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DaGreenBolt

DaGreenBolt

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  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1036823#Comment_1036823

    Oh survivor power hasn't been reduced...is that why kill rates went up?

    Yep totally not like the ranking system for survivor is very forgiving and easy to pip with, which means more potatoes at red ranks, which cause inflation of kill rates.

    Also lets also mention how these kill rates include matches where it's probably considered a red rank match because of 1 red rank survivor.

    The Devs said these stats aren't relevant and don't give a full story.

  • They can still rank back up easily....

    Also these same red rank potatoes will be matched against green rank killers, yellow rank killers, and grey rank killers because of MM

  • @Blueberry said:

    I think it's interesting seeing the amount of DS, BT, and SWF in all these games yet were told the play rates of those are much, much lower than what we see here. These plays rates reflect my games as well.

    Granted only 100 games but it still seems telling.

    Yeah, and looking at this,

    DS: 2.86/4 = is 71.5% used in all ranks (since he started at rank 13)

    BT: 2.56/4 = 64% used in all ranks

    Looking at these numbers, they are already higher than hex:ruin, which was used in 40% in all ranks

    I wouldn't be surprised if in red ranks, DS and BT are used over 90% of the time.

  • @FrenziedRoach said:

    https://forum.deadbydaylight.com/en/discussion/comment/1032198#Comment_1032198

    While you make excellent points, I think you are underestimating how much his tracking can be negated for the following reasons

    1) Calm Spirit is not a meta perk. Out of a dozen games Wednesday, I saw only one person running Calm Spirit. Calm Spirit also does nothing for the impending madness which has generator slowdown potential. Most survivors loath to build for a specific killer unless it's a S Tier killer. Vast majority stick with their tried and true perks that work for all killers.

    2) While the lockers are fine and dandy, they only work if the doc is very predictable with when he uses his Shock Burst. And even then, most of us who play doc regularly are already check lockers as the situation warrants it. If it ever became an issue were people are doing it regularly, we always have the option of running Iron Maiden and getting the tracking we were after anyway, but I doubt it will come to that.

    Well sure they are situation, but it can still be negated.

    I forgot to list three other reasons on why he's a B tier, but here goes:

    1. His anti-loop ability isn't always consistent:

    The Reworked Doctor still suffers what the old doctor had which is a survivor can still vault a window or pallet, or throw down a pallet when using shock thearpy. The Doc mains have complained about this before the rework, yet it still isn't fixed.

    2. Snap-Out of It reducing from Tier 3 to tier 1:

    Idk what the devs were thinking when doing this, but the fact you can go from tier 3 to tier 1 is just why? Before the rework, as a doctor you needed to keep survivors at tier 3 for as long as possible, and keep getting them to tier 3. It's still the same case, as a Doc, to keep survivors off of gens, you need to keep survivors at tier 3, and going from tier 3 to tier 1 is just needing to shock every survivor individually.

    3. Tier 3 madness doesn't do much to a survivor:

    Sure, tier 3 madness prevents a survivor from healing, repairing gens, and interacting with objects, but that's it. In tier 3, they can still save survivors, run loops, and run the killer. To actually get a use out of Tier 3 madness, you need to run the purple add on that stop exhaustion perks at tier 3. Tier 3 madness should automatically stop exhaustion perks, and require a survivor to think more when in this madness state.

  • @ToxicClaud said:

    The docter is too overpowering to face against. I get off hook run to the edge of the map, and I'm not in his terror radius. All of a sudden I scream as my insanity goes up. I don't understand how that happens. In conclusion, nerf doctor

    Poor bait -1/10

  • @Bill_I_Am__Overbeck said:

    Just played another game and people DC as soon as I downed them, #########

    Yeah they do that if they don't like something, and they are probably the same people who complain about killers lobby dodging.

    BHVR said they would add DC punishments, yet they didn't input it in.

  • @FrenziedRoach said:

    https://forum.deadbydaylight.com/en/discussion/comment/1032029#Comment_1032029

    Maybe if A rank is top rank. But if there's an S rank, I'd put Doc in the middle of the A rank.

    His ability to locate people saves you so much time - especially now that we have a "locate on command" button.

    I don't consider him A rank, as he is still a m1 killer.

    He lacks mobility, and all he has is tracking and anti-looping. Now both are good for A tier, except the tracking part can be completely negated by calm spirit and lockers.

    That's what makes him B tier as his tracking can be completely negated. MM is an A tier killer as he has an insta-down, slugging potential, and stealth. None can be negated completely like doctors static blast.

    Just today, I had 4 survivors (SWF) run calm spirit, which essentially made my tracking power drop significantly. I still beat them as they weren't too good, and that they forgot to do totems, but that fact his tracking power can be completely negated by a single perk, essentially makes him a B tier killer.

    Also lets also mention that his static blast doesn't affect downed survivors, previously, the old Doctors static field could tier up survivors while downed. I feel like static blast should do the same.

  • @ad19970 said:

    Now I know people will not be happy to see another nerf to killer thread again, especially with Doc since his rework was just released a few days a go. Still, I've been playing with him a lot, and I wanted to make a thread about what small nerf I think Doctor will most likely need, because I do predict that more and more people will catch on how strong he now is, and in what way he might be a bit problematic.

    I do want to stress out how much I love the Doctor rework. Doctor was one of the main reasons I got into DBD, because his visual design and lore were and still are some of the best in the game in my opinion. The idea of having a Doctor who drives survivors mad by electrocuting them is fantastic in my opinion. But the longer I've played DBD, the less I played Doc, since he just wasn't very fun to play as in my opinion. His biggest problem was how little useful his shock therapy was in chases, being useless at most pallet loops.

    So I'm beyond happy that Doc is now so much more fun to play as and so much more powerful. I can finally main him again. And yes, I personally would argue Doc is the next A tier killer in this game, with the one downside that he is particularly dependent on the size of maps, because of his static blast and the fact that he has no extra mobility.

    I don't even really consider Doc overpowered, but I do think that there will be more complaints surfacing regarding his counterplay. Which is the one aspect I want to adress here. Now in no way do I think Doc has no counterplay, he definitely has, at least to prolong chases and make him waste as much time as possible. And perhaps the counterplay he has right now is enough, considering how fast gens can be repaired at the moment. Using both loops around a pallet cleverly, and trying to avoid his shock therapy in the right situations, are two of the most important things to do against Doc, and trying to mindgame him at loops is still possible to a certain extent.

    The counterplay of avoiding his shock therapy is the one counterplay I would like to see buffed just slightly though. Doc's real power now comes from the fact than he can just run you around a loop, and whenever you as survivor approach a pallet, he can just shock you and deny you the pallet, forcing you to keep running. He will catch up to you eventually by doing this.

    That's why actual mindgameable pallets are actually the best against Doc, simply because their loops aren't big enough for Doc to shock you, and run you around the loop long enough to catch up to you before he would have to shock you again in order to deny you the usage of a pallet. Interestingly enough, in most cases, the safer a pallet is, the less safe it is against Doc. That's because if he always shocks you right before you can drop the pallet, you'll just have to run another loop around the pallet loop, and the longer that loop is, the more time Doc has to catch up to you. So perhaps map reworks will actually be enough, allowing survivors more pallets to counterplay at when more pallets become mindgameable.

    Of course, more complex structures make his shock therapy less useful. Jungle Jyms in particular are still pretty effective against him. Since he can't deny both the window and the pallet in most cases.

    However, I personally think avoiding the shock therapy should be slightly more effective than it is now. Right now, you can avoid Doctor's shock therapy, which means you don't get shocked and can use vaults and pallets against Doc. And this does work at times, but in the majority of cases, avoiding his shock therapy will get you outpositioned, allowing the Doctor to catch up to you before you can then reach the pallet and use it against him. This is exactly why I didn't mind the 3 seconds cooldown after Doctor's shock therapy. It gave survivors a small period of time where they could reach the pallet and use it against Doc if they actually managed to dodge the shock therapy attack, before Doctor could attack survivors again.

    Now I don't want the cooldown to be 3 seconds again, but I feel like 2 seconds, or at the very most 2.5 seconds, would be fairer. This way, survivors will have a small time frame where they have the chance to use pallets or vaults against the Doc if they manage to avoid his shock therapy. And since avoiding his shock therapy is not easy, I think this would be a fair payoff without making Doctor in any way underpowered.

    For people that do worry that this would be too good against Doc, as Doctor you would still have your own counterplay. You can try and predict where survivors will try and move to in order to avoid your shock therapy, or you can simply use the Demogorgon tech and fake the shock therapy, which will also pretty much guarantee you a hit if the survivor tries to dodge your shock therapy.

    All in all I think this would be one last healthy change to Doc, simply raising the skill cap of both Doctor and the survivors going against Doctor.

    Now I wouldn't mind if Doc didn't get touched in any way, since he is now one of my absolute favorite killers in this game. And I personally very much enjoy going against him. Doc actually being a threat is such a nice and fresh experience. But if the devs do feel like they need to nerf Doc in some small way, I would heavily hope they increase the cooldown of his shock therapy, and not nerf him in any other way. Increasing the charge time of his shock therapy would be awful for example, since it would have the potential to make his shock therapy useless at pallet loops again if increased too much. Unlike increasing the cooldown after shock therapy, which simply allows for more interesting counterplay.

    I would do a TL;DR, but I feel like you need to read my entire post to understand my point, at least starting at paragraph 3.

    EDIT:

    I just want to edit something, because some people fear that an increased cooldown would make shock therapy useless because survivors would recover from the shock before Doctor's cooldown after using shock therapy is over. This is not the case, not with the numbers I suggest. This would only happen with a cooldown of 3.5 seconds or longer. And I can promise that's the absolute last thing I want, since this would butcher Doctor.

    The delay of Doctor's shock therapy is 1 second. Then, it shocks survivors for 2.5 seconds. That means survivors that get shocked are shocked until 3.5 seconds have gone by after the Doctor used his shock therapy. Even if the cooldown was 2.5 seconds, the Doctor would still have 1 second time to hit a survivor before the shock wears off from them.

    That's why this increased cooldown would only come in to play when survivors manage to dodge your shock therapy. It would simply make the counterplay of trying to dodge Doctor's shock therapy a bit more viable, which is the one change I feel that Doctor will need.

    Doc is still too early to even be nerfed.

    Also all this buff did was make him from low tier to mid tier killer, he's not even an A tier killer.

    If we were to do a nerf this early one, like BHVR did to Oni, it would basically end the Doc

  • Outright no if my friend wanted to play killer

    I'd say yes if he's going to play survivors, but I would also say enjoy the que times.

    I already had a few friends just uninstall the game due to the incompetence of the Devs, and how the Devs nerfed a Band-aid without fixing the main problem. In which, the Devs aren't gonna increase gen times, and are planning to remove synergy with slowdown perks....

  • @EntityDrudge said:

    https://forum.deadbydaylight.com/en/discussion/comment/1023778#Comment_1023778

    That's what im talking about! Finally someone else who isn't afraid to say they tunnel. Tunneling is the way to go. Maximum efficiency. Get em outta there quick like it's my day job

    I'm honestly tunneling as well, not only that but camping, and slugging and hitting up my mori reserves. After I used up my moris, I'm just gonna uninstall and quit the game, and play some games that actually rewards people for being good at the game instead of sucking up to new and potatoe players.

    A few people said "Yikes" when I said this, but I'm just going to put my reasoning down here from a response I made:

    For me it wasn't Ruin itself that makes me quit. It's the fact that they nerfed Ruin without address the issue of gens and/or maps, and the fact that the nerf was based on frustrations to play against as a new survivor and people who cant hit skill checks. That's what was putting me off.

    And yeah you are right I wasn't enjoying it in the first place, I played DBD since January 2018, and I was having a good time till around Apiril of 2019, when the Legion "rework" (aka the gutting of Legion) happened. The fact that the devs were beginning to ignore feedback, was the start of the unenjoyment of the game. I started playing less and less over time until the Nurse nerf happened, where no feedback was even considered. That was the big kicker for me, and that was when I starting playing the game like twice a week and playing a few matches before being burnt out. The Oni, and the second Legion nerf (seriously nerfing an already gutted killer) just added fuel to the fire, since Devs still didn't listen to feedback. The Hex: Ruin nerf and the fact they didn't address the issue was the straw that broke the camels back.

    I'm already playing multiple games that are enjoying, such as War Thunder, Bo1, Bo2, and Bo3 zombies, and I'm planning to play Last Year.


    TLDR: It wasn't the Ruin nerf, but the fact the core issue wasn't address, and the fact since April of 2019, the Devs ignored feedback and just listen to new players.

  • @Eninya said:

    As a survivor, I never make it to the gates getting powered for Adrenaline, and people really still whine about Dead Hard of all things?

    How did any killer get to rank 1 before the Exhaustion (+Vigil), DS, BNP, and pallet vacuum nerfs?

    DH can be used for two different things, to bait a killer hit or use it for distance.

    DH used for baiting a killer can be easily countered as you can just bait it out.

    But DH used for distance is essentially uncounterable, except if you led to a survivor to a deadzone.

  • @HellDescent said:

    How do you de-rank to 17-20?

    Lol yeah the only to do that is to not play for a few months.

    The max a person can derank without going into a break is rank 16

    Idk what the OP is exactly talking about as its basically impossible to derank to rank 17 without not playing for 2-3 months

  • @ClickyClicky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1026161#Comment_1026161

    It never stops does it. This entitlement and persecution complex.

    Players - specifically killer mains - have been complaining over and over and over again about the stale survivor meta perks. Seeing the same 4 perks game after game after game.

    The developers buff some weaker perks to bring them into use, hopefully to bring some variety to the perks survivors are using and the first thing killer mains say is...

    ”why do only survivor perks get buffed?? I knew it you prfioritize survivors!!”

    Survivors have been complaining over and over again about stale killer meta perks, and seeing the same perks and perk builds- Nemisis + PWYF, Enduring + Spirit Fury, Hex: Ruin, BBQ and Chili, sloppy butcher, and Noed.

    Also there are a buch of weak killer perks as well, like Shadowborn, Lightborn, Tinkerer, PWYF, Hex: Third Seal, Rancor, Monsterious Shrine, etc.

    Thing is there should be at least 3 or 4 weak killer perks being updated compared to 1, where as survivors get 6.

  • @potatoscream said:

    https://forum.deadbydaylight.com/en/discussion/comment/1023331#Comment_1023331

    I have more than 1500 hours, have a nice day.

    If you have lots of healthy chases and manage to kill only 2 (even though I usually 4k) you almost always get a pip.

    https://us.v-cdn.net/6030815/uploads/640/P9UAWUALEHF1.png

    Still to safety pip with a 2k is pretty rare with how fast gens are completed.

    Most cases with a 2k results in a depip, 3k is really where you mainly safety pip nowadays.

  • @w_sohl said:

    https://forum.deadbydaylight.com/en/discussion/comment/1023331#Comment_1023331

    Your comments about survivor pipping is flat out wrong.

    Yeah, I should have worded that better,

    What I meant was that pipping as a survivor doesn't take that much effort.

  • @Warcrafter4 said:

    It hasn't even been 2 full days and people are already complaining about the new doctor.

    There are already people DCing against the Doc.

    I had a few DCs already went playing as the doc, but sadly I didn't get a screenshot of them

  • It's clear you never been in Red ranks, because 2 kills is an Auto-depip. Heck even 3 kills can make you de-pip. A 4k will either make you safety pip, pip, or double pip.

    Where as survivors can just do gens, escape, and barely get chased, and still pip, heck survivors that do gens, get chased, and die can still pip.

  • @Tro said:

    https://forum.deadbydaylight.com/en/discussion/comment/1023268#Comment_1023268

    This, current nurse needs a buff. I've provided 4 viable options that would put her back in a good killer status without making her OP:

      a)Get back 3-4 blinks and leave everything else as is. b) Have her base speed increased to 4.2-4.4 just like hag or huntress and leave the rest as is, c) remove the fatigue, or d) remove the c/d between blinks.

    Any ONE of these changes would buff her back to the top tier while maintaining her very high skill cap and without putting her anywhere near as powerful as she was before.

    Option A sounds a bit too much imo, but considering that there is a fatigue and cooldown, its hard to say if that would be balanced. It would require a lot of testing, but for me I would say 3 blinks would be the max, but that even feels too much for me.

    Options B, C, and D are honestly the options that should be considered.

  • @Kongtwenty12 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1022138#Comment_1022138

    If that's how you feel that's fine. If a change to a single perk was enough to kill the game for you then you probably weren't really enjoying it in the first place But, I never used ruin to begin with so idk. I hope you can find a game that can satisfy your wants more.

    For me it wasn't Ruin itself that makes me quit. It's the fact that they nerfed Ruin without address the issue of gens and/or maps, and the fact that the nerf was based on frustrations to play against as a new survivor and people who cant hit skill checks. That's what was putting me off.

    And yeah you are right I wasn't enjoying it in the first place, I played DBD since January 2018, and I was having a good time till around Apiril of 2019, when the Legion "rework" (aka the gutting of Legion) happened. The fact that the devs were beginning to ignore feedback, was the start of the unenjoyment of the game. I started playing less and less over time until the Nurse nerf happened, where no feedback was even considered. That was the big kicker for me, and that was when I starting playing the game like twice a week and playing a few matches before being burnt out. The Oni, and the second Legion nerf (seriously nerfing an already gutted killer) just added fuel to the fire, since Devs sill didn't listen to feedback. The Hex: Ruin nerf and the fact they didn't address the issue was the straw that broke the camels back.

    I'm already playing multiple games that are enjoying, such as War Thunder, Bo1, Bo2, and Bo3 zombies, and I'm planning to play Last Year.


    TLDR: It wasn't the Ruin nerf, but the fact the core issue wasn't address, and the fact since April of 2019, the Devs ignored feedback and just listen to new players.

  • @Elegant said:

    https://forum.deadbydaylight.com/en/discussion/comment/1022937#Comment_1022937

    More or less yea. There were never a lot of Nurse "mains." before. People just played her because she was overpowered and relatively easy to do well with. You could put less sub 100 hours into her and do really well on her. Now you actually have to spend time to do that and a lot of the people who played her a decent amount stopped because they never really enjoyed her. They just enjoyed wining easily. She can still do just as well and as consistently if people actually put in the time to do that. Not a lot of people put that time in tho, so her numbers are always going to be low. It's the same reason that harder to play characters in games like LoL have low win rates even if the character is really strong. Ryze for example was highly contested for a long time in pro games and consistently performed well in those games. In solo queue however, he had like a 44% win rate when they aim for around a 50% win rate. Ryze was really hard to play well and needed a competent team to play around. Nurse has similar issues. Insane in the right hands and pretty bad in the wrong ones.

    Well the main reason she was OP in the first place was because of Omega 3-blink nurse, and a 5 blink nurse.

    The old base kit nurse actually required a high amount of hours to learn her power throughout, and was balanced.

    The current God Nurses and the actually good nurses had to spend hundreds of hours mastering her power.

    The main reason survivors cried Nurse was Op was just because of the Add ons, not the base kit itself. The ones who cried OP at old basekit nurse where ones who couldn't or refused to learn how to play against her (which was LOS breakers and jukes), and ones that just want every killer to be looped.

    The current Nurse is in a bad spot, she is add on dependent in order to not be easily countered. Survivors can outrun the current basekit Nurse in a straight line. Also add on Dedicated servers, as well as the amount of bugs that hurt the Nurse.

  • @Unicorn said:

    If thats how they wanna play so be it. Camping has been going on since before this Ruin change. Nothing out of the ordinary.

    Except camping wasn't as bad as now, but this is the side-effect some people forgot when they wanted Ruin nerfed without getting gen times fixed and/or maps fixed.

  • @Kongtwenty12 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1019762#Comment_1019762

    I mean that's fine and all but at a poi t that kinda of playstyle gets boring really fast because every game is the same. There's no challenge anymore so why even play?

    Honestly, im just using up my moris and quitting the game. The Ruin nerf honestly killed the game for me. I currently have 114 moris left to use.

  • @Deadeye said:

    GUYS?!

    Can we STOP to complain about the WHOLE game and get back to topic? Did anyone of you even play Freddy to confirm the change or are you just guessing and flaming at each other because of habit?

    Any feedback that relates to OP or just to the insults? PLs prefer to respond to first one

    I'll test Freddy tomorrow to see if this bug is happening, currently im burnt out playing DBD for today.

  • @ReallyBigShoe said:

    OOF. You know it's bad when even @Mc_Harty and I are on the same page.

    I'm hoping this isn't a bug, but we all know that when a Dev doesn't answer pm or posts, then its intended

  • @Perelie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1019733#Comment_1019733

    Apparently DS is broken in the latest patch and of course the devs are scrambling to fix it right away, but we've been waiting for weeks for them to fix invincible survivors..

    We are still waiting on the devs to fix the sounds, but clearly that isn't happening any time soon.

  • @Ultra_Dyce said:

    https://forum.deadbydaylight.com/en/discussion/comment/1019778#Comment_1019778

    Yes, he was the highest kill rate killer in the game before his slight nerfs because he was such a balanced killer. It's not like he can shut down almost every single loop in the game by holding M2 as he walks.

    It's just now he can't slap on two add-ons and get a ton of generator pressure for free.

    Stats aren't realiable, even Peanits said that.

    Also Freddy shuts down loops if you let him, the red snares are very bright and easy to see as a survivor. You have no excuse if you get hit by one of them if you are tunnel visioning on where freddy is. Also killers like spirit and billy are stronger than Freddy, but sure lets complain about the recently reworked killer because survivors like you can't adapt to any different situation and want to mindless loop without much thinking.

    Also those two add ons you are probably talking about have been nerfed, Forever Freddy is gone.

  • @ReallyBigShoe said:

    https://forum.deadbydaylight.com/en/discussion/comment/1019778#Comment_1019778

    To be fair - when I face Freddy I don't wake up either. I just look at the bright red things on the ground and it magically registers in my big boy brain "don't step on those".

    I play as freddy a lot (I wouldn't call him my main thou) and he's essentially a powerless m1 killer when you are awake.

    The main thing I see survivors do against freddy is not wake up, which benefits me and strengthens me

  • @Ultra_Dyce said:

    https://forum.deadbydaylight.com/en/discussion/comment/1019770#Comment_1019770

    And you play freddy instead of an actual killer, what does that say about you? Someone who can't mindgame and probably gets dumped on if you try to play an M1 killer. Keep spamming those snares like a pleb, I am happy they got nerfed.

    Man imagine complaining about a balanced killer. The red snared are easy to dodge, the only people who get affected by them are mindless loopers who don't look what's in front of them or the people who don't even wake up.

  • @Arbmos1998 said:

    Since the latest patch i've been trying out Doc as well as other killers just for rotational reasons and unfortunately it has gotten to the point where i have resorted to slugging. Do the devs actually realise that because Ruin is gone and gens remain untouched that it has drastically impacted the game negatively? All killers simply do not have enough time to "Apply Pressure" when survivors are optimal on gens.

    Mother's Dwelling for example, good luck applying pressure on that map, heck even setting up killers like Hag and Trapper by default received a shadow nerf because now they have even less time to place traps around.

    With Ruin nerfed lets be honest Toolboxes probably should not even be in the game now because of how much they are going to break the game *Just run Franklins* yeah thats all well and good but you still have to find them and even if you hit them they can just go and pick it up again.

    I've started running Infectious Fright, Deerstalker, Knockout and Monitor and i can honestly say it is not a fun play style for both sides. I like chases and outplaying people that is why i play online games i am a competitive person. Slugging completely negates this whole purpose because it negates all skill required but i have to use it if i want a chance at winning or even getting a draw.

    Every game during the end chat i start off with "Did you have fun?" what do you think i get as responses?

    "bad killer!" "you should learn how to actually play!" "wow you are a garbage person people like you are why this game is dying" and even statements like "no honestly i got very bored and didn't have fun"

    Devs please understand that in the high ranks heck even potentially the low ranks because of how easy gens are now if you do not change anything more and more killers are going to play unfun and that will cause more people to uninstall and move on to another game. I'ts the harsh truth but they need to see this before it is too late.

    I've already resorted to slugging, camping, and tunneling. I used to kinda care about the fun of the survivors, but this ruin nerf killed any regret I have when I demolish a team. I'm playing for myself and my fun only at this point.

    I'm hitting my ebony and ivory mori reserves right now, and I'm enjoy the end game chat.

    This nerf was the straw that broke the camels back for me.

  • Yep, you downed survivors as fast as possible, and ran two slowdown perks, yet 3 gens popped under 2 minutes. This is the reality now that Ruin got nerfed.

    Also to answer your question in the video, the was really no other play you could have done. You basically did what every killer is doing now and capitalizing on the mistakes the survivors made, and camping when it's needed.

    Your video is a very good example that maps aren't the only problem, and that gen times are an actual problem that needs to be addressed first.

  • @kinderjazen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1019147#Comment_1019147

    He is , killler q times take ages on pc but take seconds for n console

    I'm seeing something different, Killer que times are instant where as survivor que times are at least 15 minutes. And this is at rank 1 to 20.

    My friend who is trying the doctor out, noticed the instant que time for killer at rank 20, and when he tried survivor it was at least 15 min for him.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1015168#Comment_1015168

    If they said they were nerfing BL to make loops less annoying for newer killers would that make the other reason any less true. Recognize the double standard.

    They also said to keep it in line with other exhaustion....

    They didn't say the same thing with Ruin, your logic with recognize the double standard is flawed when I'm quoting the Devs on this.....

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1015140#Comment_1015140

    The devs are putting ruin in line with other hex perks in terms of early game potential.

    No, the Ruin nerf wasn't made to "keep it in line with other hex perks"

    The Devs stated that they were nerfing BL because it gave a passive effect that no other exhaustion perk gave.

    Ruin was nerfed because survivors couldn't hit great skill checks, and it was "frustrating to go against for survivors and new players".

    Nice try, but that's an invalid argument

  • @Polychrome_Baku said:

    I played a shroud of separation once and it someone left. The amount of childish babies in this community is astronomical.

    Yeah I did the same, and decided to do an experiment.

    I did 30 matches with Shroud of separation:

    22/30 or 73.33% of my matches were closed due to a survivor quitting during the loading screen

    8/30 or 26.67% of my matches were normal, and no one quit.


    There is a lot of people that will quit a match based on the possibility of a mori being present, even though there may not be a mori.

  • BL was nerfed because it gave a passive that no other exhaustion perk does. All they did was make it in line with other exhaustion perks, also BL made some loops essentially infinites.

  • @Seltas0208 said:

    By anyone on the balance team? Or anyone at ALL?

    If so. Please can you provide examples of changes suggested in there that e been implemented into the game in one way or another.

    Because say what you want about the ruin changes I don't think I saw any suggestion that suggested to make it an oxymor- I mean a late game hex totem

    They clearly don't even look at it, and the evidence is there since the Legion "rework".

    The Devs and balance team say they look at feedback, but they really don't at all. If they want something changed, they will change it. The outrage over the Nurse basekit nerf, and a ton of feedback from the PTB, they did nothing and went through with it.

    It was the same with the Legion "Rework", tons of feedback yet nothing was ever considered. The same is happening now with Ruin nerf, and the Doc "rework" (aka a nerf because he's "frustrating to play against").

    The Devs are really out of touch with the community, and are killing their own game.

    The game is stagnant, it hasn't grown or lost players. But this year in 2020 , the Devs will probably decide the fate of DBD by either killing it or saving it and actually trying to make it a better game.

  • @Colton147 said:

    https://forum.deadbydaylight.com/en/discussion/106566/stats-november-2019

    It would be best that killers should not be biased; statistics show that they are over-performing (especially in Red Ranks).

    And that same dev you quoted literally said those STATS aren't reliable....

  • @AChaoticKiller said:

    I always say this in tome threads XD, if the devs give us a nurse tome the whole player base will realize how horrible it is to play her. Without already being a very good nurse post rework you can't learn her and enjoy her at the same time. In fact you will rarely enjoy her even if your good with her.

    This makes me want a Nurse tome because of that fact.

    And this is probably why the devs won't add one as they would be pressure to revert the Nurse to her old base kit (no added cooldowns).

  • @Seanzu said:

    Last time this popped up I believe (It may not be the case for you) the fix was

    Right Click Desktop - Display Settings - Change The Size of Text, Apps & Other Items - 100%

    https://us.v-cdn.net/6030815/uploads/167/7QAVYJ78IT0T.png

    If this is set to 100% I unfortunately cannot help you, sorry.

    Yeah I did that and its fixed, sadly I really hate this view on my desktop.

    I preffer 125%, but if it fixes it then ill deal with it

  • @JustKidding said:

    I'm having the same issue. It's pretty annoying since there are many cases where I could've ended a chase but I end up awkwardly shuffling behind the survivor despite me spamming M1, and then they drop a pallet on me.

    Yep, just happened to me twice when playing ghostface, and the survivor was able to slam a pallet at me while I spammed m1.

    As a survivor when I try to work on a gen, and m1 doesn't work and I have to sit there spamming it till I can get on it

    Anyone else know how to fix this?

  • @yandere777 said:

    https://forum.deadbydaylight.com/en/discussion/comment/991602#Comment_991602

    I laughed because it looked like she was doing the heil hitler hand sign

    I didn't really think about that, but after you said that, I had to check it again and it does like a heil hitler sign.

  • @EldritchElise87 said:

    People are missing the hidden /s

    Well its kinda hard to tell these days, as there are legit survivors who think perks like BBQ and Chili, Thanatophobia, Ruin, and Dying Light as OP.

  • @Chordyceps said:

    https://forum.deadbydaylight.com/en/discussion/comment/988933#Comment_988933

    The not having survivors in my tier is what annoys me the most. Out of the 28 survivors from these matches, 2 of them were in the same tier as me. That's 14%.

    Honestly I feel you, I remember after taking a break from this game and after I came back the moment I went into green ranks, it was about 60% matches against red rank survivors.

    They need to fix the MM and change that +-6 to +-4, as that +-6 rule really isn't helping people such as a rank 14 facing a rank 8 or a rank 10 or 9 facing a rank 3 or 4.

    The sad part is that BHVR plans to remove ranks from the after action scoreboard so you can't tell what ranks you faced against.

  • @AsePlayer said:

    Within 6 ranks

    Some of his pics where he was a rank 9 faced rank 2 survivors...

    so no MM needs to be addressed as

    1. 9 to 2 isn't 6 ranks its 7 ranks that he got uptiered to


    Also the fact he barely got any survivors that were the same rank as him.

  • @ggezbaby said:

    https://forum.deadbydaylight.com/en/discussion/comment/986352#Comment_986352

    Nope, not at all. You could down the second guy, then you’d have two hooks? They wouldn’t dc if you just hook them. And if they did, oh well. They’re on the hook, so it’s your points. Didn’t have to go for the third guy.

    Lol yet the Ace DCed before he was downed and the David DCed when being carried to the hook...

    Also, what?

    The third guy was attempting to flashlight save, and the OP knew, so he downed him, the third guy messed up and he knew it. So I don't get how the OP didn't need to go to the third guy when the third guy attempted to save his teammates making him a threat..

    Those survivors would have DCed for any reason, at this point you are trying to condom the DCing just as you responsed at the OP's post..

  • What's with the double standard here?

    So a killer slugging is such a crime that its okay to DC.....

    But apparently losing Ruin, and losing 3 gens after your first hook means the killer is bad, and he needs to "Git Gud" or "Just apply better pressure"....

    What's even more sad is the people defending DCing just because they got slugged early game due to survivors ######### up and attempting flashlight saves.

    Also look at the Ace in the vid, he didn't even try he just DCed the moment he knew he was dead

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/983206#Comment_983206

    A survivor that is running toolboxes & BNPs every game with his friends, which 95% of the rest of the people playing aren't.

    Stop making excuses, the game is about to enter a 2nd Dark times, and its sad to see such people attempt to defend this.

    The pattern here is really funny too, survivors attempted to claim the game was fine during the 1st Dark Times, and are now attempting to do the same here.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/983229#Comment_983229

    Please, stop making excuses already.

    I don't run toolboxes as survivor in my matches, and generators were still getting complete in about 6 and a half minutes on average.

    Even if I don't run toolboxes (which by the way, *A LOT OF PEOPLE DO*), what's to stop someone else from running a toolbox with a BNP? Or Prove Thyself, or anything else to speed up the game?

    It doesn't even matter if they were running toolboxes with a BNP or not because after the Ruin nerf hits, nobody will even have to. Nerf will do more damage than any toolbox or BNP will ever do.

    Just because most people don't, doesn't mean people can't. You don't balance around the average -- you balance around the problem.

    I would have thought 3 years of this ######### going on would have been enough evidence that something with the core structure of the game is seriously wrong but no, people still want to make excuses and refuse to address the wrongs.

    Seriously that video was literally showed the problems with gen times.

    What made it worse was the fact that a lot of green rank killers faced top rank survivors.....

    I think killers will derank to yellow ranks to actually have somewhat of a fun time, and I wouldn't blame them either.

  • @PigMainClaudette said:

    https://forum.deadbydaylight.com/en/discussion/comment/983594#Comment_983594

    Have you tried to hit a Great skill check on console, with lag, under pressure? Not all of us have the luxury of just "learning", because believe me, I have tried.

    But then again, when you have to contend with input lag and Australian NBN internet, it surprising that I can actually play the game at purple ranks some days.

    Your TL;DR makes you sound like an elitist. Maybe try a little empathy and see how other players might have to go about things. Not all of us can have a several thousand dollar gaming PC with all the trimmings.

    Actually I have hit a lot of great skill check under 15 fps (back when I had a potatoe computer)

    It takes some form of time to learn, but it makes you inherently way better against ruin

    TL;DR Keep practicing its not very difficult

  • Pretty much,

    it was funny and sad to see that, especially when Tru3 said "oh" that sounded in a depressed way.

    This new ruin isn't gonna last long, and im using the last of my ruin and already found a build that works for me without Ruin.

    Sadly, it requires tunneling to keep momentum up, but that's the price to pay for the lost of Ruin.

    So far its, NOED, Corrupt Intervention, Spirit Fury +Enduring, also if you want to make this build more effective just add in a Mori and then you are setup

    It's an effective build, and makes survivors really salty when using it.

    Best part is when you use their own phrase against them "GG EZ", and gets them more riled up


    IDGAF if its considered toxic, now that ruin is going away playing "Nice" is off the table as there is no time. I'll be playing with the mindset of "winning by any means necessary".

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