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Demogordon_Ramsay

Demogordon_Ramsay

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  • @PassarinoT said:

    https://forum.deadbydaylight.com/en/discussion/comment/1227999#Comment_1227999

    Bro, Oni was SO well made. The sound design is fantastic, although I don't like his tacky flames, he is still amazing to hear and see run around the map. Actually instills a bit of fear in me when I hear thump thump thump getting louder and louder.

    The flames are hot... literally. It's bad enough to see a literal undead samurai ogre demon bearing down on you at Mach 10 with a studded club bigger than Nea Karlsson's forehead. But then he's on FIRE on top of all that?!

    He's the first time in a long time a Killer has been persistently terrifying.

  • @NursesBootie said:

    Oni is fine. Not good, but in an okay spot. He's basically Billy with an interactive CD.

    You don't play Oni, do you?

  • @PrettyFaceKate said:

    https://forum.deadbydaylight.com/en/discussion/145899/i-wish-oni-was-never-added-to-the-game

    I read the title and I was about to demon dash to defend my main, but you baited me good. Well done. Oni is love, Oni is life.

    I think once people saw my avatar they realized it was a bait and switch. Probably should have thought that one through.

  • @BattleCast said:

    Games just don't feel the same after playing against the Oni 😥

    It's a shame you don't get him very often because hes, in my opinion, the most fun to play against.

    RIGHT?! The music and the aesthetic are some of the best in the game, just a giant flaming samurai ogre bearing down on you with those wooden chimes blaring in your ears... Plus, he feels so well-balanced to me; he's like the only Killer that actually makes me feel consistently outplayed when I get totally demolished by him.

    Unless you bring Scalped Topknot. If you bring Scalped Topknot you should be reported for exploit abuse.

  • @gantes said:

    Oni is hard to play, very hard compared to most killers in the game. That leaves him with a small, dedicated playerbase which is pretty cool if you ask me. It makes it feel a lot more "special" playing Oni over stuff like Freddy or Spirit.

    Besides, I like it when strong killers are hard to play. It makes the learning curve feel rewarding.

    My friend and I are like the ONLY Oni mains I know.

    Well, that and Scott Jund, but he doesn't count.

  • If anything, I think it needs to be buffed. Reduce the cooldown to 90/75/60 seconds. Like @ChiTenshi said, even after the timer is up, you still have to go through the trouble of healing. That, and make it so that you don't miss out on any Altruism bloodpoints when you use the Perk.

  • @Kakateve said:

    https://forum.deadbydaylight.com/en/discussion/comment/1225247#Comment_1225247

    And again, most survivors are trash. You can’t piss on a perk an argue that the survivors will play against it as optimally as possible all the time so it’s bad. That’s not the case. It saves you time from kicking gens which is significant, and doubles the regression. Even the basic 100% can be suprisingly painfull when you can’t go back to your gen for whatever reason. 200% means a gen from 80% is gonna be off when you get back to it. If you compare it to your ######### SWF team that you play with all the time, than please note that the game isn’t balanced around sweaty SFW. Every killer underperforms against that since playing with cheaters (third party coms aren’t allowed by deffault soo..,) puts you into a significant dissadvantage.

    “You can’t piss on a perk an argue that the survivors will play against it as optimally as possible all the time so it’s bad.”

    You don’t NEED to play optimally to counter Ruin effectively. You just need to not play like a monkey.

    I could maybe understand your point if it took actual skill to counter Ruin (but even then, basing an ability’s viability on its performance against bad players is a TERRIBLE idea that no one in their right mind should be doing), but the counterplay to Ruin is so incredibly simple. It is literally “just apply pressure 4head”. Anything you would do to spread the Killer thin without Ruin, you do it to spread the Killer thin with Ruin. Why? Because Ruin deactivates completely when Survivors are doing generators. The counter to Ruin is literally just doing the objective.

  • @ClickyClicky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1224582#Comment_1224582

    But as Billy for example if you arent against sef you’ll be zipping around the map instadowning people quickly creating a lot of pressure, which means less people available to look for the totem and gen progress for everyone else will be getting deleted as they get chased off gens constantly or have to go for unhooks.

    Honesty against solos its pretty busted.

    Billy can do well with everything. Billy is just way too strong for way too little effort. Just because one way too powerful Killer can do well with a Perk doesn’t mean that Perk is actually good.

    ”Honestly against solos it’s pretty busted.” Playing solo doesn’t prevent you from doing gens or bones in a semi-intelligent, pressure-applying way. So... do gens in a semi-intelligent, pressure-applying way.

  • @Kakateve said:

    https://forum.deadbydaylight.com/en/discussion/comment/1224855#Comment_1224855

    If people say ruin is still good, you better ######### beleve that mate. I mean there is littearly no reason for your opinion to be superior to anyone else’s especially when you’re the only one supporting your viewpoint. I don’t use it personally anymore because it feels good not to babysitt a dumbarse pile of bones, but it doesn’t mean it’s any bad. Old ruin littearly did nothing but took away my bonus 2% gen speed for greats...Still finished gens alone easily. Only the low rankers and boosted SWF survivors had trouble with this perk and thankfully there is a lot of them in high ranks. But now, it makes your job bloody simpler against everyone as long as it stands. And if it happens to be cleansed too soon, well ######### that’s not on ruin it’s the nature of bone perks in general.

    https://forum.deadbydaylight.com/en/discussion/comment/1224840#Comment_1224840

    About bad survivors, since the ranking rework rank means little to nothing nowdays. Anyone can get to red ranks by playing bad but having BS second chance perks which is the lame reality that we call survivor meta. SWF players trying to play solo also techincally gives you a rank 13 survivor to go against which makes it even simpler. So all in all the average difficulty of survivors you play with is significantly lower than used to be which makes almost every killer even Legion effective.

    Why should I hold an opinion just because everyone else holds it? You know what that’s called? Being a sheep?

    Im not going to believe that an anti-gen Hex Perk that is completely and utterly nullified—rendered truly, genuinely worthless—buy literally just doing gens the way any competent Survivor would do gens normally is good. To get Ruin to work, you actually have to push Survivors off gens, and any halfway decent Survivors will know this and spread out. And once they do, you force one Survivor off a gen, but the other three are still hammering them with ease and Ruin is having absolutely zero effect on them. You go to pressure them, and the original Survivor will just run back to his gen and undo the effects of Ruin in a heartbeat.

    Not to mention, even at double the speed, Ruin’s gen regression rate is pitiful. So there’s that.

  • @inferjus said:

    https://forum.deadbydaylight.com/en/discussion/comment/1224855#Comment_1224855

    Ruin is good on high tier killer who can easily put pressure on multiple survivors like Nurse or Hillbilly. I agree that survivors doing gens separately counters Ruin to some degree, but it is still very helpful as long as hex totem is standing.

    It doesn't counter it "to some degree"; it counters it completely. The only way you can counter it harder is if you do the totem—and against a low-mobility Killer, even that's debatable.

  • @DWolfAlpha said:

    https://forum.deadbydaylight.com/en/discussion/comment/1224840#Comment_1224840

    I disagree. They're good at countering loops, and they pretty much make the injury speed boost worthless. Sure you eat a fatigue, but it's not that hard to work around it. And Deathslinger can shoot you through the holes in the killer shack, so he's not too bad either. So long as you have a decent connection.

    "They're good at countering loops"

    You do realize that Legion is literally the only Killer in the entire game whose power has NO WAY of helping him secure a down, right? Even someone like Plague or Bubba can still get SOMETHING special out of a chainsaw or Corrupt Purge every once in a while, but chase wise, Legion gives you a free first hit and then that's... it. He has no traps, no range, no boosts to his stats, nothing to hinder the usage of vaults or pallets—once a Survivor becomes injured, Legion is wholly, unequivocally, undeniably the most M1 Killer in the entire game. An injury is not a down, and with that in mind, Legion's power is the only one in the entire game that is completely incapable of enhancing your ability to secure a down.

    So no, he's not good at countering loops.


    "and they pretty much make the injury speed boost worthless. Sure you eat a fatigue, but it's not that hard to work around it"

    That fatigue is why the injury boost is pointless—who needs a speed boost when Legion sits practically still for 4 seconds just for using his power.


    "And Deathslinger can shoot you through the holes in the killer shack, so he's not too bad either. So long as you have a decent connection."

    He's also a 110 Killer with zero bonus map traversal and takes more time to patrol gens than I do to eat my lunch.

  • @inferjus said:

    Ruin is very powerful on middle and high tier killer. Now how people stopped complaining they accepted that new Ruin is stronger than it previously was and started using it.

    People keep trying to tell me that new Ruin is good, but when I explain to them that its entire existence is completely nullified by just doing gens separately instead of grouping up like a flock of birds, people lose their marbles.


    I'm assuming you're going to do the same.

  • @DWolfAlpha said:

    https://forum.deadbydaylight.com/en/discussion/comment/1224831#Comment_1224831

    Ok, so that means you're good. I'm only a rank 10. Though, with the MM, I still go against red ranks. And the only killer I ever stand a chance against them with is Legion with a slow-down build. At this point, you just feel like bragging about your mad skillz. This isn't even a discussion anymore.

    I'm not bragging about my mad skillz. I don't even have "mad skillz" to brag about—if I were actually good at the game, I wouldn't be playing Deathslinger; I would be playing Huntress.

    What I'm trying to highlight is not that I'm good, but that the majority of Survivors, even at red ranks, are bad. Like, really bad. I'm talking "Don't even realize that holding S while speared makes the chain break faster" bad. And we shouldn't assume that just because we can do consistently well against bad Survivors that a Killer is good. If anything, Legion is MORE likely to do well against bad Survivors than other Killers because the fact that the counterplay to his power is so basic means that he thrives against people who DON'T understand this basic counterplay. Legion is one of the best noobstompers in the entire game, but against good or even average Survvors who understand that splitting up automatically makes their W key irreversibly stronger than his? He's one of the worst Killers in the game, if not THE worst.

  • I 4k regularly as Deathslinger at red ranks, and half the hits I score are done without using my gun because I don't trust the hitboxes and servers half as far as my gun can shoot a spear. So even though I'm a 110 Killer with no mobility who goes M1 half the time, clearly Deathslinger is just a really OP Killer and it has NOTHING to do with the Survivors not being good at the video game.

  • @Feiten said:

    https://forum.deadbydaylight.com/en/discussion/comment/1224801#Comment_1224801

    Going thru the replies you're getting it seems you argue just for the sake of arguing. So try and seem smart on an old ass game all you want. Proclaim yourself the God of all killers and survivors but if multiple people call you a schmuck it must be true as it applies here. If multiple people told you it has its uses and is underrated more then so people calling it useless then it must share its weight in gold.

    So argue with every killer all you want. But in the end you look like an ignorant buffoon. You didn't start this post for opinions OP. You just wanna fail at being a smart ass.

    The perk again is situational and I will keep it in my kit on my certain builds while you go play with your swf and continue to pretend like you know it all.

    Already a bunch of people telling you the same ######### over and over. Not my fault you wanna be " duh gorge!! WhY iS thIS PeRK gud it hAs tO Be BAD Gorge cause I SaY iT DOes"

    "You are nitpicking and biased. I win, bye bye."

    -Videogamedunkey

  • @Dzeikor said:

    can you stop being ignorant and saying everyone?oh no someone ran ruin in a match againts me,everyone is running ruin!!!!!!!!!the perk is mediocre at best and barely anyone still runs it

    I've been seeing Ruin in 9 out of 10 Survivor games for the past week or so, so it definitely wasn't just one match.

  • @PrettyFaceKate said:

    https://forum.deadbydaylight.com/en/discussion/comment/1224805#Comment_1224805

    That's in line with what I said. I specified it does little against optimal survivors. The fact is, optimal survivors are rare. I rarely verse them even at rank 1. As such, Ruin is still pretty darn good. It's simply not mandatory, but neither was OId Ruin, despite what everybody on this board used to say.

    "That's in line with what I said. I specified it does little against optimal survivors. The fact is, optimal survivors are rare."

    You know what isn't rare? Average Survivors. And Ruin does nothing against average Survivors, because basic game sense and realizing that there's only one Killer to pressure the four Survivors is enough to make Ruin entirely pointless.

  • @DWolfAlpha said:

    I run it with Legion every now and then. It's actually pretty good for high mobility killers that can run survivors off gens. Other than that, it's better used with surveillance.

    Legion

    Killer

    Pick one.

  • @PrettyFaceKate said:

    Because it's actually a very decent perk and actually strong when used correctly. I underestimated it after the rework, I'm not going to pretend otherwise. I generally run hexes only for fun, but Ruin is far from being a dead perk. Of course, it does little against optimal survivors, but so did old Ruin.

    It gives you a miniscule effect that is countered by doing what you should be doing normally to apply pressure to the Killer and prevents you from using other gen regression Perks like PGTW and Surge. I honestly think Monstrous Shrine is better than Ruin because at least Monstrous Shrine isn't a Hex.

  • @PigMainClaudette said:

    It's quite simple really.

    If you know what you're doing, then new Ruin can be really powerful. If you're a slower killer, then you can now chase a survivor and the generator is regressing. You have now saved time not kicking and it regresses faster than normal.

    Some of us realised very quickly that new Ruin is still really good. A lot more people didn't stop and think about it or look into it. A lot of the latter have also switched to NoED to cover up for a lack of skill.

    Do gens.

    Or bones.

    Bam, Ruin doesn't exist anymore.

  • @PokemonGOPlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1224784#Comment_1224784

    I do see Spine Chill and I know that combo but I'm baffled you think it's THAT popular.

    I see it at least once per game. At LEAST.

  • @Feiten said:

    https://forum.deadbydaylight.com/en/discussion/comment/1224770#Comment_1224770

    it's quite obvious you don't play killer. Like you said that is one less survivor working on gens. Are you that slow? By the time you find bones. I pressured one of you off a gen and am chasing that's 2 of you off gens. What are you not understanding that any amount of time i can get a survivor OFF a GEN on a mobile killer is a great addition in an already gen rushed game

    And now with the patch that ups gen times? Come on kid surely you see the benefit.

    If I hag. I can put my ability in proximity. Not right on it. But welly thought out. If u do not know I'm hag. You're #########. If you know I'm hag you crouch and go at it even slower.

    Nurse and spirit. Its a givin I don't have to give you an example you should be able to think that one thru.

    Legion? With M a A thats a given as well. Its situational on killers but my point is its not a waste of a perk spot if you know what you're doing. Hence why I use it in red rank and still destroy the whole map w it.

    So ether call the survivors im facing ######### or admit your wrong. Come on swf.. its not that hard dearie.

    If u want other killer examples I will be happy to give them to you. Otz himself has said its still a great perk. Not that I give a crap.

    "it's quite obvious you don't play killer."

    I wish there was a way of tracking the hours played as Killer vs. hours played as Survivor, because if there was I would make you look like the biggest fool on planet Earth right now.


    "Like you said that is one less survivor working on gens. Are you that slow? By the time you find bones. I pressured one of you off a gen and am chasing that's 2 of you off gens. What are you not understanding that any amount of time i can get a survivor OFF a GEN on a mobile killer is a great addition in an already gen rushed game"

    Have you considered that, I don't know... the other two Survivors can also do gens?

    Have you also considered that once the Ruin is gone... the person who cleansed it will also do gens?

    Again, stalling a small portion of the enemy for a small portion of the match is nothing to feel victorious about. You'd get more stall from the 3% debuff given by hooking someone with Dying Light at that rate.


    "And now with the patch that ups gen times? Come on kid surely you see the benefit."

    The base gen times are completely unaffacted; the only thing that is affected is when you cooperate on gens. And considering the following:

    -Everyone doing gens separately has always been the most efficient strategy

    -A 15% penalty for both Survivors can still result in a fully repaired generator in 50 seconds

    -Prove Thyself is getting buffed

    It's really a pathetic nerf at best and will accomplish nothing.


    "If I hag. I can put my ability in proximity. Not right on it. But welly thought out. If u do not know I'm hag. You're [BAD WORD]. If you know I'm hag you crouch and go at it even slower."

    -110 waltz your way on over to Ruin

    -Place a trap

    -Trap gets triggered

    -You chase

    -You haven't placed any other traps yet so you're a 110 M1 Killer

    -Three Survivors are on gens while Ruin does literally nothing


    "Nurse and spirit. Its a givin I don't have to give you an example you should be able to think that one thru."


    Spirit's power is on a cooldown and she's a 110 Killer in between. You can't just use it for solely map pressure because once you're in a chase, you cuck yourself. As for Nurse—the cooldown on her blinks means that unless you're on a map like Hawkins or Gideon, her average movement speed across the span of two blinks and a fatigue covers less distance than a 115 Killer just walking forward


    "Legion? With M a A thats a given as well."

    Thinking Legion is capable of doing literally anything other than screaming in pain every time he uses his power

    image.png

    "Its situational on killers but my point is its not a waste of a perk spot if you know what you're doing. Hence why I use it in red rank and still destroy the whole map w it."

    I can destroy red ranks as Deathslinger without ever firing my gun. I can destroy red ranks as Demogorgon without ever using my portals and only Shredding. I can escape against an Oni while he has his power up constantly because I have No Mither.

    Doing well against bad players with a bad build doesn't make your bad build good.


    "So ether call the survivors im facing [BAD WORD] or admit your wrong. Come on swf.. its not that hard dearie."

    Well, you just said so yourself that the Survivors you go against suck ass, so... I think you're the one who should admit being wrong.


    "Otz himself has said its still a great perk. Not that I give a crap."

    Otz also said that I'm All Ears is a great Perk and that Legion not having a good 1v4 when that is LITERALLY THE PURPOSE OF HIS POWER is okay. I don't trust Otz as far as I can throw him.

    Also, if you didn't care, you wouldn't mention it. Just saying.

  • @PokemonGOPlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1224772#Comment_1224772

    Strongly disagree, from my experience Self Care is still much much more popular than Inner Strength and the "meta" build of Ex Perk/DS/BT/Unbreakable with one sometimes replaced by Iron Will or similiar is a thing, I actually almost never see Inner Strength nor do I run it since I don't own that DLC.

    I wonder if the differences in our experiences are tied to different platforms or different regions or if they are just a big coincidence, maybe it's just a matter of attention and I've actually played against many IStrength without noticing. It's interesting to me.

    I'm gonna guess a difference in rank. The fact that you don't even see the Spine Chill + Resilience combo, let alone Inner Memes, says a lot about the Survivors you go against.

  • @PokemonGOPlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1224765#Comment_1224765

    Oh, it's not that they ignore them, it's that they often won't look for it instead of doing Gens.

    With a decent spawn not next to a Gen a Hex Totem lasts a while in my experience. Of course it's not ideal and I don't think it's a good perk still, all I'm saying is that it's better now than what it was right after the nerf.

    Considering Inner Strength is a very popular Survivor Perk, I'm still going to say that you're wrong. Survivors love doing bones now more than ever, especially since so many Killers have resorted to NOED ever since the Ruin nerf. And now that Ruin is apparently becoming a thing again, they're even more likely to hunt bones.

  • @Feiten said:

    https://forum.deadbydaylight.com/en/discussion/comment/1224752#Comment_1224752

    The fact that you only list oni and billy shows me your knowledge. Like I said even if I waste a minute of your time. The perk did what I wanted it to. What u don't think killers have ways to protect ruin bones? Stop living in a fallacy thinking its a complete waste when killers don't have that much going for them when it comes to perks. On a lot of killers. More then oni and just billy.. i prefer ruin over pop. But it sounds like your one of those survivors who try that swf seal #########.

    "Hit the ground running" yeah. Sure.. OK lool

    So, an anti-gen Hex Perk that has such a miniscule effect that in the majority of scenarios, stopping to cleanse it wastes more time than the actual effects of the Perk is good? Alright then.

    And I don't know what you don't get about it, but let me repeat: ONE SURVIVOR TAKING THE TIME TO HUNT BONES IS NOT STALL. If so much as two Survivors are on gens, they're going to go at a speed that WILL put pressure on the Killer to get hooks very quickly. You stalled one out of four Survivors for the first minute of the match with your Perk. That's more a waste of your time than the enemy's.

    Also, I keep referencing Billy and Oni because they're the two Killers that are most capable of actually pushing Survivors off of gens and making Ruin kick in on them due to their high mobility. There are plenty of Killers who are better at "protecting" the totem, but getting the totem to actually do its job is something that those two Killers in particular can pull off exceptionally well—because what's the point of having bones up if they don't do anything?

    "The fact that you only list oni and billy shows me your knowledge" The fact that you think one Survivor taking the time to do your bones is "wasting our time" shows me your knowledge.

  • @PokemonGOPlayer said:

    The forum or the Subreddit reflect the opinion of maybe 1% of the game's population, do not take what you read here for the general consensus of the community, just the vocal minority.

    The new Ruin is actually decent because Survivors stopped respecting Hexes and don't go around looking for totems anymore, if they happen to run by it sure, they will cleanse whatever glows, but most don't spend the time to learn totem spawns nowadays.

    I ran Ruin for a full day just to see what all the hype was about. Every single time, it broke before the first gen was done.

    Survivors don't ignore Hex totems. Only a fool who ignores Hex totems would say that.

  • @HollowsGrief said:

    https://forum.deadbydaylight.com/en/discussion/comment/1224584#Comment_1224584

    I uh...did you just say that Thana is better than pop? I'm sure I misread something in that statement. =/

    "Man, I love Pop Goes the Weasel so much. It lets me regress gens so incredibly much and stall the game—oh never mind, they completed the gen in my face."

    —Every Deathslinger who uses Pop Goes the Weasel, ever


    For a 110 Killer with no mobility, yes, Thana is leagues better than Pop.

  • @Feiten said:

    https://forum.deadbydaylight.com/en/discussion/comment/1224582#Comment_1224582

    How did you make it garbage when it did its job? It stalled you and took one or 2 players off gens. Keep in mind a higher tier kill like me will go over and check on it now and then and I've gotten hooks just by doing that.

    So not only did I waste your time. I brought you out to me.

    Considering one of my friends is a dedicated bone-hunter and tends to hit the ground running for a totem, Ruin doesn't last long at all. Plus, that's one singular person taking the time to do the bones when one other person is probably looping the Killer, so that means the other two are doing gens. What this almost always results in is Ruin lasting for about thirty seconds to a minute, during which Survivors are still getting gens done at an effective rate of one gen per forty seconds. And as soon as that totem is gone, bam, now three-quarters of the Survivors are doing gens before someone's been hooked.


    You use up an entire Perk slot to temporarily pull a portion of the Survivors in the game off of gens for the first minute of the match. Man, what an amazing stall tool.


    "And if you're stupid enough to ignore it then.. Bonus yeet."

    In Ruin's current state, unless the Killer is Billy or Oni, you'd probably be better off NOT doing Ruin since that practically wastes more time than the regression if you just split up and DO GENS. Unless you're a dedicated totem hunter like my friend, or you're a dumbass who gives the Killer free pressure, you likely aren't going to think anything of Ruin because it does NOTHING if you do your objective like a normal human.

    So frankly, it's more along the lines of "If you're smart enough to hammer gens through a Perk that deactivates when you're doing gens, then congratulations, Ruin accomplished nothing."

  • @Bovinity said:

    I'm using it because I'm leveling Hag and I don't have any other regression perks and I thought Ruin was actually pretty ok.

    In all honesty, is it truly THAT bad? It seems pretty useful, I don't have to choose between kicking a gen or chasing, and when survivors just panic and leave a gen because of a skill check fail or popping one of my nearby traps, I get regression on those without even being near them.

    But again, I'm a pretty big noob, so it might seem a lot better to me than it is.

    It's an anti-gen Perk that doesn't work if the Survivors do gens, prevents you from using other anti-gen Perks like Surge or Pop, only increases the regression speed to half of Survivors' base repair speed, and it can be disabled entirely by just finding a glowing pile of bones and holding M1 on it, leaving the Killer with just three Perks.

    Yes, it is that bad.

  • @HollowsGrief said:

    I only really use it on Deathslinger, but that is because his map pressure is so low there is no point in kicking gen, even with pop. All other killers I run pop it is just better all around.

    You do realize that even if you don't want to kick the gen, you still have to, you know... walk over and pressure it, right? At that point you should probably just run Thana since it's one of the only Perks that affects gen speed while Survivors are repairing it instead of while they're not, which is MUCH better for a Killer who struggles to approach a gen before it's done being repaired.

  • @ClickyClicky said:

    Because it’s underrated. One people get over their emotions about it being changed it can be really strong.

    However I’m not sure why ALL killers are running it. Its incredibly strong on the top tier killers, more so than old ruin I would say, but quite inferior to old ruin on low tier killers.

    I’ve never seen a Spirit without new Ruin. Never not once. Most of the Billys seem to be switching to it as well. Its incredibly powerful on these 2 killers.

    Beyond that I see legions and pigs take it but thats about it. I havent played in a few weeks but never really saw many of the other killers take it.

    Even if it was being run on someone like Billy, Spirit, Oni, etc., my friends and I could still make it garbage by doing the same thing people did to old Ruin: Finding and cleansing the totems. Its existence as a Hex made it awful before; now it's a Hex with a mediocre effect at best.

  • Picking Ghostface.

  • As Survivor, Iron Will. The fact that there are so many Perks and Killers capable of making healing either a complete nuisance or a downright waste of time makes this Perk an utter must as far as I’m concerned.


    As Killer, Thanatophobia. I know it’s not that good, but the number of times I’ve hooked someone, gone to PGTW a gen, and it gets done right as I get to it has killed my belief that Pop is a good Perk, and Thana is my next best bet since Ruin is basically the No Mither of Killers at this point.

  • I'm gonna quote one of my favorite streamers on this:

    "You can't call keys 'overpowered' or 'underpowered' because there isn't a power tied to them. You just WIN."

    That's the issue with keys. It's not that they're not situational enough, or that they do too much, or yadda yadda yadda. The issue with keys is that at their very fundamental core, they are literally just a win button. It doesn't matter if it's a situational win button or a difficult-to-use win button; it is still a win button. There is no exaggeration when I say that a key's primary ability is to give you the option to press M1 to win the game. That is and always will be terrible game design.

  • Had this Perk idea for a while, still think it would be cool.

    Skittish

    You have a tendency to avoid heavy combat. Your slow vault and slow locker entry and exit speeds are increased by 15% with noises reduced by 30/40/50%.

  • @Maelstrom10 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1222058#Comment_1222058

    Sprint burst goes on cooldown and isin't always up. break out is always useable. and i wouldn't call sabotuer broken except in a 4 man swf, which then again can break a lot of strong perks (ie 4 swf unbreakable/ds becomes incredibly op etc etc)

    The cooldown is a non-issue if you know how to manage it. It also can be activated whenever you want and carries you much farther and much faster. Breakout can only be used when you’re already right next to the Killer and only grants a 7% boost.

  • @Jejune said:

    https://forum.deadbydaylight.com/en/discussion/comment/1222374#Comment_1222374

    if you make it 100% then its viable perk. If you want to make it not viable it should have 0% noise reduction no unbreakable, leave pools of blood and 50% less points in all categories.

    It’s not “viable” if you give it a change it should have had from the start. You still have to overcome wasting an entire Perk slot to be injured all game. Just because you get Iron Will added to NM and won’t have to equip the aforementioned Iron Will just to be able to stealth/have any hope against a Spirit doesn’t mean it suddenly becomes a “viable” Perk.

  • @terumisan said:

    Wouldn't that apply more to iron will since it reduces your sound by 100% than no mither which is 50%

    Iron Will doesn’t affect noise made while in the dying state. No Mither does.

  • It's been a while since I've checked LeaksByDaylight, but I think they said it's planned to be released April 29.

  • Of course, let's make:

    -Spine Chill + Resilience

    -Dead Hard

    -Adrenaline

    -Literally every single Perk that makes you stronger while injured


    Even more powerful. Great idea.

    Not like people are tired of seeing them every single game or something.

  • @Maelstrom10 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1221979#Comment_1221979

    I mean i've gotten new sabotuer to work without anything else just usually requires taking a hit, same with breakout. Break out also makes it slightly easier to position yourself for a flashlight save as it begins working during the pick up animation but to each there own i guess :)

    also do value your input even if we don't share the same opinion and hope i wasn't coming off condecending via talking about perk synergising being better then individual perks etc.

    Oh, Saboteur is completely broken. It's Breakout I was calling the bad Perk.

    "Break out also makes it slightly easier to position yourself for a flashlight save as it begins working during the pick up animation"

    Two words: Sprint Burst.

  • @Maelstrom10 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1221340#Comment_1221340

    i mean a lot/majority of perks work best in perk builds/are better paired with other perks, atleast this version of fire up has some use outside of the endgame

    killer examples

    enduring/spiritfury - monitor and abuse/nurses - thrill of the hunt/any totem perk/devour hope - nemesis/pwyf - nemesis/furtive + make your choice etc

    survivor examples

    sabotuer/breakout - plunders/ace in the hole - tenacity/unbreakable - exhaustion perk/vigil - quick and quiet/head on/lithe/dance with me - healing perk/empathy etc

    my personal opinion is that dedicated builds that make you very good at one thing or a few things, are always more fun then chucking on super useful yet objectively bland perks every game. Running bbq/sloppy butcher just because they always get benefit gets bland after a while/or is just meta in its own right. i think its why people hate ds to much ignoring its actual effect in game, because its so stock standard and you see it in every single match. having the option of differing builds which offer unique ways of playing the game that can be often better (expecially on certain killers) then a mixed bag of meta perks will always be more fun to me imo

    There’s a difference between a Perk synergizing well with other Perks and a Perk directly relying on other Perks to be good. For example, Monitor and Nurse’s are good by themselves, but if you’re running Breakout without using Saboteur to prop it up, you might as well be reported for trolling.

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/1221582#Comment_1221582

    If it were impossible to m1 that survivor, and instead you inflict damage from a distance or over some obstacle, yes it is indeed rewarding you.

    That's like saying "who cares if they are slugged? Having a slugged survivor doesn't give you a dead survivor". Yet slugging is highly effective at slowing the game and gaining pressure, same with getting a long range hit where it would otherwise be impossible for any killer besides Huntresss/Deathslinger who have a long range attack. The act of slugging the survivor leads into the death of the survivor, just as the act of injuring a survivor leads into the downing of a survivor..

    The difference is, a slugged Survivor is fully disabled and will eventually die. An injured Survivor is not. Being injured is not a big deal.

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/1221549#Comment_1221549

    It's only punishing if they are already injured/DW. If they are healthy, you get rewarded for it.

    But who cares if they're healthy? Hitting a healthy Survivor doesn't give you a downed Survivor.

    Plus if there's one thing Legion taught us, being "rewarded" for using your power well by eating a 4-second stun is the worst thing ever.

  • If I ever get pitted against someone that plays in such a toxic/unfun/et cetera way that I actually get pissed at them the player, I usually just say gg and then stew about it for a few minutes. They can play how they want as long as they're not cheating or abusing game mechanics, even if it makes me want to kill them IRL in the style of their favorite Killer's mori.

  • There are two types of counterplay.

    1) Having a window of opportunity to weasel your way out a bad situation by utilizing certain tactics or adopting certain playstyles/builds to circumnavigate, mitigate, or otherwise nullify the negative effects—for example, equipping Botany Knowledge to counter Sloppy Butcher, or not dropping pallets to counter a Killer who respects pallets.

    2) BEING REWARDED FOR BEING BETTER AT THE VIDEO GAME THAN YOUR OPPONENT.


    Dead By Daylight has plenty of the first one but almost zero of the second one.

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/1221481#Comment_1221481

    When I say "no counterplay" I'm specifically referring to the spear mechanic, not the killer as a whole.

    Legion could be countered by doing certain things in the overall scheme of the match, but the problem was they were uncounterable in a 1v1 chase. Again, people say this about Nurse or Spirit and it's just not true, you can do something it just becomes increasingly more difficult to succeed based on the skill of the killer. But when it comes to old Legion and Deathslinger, there really is nothing you can do, regardless of the skill of the killer. Deathslinger at least has an edge over old Legion in that he takes SOME skill to land shots, but it's very easy to become competent enough with his power to get to that level (especially if you are an FPS regular).

    It's like a reverse skill curve: You get rewarded in chases for hitting the basic anti-loop shots that anyone can do, but if you're actually skilled with your aiming and hit something like a Sharpshooter or manage to spear a Survivor through a really tight spot? There's a 99% chance the chain is going to break and there is nothing you can do about it. You get punished for being good at the game. It's terrible design.

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