Dehitay
Dehitay
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@snowflake102 said:
https://forum.deadbydaylight.com/en/discussion/comment/1059785#Comment_1059785
Yea what about ea? Valve is good too:)
EA is pretty much the one company I wouldn't want getting their hands on DbD. Sure, it would still be better quality, but lootboxes and other similar crap would get shoved into the game with unholy force by that company.
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@ChainsawCharlie said:
Yeah this game ######### sucks right now and the game designers should resign and hand it over to a much more competent studio. Not to mention they've been silencing people here on the forums.
Oh god, a good development team getting control of this game is one of the things I dream of. I'd love to see DbD get sold to Valve or something and watch balance and fixing gameplay issues actually be taken seriously.
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@HellDescent said:
Doubt it. You could just chase survivors the same way you chased survivor who has deep wound with old legion
Not if they fix the broken chase mechanics instead of just destroying other parts of the game just to avoid doing what they should have done years ago.
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Dang, the number of people who can't realize this is a joke is somewhat disturbing
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Dang, my own opinions differ a lot more than usual this time. Is this taking into consideration the recent Ruin changes? Or is it your experience using a month or more of gameplay?
With game times shortening, then ramp up killers (Myers and Plague) both took a huge hit in my opinion. Meanwhile, for the opposite reason, Pig seems a lot stronger at the current time.
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Disconnecting cause they're not capable of handling loss like an adult.
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In case you forgot what they did to Legion recently, it might in Legion mains best interest if they did ignore Legion
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@TicTokCringe said:
Um quick question. Why is the ruin nerf so big for people? The old ruin your totem gets broken pretty fast if someone is using a map or good at finding totems. I just don't see the difference.
Unless it spawned in a horrible location, even the time it takes for survivors to hunt for it means that the killer can find a survivor and start a chase before survivors start gens if they're all looking for hex totems. That severely lowers the probability that 3 gens will be completed before you get a down.
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@Black_Fence said:
https://forum.deadbydaylight.com/en/discussion/comment/1035857#Comment_1035857
I agree. As someone that plays both killer and survivor I think it is ridiculous the killers get to see survivors details but not the other way around. I am disabled and am unable to work so streaming is my mini job at the moment I am going to make a stream sniping screen for next time it happens so I can pull that up and just troll the killer/survivor doing it. For him to tunnel me alone and bring a ebony mori though was just a ######### thing to do.
https://forum.deadbydaylight.com/en/discussion/comment/1035836#Comment_1035836
Dbd Devs are trying to balance around SWF, when are they going to balance around stream snipers? There is a vast difference.
Balance around swf? How on earth did you get that impression? It's blatantly obvious none of their balancing has been done around swf. They balance around new players.
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@Mikeasaurus said:
While I respect your opinion, I have to disagree. Ruin didn't stop killers from being able to get kills or win. It's the fact that it became such a crutch for a vast majority that they can't seem to function straight without it. Now don't get me wrong, I know how useful Ruin was, but it was usually gone within the first minute, so there's no real difference. The new Ruin is actually good if survivors don't purge it instantly. Killers just need to start using newer tactics instead of just praying 4 survivors will just happily stroll around for 2 minutes searching for a Totem.
You're right. This nerf has made it quite clear that I didn't need ruin to get kills and win. I could easily have just tunneled every single game and gotten a significantly high win percentage. But that's the point. I don't want to play like that and other people don't want me to play like that. Ruin wasn't necessary for winning; it was a perk that allowed for a larger variety of unhated gameplay. If that's what you want, that's your opinion, but I can promise you that's not the opinion of the majority of the playerbase. Both genrushing and tunneling need to be looked at and reworked to a balanced state.
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That's probly because the patch hit only a day before the archives.
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Unless you're using other perks intended to stop genrushes, NOED should end up being useful for you if you notice your games ending too fast for you to do much.
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When they put out a new map, they tend to give it a high selection rate. I definitely remember them doing that for the Legion map which was annoying as hell cause that map was incredibly screwed up at the time. I think they do it for all new maps and freshly reworked maps for a while after release.
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Theoretically, you can dodge a shock and then get the unhook. But if he can keep hitting you each time, then yeah, he can stop the unhook. However, with a coordinated team, it's easy enough to get the unhook cause all you have to do is spread out so that not everybody gets shocked. Then whoever didn't get shocked is free to unhook.
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@ClickyClicky said:
https://forum.deadbydaylight.com/en/discussion/comment/1019115#Comment_1019115
Its always “survivors need to get good”
and they do
but a lot of killers aren’t that good either. Why do they never need to get good? We’ve had complaints in here previously about killers being genrushed in 3 minutes or being looped for 5 gens. Why do killers never need to get good?
Ironic when you all say its survivors that want to be coddled.
It's utterly impossible to not get genrushed against good survivors who want to genrush. It's completely possible to destroy dull totems against a good killer that wants to use NOED.
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Yeah, it's the obvious result of the Ruin nerf making genrushing childsplay.
Btw, NOED doesn't punish poor killer play. It punishes survivor gameplay. The activation of NOED is 100% done by survivors. These aren't "decent" survivors that are getting punished. It's completely obvious what the destruction of Ruin would do to the game, so survivors that aren't clearing totems are just asking for it now.
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@Hunkulese said:
I know you don't want to hear this, but if you can't win without ruin, you really don't deserve to be red rank.
Take some time to get better at the game.
It's not that people can't win without old Ruin. It's that it requires a playstyle that survivors will cry about like crazy.
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If you replace Ruin with both Corrupt Intervention and Pop Goes the Weasel, it starts to come back around at the cost of an extra perk slot.
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This is way beyond the dev team's ability to program. Making bots is one of the more complicated things you can do.
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BHVR has made it obvious recently that the true bias of this game is towards new players with lack of care about skilled player balance. This incidently makes it biased towards survivors since for new players, survivor is harder than killer so survivor is given more help by the devs.
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@fnaf_lover2431 said:
https://forum.deadbydaylight.com/en/discussion/comment/988754#Comment_988754
That's good to hear but do you have any guess on their abilities and perks and if so would springtrap have different abilities and perks and maybe a Choice of weapon
Devs definitely think differently than I do, but if I was designing him, I'd probly give him a power to leave jump scare spots around the map that throw an animatronic in your face and obscure a large portion of your vision and give a noise indicator that lets the killer know where you are. Maybe even replace finished generators with animatronics after a minute of it being finished that are usually just idle but suddenly jump at you if you get too close.
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The really screwed up thing is they have a possible solution available that they just won't implement. There's been enough talk about a husk system to where disconnected players just leave behind afk characters instead of instantly dying. Yet it's only ever talk, and no implementation. Implementing it seems easy enough and it would remove a major reason for disconnects as well as a lot of the problems of disconnections. I have no idea why they haven't put this in yet and I've never heard them give a reason why not.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/119753/is-there-a-gen-speed-remedy-soon
I would assume they are planning something because the developers have been ignoring any questions related to fixing generator speeds. 😁
It's very suspicious — I never seen the developers act this way towards the community so they are either:
- Have something planned that they aren't ready to announce yet.
- They have a huge disclaimer and don't want to add more fuel to the flames.
Really? I could swear I've seen this kind of behavior from Behavior a number of times now. There was a severe amount of silence on DS before they finally got nagged into it. Gen rushing, tunnelling, excessive chase times, and camping have been in the game for years and the devs will go silent about those subjects for massive amounts of times before doing nothing about it. Not only have they been known to ignore the problems with SWF, but they've actually gone back through their youtube videos and deleted video evidence of them admitting than voice communication would introduce serious problems.
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Really, I think No Mither should just double the rate at which you gain all bloodpoints. It seems like it's a hard mode perk, but one with no reward. If you give players a reward for using it, then it starts to make more sense.
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I wouldn't mind this change being added, but I think it's just gonna end up being useless because of how obvious it will be.
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Can anybody tell me what Static Blast even does? It gets mentioned alongside Shock Therapy in the patch notes, but is never explained. I don't even know how it would be used since it seems M1 is hitting somebody and M2 is Shock Therapy.
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It was nerfed, but it's far from dead. I'd still consider it the best exhaustion perk for the timing being. It was just brought more in line with the other exhaustion perks which it was severely outperforming prior to the nerf.
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@DanteMorello said:
https://forum.deadbydaylight.com/en/discussion/comment/990196#Comment_990196
It is not only new players. Majority is in lower ranks with low skill. The people complaining here do not understand that.
They NEED to balance it for the majority. That is where the money comes from.
It makes no sense to balance the game around the elite in DbD.
This is not League of legends. There are no professional esport events filling entire stadiums and hyping a community towards high skilled gameplay.
That depends on whether you want a loyal playerbase or a rotating playerbase. All these people that are currently not high in skill will eventually get higher in skill as the goes on. If you want to reward people who put the time in effort into getting good with a "FU, we don't care about skilled players", then you'll lose players as they get better. If the BHVR goal is to honestly just have people play for only about a year each, then they're going about it the right way, but most game companies tend not to adopt such a stupid policy.
Besides, it's not difficult for intelligent people to balance around top tier gameplay as well as make things easier for new players. Hell, that's what this entire thread is about. This Ruin change would be 100% justified if they did something about gen rushing. But that's just the problem. They haven't done anything to help with balance, but catered a change to new players that further destroys balance.
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@xChrisx said:
https://forum.deadbydaylight.com/en/discussion/comment/990468#Comment_990468
Im fine with a noed bloodwarden meta, at least the devs will finally get ride of them too.
Jokes aside, play what u want idc, but i have one thing to tell u, you're not supposed to 4k everygame. Think about it
I never once mentioned 4King or anything remotely close to it in my post. Think about it.
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@grayon444 said:
Are you THAT killer that dc's when their ruin is gone in the first 5 seconds of the match by any chance?Good killers shall adapt, bad ones shall whine.
@xChrisx said:
Just learn to play without ruin like i did months ago
Oh, killers do adapt for sure. I've started testing out non ruin builds and strategies since the anouncement was made. And most killers will. But here's what any "just adapt" survivors seem to be failing to understand. Adapting to this particular change means things far worse than you having to deal with Ruin.
I've tried simply using Corrupt Invention in place of Ruin, but it was only a small delay before a full on gen rush. I've tried to use Enduring, Spirit Fury, and Brutal Strength to see if shorter chases could help me catch up to the gen rush, and it definitely can't. The only solution I've found that works so far is running BBQ, Corrupt Intervention, Blood Warden, and NOED for perks and then hard tunneling a survivor to get them out asap. And every single game I've done this in, I've without fail had survivors whine and complain in the end game chat.
So survivors cry that we should adapt and then cry when we adapt. There's no end to it. But just try opening up any closed minds for a second and attempt to honestly consider which you would prefer: killers that use ruin to deal with the gen rush? or killers that use other necessary methods to deal with the gen rush?
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@MiktheSpik said:
Killer logic be likes: as long as pallets exist and survivors can work on gens the game is literally unplayable. Every killer except nurse has over a 50% kill rate as of the most recent stats and you people will not stop bítching. Like before the ruin nerf where survivors had BL nerfed (which i agree infinites shouldnt exist), DS nerfed to be purely antitunnel, and whatever that other one was and killers were stil going on saying that keys needed to LEGITAMENTLY be removed. Killers are literally suggesting and entire item removed because it "makes the game unplayable and unfair". Like this just ahows killers dont want balance they just want free wins. KILLERS ARE UNIRONICALLY ASKING FOR MORE BUFFS AND HELP WHEN FREDDY HAS OVER A 70% KILL RATE. WHAT IS WRONG WITH YOU GUYS. I mean i really dont want to disrepect but jesus christ listen to yourselves/this post. The game killers are asking for is a game of hide and seek where they can one shot survivors with VERY little counterplay if at all. These requests are surpassing absurd and are legitamently mind boggling how someone can say that out loud and MEAN IT.
Balancing around unskilled gameplay rather than optimal gameplay is a fool's errand. Sure, for those that haven't progressed high enough along the skill curve, killer is far more powerful. But balancing around new players is like saying there's no need to wear protective gear in sports because the 8 year olds who are playing it don't hit that hard.
While it's perfectly sensible to make changes that remove the stress on new players, it becomes the opposite of sensible if it only further destroys the balance at higher levels of gameplay. If you were honestly capable of understanding the issue, you would realize that's where fixing the gen rush issue comes from. Players didn't want to rely on Ruin, they were forced to unless they wanted to engage in even more hated gameplay in order to stand a chance.
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"With just 8 stacks of Dying Light" as if it's easy to get that much.
But trust me, killers are already adapting. The real problem is most killers don't want to play the game in such an unfun way as the nerf of Ruin will force them to. It's not like we can't tunnel, slug, bring moris, and use hated perks. It's that most of us would rather play the game in a more free manner. But I can promise you that more of us will be adapting to the new system in a way that most survivors are going to hate. If you thought tunneling and slugging was bad before, prepare to cry your eyes out. If you hate moris, this is going to get ugly. If you hated NOED more than Ruin, then you're gonna hate the new meta.
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Springtrap is the natural choice for killer from the FNaF series, but considering how the store works, I'm sure all of them could be added over time.
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@TheBean said:
https://forum.deadbydaylight.com/en/discussion/comment/988288#Comment_988288
Yeah I play mostly survivor. The entitled part I don't understand, cause I don't feel entitled to win. I play for fun... Goof around... I'm a pretty easy kill most nights since I'm usually high or had a few beer when I play.
I also understand that allot of people play this game for different reasons. Such as myself. I stopped wanting to be a top player and just want to have fun playing the game. So I thought about what makes it fun for me, and I exploit that in my play.
Like you said... for those who want to play competitive. So... Now it might be a bit more competitive. Are they afraid of the challenge? They are the high rank player... Not I.
The very fact that you have the luxury of goofing around is purely a survivor privilege. Unless you're farming along with survivors, any goofing around on the killer's part is basically 4 minutes till all the survivors are at the open gates once you get high enough in ranks. I'd love to have the fun of Scratched Mirror Myers again without having to significantly derank, but that's not in the card for me cause I'm too high up to play that without survivors being able to escape any downs unless they're too busy laughing at me to loop right.
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@ggezbaby said:
Coming from a killer main, maybe try not slugging the whole team in the first minute. I don’t blame them for disconnecting.
@mmain said:
https://forum.deadbydaylight.com/en/discussion/comment/986249#Comment_986249
I know it's taboo to say you ever condone a DC, but I agree with you. Slugging three people within the first minute ensures no one is getting points, no one is ranking up, no one is having fun. I rarely DC, but yeah I probably would have in this situation myself. I seriously wonder why the other one didn't
@ggezbaby said:
https://forum.deadbydaylight.com/en/discussion/comment/986256#Comment_986256
I rarely DC as well and I would probably DC for that. What, you have infectious fright so you can’t hook the guy you downed? Or even the first two? Going for the third guy is overkill.
It's crap like this that makes it obvious that there needs to be more done about disconnects. Why the hell they haven't introduced the husk system or a reasonable amount of points for disconnects yet is beyond me. But people who disconnect just because the game isn't going their way are validation for having more sting to a disconnect. Maybe 1 less perk available per disconnect for the next 3 games after your final disconnect resetting with each disconnect.
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All logic would suggest that it's a pip.
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Oh gee, oh boy, am I ever looking forward to how they're gonna jam Deep Wounds into this somehow.
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@ABannedCat said:
https://forum.deadbydaylight.com/en/discussion/comment/984121#Comment_984121
Hit detection for all killers is 100% client-side. I have tested it myself, by artificially rising my latency. Even with 1 second delay, I always get hits. This is why survivors now feel robbed by windows and pallet hits. This is why some people feel the lunge got buffed. Because on the killer's screen it all looks fine.
You could argue that making hits serverside would fix that. But think about it for a moment what this means for killers. It means that the killer has to lead hits according to latency now. Lets say you have a ping of 150ms as killer, because you live far away from the server (nothing unusual, because there are so few of them). This means that a survivor 360ing you will only appear on your screen after those 150ms. Add in human latency of around 200ms, and you have 350ms before the killer even starts to react. A good survivors can probably spin like 2-3 times a second, meaning the survivors is already far behind the killer, the moment they start turning around, making it a foolproof dodging method.
I wasn't aware that all hit detection was still killer client side. That completely invalidates any reason for servers in the first place. Why would they do that?
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@ABannedCat said:
Dedicated servers increase the latency between killer and surviviors by design, so its the logical result that interaction between them (hits specifically) are gonna be more inconsistent. People didn't consider that when they cried for their introduction. Specifically survivors didn't think of the upsides of an latency-less killer, and only complained like headless chickens. Now that they are finally welcomed by the beautiful concept of physical distance, they want to go back to Peer 2 peer. A killer with 300 ping, will still have a 300 ping on servers, and most likely be way higher, because there is a 3rd party (the server) inbetween.
While I personally always had (and still) preferred P2P, I know the developers are not gonna back to it, because its gonna break the game for another year, if they do.
Except for Huntress hatchet hit detection, that's not how it works (unless even more things are programmed that stupidly). Your connection to other players in the game is now irrelevant to interaction timing. All that matters is your connection to the server itself. Though admittedly, some of the servers seem to be rather high ping themselves. This provides even more consistency for the most part. And latency free killers was only an advantage to the killers, not the survivors.
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You do realize incredibly few survivors would opt into this which would mean just a ton of killer sitting around waiting for matches that are going to take hours to start. The only good reason survivors have for opting in at this point is the fact that for some stupid reason the Huntress' hatchet detection is killer client based rather than server based.
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@OmegaXII said:
I think corrupted intervention is overrated.. survivors can just hide for 120 secs, and that's it! One killer perk gone.
Similar things happen to me. If I use Corrupted Intervention and patrol the 4 gens, I just don't see them for the first few minutes. It's extremely helpful for getting the gatekeeper emblem and for setup killers like Demogorgan, Trapper, and Hag; but for most killers, it doesn't seem to provide me much advantage as far as general gameplay goes.
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@Jukenobi said:
https://forum.deadbydaylight.com/en/discussion/comment/980572#Comment_980572
Children mad that someone took their favorite toy away. People really need to just relax and adapt to these changes. It's just a game after all...
The irony of crying about the inevitable meta change that nerfing Ruin will bring while mocking people for complaining about change.
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@Feyd said:
https://forum.deadbydaylight.com/en/discussion/comment/981613#Comment_981613
Never had bad food at a restaurant before? Talk about lucky. The mature thing to do is just not patronize an establishment that you don't like. You can leave a comment with the manager if you like, but you still are not *entitled* to a good meal.
That doesn't mean they're allowed to violate health codes, but it doesn't mean they have to make good food.
There is no "video game funness" law. Get over yourself. If you like the product, pay for it. If you don't, feel free to leave with or without telling the management why you don't wish to support them financially.
There actually is, it's just not international. Which is one of the reason that Canada's entertainment industry doesn't hold a candle to that of the US. The fact that it's a Canadian company that has one of the most horrid concepts of game balance isn't entirely a coincidence.
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Admittedly, it won't be dead in the sense that it will be useful on a limited number of killers. But it will be useless on a greater number of killers that relied on it to prevent genrushing which is not only easy without Ruin but one of the best way for survivors to survive so it would be stupid to blame them for doing the obvious.
The only survivor perk I hope devs update is We're Gonna Live Forever to where it's as easy to gain stacks as it is for BBQ. If the blooodpoint advantage that killers have over survivor disappears so will the only reason I play killer more than survivor. Then I can play in easy mode and laugh while I get all the bloodpoints I need.
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@Feyd said:
https://forum.deadbydaylight.com/en/discussion/comment/973102#Comment_973102
I am so sick of this argument. You are not entitled to anything except access to play the game. Just because you bought a product does not mean you deserve it to be great.
People buy things all the time that don't turn out how they like. Unless it was defective when you bought it, you are not entitled to a refund. I have bought games and paid to see movies that I didn't enjoy in the end. There is no guarantee that what you bought will be something you enjoy. Grow up and deal with it.
You may voice disapproval, but you certainly are not entitled to or deserve anything from the devs.
Please tell this to anybody who prepares food that you buy so that they know they don't have to put any effort into the food you buy as long as they give it to you in exchange for money. It's gonna be a huge relief to anybody who's having a horrible day and wants to take it out by pissing in somebody's soup.
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@DBDfan12 said:
https://forum.deadbydaylight.com/en/discussion/comment/980058#Comment_980058
killer main spotted
LMFAO
So putting in effort to learn gameplay mechanics and develop skill makes you a killer main? Or is it the assumption that you should have to do that in order to increase your chances of winning that makes you a killer main?
Lol, all this time, I thought I was a killer main simply cause it was the quicker way to get bloodpoints.
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Personally, I don't think it's too bad in the current patch. But as for the upcoming Ruin nerf, I think we might have a lot less people playing killer if that ones goes through.
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I'm amazed at how few people seem to realize that destroying the primary tool killers had to increase game time and stand a chance against gen rushing is only going to lead to the obvious perk to use when gen rushing is unavoidable. But celebrate the fact that Ruin is gone while you can before the NOED meta comes into hard force. See which one you prefer more.
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10 tiers is about 100 games if you don't have any challenges left. That's going to be a massive grind without challenges for cells.