Blueberry
Blueberry
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- Blueberry
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Very, very rarely see a nurse anymore. When I do she gets destroyed.
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I was gonna say take 2 seconds off but even 1 would be nice.
2 seconds off alone and nothing else would immediately make him much more viable.
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@liarcy said:
https://forum.deadbydaylight.com/en/discussion/comment/989057#Comment_989057
Exactly, but people are so attached to ruin for some reason
I don't believe the issue is people being attached to Ruin at all. The issue is Ruin being removed without the reason it's used being fixed simultaneously. That is why people are upset.
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There's just so many that it's hard to choose.
My votes for the Coldwind Farms maps. They need serious work.
The Red Forest maps, Ormond and others while needing some reworks to design mainly just need to be shrunk down first and foremost.
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Dear god I hope not. We want fixes in the base game, not another bandaid fix that takes a perk slot.
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He doesn't really feel unique anymore, but as far as strength I think he's in a good spot.
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I generally don't use it as I don't think it's worth it.
That said, I am testing out the amount of time wasted from survivors going back to pick up their items which is where I think more of itself usefulness lies. I think it may be more effective as a gen slow down perk than people think it is.
It tilts survivors more than any other perk though that's true, even NOED.
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I consider SWF cheating as it is giving them an unfair advantage that the game isn't balanced around. This is by definition. I don't view it as any different than a killer using speedhacks except that one is bannable and one isn't. Would I want to play survivor against a killer using speedhacks? No, I wouldn't, so why would I want to play killer against a SWF?
If the game was balanced around SWF then sure, but it's not, so here we are.
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It's pretty useless.
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@Acesthetiic said:
https://forum.deadbydaylight.com/en/discussion/comment/986211#Comment_986211
I’ll try to calculate those who I don’t think are up to par. I do feel that gens will fly regardless in a lot of games.
Yeah probably. The survivors don't even have to be good if they prioritize doing gens quickly.
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Really hard to test right now with how messed up the survivor pipping and matchmaking is. Puts lots of people in red rank games that shouldn't be. Kinda ruins the validity.
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It's because they still haven't fixed survivor pipping so it's currently way too easy still.
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Most of the population would be totally fine with Ruin being reworked if maps were being addressed simultaneously. However, they have not been. Still more than 90% of the maps need reworks. This is just simply the wrong time.
The new Ruin is also just quite weak. It isn't good enough to be a Hex perk. Late game Hex perk also just doesn't make sense at all.
We need the early game gens slowed down, new Ruin doesn't do that. When I say early gens slowed down I also mean at base, we don't need another bandaid fix with a perk covering up the issue like Ruin was.
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Actually squeaky shoes.
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Plague
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Blindness needs buffs, but honestly this wouldn't matter much for it.
Since they can't hide totems properly they should just make all totems black and none should show as lit so they'd have to just start clearing them until they find the right one. Most the time I find it through just hearing it, not even through sight, and this would help that some as well.
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Also if you hook another survivor.
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I like having the unique music but Doctors in particular gives me a headache hearing it.
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The problem is that even CI doesn't solve the problem. So now you have a temporary 4 gens to patrol, but as soon as you chase one guy that's 3 on those gens. It's also much easier for this early chase to go on longer seeing as all the pallets are still up at this point.
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@MarksmanSpecal said:
https://forum.deadbydaylight.com/en/discussion/comment/980172#Comment_980172
Was thinking the same, also i havent seen anyone officially saying that the sounds are bugged ?!
Yeah not only was it not fixed but it hasn't even been listed as a known issue.
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With how regular these sound problems are on every other patch I'm starting to wonder if these are intentional to see if they can slowly slip in quieter and quieter sounds without anyone noticing.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/968798#Comment_968798
Regardless of what was said, it actually is better early game if you can develop pressure. It is a hex totem after all, no one expects them to last all game.
It isn't even remotely close to better early game.
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That perk is complete trash for anyone that isn't brand new to the game and learning how to play. That's basically all it's good for.
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@[Deleted User] said:
So trapper players will place the totem in a place put 5 bear traps in front of it making it impossible to cleanse? No thanks
And then he spends the whole game hugging his totem and having no traps to actually use for the map? He would be throwing the game.
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@Zombra808 said:
https://forum.deadbydaylight.com/en/discussion/comment/978513#Comment_978513
I wasn't saying that maps should be reworked because they are survivor sided. I only brought up a couple that are in dire need of changes. All maps need to be changed to help balance the map out for each side. They could be complete redesigns, or just adjustment to size or gen spawns.
It's mainly size and tiles that are too strong while having multiple chained together.
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@Zombra808 said:
https://forum.deadbydaylight.com/en/discussion/comment/978418#Comment_978418
I agree that maps should be fixed to be more equally balanced, specially Haddonfield. But I also think that heavily favored killer maps, specifically the game or hospital should be changed as well. I know the hospital was changed on the PTB, but I think people need more time to determine if it's balanced.
What's your reasoning for them needing to be changed?
I think you're misunderstanding as to why I think that many maps need reworks. It has nothing to do with them being survivor favored.
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Most killers are quite weak. However much of that is because of bad map design. That bad map design covers more than 90% of the maps.
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Agreed. Even with the other bad changes the design team did fantastic.
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Looks like they scrapped it, ranks are showing on PTB
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@Spooky13 said:
https://forum.deadbydaylight.com/en/discussion/comment/975179#Comment_975179
The lunge is still bugged for her and Wraith as well.
That too
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No one's playing Spirit because sounds are still broken and not even acknowledged by the devs yet.
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How many times have we tested something on the PTB, didn't like i and then it was fixed to a likable state coming out of PTB?
Yeah hardly ever. I can count the times on one hand.
That's why people are so quick to be outraged by what goes on the PTB.
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Instead of balancing for the high ranks better it seems to be they just want to shove more people into the red ranks that shouldn't be there to pseudo cover up the balance problems because now we'll get less matches against the actual red rank survivors and more against the ones that aren't. Then we can post statistics from these incorrect matches that show red rank balancing is fine after it's been skewed. Not to mention it just covers up the unbalanced experience for the killers there in the first place.
Unless they fix all this and in that case I take this back. However we have not seen this addressed as of yet and we haven't seen any fixes that would remedy this in the upcoming patch notes.
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This is such a terrible change. Instead of fixing the problem they just make this change to cover it up.
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When most people say "They nerfed Ruin so it wouldn't be hard for new Survivors.", they are implying "make it less frustrating for new players". I don't think that is really a point of confusion that most players are having.
The issue is nothing has been even addressed about WHY over 80% of the killers are using the perk. This change probably needed to happen, but AFTER you fix the reason WHY it's being used this much. That is why people are angry.
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Man this is really just trying to cover up the problems instead of fixing it, ridiculous.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/968870#Comment_968870
That's probably because there's a second objective coming very soon!
Last roadmap we got the EGC, so we might get a second objective! 😁
We can hope!
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@Almo said:
New Ruin is extremely powerful late game. It must be a Hex Perk, or it would be OP as hell.
Since when does a Hex perk make it to late game though?
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@Hex_KillerMainBTW said:
https://forum.deadbydaylight.com/en/discussion/comment/968904#Comment_968904
And they just nerfed ruin. So, seeing as she's already a slow killer...she's almost out of existance. Guess I'll have to practice her without ruin :'). Time to stock pile iri seals before those possibly get nerfed
Yup RIP lol
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@Hex_KillerMainBTW said:
https://forum.deadbydaylight.com/en/discussion/comment/968833#Comment_968833
I didn't even want this to seem like a troll post either. I really do like Plague, just feels like an M1 killer until they cleanse...and that's how I feel most killers are tbh.
You're not wrong.
I enjoy her a lot thematically, she just has a lot to be desired. There's so much potential that could be done to her.
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@ASurvkillivorer said:
https://forum.deadbydaylight.com/en/discussion/comment/968826#Comment_968826
Exactly, this is a COMPLETELY useless perk if its still a Hex Totem
Tbh it shouldn't even be a hex perk now, it isn't good enough.
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@Peanits said:
I would definitely say give it a try first. Having played around with it, it can be pretty nasty once you get some pressure. Combine it with Surveillance and you also get some outrageous tracking (since generators automatically regress). You'll always know which generators are being worked on.
Are the devs looking at why Ruin was so popular and why so many people feel it was "required"?
They are adjusting the emblem scoring but that had very little to do with why most people ran Ruin. Many people feel it was a bandaid fix for gen times.
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@Hex_KillerMainBTW said:
https://forum.deadbydaylight.com/en/discussion/comment/968771#Comment_968771
Honestly, that would make Plague a lot better. I didn't even think about that...monitor and abuse is a must use for plague imo since people will hide soon as they hear her TR. I believe max range for her vile/corrupt purge is what, 12-16 meters?
Yeah something like that.
I honestly don't know why I never thought of this idea before, I really like it.
So best case scenario IF you run M&A with 4 survivors all refusing to heal you'd have an 8meter TR. That would allow you sneak up a lot better. She would still be extremely tall to see coming, you'd hear if she got Corrupted and she would still have a red stain.
It feels like enough to be more incentivized to cleanse without being overbearing.
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They said Ruin would now be stronger in late game. Since when is Ruin still up in late game? If Ruin actually lasted that long you'd have been better off just running Devour Hope.
The entire point was that it was good for slowing down the early game.
Ruins totally gone from the meta now, no one's gonna run this.
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@Hex_KillerMainBTW said:
https://forum.deadbydaylight.com/en/discussion/comment/968707#Comment_968707
My issue is, yes it's a good power to get corrupt purge. But I wouldn't mind seeing some add-ons slow survivors down just a little bit, IE perhaps healing or gens. But not both in one (I don't want to see another slow down freddy build while Plague can already use thano and dying light. Annoying to see..) But seeing 6 of her add-ons being based around Corrupt Purge, which are mainly duration. Minus Iri seal and ashen Apple. With one makes you get corrupt purge from fountains faster and movement speed increase while holding it. I don't see the point really if I'm being honest. You basically have to HOPE the survivors cleanse. Or you run Ashen Apple and worship tablet. So basically vile purge, get everyone sick. Get the fountain, hope you can down 2 or more. If you down all 4, then you basically will de-pip because you could've ended the game too quickly.
I don't disagree with almost any of this.
Since it isn't fun for survivors to get debuffed, how about this. For every survivor fully infected/broken, the killer gets a 4meter reduced TR?
This would steadily make Plague more dangerous for the more survivors that choose to not cleanse but also not making it "anti fun" by debuffing the survivors per say.
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@Hex_KillerMainBTW said:
https://forum.deadbydaylight.com/en/discussion/comment/968645#Comment_968645
If it's giving them a status effect IE, blindness, hindered, and so forth, would you not want to cleanse against that instead of just being broken? And the fact if you do end up having corrupt purge and don't pay enough attention, all they have to do is stun you and it's gone. Which is my biggest issue with Plague. I love Plague, she's my favorite killer, it just sucks that you're working with half of your power and the other half is easily taken away. And then you hook one or two people, if corrupt purge is still active and the other survivors are clear across the map, you either A: Attempt to find them and injure them. Or B: wait for it to go away to puke on the feet so the infection timer can start going up once unhooked.
"If it's giving them a status effect IE, blindness, hindered, and so forth, would you not want to cleanse against that instead of just being broken?"
Nope, I think most wouldn't. Bar a couple, most the status effects in the game are pretty weak. Now if in your idea you picked a specific status effect then we might agree as some are pretty good. Which more specifically?
"And the fact if you do end up having corrupt purge and don't pay enough attention, all they have to do is stun you and it's gone."
I think the Corrupt Purge is in a good spot, I wouldn't want it nerfed or buffed. I think it's strong but it has counter play and is already asking a lot to get it. I'd like staying infected/broken to be more detrimental and encourage cleansing more. This is what you're going for, I'm just not sure about the idea yet is all.
"it just sucks that you're working with half of your power and the other half is easily taken away."
Well if you were getting the Corrupt Purge more often this wouldn't be as big of a deal as it is now.
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Assuming the survivors are playing at their best and not making mistakes how well they can perform. IE this usually comes down to mobility and do they counter looping. This in turn determines if they can pressure the map, which most killers can't effectively.
If a killer relies on survivor mistakes that already makes them weak in my mind. Example of killers that don't would be like Nurse or Spirit. Whether the survivors are messing up or not they can make plays happen themselves.
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@Hex_KillerMainBTW said:
https://forum.deadbydaylight.com/en/discussion/comment/968449#Comment_968449
I mean, how would it not? Most of the time unless you go against survivors who don't know how to play against a Plague, you're just using half of her power. It's easy to loop and dodge her vomit if you can get in a corner where she can't touch you with vile purge. So if you want to go purely for vile purge, you'd want to use incensed oitment with infected emetic or rubbing oil. The only games I came close to a perfect game with her was using iri seal and devotee's amulet. Even at that I had to let people get back up just to mess with them more in order to gain more points.
"Most of the time unless you go against survivors who don't know how to play against a Plague, you're just using half of her power. It's easy to loop and dodge her vomit if you can get in a corner where she can't touch you with vile purge"
None of this I disagree with.
You just listed off issues with Plague, you didn't answer any of my question. Why would the changes you are presenting fix the problems we have agreed on? "How would it not" isn't an answer. I don't think your changes fix her problems which is why I was wanting you to elaborate.
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I don't think they need to be removed, but there needs to be way less of them or how strong they are.
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@Chi said:
https://forum.deadbydaylight.com/en/discussion/comment/968492#Comment_968492
How little do you play survivor that you do not notice it being ######### atm?
Edit: forgot the about the filter. Bad Word = messed up
I've played both sides at rank 1 on every reset since near the games release.
I think you mistake ping affecting Dead Hard negatively for there actually being a bug with the perk itself.