Dehitay
Dehitay
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@Archimedes5000 said:
https://forum.deadbydaylight.com/en/discussion/comment/1103764#Comment_1103764
If I remember correctly, I saw devs say that they dont do anything cheating related.
Actually even their console servers are not protected from being accessed from PC, there is even a crossplay icon lol.
Yeah, that doesn't surprise me, but it's still a decent game developer's responsibility to remove the possibility of hacking from their game. BHVR's sub par response to it is just an indictment on their standards.
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It takes a considerable amount of bias to look at the update notes and actually think it's survivor sided. You seem to completely be ignoring anything other than what favors survivors.
Breakable walls will definitely be killer sided since if it's an advantage, they can break them whenever; and if it's not an advantage, they don't have to be broken at all.
Item retention was always ridiculously easy on escape. If you think this will increase item retention by any significant margin, you have no clue what survivors have been doing all this time. However, the garunteed addon loss on the other hand will be where the true difference comes from and that is huge unless survivors start running Ace in the Hole to counter it.
Sabotaging will now require a deal more of a head start than previously. If a survivor is downed too close to a hook, it's impossible to do anything about it with this change. And the faster hook spawns are definitely in the killer's favor.
Toolbox changes were clearly a nerf. If you bothered reading the details, that much was definitely made clear. You're just desperate to see everything as a survivor buff if you're honestly questioning this.
And all 3 killers that got changes were definitely buffed. This is one of the most killer sided patches in a long while.
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@Archimedes5000 said:
https://forum.deadbydaylight.com/en/discussion/130890/how-is-this-allowed
Cheating is not allowed, but Devs are not responsible for fighting hackers.
Whole anticheat is handled by EAC.
EAC is a common anti cheat used in many games, so not only there are many hackers trying to bypass it, but it also lacks customized solutions.
So basically, once someone bypasses EAC, everyone can do that in almost every game using it until its patched. And currently hackers are faster than EAC, and Cheat Engine is more than enough to bypass it.
No, devs are definitely also responsible for countering hackers. It's that I would expect more from EAC than BHVR on this front.
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While I can understand making it impossible to find dull or skeleton keys inside of chests and only available in bloodwebs, the actual gameplay value of keys is rather balanced. In order for all 4 survivors to get out, 5 gens have to get done in which case, they would be able to get out just using the gate anyways. For 2 or 3, less gens have to be done but finding the hatch without audio is actually a bit of a challenge without a map. As for the last survivor, it's a huge advantage, but not a garunteed situation from when they chose the key and risked whether not it would be useful or just lost.
Comparing keys to moris is ridiculous. Moris are absolutely garunteed to be useful with none of the types of risks that keys involve. And ebony mori is beyond overpowered in its current state. It reduces to requirements to 4K by about half.
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@gatsby said:
https://forum.deadbydaylight.com/en/discussion/comment/1096266#Comment_1096266
Yeah. And I think that's fair.
I'm not swapping Decisive, Inner Strength, Spine Chill or Head On just because there's no way to tell if I killer is running No ED in advance and so I have to cleanse all five totems with little reward just to be sure... which usually means the game doesn't make it to endgame because the amount of time wasted focusing all the totems sandbags my team so No ED wouldn't even come into play
You think it's fair to have NOED's design catered to you because you don't want to do anything to prevent it's activating? This says a lot. You're not gonna use a counter perk for a perk you're so highly concerned about, yet want to naturally counter it because you think you should be able to counter anything the killer takes a risk of using while not taking any risk yourself. And the biggest bit of irony is that you can do exactly that.
There are 3 ways to counter NOED
1) Cleanse all dull totems before end game
2) Cleanse the hex totem at end game
3) And the final method is so braindead easy that it's just proof that entitled survivors have gotten so spoiled thinking that getting everybody out alive should be an easy task handed to them on the silver platter. Once you realize that the killer has NOED, JUST ######### LEAVE!
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@Exxodus21 said:
https://forum.deadbydaylight.com/en/discussion/comment/1096791#Comment_1096791
Baskit would be fair if it didn't show the killer.
That's the exact opposite of what should happen. Knowing where all the survivors are is a massive advantage. But knowing when the killer is within 8 meters of the survivor after 5 seconds of hooking would be the best anti camping measurement they can put in the game.
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You literally just explained why they disconnected. Hell, this is a pretty damn good example of the difference between a system without dc penalties and a system with one. I haven't gotten many single intentional disconnects since the punishments let alone a 4 man dc.
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@DisappointedUser said:
https://forum.deadbydaylight.com/en/discussion/comment/1094721#Comment_1094721
”Bugged” out. Yeah. I don’t think this. This was defiantly on purpose. I suspect they’re testing the new MM system.
What new MM system?
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@johnmwarner said:
https://forum.deadbydaylight.com/en/discussion/comment/1095347#Comment_1095347
Freddy has no terror when you’re in dream world, you just hear his lullaby. So technically he only ignore it half the time
Oh, that's pretty brutal. I always assumed lullaby was changed to just be a different sounding terror radius like certain killers have special sounding ones. I didn't realize it wasn't one so I've never tried hitting a survivor fresh off the hook in front of me with Freddy.
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@RIPotatoes said:
Okay look if you stopped playing killer just because things have been getting "harder" for the killers (apearntly it's an actual reason for no longer playing killer multiple people said this) literally if u want to win almost every match just patrol the three closest gens, and hook survivors on your patrol route to help discourage saving. You should get at least 3/4 kills every time
This is one of the easiest strategies to counter if they figure out you're doing it in time. You absolutely have to compromise and leave at times risking losing your 3 gen or the same thing will always happen. In the end game, you'll be left with all 4 survivors alive and your 3 gen setup. Then after realizing you always leave them alone when they get far enough away, the survivors will split up and keep rushing away from gens when you get close and right back to them on the 2 further gens cause there's plenty of survivors to do this with. As long as the survivors are moderately intelligent and skilled, you're most likely never even going to get a hook if you never leave your 3 gen.
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@Aven_Fallen said:
I mean, complaining about Object vs Freddy is kinda meh when he can ignore BT, which is used way more often. So I guess the Killers have a good trade here.
However, I will not change your mind at all, I agree that Object is that one Survivor Perk that 100% needs changing. The whole "Undetectable" and "Oblivious" stuff came basically solely because of Object. And instead of nerfing one single Perk (which does provide way too much information, since even if teh Killer is not seeing the Survivor, the Survivor can still see the Killer) they came up with a Mechanic which screwed over other Perks which did not need a Nerf at all (like Alert or Dark Sense).
How does Freddy ignore Borrowed Time? Wraith, Pig, and Ghostface I can understand; but I don't know how Freddy does it.
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@PigMainClaudette said:
Crazy idea; Have an ACTUAL perk, one that's useful throughout the entire game, such as Save the Best For Last, and LEARN TO NOT RELY ON A SINGLE DUMB PERK.
I'm sure you don't rely on Borrowed Time to "reward failure" aka provide a counter to a easy to use strategy that completely swings the game in one side's favor.
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@altruistic said:
Rank reset was 2 days ago..
Yeah, primarily this. But also, rank reset bugged out this month and set people back further than anticipated so a lot of people are going to be more under ranked than they should.
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Personally, I think the best solution would be to allow us to make preset outfits, but I don't want them using resources coding that when there are more important issues to tackle.
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This would make sense for activating Blood Warden, but all the other primary uses are practically just to annoy survivors.
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@Almo said:
The movement capsules will stay different. The fact that Survivors gain a little extra time by going around corners has become a very important part of the game's dynamics. Changing them to be the same size would have a lot of balance repurcussions.
The Survivor's radius is 10% smaller, if you wanted to know. :)
That number I can believe because the math works out with it. But that's not what the visuals implied.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/1093919#Comment_1093919
It's not, it's ever so slightly wider than the survivor's capsule (as seen in the gif shown above, and on the stream). This is why there's cases where two objects spawn close to each other and the survivor can pass between them, but the killer cannot.
@YaiPa said:
https://forum.deadbydaylight.com/en/discussion/comment/1093923#Comment_1093923
it's a mix of bigger capsules and basically badly polished and shaped objects (one of the biggest in my mind is the car in bad ham near the house, and the other car near preschool.
110% movespeed killers can't catch up to survivors around small object loops until bloodlust kicks in. If my math is correct, the the killer collision zone would have to be at least 110% of the survivor collision zone assuming the loop was a circle and would need to be even larger for a rectangular loop.
Take a look at the image. Does that appear to be the case? While it is possible I did the math wrong, do you honestly think the difference in size is enough to make looping a real possibility?
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@[Deleted User] said:
Then why is it seemingly harder for killers to hug objects then survivors?
Chances are we're being lied to. I've got an incredibly strong suspicion that the capsule they displayed isn't for collision detection, but the zone for detecting if you're close enough to an interactable object such a pallet or a locker. I'm willing to bet $20 that the "slashable zone" is also the capsule for collision detection.
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@GenericUsername said:
https://forum.deadbydaylight.com/en/discussion/comment/1085941#Comment_1085941
Three parts.
- I don't know how long it will take a killer to decide to kill my bugged self, and I don't know if a hook will fix the bug. I don't know what's best from a time management perspective until I look retroactively. Also If it happens again that day, or twice more, it's better to wait the first time for total time spent.
- Why should I be punished in any way for doing nothing wrong? If you were banned from a game because of a bug, but they told you they also got a lot of exploiters in the ban wave, are you now okay with the punishment because rule breakers were also punished?
- A reward system, or karma system would accomplish the same goal without blocking people who've done nothing wrong. If players were rewarded in a meaningful way for not disconnecting, or if players who disconnect frequently were paired with other people who disconnect frequently in matches. Reward behavior you like, instead of punishing behavior you don't like and random bystanders.
I'll admit that the system could definitely be better given a more intelligent development team. Right off the bat I would say the first disconnect shouldn't have a penalty. Each disconnect should increment some recent disconnects variable, and every 3 or so games played without a disconnect should have it go down one. Depending on how high that variable is, that's how long you should wait for a game, and if it goes high enough a full 24 hour ban.
But you have to understand that this development team is only this good. This is a huge step forward, and 5 minutes every now and then is barely anything in comparison to all the time you would have wasted inside games where people intentionally disconnected on you. Make no mistakes, you're absolutely wasting far less time now unless you're one of the people intentionally disconnecting.
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I love how this was all about poor shaming to begin with, but then when facts started getting spat out, it's suddenly about rural areas rather than income.
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I'm pretty sure this has far more to do with the Ruin nerf than DC penalties. It's just that now with dc penalties, you can't run away from it all the time without risking huge timeouts.
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@TitanByDaylight said:
https://forum.deadbydaylight.com/en/discussion/comment/1088819#Comment_1088819
No it's still playable more often than not but it does still happen sometimes. Also no, that's y I said they should make it where if someone keeps DC from internet multiple times that they should b penalized, but if it happens once when your playing I believe you shouldn't b banned unless you try to log in and play again right after that because at that point you know your internet will likely cut out. I think it would make the DC situation better for everyone.
Have you even looked at how the penalty system is implemented. That's pretty much exactly how it works.
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@fengsad said:
I guess I should have expected this treatment from certain elements of the dbd community. This is the same kind of mentality I see on end game chat much of the time "trash. git gud. ez. baby killer." etc. Nasty little kids picking on each other for no reason. Insulting someone doesn't make you better than them.
I'm not lying to you. You have no basis or right to assume that I am just because you have your own agenda with DC penalties. Believe whatever you want, but don't call me a liar when you don't even know me.
I never wrote that I had connection issues so why are you guys saying that? Everyone can read what I actually wrote. My game crashes regularly. That's what I wrote. I never said it's only recent. It's been that way for quite a while. When my game crashes I don't go on forums to complain about it. I just start the game up again and move on. A depip and bloodpoints isn't that big of a deal if you're playing as much as I am. You just try again.
The problem is I can't even play now. I'm being blocked by BHVR for their own bad code. And it adds insult to injury to be told I'm banned for something I did, when I haven't done anything wrong.
The flip side is also true. All these people suddenly popping up with saying that the game is crashing constantly even though they have proper hardware but zero evidence to prove that to be true have no basis or right to have anybody assume that they're telling the truth. The fact that this is apparently such a huge issue yet magically has no evidence reeks of bullcrap. If you want people to believe something that's gonna be difficult to believe, you should expect to have to provide evidence. You're absolutely right that you should have expected this kind of treatment. Just like you should expect skepticism from your boss if you said you got hit by a car and can't come to work that day cause you're too injured to walk, and then just show up the next day looking perfectly fine. Expect to need evidence when the case seems unlikely.
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@ABannedCat said:
https://forum.deadbydaylight.com/en/discussion/comment/1088348#Comment_1088348
Its called latency compensation, and every PvP game nowadays has it to avoid people with high latency being punished for it.
Every PvP game? You're saying that League of Legends, Fortnight, Rocket League, Overwatch, PUBG, DOTA, and R6 Seige all have latency compensation that makes hit detection client side rather than server side?
Even ignoring the probability of that, are you saying it's better to punish other players for high latency instead of the player with high latency?
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@Rivyn said:
@MandyTalk That's what I'm worried about. Usually when there's a dc, I'm notified after that camera panning when we're all booted to the post game screen.
If you made it to that point, it was somebody else who disconnected. Not you.
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@fengsad said:
https://forum.deadbydaylight.com/en/discussion/comment/1088328#Comment_1088328
Well if it doesn't happen to you guys, it must not happen right? You assume the worst in people. That I need to DC because I'm just an #########. No, it's actually extremely annoying to depip and lose games when you're trying to play, but I put up with it because overall I was still having a good time, all of dbd's other issues notwithstanding. I could easily record crashes if a dev asks for it. It's not entirely predictable though, so some days it's crash city and the next couple of days, no crashes at all.
https://forum.deadbydaylight.com/en/discussion/comment/1088351#Comment_1088351
Then why don't my other games crash? Why don't my other games have tons of glitches and problems even when they are still up and running? This is a BHVR programming problem. I don't know why some systems are more susceptible than others, but they are. I guess they aren't quality testing against my system specs. I'm happy you are one of the lucky ones, but don't blame me.
Then record the crashes if it's so easy. Then at least one person who's experiencing this issue will have some actual evidence. Just leave your recording software going every single game. If the game crashes, make a note in the video of the date and time it happened. Then load back in to verify that the game penalized you for it. If you don't crash, then after the game, stop the recording, delete the video unless you want it for something else, and then start recording when you move on to the next game. If what you're saying is true, then you'll build up strong evidence for your case and the admins will be far more likely to listen. And it will absolutely help with any tickets you submit.
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The real issue here is dumb decisions to make hit detection client side instead of server side. If you're going to have dedicated servers, why the hell wouldn't you make all hit detection server side?
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/1088299#Comment_1088299
The random crash bug isn’t a minority problem. Many people reported it and yet it comes back from time to time.
Point still remains. Game isn’t ready for an all dc punishment simply because of a theory that everyone will now unplug. Sorry but I would rather have someone unplug than stop someone from playing the game just because they couldn’t help that the game crashed them.
That isn't a theory. Intentional disconnects long outdate the option to disconnect from game being added. Also, even if there wasn't historical evidence, anybody with half a brain knows that would happen.
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Maybe if you compile enough evidence. Start recording videos when you play. It's amazing how this problem happens to SO MANY people yet there absolutely 0 evidence of it.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/1088098#Comment_1088098
The difference is that the game isn’t ready to punish every dc because it has not yet been optimized to not have people crash constantly.
Not everyone disconnects because of their internet connection.
Constant crashes seem to be a small minority of people. A small minority which ironically has a significant number of people that over exaggerate their problems like the world is out to persecute them. The vast majority of the player base experiences crashes on a rare basis.
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@TitanByDaylight said:
Alright I'll repeat myself just one more time, I'm not blaming BHVR for my WiFi, no where did I say it's their fault my WiFi is bipolar. So plz quit saying, "it's not their responsibility for your WiFi." Hopefully people read this and understand what I'm saying. The only person who has not said that(even tho I said it's not their fault my wifi does this) is @joker7997. I have no problem with people disagreeing with me but when several people say the same thing kinda is kinda ridiculous considering I've already said MY WIFI IS NOT THEIR FAULT.
yeah, but you made this thread implying you want them to design the system around your wifi that apparently disconnects regularly enough to be a problem for you now that the dc penalties are in place which means it was a regular problem for other people in your games for who knows how long now.
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@StrainedSky said:
https://forum.deadbydaylight.com/en/discussion/comment/1086774#Comment_1086774
Gotta love when someone not on the Dev team or a programmer calls something easy to implement. 😂🤣
First of all, I can program. Second, the irony and hypocrisy of you saying that when you have no clue whether it's easy to implement or not.
The husk system actually requires less programming than the instadeath system that's currently in place. A disconnecting player's character just idling like they're afk would be default behavior. BHVR actually had to program them to instadie like they do on disconnects. Though I will admit, the plan they talked about to have the husk die after a minute or so would be more programming, but you don't need to do that right away. Just a basic afk character would be helpful on its own at making up for the otherwise loss in bloodpoints.
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@Almo said:
Here is Peanits's answer:
https://forum.deadbydaylight.com/en/discussion/comment/1081384#Comment_1081384
Awwww, why does mobile get the team that seems to care about fixing major problems in the game? Ignoring bots, the husk system would have been easy as hell to implement.
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@GenericUsername said:
https://forum.deadbydaylight.com/en/discussion/comment/1085204#Comment_1085204
Because there is a bug where you can't press buttons in game, on top of the million other bugs that get added and removed with every patch. I just sat through a 10 minute game with crows where I couldn't move or press any buttons and the killer didn't killer me. What should I do? I can't even troubleshoot because I can't relaunch the buggy game without a penalty. A rule that punishes innocents for a buggy game because it ALSO punishes the criminals is a bad rule.
So you waited 10 minutes so you wouldn't have to wait a few minutes? This system isn't so that you never disconnect again, but so that you only disconnect if you need to. If you need to disconnect, then go ahead and disconnect. Unless you're disconnecting with significant frequency, it shouldn't have much of an impact on you.
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If you're honestly getting disconnections with that much frequency, it might be a bit of your responsibility to get a better connection before playing multiplayer games with other that have a heavy need for you not to disconnect on them.
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I'm having the other experience. I've seen a huge decrease in disconnects in my games as killer now that things are so much easier for survivors. In my games as survivor, I haven't had any killers dc on me yet, but they rarely disconnected on me prior to the Ruin nerf anyways.
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@ApeOfMazor said:
Yeah PS4 sucks. Sometimes I just queue up as killer and dodge games I know survivors were waiting like half hour for.
Does PS4 not have dedicated servers yet? Cause if it does, then as long as they got onto a server, they're at the top of the queue and all you've done is waste your own time.
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This is one of the few maps that isn't survivor sided (except for gate location). Of course it's going to be a favorite of killers compared to the normal mess.
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Ruin allowed for more versatility without getting stomped on. Unless you're capable of doing the same stuff over and over again without getting bored, I'd assume most would use it on the majority of killers.
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There's really no points to a mori that requires 2 hooks first per kill unless it gives a massive amount of bloodpoints instead of just using the final hook. I don't think anybody really cares about the yellow mori. I could understand the green mori going up a rarity level since it's strong enough. The Ebony mori does need some consideration though. That one I wouldn't mind having a 2 hook requirement for 2 of its kills and then the same power as the green and yellow mori combined for the other 2.
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By the same logic, if you think survivors need BT, you're a bad survivor. It was a bandaid to a problem with core game design.
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Genrushing and tunneling. I'm surprised so many people think that overhauling all the maps would be a better solution than tackling code that would apply to all current maps and future maps.
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If it's the Oni, one of his ultra rares looks like a splinter but isn't. It confused me the first time I saw it.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/1075478#Comment_1075478
OP made great points but has weak evidence. Weak evidence doesn't automatically make his great points not great anymore, just so you know.
Although OP's videos aren't the best, I think OP made great points about the current state of generators.
I believe OP is 100% correct: maps, toolboxes, killer viability, and so on need some changes to better the game's balance.
His primary point would be the title of this thread which I would consider the most important point of the thread. Although it's vague as hell, the best translation would be that he doesn't consider genrushing to be a problem when it clearly is. Any survivors who hard focus on genrushing will destroy a killer. People like to be all naive and pretend that if you hook a survivor and then chase another then "Hooray! Now there's 3 survivors not doing gens cause one is on a hook, one is in a chase, and one has to go for the save!" Yet the harsh reality of the situation is that I've been in this situation countless times and it's just as easy that one survivor is on the hook, one survivor is in a chase, and then 2 different gens get popped within 5 seconds of each other before the unhook.
Sure, weak evidence doesn't automatically make great points not great, but you're being dellusional if you think that "genrushing isn't a problem" is a great point.
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I'm amazed at how much I apparently suck with an OP killer like doc because the slowdown negates being able to catch a survivor before they can drop a pallet, yet I'm somehow a freaking savant with a trash killer like Clown cause I can get a hit at pretty much any pallet the survivor tries to loop by using the bottle to make it impossible to run around in time.
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Wow, talk about cherry picking games. You went all the way back to pre-rework Freddy to get one that proved your point. And even in that one, you managed to actually gen grab somebody as pre-rework Freddy who you had to start the dream transition with first. If that doesn't scream not a good survivor, nothing does.
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BT does have a counter. Hit the unhooking survivor. I spend a large portion of most endgames trading off survivors on the final hook.
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Personally, I think to get use out of Ruin, you have to use it as a synergy perk with Surveillance much like how Spirit Fury isn't that great without Endurance. But unlike Spirit Fury, Ruin can be destroyed so I don't really use it outside of high speed killers with a further Thrill of the Hunt thrown into the combination for a specific strategy.
However, I'm pretty confident their goal when changing Ruin wasn't for everybody to keep using it at the same rate as prior to the nerf so if it's honestly being used by 10% of killers, that's still pretty high. The real failure here is BHVR still not doing crap about the genrush issue that Ruin used to be a bandaid for. And of course now that genrushing is in full force, it forces more killers to hard tunnel to race a survivor out of the game which means both genrushing and tunneling are worse than ever.
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@yobuddd said:
https://forum.deadbydaylight.com/en/discussion/comment/1070831#Comment_1070831
I’m looking at this as more of an answer to gen tapping during a chase. I also like forcing survivors to decide between using up (and losing) their toolbox or letting go and losing all that time that the toolbox bought for them.
According to some, they "implemented" a system to where survivors have to work on a generator for a specific amount of time before it stops regressing. Obviously, not in the same fashion that they implemented the DS bug fix for Doctor, but meh.
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The idea that a giant step backwards was the first step to fix gen speeds is a horrifying concept. The Ruin changes didn't have anything to do with intentional gen speed changes. It was to make the game easier for newer players since making the game newer for easier players is more important than balance. The issues of genrushing and tunneling problems should have been tackled the same time as the Ruin changes if the nerf was to be implemented correctly.