Dreamnomad
Dreamnomad
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- Dreamnomad
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Comments
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@arslaN said:
I would say make it 25% and the speed should return to normal after 2 minutes if the killer fails to down anyone.
25% is too extreme. If you've ever experienced the old dying light penalty then you'd realize 25% is a lot worse than it sounds.
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@thesuicidefox said:
Killer equips Sloppy and Thana. Hits every survivor before downing the first. Free 4 man slug at 4/5 gens.
15% is a LOT of slowdown and this could easily abused by killers. Not really a valid solution.
That's a fair criticism. I don't think it's as easily abusable as you make it out. But it's an easy fix anyway. The penalty doesn't stack and survivors get a 20% healing bonus while it's active. Now it's virtually impossible to abuse. I'm also good with putting a time limit on it too. 2 to 3 minutes would be enough.
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Killers are doing a lot of crying considering kill rates have never been higher. It'll be interesting to see how much of an impact the ruin nerf has. I was pretty annoyed when I heard about it too, but I'm coming around to the idea of the change. If nothing else, if there really is a fundamental problem to the game and ruin was the band-aid then this will force them to address the fundamental problem.
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@Ognabrandur said:
I just came here to also complain about this. I also play on PS4. Until recently everything was ok. But since about 2 weeks ago Iam also getting as Rank 9 Killer only red ranks swf groups. This aint no fun anymore. Maybe Iam a baby killer but this is too much right now. Normaly I get on average 2-3 kills but nowadays Iam glad if Iam able to get 2-3 hooks to get at least some stacks on BBQ. I just same out of a game where Iam pitched against Rank 1 and 2 survivors. I didnt used ruin and the first gen was finished after literally 30 seconds. One rank 1 had BNP. I decided to quit playing DbD for the moment as it is no fun anymore. And devs even plan to nerf ruin. LOL
This is happening because of the change to dedicated servers. This never happened before and now it is an every game sort of thing. I'm sure it is happening because of a disproportionate amount of high level survivors compared to killers.
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@ppo8820 said:
https://forum.deadbydaylight.com/en/discussion/comment/990676#Comment_990676
You want to talk about timing? I literally spent a lot of my time off work over holidays to level up hag, to unlock hex ruin as a teachable. I finally got it......and then they announced nerf. Lol
That is funny. Truthfully though, I don't think you wasted your time. Ruin rework isn't terrible. They didn't give it the MoM treatment. It just isn't the perk it was is all. It might arguably be better at high ranks.
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"But in order for something to deserve to be top tier it has to come into account of the highest of play possible."
This is an absurd assumption. The vast majority of players don't qualify as playing the highest quality games. If a perk is effective against the vast majority of players then it is top tier. Popular things are popular for a reason.
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This is a non-issue. Just cleanse the hex. Boom, problem solved. Your welcome.
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There is far more whining from killers than survivors on these forums. It's not even close either.
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As someone who has played on both PS4 and PC these are my experiences on the difference between the two. PC has better audio. This was actually the largest difference in my experience. As a killer, if you are chasing an injured survivor it is much easier to echo-locate the survivors by sound. There is some difference in frame rates but it isn't as drastic as the PC elitists like to make it sound. There is also post game chat on PC but you can just hide it and forget it. Wait times as a killer are longer on PC. By a large amount actually. While there are some minor issues on PS4, I definitely prefer the experience. Mainly because I play on my big screen TV on my nice comfy sofa.
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@Speshul_Kitten said:
It would be fine if it were not a hex perk, but only activated once X amount of generators were complete.
For example: Ruin: Once 2 generators have been powered, Ruin takes effect.
Given it wouldn’t be a Hex perk, would make it feel more useful without being too overpowered.
This would actually be overpowered. It would make 3 gen strats incredibly annoying. There is very little survivors could do to counter it too. Maybe if it had some kind of duration built in. Like it activates after 2 gens are completed and lasts 5 minutes. I could live with that as either killer or survivor.
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If anything, clown has good perks. Coulrophobia isn't good. But Pop Goes The Weasel and Bamboozle are both very solid. Usually when I play Clown I'm just... clowning around. Sorry. I'll leave now.
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I strongly believe that there should be a counter snowball mechanic built into the game. By that I mean something that helps the side that is at its weakest. At the start of the game the killer is clearly at it's weakest. That is why ruin was so popular in the first place. It was the one effective tool all killers had access to that would slow the survivors early game.
What I would like to see is a rule where survivors had a penalty to repairing generators while all 4 survivors are alive and no one is on a hook or in the dying state. And then for survivors to get a repair bonus to generators for each dead survivor. The actual percentages could be play tested to find what is fair to both sides.
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The only issues I had were that I got into full lobbies INSANELY fast. Also, the matchmaking ranks were borked. I was rank 9 and consistently getting lobbies full of rank 2. I'm rank 9 by choice though and proceeded to smash some survivor skulls. But I had to work for it which I'm opposed to. So get me some mid-tier survivors to earn easy bloodpoints with plzkthx.
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Okay bye. I plan on adapting and overcoming. Less killers means shorter wait times for me so whatever.
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In fairness to BHVR, they do respond to all kinds of threads. Peanits in particular is very active on the forums. I'm as harsh with my criticisms as anyone. But I'm fair too. In this matter you are just out of line.
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I really am tired of tru3's fan base posting his opinions as gospel. His opinion isn't the end-all-be-all. He is welcome to his opinion just like every other human. But his opinions are not facts. His opinions are... opinions. Take them with a grain of salt.
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It doesn't need a rework. I would agree that 60 seconds is a bit too long though. I'd be in favor of reducing it to 45 seconds but refreshing if a survivor is downed during that 45 seconds to reduce slugging as a counter.
Edit: It should end if the survivor is healed to full as well. Obviously you weren't tunneled if you had time to heal.
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So getting a full lobby too fast is a problem now?
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NOED has always been meta. An increase in it's use isn't a problem.
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@FriendlyGuerl said:
Hex: Devour Hope is a perfect example for a well designed hex in my opinion.
I think that double destruction thing is a really good idea. :)
I agree about Devour Hope. That is appropriate risk vs reward. Sometimes it gets cleansed before you get any value out of it, but sometimes it absolutely takes over the game. It's hard to say the same about lullaby.
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@zirumiox said:
Honestly all respawning ideas etc feel kind of bad to me. They take the reward away from the surv when they destroy totems and keep frustration of killers when totems get destroyed early.
One solution that could work and be consistant would be: Make every Hex function like Thrill is right now. Each perk having 5 stacks and getting progressively worse or better as totems get cleansed. This way their worth is much more consistant but still clearly defined. This also makes rainbow map and other totem revealing less of a free win.
Other thing is adding passive effects so you always get some use out of them.
I hear what you are saying. But I'd think of it differently if I was a survivor. I would think "okay, it wasn't devour hope, thrill of the hunt, ruin or haunted grounds and I get bonus bloodpoints for finding the next totem". Really, if any survivor complains about having to deal with third seal or lullaby for an extra couple of minutes then you know they are just nitpicking.
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@BigBubs said:
Dude it's a joke post.
I used ruin in like 3-4 games since it's release. Never liked it. Glad to see it nerfed.
Sarcasm doesn't translate well on text. You might be joking but clearly others have expressed this sentiment that weren't.
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The sky isn't falling. The game isn't dying. But I do agree that nerfing ruin without addressing why killers used ruin in the first place is a mistake. Killers used ruin because it was the only effective perk at slowing down the game at the start. This game is incredibly snowbally. If either side gets too much momentum at the start of the game it is very difficult if not impossible to recover. What should have been done a long time ago is for some kind of counter-snowball mechanic to be introduced.
For example, during the start of the game there is a penalty towards repairing generators whenever 4 survivors are alive and none are in the dying state or hooked. Then when survivors start dying the remaining survivors get a bonus toward generator repair speed for each missing survivor. The actual % for the penalty and bonus could get tweaked until you get the desirable results of something that feels fair to both sides.
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I'm not a fan of the Ruin change, but your argument isn't very good. First of all, small game works fine the way it is. The only thing I would change is to put an indicator if the totem is above or below you. But that is a minor thing. Secondly, it doesn't actually fix the problem as the devs have phrased it. Every player shouldn't have to run a specific perk to balance the game in case someone else is running a specific perk. That's bad game design.
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Ruin was used for one reason. It slowed down the early game. Reworked ruin will not do that. You don't need to actually play with it to know that is true. It does literally nothing to slow a survivor working on a generator. I'm not in the sky is falling crowd. I'm not threatening to quit or take out misguided rage on survivors. But I'm also not ignorant of what the change actually does to the game either.
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This isn't a new thread. There is always someone saying "ruin isn't even good". But the simple fact that it is the single most used perk in the game says otherwise. Popular things become popular for a reason.
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What this game needs is a counter snowball measure. For both sides. So at the start of the game when survivors are strongest they should have a penalty such as a 25% reduced generator repair rate while all 4 survivors are alive and no one is hooked or in the dying state. As soon as the first survivor dies instead of a penalty the survivors gain a 15% bonus to generator repair speed for each dead survivor. Games would be much more interesting this way. It would be far less frustrating for both sides and old ruin wouldn't be needed.
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Thanks for the post. I actually agree with what you are saying. Ruin is very frustrating for new players. The changes would fix that while still being effective late game. But I genuinely believe that you guys are overlooking how large of a change this actually is to the game. Any experienced player will tell you how "snowbally" this game is. So much depends on the first couple of minutes. If a killer loses 2-3 gens during the first hook event then that game is basically over.
And experienced survivors with every pallet available on the map can pretty easily stall for at least a minute. And that is all it takes. If it takes 10-20 seconds to find the first survivor. 30 seconds to a minute to down them. Another 5 to 10 seconds to hook them. By the time you even get to another generator to push them off the gen is done. The entire game is downhill from there.
Hex: Ruin was the ONLY perk that effectively slowed down generator progress at the start of the game. Notice that I said "effectively". Even against good survivors that could hit 50% or more great skill checks. In all honesty, I would be fine with the Ruin nerf if something is done about snowballing.
For example if the following measure was put in the game, I don't think there would be near the uproar. Survivors have a 20-25% repair penalty while all 4 survivors are alive and no one is hooked or in the dying state. Survivors gain 10% bonus to repair speed for each missing survivor (dead or LD). This would naturally slow the start of the game when survivors are strongest and mitigate some of the advantage the killer gets when survivors die. Just blame the entity. He wants to enjoy the hunt more.
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@Aztreonam78 said:
https://forum.deadbydaylight.com/en/discussion/comment/972423#Comment_972423
What if Ruin will be based on Dull Totems? All dull totems cleansed - new Ruin is purged. Survivors will spend time for cleansing and gens will regress.
I actually like this idea. It also has the added benefit of making Ruin have negative synergy with NOED. So both the killer and survivor have to make more meaningful choices.
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This is exactly the time to voice our opinions. They might make minor changes between now and when it goes live, but there is no way they will change their mind about it altogether without massive outrage. I'm not going to say that the sky is falling and the game is dead if they make this change.
But I honestly believe that it will be a very poor change in general. They never changed WHY killers use the perk so frequently. There is a fundamental flaw to this game. The early game matters way to much. For both sides really. Without ruin it is entirely too easy to lose multiple generators just getting the first survivor hooked.
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Nice bait. The ruin rework is a joke. Well, that isn't necessarily true. It isn't the worst perk. It's just nowhere near as useful as before. It objectively isn't "better".
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@twistedmonkey said:
Too many people would down rep for the wrong reasons.
I don't see it adding any value to the game.
This is unfortunately true. The toxicity is real in this game. I would support a system that put lobby dodgers on a lower queue though. Like if you are a killer that never dodges lobbies then you should be put at the top of the queue for lobbies. That seems fair.
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I'm good with jungle gyms. I would prefer that there are less wood ones you can see through though.
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Only in DBD can someone claim that 4 four players that can't hurt or kill you while you can hurt and kill them that there is a bias against you.
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I think the season pass is a steal. Even if you didn't earn your auric cells back, I would say it is worth it.
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Welcome to the game. Enjoy those first couple months. They are the best. Try to keep from becoming bitter and salty like the majority of the playerbase =p
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I imagine if you asked the survivor who got mori'd which is more powerful I'm pretty sure you could guess that players answer. That player most likely will have de-pipped with little counterplay possible. The 2+ survivor escaping through hatch event is far less common than mori's as well. Neither is fair or balanced though. It's time that both got looked at.
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Spirit and Legion. If Plague wasn't covered in pustules and stuff then she would easily be the hottest.
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This is one of those things I have conflicting opinions about. On the one hand I despise survivors telling killers what to do. The very concept of it makes me cringe. On the other hand this game is way too grindy and double bloodpoints are a good opportunity for everyone to lighten that burden on each other. Also, wait times for killers tend to be longer during bloodhunts because everyone knows killers are pretty much guaranteed more bloodpoints. So when players are willing to be survivors during a bloodhunt, I would like to encourage that. My preference would be for killers to just voluntarily not be douches during double bloodpoints.
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@laurelstroodle said:
When moris get balanced we can do something about hatch
These two things have little to do with each other. I agree mori's need to be looked at. That's a topic that deserves it's own thread. I would argue that regardless of whether mori's are in the game or not that the hatch is mostly fine. In fact, it is equally beneficial to the killer. I remember many games from before the EGC that I pretty much massacred the survivors at the start of the match.
That left me with a situation of 2 survivors needing 5 gens done. That just isn't going to happen. Everyone left in the game knows that isn't going to happen. So both survivors go super immersive just to waste time. It's not fun. Spending half an hour running around checking lockers is dumb. I would much rather have one or both survivors escape just to move onto the next match.
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Nothing about this game is realistic. Nothing. People don't repair engines with their bare hands. People aren't restricted from climbing fences or stacking objects to get over fences. People can't heal grievous wounds with 16 second back rubs. People aren't restricted from low crawling, running faster than a killer, or using objects or weapons to defend themselves. Flashlights don't wear out after 10 seconds of use. Escape hatches don't magically appear when convenient. But you are worried about how consistently chain saws start up...
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@FrootLoops said:
If its Greek mythology it is more likely Circe the sorceress from the odyssey. She turned the men to pigs and was beautiful but deadly. I need to do more research to guess her powers
Circe (/ˈsɜːrsi/; Greek: Κίρκη Kírkē pronounced [kírkɛː]) is a goddess of magic or sometimes a nymph, enchantress or sorceress in Greek mythology. She is a daughter of the god Helios and either the Oceanid nymph Perse or the goddess Hecate. Circe was renowned for her vast knowledge of potions and herbs.This is the best guess I've seen so far. I still find it rather unlikely. She really doesn't fit a horror genre type game. I expect the next killer to be a BHVR original. It is pretty tough to marry the idea of a seductress killer with owning a bunch of swine though.
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I saw that clue as well. It's hard to say. A siren sounds unlikely as they are generally associated with the sea. Perhaps a succubus? It's kind of hard to picture how that would be done in a way that is fun and balanced though. The "feeds them to her pigs" bit also seems unlikely to be paired with either a siren or succubus too. Maybe "The Farmer's Daughter"? lol.
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@Andreyu44 said:
https://forum.deadbydaylight.com/en/discussion/comment/875659#Comment_875659
10$ for a skin in a paid game with dlcs is too much,so yeah,they are greedy.
I don't agree with the idea that "they are greedy", but I do think 10 dollars is too much for a skin. You can buy a lot of really high quality games for around 10 dollars. But skins are entirely optional and it gives players who want to support the continued development of the game a good way to do it. So I don't mind too much.
If they were truly greedy then they would take the more predatory and addictive nature of gambling and apply it towards how skins are gained. Add components to loot boxes and give them out randomly sort of thing. That would be the sort of thing that would drive me away from the game. But at least with DBD you know exactly how much things cost and what you will get with your money.
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I'm not sure what is up with the needlessly rude responses so far. Personally, I rarely get them mixed up because they are in alphabetical order. It's true that a few of the icons are very similar like spirit fury and bamboozle. But they should be on different pages and you should be able to tell if you are near the start of the alphabet pages or the end. But this is a conscious effort. It would be nice if all the icons were more unique.
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As it turns out, I got all my auric cells back. So no need to buy it again. An hour a day on average is not likely enough to get all the way through the battlepass. If you can finish all of the challenges then you should be able to finish the pass though. But it isn't for everyone. I would argue that if you even got halfway through the pass that you easily got your money's worth though.
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If survivors had shotguns and pitchforks to defend themselves then you might have a point. The way I see it, killers have infinite second chances built into the game since survivors can't even hurt them. Most of the second chance perks revolve around dealing with killers being scummy anyway. They are essentially anti-camping, anti-tunneling, and anti-slugging perks. The one perk that could be argued as being none of these things, MoM, was nerfed into the ground.
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Why make a conspiracy theory out of something when you already know the truth? Your theory is essentially what BHVR already said anyway. Players were dodging lobbies. Does it really matter why? There is no mystery here. And even IF and that is a big if, even if you are right... what difference would it make? This isn't a make or break issue for anyone. There is no reason to lie and even if they did it for whatever nefarious reason, no one would care. Which doubles back to my original point. Why lie about something no one cares about in the first place?
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@JC316 said:
Yes and no. First off, that video doesn't make sense as there's an audible notification that he just tiered up, so it would take incredibly stupid survivors to not realize what he's doing. I've had wraith do that with NOED. Just wait for the gens to be done, then wait at the gate with NOED. I've done something similar with NOED nurse. Insidious camping BEHIND the exit door.
No Bloodwarden is a fail.
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That was pretty hilarious. It does take survivors screwing around to work though. Fortunately, most survivors can't help themselves. As far as other killers doing some kind of bait to get kills, well every killer has access to end game perks. Run Bloodwarden, No One Escapes Death and maybe Rancor. When I run this build, I'll AFK until there is one or two gens left and then hunt for the obsession. Nice thing about this is you can use any killer to do it. But Shape is the only killer that can kill survivors without hooking them (besides EGC or maybe pig traps).