to TR and be out of range of the killer. While it won't always work, it sure can be deadly if used correctly.

  • Fix to Iri-Head Huntress: at the loss of hatchets, she becomes a 115% movement speed killer and does not sing the lullaby (no hummed song produced).

  • If they do then the team should be fired...

  • Yeah sometimes. My reasons stem mostly from dedicated servers making it unbearable to play at times, killers still being so weak compared to survivors, & the fact that I wait for matches more than I actually play the game.

  • @ocafghanistan I see some instances where a survivor is somehow not affected by his gas (no scream or slow down yet they're running through it). Not sure if that's a dedicated servers problem or not but he is relatively fine for the most part.

  • @premiumRICE Ghost Face is better than Wraith since he doesn't have to come out of stealth to attack. He also has a instadown ability. His Night Shroud acts as a tracker as well if someone ends up looking in his direction. Wraith may have speed, but only with add-ons is his speed good enough to pressure gens. Wraith could arguably be in B tier, but I don't see him being strong enough to go high up in the list like Ghost Face.

  • @Sonzaishinai I have played Legion a bit. I find his power to be the most useless (debatable with Pig), but he is not pre-rework Freddy bad. I think Legion is the most in need of either a few QoL buffs or a power overhaul. His last few changes both gave and took from him, leaving him in about the same position as he was. While a good player can do well with Legion, he is just another standard M1 killer.

    @premiumRICE if you think he is A tier then power to ya. I personally don't think he is and don't want others to because he needs something (not sure what) to actually make him viable. I see Tru3 likes to say that Wraith is viable, and while he may be one of my favorite DBD streamers I strongly disagree with him on the whole Wraith being viable thing.

    @terumisan Clown can actually handle loops properly. Pig has traps that are for the most part useless and a dash attack that blows. Her only upside is using the crouch to sneak up to survivors for free hits.

  • @Quol the Nurse/Huntress comparison does not make sense. A good Huntress can still be looped and ran around by good survivors. A good nurse literally eliminates the effectiveness of pallets for good survivors. Yes not all Nurse's are good, but the ones that are good show how much potential Nurse has when played correctly.

    @Immoral First off Wraith is a he not a she. Second off just because he can be fast doesn't mean he's powerful. Hillbilly is fast too and can actually attack right away while Wraith has to uncloak. Wraith has potential, I just don't feel he is viable enough. He is essentially a weaker Ghost Face at base.

    @Zoldyar given a good team of survivors there are killers that are generally hopeless and stand no chance. The only killers that can overcome that situation are the A's and Nurse. The rest either have to really rely on capitalizing on mistakes or the player's ability to control the situation.

  • @gantes it might be a more personal thing against Oni, but I think he is the most awkward killer to work with. He has almost no whip so you basically have to hit the survivor head on with his dash attack. His attack when not dashing is literally just a worse Leatherface as the control and maneuverability with it just feels all wack.

  • @The_Second_Coming & @SnakeSound222 Clown was a hard pick for me, as he was either top of D or bottom of C. Doctor is currently too jank because of dedicated servers (at least for me). @gantes @Ghoste I do think in the right hands Hag can be powerful, but against good survivors I feel she stands so little a chance. If she gets a basement hook it can shift the tides a bit, but I find she performs the best against careless survivors or potatoes. And Ghost Face is honestly really viable with the ability to shut his TR off whenever. He works like the Spirit at that point where he can really mindgame survivors at loops. These are just my reasons why I placed these killers where they are.

  • @ABannedCat yeah I know it sort of existed prior to dedicated servers, but ever since the servers been activated the time timing between when people load in has become horrendous. My friend one time loaded in almost a minute after I did, and by that time he had crows swarming over him since his character wasn't moving.

  • @AvisDeene well yeah that too, but I think the rain effect can be just removed without much work needed. That's the only thing I'm calling to have fixed with this map, so it should be simple.

  • @NoShinyPony only other killers I think I haven't seen in a while is Nurse & Billy

  • @Eye66 Thana at 6% would never fly with the devs (even though I think it would be reasonable). But your Rancor & Fire Up ideas make sense. Fire Up could be an issue if each token grants a 1% speed boost because after 3 gens completed the killer is already gaining a speed boost that makes an impact. Survivors would complain that it is too unfair for midway into the game. I was thinking to give the speed boost effect of NOED to Fire Up after all gens are completed as a last resort effort to secure some kills before the survivors could escape. This would also give a reason to remove the Haste effect of NOED because I think that's the issue with the perk currently.

  • @The_Second_Coming 5% is like 1/3 of the speed reduction someone gets from Freddy's snares. If you think 5% reduction for 15 secs is a lot then maybe reduce the amount of secs to 10 but other than that the proposed additional effect is not all that much. Or maybe you can offer another idea to make spirit fury a viable perk and not have to rely so heavily on enduring.

  • @The_Second_Coming the perk is in a good state when paired with enduring, but in most cases it proves to be useless since there's most likely to be another loop that the survivor can reach nearby. 5% is not much, as it is about equivalent to the speed reduction from the Hindered status effect. For 15 secs it isn't much but could make the difference in the end for the killer with a perk that is not viable alone.

  • @NoShinyPony i did say in the beginning that I apologize for it being so long, there are a lot of perks to go over

  • @Waffleyumboy I feel as your idea is the same as mine but with extra steps. It would actually be worse with your idea because you would need the killer to remain in 24m to build up the 20+ charges to even activate the perk. What i proposed was that if the killer remains within the 24m range for 10 secs (# of secs flexible) then the perk activates for all who have it equipped. It's meant to prevent the rushed unhooks in the killer's face from happening, while also keeping the anti-camping aspect of the perk alive. It would also work against no TR killer's, preventing them from camping as well since it would be based on distance rather than TR.

  • @Exerlin said:

    I like most of your ideas, but the one that stood out to me is the Up The Ante change. You're proposing a pretty big nerf. Its main utility comes from the stackable +9% it gives every survivor from the start. 4 survivors can run this to get a 40% chance to unhook themselves, pairing it with Slippery Meat as a fail-safe. This perk is definitely not overpowered, especially since it's very risky to try to use without all four survivors running it and SM.

    Besides that, a lot of buffs you suggested basically slapped on needless aura reading to a perk that doesn't need it. Calm Spirit showing you survivor's auras isn't necessary, and the Better Together buff would show survivor's auras for way too long.

    My idea for Up the Ante was meant to be a buff but i accidentally made it a nerf. My thought was to increase the values so that it is more useful if only one person runs the perk since it feels so insignificant currently. Calm Spirit wouldn't be an aura reading perk, but would add a function similar to Spies from the Shadows for killer. For Better Together, I'm thinking of a way to make it more viable than it is currently, so giving it a similar effect to something like Kindred was my idea.

  • @Waffleyumboy said:

    I'm not going to criticize this seriously. You nerfed BT to make it quite inefficient and complicated and you put We're gonna live forever as balanced. Vault speed boosts are also obnoxious.

    Borrowed time is meant to counteract camping, hence why the killer must be in range of the hook for a set period of time (based on my idea). BT now is just abused for free unsaves that generally are right in the killer's face. I'm open to other suggestions but this would not render the perk useless, it would just take away its abusive aspect. We're gonna live forever is balanced, as it's just a way of getting more bloodpoints in a match (similar to BBQ for killer). And the vault speed stuff could be changed to something else, those were just the first things that came to mind with those specific perks. I personally don't see why increased vault speed is such an issue but I see others think it would be.

  • @Tru3Lemon said:

    i wont agree with adredaline and Borrow time

    adredaline only works when the last gen pops up now what happend if the killer have lets say.. noed or a killer that have a huge mobility like spirit or billy or oni i personally think that this perks its fine since theres alot of things that you can counter it

    borrow time why TR the old borrow time was crap some killers can hide theyre TR you know like wraith pig even killers with insidious and i wont like that borrow time its fine right now no change

    and the rest i agree

    I personally think these are the 2 most clutch perks in the game that save so many people and have basically no downside to them. I would agree noed is the equivalent on the killers side, but at least noed can be taken out by cleansing totems. A killer has no way of counteracting these 2 perks. I would say borrowed time is definitely more in need of a nerf then adrenaline, but I also feel the effects of Adrenaline are excessive.

  • @Mister_xD Trapper definitely has potential, but a good team can shut him down and render his traps useless. And his power is such a waste of time when you have to travel out of your way to get a single trap.

  • @Acesthetiic only reason hag is below huntress is because of flashlights being such a weakness. Plus huntress's lullaby buff recently definitely pushed her above hag.

  • And to anyone who was wondering my ranks (prior to reset): Survivor Rank 3 and Killer Rank 9.

  • @Chocolate_Cosmos said:

    Sees Wraith in C tier

    Sees the WHOLE D tier

    Peacefully leaves

    My thing with Wraith is his add-on capabilities put him there. I've took time to learn each killer (not so much with Nurse because I'm not good with her). And for me, I learned that Wraith has way more potential than people give him credit for. The thing with most of D tier is they are rather counterable like Wraith, but unlike Wraith they are not versatile in their playstyle.

  • @GrootDude said:

    You should get better with LF. He isn’t F tier.

    I'm actually quite good with Leatherface because he's one of my most played killers. But I know how underwhelming his power is without a good speed or charge add-on.

  • @Hagging_Trapper @TAG disregard point 3 then, I misunderstood how the whole thing worked with Jigsaw boxes.

    With point 1, I saw it as a punishment if a team decides to gen rush while a teammate is trapped. I do see the slight flaw in it though with the possible Pig tunneling. Point 2 does now seem a bit too much now looking at it again. Also, it could lead to potential tunneling as well.

    4 and 5 though seem practical in my opinion. 4 is just so you can go into insta-crouch like Ghost Face. 5 is to make a better use of the dash attack, because it is almost useless unless you mindgame around a small pallet loop.

  • @TAG Yeah I think maybe the time exposed could be slightly reduced, but the perk doesn't affect how MYC works. If anything, it's like a proximity MYC for risky savers.

    @VCDiamondFinder I agree that the timer could be lowered. I wasn't sure what an appropriate time of exposure would be so I just used the same as MYC.

    @Nea_Death_Experience My issue is less with the people you see rush the hook, but the people who wait for you to turn your back and get the unhook without being hit. Then you are back in square 1 where 3 ppl are able to do gens and you are in a chase with someone else. And I don't want to always tunnel vision the rescued person and wait for the BT to run out. That's my reason for coming up with this perk idea, as it's an issue I often come across.

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