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Cetren

Cetren

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Cetren
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  • Doesn't matter. They haven't done anything about the current gen speeds. Ideally a change to the most popular perk for slowing down the game would come with... You know... A less frustrating way to slow down the game. But it didn't. About half of my friends list is putting down dbd for good. We're talking people with anywhere from hundreds to thousands of hours. What can I say? Hope the change draws in enough new players to make up for everyone leaving. I'm sure the game won't die just because they changed ruin. But I get the feeling a lot of people are going to have a less enjoyable time.

  • @Almo said:

    This is why the Gatekeeper emblem was changed with Ruin. In terms of emblem points, it's no longer important to keep 5 gens up the first two minutes to get all those points.

    In terms of the game's power curve, it's expected the first couple gens go fast. 4 Survivors, one Killer... several chases to get one Survivor out. But as the number of gens to patrol decreases, it becomes easier for the Killer to patrol, and their power rises. As the Survivors die off, the Killer's power increases more as there are fewer Survivors to work on gens.

    Old Ruin gave people who depended on it the idea that it should not require input from the Killer to keep the first couple gens from popping in the first couple minutes. But that is not how we intend the game to work. My apologies for leaving old Ruin in place as long as we did; it was hard to find a good update, and we knew there would be a huge outcry from the players when we did the change, no matter how good it was. The moment I joined the project in August 2018 I knew Ruin was something I wanted to change. It took a lot of time and a lot of discussion with the other designers to find something worthy to replace it.

    New Ruin requiring Killers to act in order to get its benefit is by design. Its lack of large impact in the first minutes is by design. Its subtlety is by design (by subtle I mean that one of its large benefits isn't mentioned in the text: no need to spend time kicking gens). Because we recognized Ruin's impact on the Gatekeeper emblem and Killers' ability to pip, we made the alteration to that emblem.

    We can easily understand players' frustrations with this deep change to one of their core tools. But the opinion of all of us on the design team is that the new Ruin will make the game healthier overall. Our willingness to stand by it in the face of such anger over the change is an indication of our confidence in the new design and the benefits it will have in the long run.

    Right, thats why the killer is the strongest once the exit gates are powered, because there's only TWO things to patrol right? Get real.

  • Assuming you're playing solo I would roll with DS, Kindred, SC, BT.

  • I can be happy with a 2k if it was a fun game for both sides. Unfortunately, that needs to involve a lot of chases, less loops, and more time to actually play and enjoy the game, which just doesn't happen with how the game is set up right now.

  • I run


    -Brutal Strength


    - Pop


    -BBQ


    -Ruin


    It's kind of a standard build and if you really want to use your demon fury to chain downs you can swap pop for Infectious Fright.


    Brutal Strength is an amazing perk on him. Pallets are the mortal enemy of the Oni, both before he has demon fury and after he activates it. You need to hit survivors in order to charge your ability, and every pallet you spend less time breaking is more time catching up to get that first hit. Its also amazing in demon fury, as breaking pallets via space with brutal strength is even faster than breaking them with your demon strike ability, and will let you use your demon fury to catch back up even more quickly in a fury chase. I don't think I'd ever play Oni without Brutal if I had the choice.


    Not much explaining to do with Pop/Infectious. They're both just efficiency perks that let you play better. I tend to use pop, but I prefer getting a quick down with fury then picking them up immediately to save charge on my next demon fury attack. So I tend to use pop.


    BBQ. Great for popping demon fury and rushing to your next survivor. The bonus BP are huge and rhe aura reading can let you either use your ability to quickly get into the next chase, and especially slow gen progress if you're using pop.


    Ruin is for beginning game slow down obviously. I prefer it to corrupt because I want to know if there's a survivor in the area that was working on the gen. You don't get that indicate with corrupt. As long as it stays up you can be fairly confident that even a long first chase is being played efficiently as possible.


    (Copy pasted from another similar thread)

  • You'll just have to wait and see. If I were you I'd hedge up in Oni because even with a bad camera he's stronger than demo. But if you really wanma wait until its fixed you'll just have to wait for the patch.

  • Did the clown get more than two kills though? Because if thats the case then the clown is overperforming from the 2k ratio and doesn't need buffs.

  • @kimukipi said:

    https://forum.deadbydaylight.com/en/discussion/comment/990042#Comment_990042

    It gives you 16% action penalty with very minimal effort like keeping all 4 survivors injured for most of the game. Is that so difficult for you bud? Also, there is literally no counters except below.

    1. Heal self.
    2. Find other survivors and get healed.
    3. Pick up a medkit.
    4. Just endure the 8 extra seconds on a gen.

    If you cannot capitalize on this, I don't know what could help.

    Buddy. Its 8 seconds. 8. Seconds. You can count to 8 in your head. Hell, it probably took you longer than 8 seconds to read through my original comment with thanatophobia slowing down your reading speed too.

  • I don't understand this "his skillfloor is too high" mentality. His power is basic. Its easy to understand, and its easy to use. Its also easy to play against and easy to lose with considering how bad it is. Shred can shut down the shack tile pretty well, but other than a few of the tighter maps, all you'll really be doing is baiting with it. And a portal network takes so much time to put down that you'll usually end up never getting to use it more than once before it gets ripped up. The cherry on top is a boatload of worthless add-ons and shred inconsistency as pallets.

  • You aren't going to get banned. The ghostface was just salty. Even if he reported you in game, in game reports don't do anything. Just keep playing as normally.

    in Help Comment by Cetren
  • I 100% agree with Nea. I hate Nea's with a fiery passion borrowed from hell. They're the worst kinds of players, every time, regardless of whether you measure by skill, or toxicity. They're the worst kinds of players.


    Oh and I dislike Fengs and Claudettes too.


    Other than that everyone is fine. 😊

  • I actually like this idea. A lot. Everyone could feel so satisfied that they made this player know he was a big bad meanie and they're gonna make sure everyone who sees his disapproval rating knows it. And then it does nothing.

  • I like it on Billy. Being able to have a few extra meters means less time to run to the nearest pallet if I'm zooming towards them. It also means there's less of a chance of BT popping if a quick unhook happens as I'm zooming away.

  • I wouldn't deny a save based on name alone. But I have left some teammates on the hook to rot because the time I spent on a gen was more helpful than them being off the hook could ever be.

  • You lost any hope of even logical argument when you said thanatophobia was OP.

  • During the evening everyone comes home from work and school to play with their friends.

  • Doctor could be anyone with a doctorate degree. I always imagined him as more of a scientist who studied Neurotherapy. I think your definition of doctor is just too tight.

  • Its a pretty good perk. Best use I've found is when running with a squad. 1 of your 16 perk slots guarantees you split the map as efficiently as possible every single game. Its not bad.

  • If I do put it on I usually do it more to annoy people and eventually destroy their items since I can't count on them draining every charge from it. So I let Franklin's drain the last charge for them.


    I always tend to put it on if there's no items in the lobby because thats when the chest searching builds come out to play.

  • Just run around a rock when he activates his power. Same as LF when he was first released.

  • If you're a masochist, Dead by Daylight is quite enjoyable.

  • @TheBean said:

    https://forum.deadbydaylight.com/en/discussion/comment/988048#Comment_988048

    The problem is I like to play both sides.... If I find something unfun on the one side, I try my best not to do it on the other side. Ruin I find unfun, so I don't use it.

    With or without Ruin you can have a match where you are squeezing the biggest turd out trying to win, that when you do, you're still not satisfied.

    So I play for fun... I don't play in the high ranks as killer, cause that ######### gets boring really fast. Some people enjoy playing in the high ranks as killer. The changing of ruin doesn't change that.

    If you were relying on a perk to make the game fun for you... One perk... Then maybe...You weren't really having much fun anyways. Maybe it would be good to find what you enjoy in the game and the level at which you want to play it, and have fun.

    Maybe it wasn't the perk itself... Maybe it was being able to down one person before 2+ gens pop due solely to map generation.

  • I'm way more likely to give a baby survivor the hatch than an experienced one. With baby killers I'll sometimes give them the kill. I take it easy when I can. Not like games are going to have enough time to go easy on people in the future anyways, might as well play nice now while I still can and have a lengthy match.

  • I wanted to give a T3 Myers a hit out the door after a particularly rough game.


    You know how this ends.

  • I run it. Its not a fair or balanced perk. There's just no reason to not use it.

  • @Hoodied said:

    P3 head Demo, Chains torso, P1 arms

    Looks really good tbh

    Hey this is my demo outfit! >:(

  • This is just new ruin except worse. Particularly since it doesn't effect everyone like old old ruin did at levels 1 and 2. What happens is that whoever is effected by it is the new unhook/totem search guy and whoever isn't just stays on gens. Gotta pass on this one.

  • Hes a completely inept killer. I still play as him sometimes against my better judgement. I usually spend my time wondering why I didn't just queue up as hillbilly.

  • It should be the opposite, any items brought in should be lost at the end of the trial.

  • I'm assuming the base 10% increase counts too?

  • I think the best outcome is that each individual killers get buffs independent of each other to make them strong enough to not need ruin! But unfortunately due to natural limits, that would just take too much time. :(

    So here's what I'd like to see:



    -Toolboxes have got to be reworked. Even a brown toolbox can take 15 seconds off a gen. As a killer, this is massive. Anyone who has played killer has had a time when they're walking up to a gen and the survivor finishes it right before you get there. Imagine that scenario, except it pops 15 seconds early, and its every gen! Keep in mind these are just brown Toolboxes without perks OR add-ons. That's pretty frustrating to play against, which is why it was nice to have ruin.


    I think changes to toolboxes would be nice, but I think the biggest fix is players being able to keep their items without the use of a protective ward. Regardless of the outcome of the match, you should lose any items you brought with you into the trial. Then toolboxes can keep their original strength because you won't be able to get 3-4 or even more uses out of them.


    But I recognize the possibility of that change being implemented is slim. So here's what I'd do. I'd make it so that toolbox repair speed is locked in, and it can't be increased by perks. Similar to how we'll make it works. Each individual survivor has a capped repair speed that can't exceed a certain bonus. Say, 15%. Just as an example. Then its easier to balance overall gen repair speeds because there aren't so many variable numbers to work with. 😊


    That's just my idea though. Either one I think would go a long way to helping fix the frustration of losing such a valuable asset like ruin. Tell some people over at BHVR I said hi if this ever get read!

  • I've never had a hard time with any of the adept achievements. I got David on second try and Laurie on first.

  • Not really. I find the perk to be a bit lackluster. And if a stealth killer is heading my way, I typically don't move until he's reached me anyways. The best use I've found of the perk is that it makes vaulting seem a little cleaner, and its very nice if you're trying to rush an exit gate after the hatch has been closed. Most killers don't think to walk to the gate backwards so you can get the 9% increased speed the whole time they're coming to you.

  • Wow, queue up with people who can't handle ruin and play only high mobility killers for the rest of my days, why didn't I think of that?

  • I just wonder how they thought of such a cool perk idea and then made it so bad that it competes with monstrous shrine? Like, just make useful, hell, usable perks? Its not this difficult???

  • Sure, I give plenty of positivity when good changes are made. Here's some positivity about the changes:


    I can now play survivor more carefree.










    And I mean I guess I never have to worry about hitting a great skill check ever again unless there's another TINH challenge.

  • @Actually_Jesus said:

    https://forum.deadbydaylight.com/en/discussion/119159/the-end-is-near

    Eh, may be bad advice. People voicing their opinions have been mysteriously and uncharacteristically going quiet on the forums.

    First the chatter

    Then they scatter

    One by one

    They lose their fun

    A pretty good job so far

    Killer perks hit by a car

    Slowly they disappear

    Because the end is near

    While survivors over behavior fawn

    Chanting their cry, "Hex: Ruin is gone!"

  • Its just sad how every single time I think that we'll eventually get a valid point or explanation I see another Dev response that is even more mind numbingly ignoring the issues as possible. Every time I feel like I've finally calmed down at the lack of logic I see a new post that gets under my skin again.

  • That's the thing I don't understand. New players are going to eventually rank up to the point where they habe to go through the same challenges the veterans have to go through. I figure at that point they'll learn from everyone else's example and just quit.

  • I love this, "ruin got nerfed so that the game could be rebalanced" perspective. Its ridiculous optimisism at best and delusion at worst. Maybe one day they'll buff the weaker killers to work better, but the fact of the matter is that they AREN'T. Every recent rework to killers has been to solve the frustration of playing survivor. That goes for Legion and Doctor and Freddy at this point. Healthy balancing is supposed to be a little give and take, but nothing in this patch leads me to believe that they have any plans or even thoughts about reworking frustratingly fast gen speeds or low tier killers.


    Does it open up the option for more balance? Yes. That's not what people are upset about. They're upset about the fact that they're not going to balance regardless. Ruin was a nice bandaid for that.

  • Don't try putting logic in this. These are the people that are happy that their boring generators are easier now. You're mind bullying them.

  • @ppo8820 said:

    Yes notice no one commented. Proves none of them have even played in the ptb. Lol

    What kind of logic is this? You ever consider they're in the game playing the PTB instead of replying to your thread?

  • Wait now I'm getting conflicting information. Should we or should we not "just adapt" to not having early game stall anymore? Because moris seem like a pretty good way to do that.

  • You could try corrupt intervention. But the best advice is just don't play trapper anymore.

  • @ASurvkillivorer said:

    When they said 80% of red rank had ruin. I can't believe they actually said that to basically be like "see it must be OP then!". I actually thought they were going to address the reason why that is. Of course not.

    Oh and didn't those august stats claim Ruin was in 20% of red rank matches? So now its 80? Which is it. Maybe they do outright lie.

    Depends on what is being analyzed. Just like when stats for self came came out, there's different ways to put them together. Analyzing either how likely it is to use up a perk slot or how likely it is to be in the game.


    So by game is obviously 80%. If we're talking about the likelihood of it being used it a perk slot it works differently. With self care it made sense because there are four survivors, so the chance of a game not having self care was basically 0%. The stats showed that self care had a ~24% chance of taking up a perk slot if I recall correctly. 24 times 4 would equal 95% usage. There's only one killer though, so a 20% perk pickrate would literally equal being used 80% of the time, so the stats are equivalent.

  • The problem with that is that people are going to expect NOED with the ruin nerf. Then again maybe 3 free gens at the beginning of the game is strong enough that people won't even want to cleanse totems when they're already so close to escaping right after the game begins.

  • It doesn't matter what the intention was. The fact of the matter is that it IS easier for new players now. And older players. And experienced players. And everyone in between. Time to drop ruin harder than I dropped nurse.

  • Agree with most of what you said. Pretty disappointed. Not in the ruin change itself, I see it as a positive change, but the fact that it didn't come with a rework to objectives or with a new way for certain killers to slow down the game to have a chance. In the end the rework is gonna do exactly what they intended to do. Make gens easy for newer players. Make gens easier for moderate players. And not make gens harder door experienced ones. That's it.

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