Deadeye
Deadeye
About
- Username
- Deadeye
- Joined
- Visits
- 3,930
- Last Active
Comments
-
You could also just let the hatch open after the same timespan that a sacrifice would take. So it doesn't make any difference.
Btw, following scenario. Last two survivors, the other one downed, me running around finding the hatch close to the downed survivor. Spirit phasing around the slug because too afraid of letting the slug get healed up. No EGC active yet as we have still a gen to do. I run around and find a key in the last 2 unopened chests. I walk around the hatch outlines in a square to show the slug where the hatch is. Drop my item and pick it up again to show "got the key". Survivor crawling towards me. Almost got found by the Spirit because she started to look where other one is crawling to. I point to a direction where the slug should crawl to, passing the jungle gym where I wanna hide, near the hatch. She understands and does so. Once in place, Spirit phasing again and I jump out to heal her up almost before bleedout, Spirit reappears, I can take the hit, sprint past the other survivor to reach the hatch first, open, both escape.
What I wanna say: I prefer to rarely achieve right the above to get super comfy and feel like a god, because these are situations you will remember. DC and complain of course is way easier...
-
@Brucecastro81 said:
https://forum.deadbydaylight.com/en/discussion/comment/1052891#Comment_1052891
No one gets looped for 5 times in the same tile, unless they respect the pallet, but if someone still respects it, he pretty much lost already
maybe 5 times is exxagerated, but if the survivor is able to perfectly hug walls and the killer is not, you run some loops. But Clown and Freddy can cut that, that's their power
-
@I_Face_Camp @ausanimal it would be still in the favour of the killer. How many games do you play with one gen done and already killed one survivor?
And regarding the "farming" or making points. I think having a shorter game with some normal points is way better then just skipping the match. But it needs to make sense to keep the game going which is mostly not the case if someone DCs. That's why you often have domino DCs. I think it should be ok if the game then just lasts 6 minutes instead of 12 and you get half the BP
-
@Brucecastro81 said:
https://forum.deadbydaylight.com/en/discussion/comment/1052383#Comment_1052383
Clown counterplay: Throw pallets instantly
there you go, now clown can't do something
And that means, he does not have to run around a pallet for 5 loops. He is pretty good at stopping chases early. His problem is still mobility. If he doesn't get into chases quickly, gens (without old ruin) just pop 1 per hook if you are unlucky
-
You don't make Selfcare better, you make the synergy better. Don't forget that you need 2 perk slots then. Swapping out most likely something like Adrenaline, BT, DS or any exhaustion perk. I would go for it from both POVs
-
I also waved to say "killer is camping". Didn't know about the short waves to say killer is nearby. When I want to be unhooked, I try to self unhook but stop at 95% of the animation.
We should all commit to the common sense, as everyone complains about SWF, this should be a common way to communicate.
Waving hands = do gens
Short Waving = killer just nearby
Almost kobe = come get me pls
-
@yandere777 said:
https://forum.deadbydaylight.com/en/discussion/comment/1050792#Comment_1050792
Sloppy doesnt work either lol. 3 of his perks dont work in feral frenzy lol
True, but you need to down with M1 so this guy still gets it. If the others heal, they still have the double heal by mending, the guy you chase down doesn't mend after being hooked but gets the sloppy slowdown
-
@arslaN said:
NOED and Urban Evasion
Go against Urban?`I'd rather say Urban when it's on your teammate :)
BBQ on Freddy, Nurse or Billy, otherwise I'd say Franklins (or Rancor when I'm the obsession :P )
Survivor - OoO when I'm not a stealth killer, Adrenaline otherwise
-
I'd say Pop and Thrilling. To some extend Dying Light. Thrilling is good because it also contains detection, so you know where to walk next. Especially combined with Pop, as survivors tend to commit to the gen when it is pretty far. And if you know a gen that is far and shines white, you know it can't be finished until you reach it. The combo is pretty good.
Corrupt Intervention only helps trap killers in my opinion (Demo, Trapper, Hag)
-
What do you have? :P
Your "build" is not that bad, just Franklins doesn't work anymore with Frenzy hits (NOED neither, but it is still a good perk). Legion has a good possibility to make use and protect the Ruin/Surveillance combo. You got that?
-
@AtomP said:
https://forum.deadbydaylight.com/en/discussion/comment/1047093#Comment_1047093
This is the saddest, truest statement. "You did m1 hatchet, instead of hatchet m1, that's why you lost 3 gens" the game turned on a 1s cooldown difference? Sad that this is the balance.
That 1s makes a lot of difference. That normally makes the difference if the survivor reaches the next loop or not. A good hatchet secures a down within 3 seconds.
-
@DostiL said:
https://forum.deadbydaylight.com/en/discussion/comment/1050427#Comment_1050427
Ya, it clearly says "ranks 12" which arent rank 1; im not wasting my time dealing with -20 iq guy who clearly never played legion
LOL
tell me where I said "rank 1". Looking forward to it. But seriously, trolling is no fun. I tried but not even for one round. Bye dude
-
@Archimedes5000 said:
https://forum.deadbydaylight.com/en/discussion/comment/1050451#Comment_1050451
Its not worth wasting so much time for a 3.5% debuff. This would just make the perk make more sense and not punish killer for surviviors giving up.
The only punishment to the killer would be the reduced BP and pip progress.
-
@Archimedes5000 said:
https://forum.deadbydaylight.com/en/discussion/comment/1050440#Comment_1050440
Dying Light is not meta
Dying Light is an obsession perk
Thanatophobia is not strong at all
Thanatophobia gets punished by DCs and giving up on hook for no reason.
It is QoL change because it makes the perk more consistent and not dependant on DCs and such.
DL is beneath PGTW the best gen protect perk. I know it is not commonly used, that's why I used the marks.
The survivors get punished by DC and give-up way more than the one perk.
And it is a buff as it applies more slowdown in endgame. Survivors die throughout the match, weakening the perk. Removing this drawback is pretty much a buff.
And what is the problem with DL being an obsession perk?
-
Because a missing survivor is already debuff enough. That's why "the new meta" slowdown perk DL does not affect the obsession at all and looses all stacks when the obsession dies.
EDIT: in addition, this would not be a QOL change, it would be a buff
-
@DostiL said:
https://forum.deadbydaylight.com/en/discussion/comment/1048775#Comment_1048775
Rank 1 every season, im rank 1 atm and I barely play 4-5 matches a week lul. Did you notice you brag about being rank 1 every season yet you got genrushed by ranks 12 right?
You're bad, deal with it. I can 4k ranks 12 with one hand playing clown
You're wrong. "I can 4k ranks 12 with one hand playing clown" right there.
And you're wrong becaus esurvivors behave like I said. ALL survivors. I know it. You are jsut wrong.
And you're wrong again because I did not say Legion is easy. I said pipping with Legion is easy.
And when you try to make me "qq" then make a facecam video as well, showing that you play one handed.
BTW you are wrong
-
@DostiL u a troll? Just guessing. Cuz rank 1 within 4-5 games per week is like 4 hours of gameplay. Puppers is quite an experienced player and needed about 12 hours, and that only possible with the new rank reset which happened the first time now. And 45 pips in 20 games is simply not possible
Aaaaand: "experienced players" don't yikes off a gen when they hear heartbeat. They knowthe closest vault / pallet and when to run off to reach it safely, to work on the gen for the max time. It's normally the urban evasion folks that don't do anything throughout the match, who leave a gen when they hear heartbeat
EDIT: btw pipping with Legion is... well. Keep praising yourself. Or play 10 more games until you can upload a clown screenshot like this
-
I am really interested in how the rating will be calculated. But then again as you wrote, knowing the system might have downsides. I'm just worried about the emblem system. Once they changed from "how many blood points you got" to "emblem system", it looked pretty nice, but turned out to not really measure anything skill based.
I mean, is it possible for the ranking system to measure if you dodged Shred or hatchet attacks? How often you run into obstacles while looking behind you in a chase? If you hit with ballistic prediction hatchets across the map or do you only hit survivors running in a straight line? Did you place the trap well or was the survivor just not focused enough? How about successful mindgames? This is what I really measure as human to determine ones skill.
-
Just got through this thread and had several things I wanted to say. But it really isn't worth it. Does anybody know a mod to tag that can review and close the thread? It is pretty ridiculous.
Btw @Bunnie you still did not answer the question how the perk should actually work. And especially, what happens without the perk. As is, it would mean every survivor is invincible without the perk, once a survivor is down. Which would mean, the killer will never reach a hook as they can body block infinitely. Make a solid suggestion or be revealed as troll.
-
I also think selfcare is OK. Though I would reccomend to run it with Botany Knowledge to be not that slow and also increase speed of healing others. Set it a limit would be kinda transforming that perk into a medkit. Like transform Prove Thyself into a Commodius toolbox or something. I read another suggestion in another thread like "for each finished heal you get one stack, one stack allows you to fully heal once." But I wasn't a fan of that either. But if changed, I would go this restackable way.
@Sinner5Gonn4Sin Inner Strength does not really heal you that much faster, don't forget the time you sometimes waste "to find a totem". Sure you need that time if you want to cancel NOED anyway. But I see often that someone runs around desorientated just because he wants the perk activated "just in case". But the real strength of the perk is, that it counters Coulrophobia, Dying Light, Thanatophobia, Sloppy Butcher and every other slow down, as well as Nurse's Calling and Oni's power / aura reading addon and probably forgetting something else
-
@Umbrae_pk said:
https://forum.deadbydaylight.com/en/discussion/comment/1045484#Comment_1045484
I’d like to disagree with you. I’d LIKE to, but you’re half right. Annabelle wouldn’t work and I can definitely say that “The Beldam” from Coraline can be a GREAT killer, if done right!
Thinking about it, the final form of the other mother has something. Agree to the others that this is not really a killer. But I just imagined how it would look like to have a stop motion killer in DBD o.O
-
Der Grund warum campen meistens belohnt wird ist, dass die Survivor dann auch am Haken abcampen in der Hoffnung dass der Killer irgendwann weggeht. Wie oben gesagt, gens machen. Die zwei Ratschläge helfen natürlich nicht wenn man selbst am Haken hängt. Tipp dann: mit den Armen flattern um den anderen zu sagen, Killer campt, und NICHT selbst killen. Gebt den anderen die Zeit, gens zu machen. Ist die einzige Möglichkeit den Killer zu bestrafen.
Alles bannen und reporten per button was dir nicht passt? Viel Spass, da hagelt es dann ungefähr so viele falsche reports wie es nervige Spieler gibt. Sowas ist nicht wirklich umsetzbar und löst das Problem nicht wirklich
-
Jagd Musik ist nicht das gleiche wie die Lobby Musik. Die haben für den Doktor nur nachträglich eine Jagd Musik gebaut. Die spezifische Lobby Musik der Killer wurde jeweils zum Release auch im Hauptbildschirm für drei Monate gespielt, jetzt gibt es die nur noch bei der Killer Auswahl zu hören. Lobby Musik sollte eigentlich für jeden Killer immer gleich sein
-
I also think Coraline would maybe be a bit too far away. Although I think a puppet killer could be of some nice addon to the game, if done right. Not like Coralines other mom or Annabelle or something. But something more Silent Hill like
-
How about making the cooldown only start after a swing (successful or not) and / or while in a chase. So you can keep her map pressure but the chase offers more time to react after a failed blink
-
@Hero_awesome said:
https://forum.deadbydaylight.com/en/discussion/comment/1043147#Comment_1043147
Classic DBD dev move instead of offering advice or addressing the issue you make a sassy remark. It's fine I know your not playing in red ranks. That's why you don't balance for them.
Peanits plays red ranks. And he is right on this point. Mostly you even get a free hit for such behaviour while still being able to hook your prey.
And jsut read your second post, so... probably don't need to take you serious.
-
@MegHasCuteFeet said:
https://forum.deadbydaylight.com/en/discussion/comment/1043147#Comment_1043147
you do realise that 2 people can finish all gens in 200 seconds right?
Which would mean the first guy dies on first hook and you probably get the second one as well or some hook exchanges, with any random guy die at the end. Maybe even more if they try too hard and you get 2 downs.
@LetsPlayTogether Genrush is a thing if multiple people run Prove Thyself and / or bring multiple toolboxes, eating the second stage of the first downed survivor to finish 4 gens. For example. There's nothing you can do about it as killer unless you luckily run into that gen they just put their brand new parts in.
Generally: of course it is the killers task to put pressure on gens and survivors, some basekits have better or worse tools to do so. I currently have really good games and mostly jsut a hatch escape every third game with Demogorgon. Most of the games have the first gen done instantly (first down = first gen) and the second pops short after, during the second chase or down. But after that, I'm normally at the spot where 2 people are healing or on hook and another one needs to unhook and I manage to get into chase one after another. Even if three gens are done and 4 survivors still alive, I can get to the 4k.
The problem is, killers can throw games by single mistakes. There are situations where you instantly can lose all your pressure if you mess up, like going for the "wrong" survivor and losing him, while when done correctly you could have two downs. Survivors have a lot of perks that allow them to make mistakes and extend chases. And this is the main issue. While killers need to play almost perfectly to get solid games, survivors profit way more from killer mistakes than killers from survivor mistakes, and survivors have a better pool of second chance perks, which again give way more value if used correctly.
And regarding the skill level: every noob survivor can hold M1, the chases might end quicker but still other survivors finish gens easily. So it is enough to have one good chaser in the team. And you don't know who is easiest to down until you chased all of them once, to determine if it makes sense to drop a chase. And still, drop the chase and hope you are lucky to find a gen they are working on. If not, it pops.
That, all in all summarizes in my opinion, why people like Monto still manage easy 4k, or FunGoose had recently a 100+ 4k streak even with new ruin and changing killers, while other killers complain about gen rushing, just because they... make faults. Like almost everyone in this game. Just killers get punished harder for mistakes, without the help of old ruin.
-
@samination said:
https://forum.deadbydaylight.com/en/discussion/comment/1040409#Comment_1040409
I've played them all (minus Xbox) and they control the same with a controller. They have already implemented new controller support for Steam. Keyboard/Mouse wouldn't have a huge advantage as this is not a shooter. Killers can turn around faster, but that's about it. I bet you would never even notice.
For killer, it is a shooter. I play keyboard on PC and I hate shooters with gamepads. I just heard that 360s are more efficient against pad killers. Can't confirm thou :)
For me it definitely makes a difference in precision if I play with keyboard or pad. Survivors might have easier 360s with gamepad, but I bet when I play survivor with gamepad, I would run around like drunk when I try to look behind me while in a chase.
-
@Fibijean btw (offtopic) do you have another thread or more details on your survey for the first rift?
@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/1042573#Comment_1042573
Also, some small off-topic advice related to The Rift itself.
If you plan on doing every challenge that comes out than that's good, it's best to get all those challenges out of the way and boost your Rift fragments a lot faster than you would just playing regular matches.
And since most people will have a grace period between Tome levels, you can just play normally afterwards and gain passive Rift Fragments by getting 800 EXP each time! You can gain this "infinitely" but it'll stop happening when you reach Tier 70 on The Rift.
I mean... unless you get that bug where you can't get 800 EXP for 1 Rift Fragment, if you do get that bug than contact the Support Team about it.
@Brainfck Yes, the rough estimate is, you need one tier per day to finish the whole rift. So before the next level comes out, you should be at rift tier 14. The challenges will give you a boost so you will be higher after the first week, second week might go slower. Just as an average to keep yourself on track and estimate if you can manage to complete it.
Level 1 and 2 are two weeks each, level 3 and 4 last for three weeks
-
@last0ne said:
https://forum.deadbydaylight.com/en/discussion/comment/1040560#Comment_1040560
Yea there's really no point to rank not like we get anything rewarding
So you don't need to hear gens, especially not on Lery's or game. LOS is totally sufficient. And chases are fine as well, you don't need mindgaming like hearing if the survivor runs behind the wall or not and stuff.
Puppers has a challenge wheel and one of them is deaf killer game. Really would like to see video proof of how you play killer without sound...
-
@Peanits Have you considered showing the skill levels for more feedback from the community? Maybe not at that early point if you need to get more basic information, I can imagine that it might be rough to scrape useful feedback on an alpha release :P
Also it maybe needs to be announced that discussions on this topic should always refer to video captures, because personal perception might vary too strong to just take the users word on how well he performed.
Most, I am personally interested in how the skill level is calculated :) but I think the community can give a huge and valuable feedback on that. Like, look at a video and make a poll on how well the system rated that performance? With hundreds or probably thousands of votes? Probably the best validation you can get.
-
@VII_Seven said:
https://forum.deadbydaylight.com/en/discussion/comment/1039594#Comment_1039594
yeah went from 75% to 50% max on 3.0.0
That was a different wording. It said recovery is increased. a 100% recovery increase is double speed and would be equal to 50% stun time. The reduction is actually increased. The nerf was about the source of the stun. It only affects pallets now, no DS or Head On anymore
-
@samination said:
https://forum.deadbydaylight.com/en/discussion/comment/1040337#Comment_1040337
From Steam. I just was curious one Sunday morning and looked and it had over 60k players playing. Granted it was on sale (and also free weekend I think). However, the game still has a healthy number of players. This morning when I looked it was over 30k. Just think it they were to make everything cross platform. I know some would be against that because controller vs keyboard mouse, but I've only ever played with a controller (even on steam). They have even made the game more controller friendly on Steam. People can do 360, moonwalk, etc very easily on PS4. I really think they should just go for it. Let everyone play with each other.
There was suggestion to make it optional in some other thread. That would be good. So you can mark every platform (not your own) which you don't want to be matched with. Then you can decide to take the queue times or the probably imbalanced controls. Also a good thing, because as you can find out if it really is a big issue for you, then just set the option again.
-
@samination said:
Game had over 30k this morning, over 60k this past weekend. But, yeah sure, players leaving... Whatever fits your narrative.
Not sure where you get the stats from, steamcharts says max peak for the last 30 days is 44k. But yes, the last time players average was below 20k was August 2019. And since October it is pretty constant on 23k, January is currently at a 4% gain over last month
-
@omegalul said:
That's why i don't play with sound anymore. I just listen to music, that keeps me very relaxed when playing killer.
Of course i play only killer without sound, when playing surivor sound is more importand.
yeah of course. because bleed out bug which happens randomly and affects you rarely, you refuse the assistance of footsteps and grunts of pain. happy 0k
-
@konchok said:
It's so inconsistent too. I can't seem to pinpoint what's causing it. But I do know that sound bugs are more common when I play spirit than when I play other killers.
On a somewhat related sound bug note. The phasing whoosh noise can be heard while in the spirits terror radius.
Thats a thing like for always. I never really understood why people always said TR and wooshing sound is related. I tested it maybe over half a year agon in KYF and when standing at the edge of TR you can hear the sound already. And it didn't seem to be related at all to TR as Distressing etc didn't change it. Where do you guys get that info from?
-
@Waffleyumboy said:
Rancor is really a pointless perk to run for the endgame effect. Noed applies to all survivors.
Rancor gives you a lot of information during the game, you probably forget about that. It is not only the endgame effect. Btw the endgame effect also allows you to combo this perk with STBFL, Dying Light or PWYF, ignoring your obsession until endgame and still be able to easily kill her
-
@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/1028430#Comment_1028430
I can't speak for your experiences, but I find that I can play around DS very easily. Typically if you're not actually tunneling them, I find you can slug them for ~10 seconds or so and that last bit of their timer will run out.
Not to go too off topic, but I do think it would be nice if DS deactivated once they started working on a generator. That way you're saying, "I'm not getting tunneled, I'm putting myself back into the race."
The thing about cancelling the timer on repair action is really needed I think. And I would add entering lockers as well. That prevents slugging and especially with Head On can be abusable in one more way. There are really many survivors actively using DS, rather than just having it as second chance against tunneling.
@FleshTorpedo adding this cancel mechanic, btw, would also fix your endgame issue.
-
@Waffleyumboy said:
I pretty much only play survivor in swf now...solos have no way of knowing how many dulls got cleansed. We cleanse all the totems every game and it's funny to see so many killers dc when their noed doesn't activate but my mate's DS does lmao. Gg
No way of knowing? Detectives Hunch is one way. Rainbow maps or green maps with addon as well.
I personally run Detectives very often with Inner Strength. Remember the totem spots and start cleansing like 1 totem per gen. The more gens get done, the more I focus on cleansing.
-
@[Deleted User] said:
I somewhat agree. Low pressure Killers are gonna get skunked on large maps which sucks so the devs need to do something about that but other than that yeah a lot of Killers play like robots.
Of course this isn't every Killer but there's a lot of people who relied on 4 anti gen perks and then bloodlust around pallets then wonder why they're losing. It actually shocks me that a lot of players refuse to even use """dirty""" tactics as well. I've seen countless threads on this forum and reddit saying they don't want to slug even though its a game mechanic that they refuse to utilize. Like really?
Refuse to slug although it is a game mechanic? Tunneling is as well. Going for the injured survivor than for the healthy one knowing he is on death hook. Not talking about camping and securing state 2 so you can get that one out of the game as soon as he gets unhooked. That makes you loose pressure of course. But tunneling is the most effective slowdown.
So what does the killers prevent to make use of these techniques? If I may guess: the survivors rulebook for killers. This doesn't count for everyone, but all the default flaming surely makes a bit of it. Beneath raising super toxic killer play as well, like facecamping out of frustration, bringing Moris etc.
-
@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/1023803#Comment_1023803
If you don't realize you only have a very limited time you're not going to see a need to improve. It's not laziness, it's the perk doing a lot of work for you thus you never learn.
Doesn't change the fact that a good survivor against old Ruin could still do a gen in 80 seconds. I'm not going to go out of my way to get great skill checks every time if I don't have to because it's a risk. It's much safer to just to the skill check normally. If I'm under pressure THEN I will go for greats. Ruin forces you to go for greats. But if you can do then it's like the perk doesn't matter. The whole idea of a slow down perk is to make gens take LONGER than normal. 80 seconds is not longer than normal, doesn't matter if you are hitting greats or not.
We will not get to a common sense here. Your arguments don't counter my arguments.
Ruin slows down every survivor that goes for great skillchecks in any case. If you don't do it, it is just you (and some others of course). I just go for the great skillchecks for the extra points. Having 1-2k extra points per match is motivation enough, so I need 60-70 seconds for a gen without ruin, and minimum 80 seconds. And that IS a slowdown, when you have at least one survivor in the match that does the same like me.
Same to the ruin. Just because I have more time, I don't say "I'll just walk straight lines to catch you, I have enough time to get the 4k". I try to get better in chases all the time, Ruin doesn't stop me from learning. The only thing ruin does is having more chases in a trial. But it is not the time the match lasts what makes you better, it is the hours that you put into the game. And your willingness to improve. Period.
If you don't agree that there are people beneath you for which my arguments are valid, there's nothing I have to say anymore. Costs too much energy
-
Somehow you need to get your posts count up, right?
-
@Peanits said:
We are aware of matchmaking issues are do have something on the way shortly to help fix that. We're hoping to share some more details on it as soon as possible.
Can you say what the known issue is? Ranks distribution? An actual bug? Something else?
-
@Polychrome_Baku said:
https://forum.deadbydaylight.com/en/discussion/comment/1024686#Comment_1024686
That's what happens when developers get a taste of that microtransaction money. When they first announced auric cells I knew it was going this route. And the whales will happily make it worth it for them.
I seriously will not put any more money into that game at the moment. New chapters just by shards if they are not licensed. But I don't need another 20 buggy killers that I just level to get their perks, and throw money away to constantly get less and less for it
-
Seriously, I don't need the event then. I rather feel fooled by this. Like the meme "thousand bugs, but we got "new cosmetics" ...
-
@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/1023179#Comment_1023179
1) You don't need to mind game or loop efficiently if you have tons of time to waste. So you never learn to do that stuff properly because you have all the time in the world to catch them.
2) I wouldn't be aiming for great skill checks, I would just do normal skill checks. The fact I still do the gen in 80 seconds means it did nothing to actually slow me down. It would require me to do the gen in MORE THAN 80 seconds for it to be a benefit. Fully stack Thana would have added 15 seconds to the gen time. You're looking at it backwards saying I would have done it in 62 seconds and then comparing it to Thana.
1) I repeat: THEN this is killer lazyness, not Ruin, preventing the killer from learning. That's my point the whole time!
2) That's what you do. I'm still aiming for the greats. Well, we can't discuss here if you dont wanna make use of your skill. Others do, others would be slowed down, removing great skill check bonus progress is a slow down. Why would I refuse the bonus I'm granted for performing well? Laziness? That's maybe why you refuse to accept my first argument then
-
@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/1023120#Comment_1023120
1) You get accustomed to having more time than you should because low ranks spend the entire early game looking for totems instead of doing gens. That means you never learn how to properly defend generators, you just let Ruin do the work for you. So yes it does impact your play style (which BTW doesn't exist, playing optimally is not a play style, the only actual play styles that exist are aggressive or defensive, everything else is derivative of those two). You don't learn and get better, you have a perk do a large chunk of the work for you until you get to red ranks where it stops doing the work for you. Therefore that would make you a boosted killer.
2)
https://xboxclips.com/thesuicidefox/81e238c3-025f-4b8b-b7a6-785b5f6edc6d
The clip is exactly 80 seconds. I miss 1 skill check because I went to scratch my nose. The Yui shows up with 15 seconds left but gens taps and thus the gen doesn't go much faster (if anything her being on the gen merely made up for my 1 missed skill check). Ruin does nothing against good survivors like me, and I'm not even the best survivor on Xbox. In these cases Ruin actually did nothing to slow down the gens. I still finish it in 80 seconds. If I bring a toolbox or PT or Resil I can do it even faster even if I fail a skill check.
1) ok agreed on the gen pressure. But regarding mind games, timing hits on windows and power usage optimization I think we can say Ruin doesn't affect it, right? And at least, chase duration is, beneath gen pressure, one of the key skills a killer must have to be able to perform well. Or do you disagree on that?
And still my argument is valid. You said, it doesn't help in red ranks. That means to perform well at red ranks, you need to learn to get better. If that doesn't happen, it is not Ruins fault. This is what initially was said. I say, Ruin doesn't prevent you from learning. This is just you and yourself.
2) Yep, the clip is exactly 80 seconds. So the Yui helped you to negate the failed skillcheck. But Ruin slowed down that gen. Without Ruin, you had 6 great skillchecks, you would have had 18% bonus progression on the gen. That gen would have finished before Yui even arrived. That is in this case even stronger than a fully stacked Thanatophobia. I think that is quite a bit. Or to make it clear: in red ranks, without ruin a gen needs 62 seconds to complete
-
@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/1019771#Comment_1019771
"I don't see how Ruin makes killers worse. "
When there is a game where Ruin goes in 30 seconds you can definitely tell the boys from the men.
The men will maintain composure, buckle down, and secure kills. They win at loops/mind games. They know when to let a survivor go and when to pressure gens. They play optimally and don't make many mistakes.
The boys will completely fall apart like their whole game just went to #########. They make tons of mistakes. They never make the smart plays. They panic. They get hungry for kills and end up getting hit with DS or a flashlight that was easily avoidable.
The first player actually thinks about what to do and makes good decisions. The second player is a bot, and never really learned good tactics because Ruin buys them tons of time in most games at low ranks. They can basically ######### up all over the place and still get a 4k because survivors at green ranks and lower don't do gens with Ruin up.
And then there is the alpha men who are just men that stopped playing with Ruin in the first place realizing it wasn't a good perk to begin with.
https://forum.deadbydaylight.com/en/discussion/comment/1020716#Comment_1020716
"ruin made it so if they tried to, it wouldn't be as fast."
This is only true up to red ranks. At red ranks you might as well not even have Ruin because survivors can do great skill checks and know to just keep working on gens. My SWFs and I would regularly pop 3 gens through Ruin in the first 2 minutes of the game. I've played games as killer where my Ruin was up the entire time yet they still did 3 gens in my first chase.
Ruin is worthless against good survivors. It only works against the bad survivors that you could beat without Ruin anyway.
https://forum.deadbydaylight.com/en/discussion/comment/1021136#Comment_1021136
To be fair, Rotten Fields is a seriously unbalanced map. According to the stats released some time ago, it has the highest escape rate of all maps for survivors. Even higher than Haddonfield, which is also a poorly designed map.
If you tried this on an actual balanced map like Coal Tower I bet the results would be different.
Not to mention, if this player was playing this way and you were actually trying to catch them you should have easily been able to much sooner. Of course if you spend the entire game basically pallet farming with a survivor the others will have plenty of time to do gens. You should have actively tried to catch the guy, players like this are easy hooks. Make them waste shack pallet, put them in basement right after. You could win a game by doing that.
Two things. You still don't explain (what was my question regarding the line you quoted) why Ruin makes killers bad. You still will learn and get better, Ruin doesn't have impact on your playstyle in any way. In more detail: more time doesn't affect you negatively. If you 4k green ranks just because of the extra time, you will pip up and get to purple ranks where you don't 4k anymore. And then? Get better, eventually reaching red ranks. If not, that's not due to the ruin, that's the killers laziness. Pretty sure that killers with ruin, that could not get past purple ranks, are now also not able / willing to improve to get past yellow ranks without Ruin.
Second, even if you manage to hit all the greats, ruin does its job. How many skillchecks do you have on a gen on average? 5? That's 15% bonus progress denied by Ruin. That's like a constant fully stacked Thana, isn't it? And I'm pretty sure the one or the other skillcheck is failed by uber pros as well. Even "god tier" streamers like Monto or Fungoose even hit too early from time to time, making the gen explode
-
Regarding the stats: don't forget that these were platform wide, and it is known that the nurse on console is way harder to play. There was another PC redranks only stats for pre and post rework which was something like 75% killrate before and still above 60% after.
For me, I also started to train nurse short before rework. I had the intention "depip somehow, so the latest killer adept is easier, regarding the double pip only needs 14 emblem points in yellow ranks. Perfect time to start learning nurse!". I prepared to a bunch of 0 kills incoming. If you expect totally nothing, and then start to perform better, it really feels good. And way less frustrating. I don't mean "give up initially" like the idea going around at the moment with ruin changes. Just know "you will eventually get better and just try to learn by every match. I even put Whispers on, which I never use, just to learn how to handle that perk parallel, instead of adding perks to "get at least some points". Or talking about points, I even added Beast of Prey (or Distressing) just to get some value.
Then, even before her rework was announced, I just started to get better, getting some black pips. But I was not depipped enough to get to yellow rank reset. So I started to waste some of the old rare addons to make her a super quick 1 blink nurse, because I got annoyed of the 180 trick to make you blink too far. In the second game I got another black pip with a 2k. As untrained 1 blink nurse. When this starts to roll, you will love the short unsweaty timeout you have taken