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EZ5k

EZ5k

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EZ5k
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  • How about no. Especially not with the upcoming survivor roid buffs

  • Bruh, this is a ridiculously significant buff, especially seeing as how you can easily make a chase last for longer than 60 seconds lmao

  • @Booper_Of_Snoot said:

    https://forum.deadbydaylight.com/en/discussion/comment/1027196#Comment_1027196

    They did not say nerf, they said look into so 4 slowdown perks is not a meta build.

    Which translates to nerf. when UR+STBFL stacked, it was nerfed when they removed the synergy, as neither perk became worth running. They're insistent on gutting killers because they surround themselves with Yes Men

  • @Todgeweiht said:

    https://forum.deadbydaylight.com/en/discussion/comment/1029247#Comment_1029247

    Peanits, not_queen and almo play the game quite a lot, the fact that they aren't doing the changes you want them to do does not make them less skilful or more biased.

    Of those three, how many are consistently rank 1, and of those that are rank 1, how many are actually happy about the state of the game? I'll wait

  • @Todgeweiht said:

    https://forum.deadbydaylight.com/en/discussion/comment/1029189#Comment_1029189

    The forums is full of the exact opposite of "yes men", and the devs get most of their feedback from here.

    Massive X to doubt. Go check the developer discords lmao. Tells quite a different story

  • @NullSp3c said:

    https://forum.deadbydaylight.com/en/discussion/comment/1029189#Comment_1029189

    They said they were going to see if gens go too fast now that ruin got changed.

    But they forgot about what happens until then and it doesn't seem the smartest idea to change ruin at a time like this.

    Ruin needed a change-fact. But not now. This will happen and make more people switch roles.

    If you check their QnA it's also incredibly obvious that they're plugging their ears and aren't actually weighing their actions

  • Just git gud -Developers


    On a serious note, a good portion of the community feels you, the devs have just surrounded themselves with Yes Men

  • @Dokta_Carter said:

    https://forum.deadbydaylight.com/en/discussion/comment/1029056#Comment_1029056

    Wait what? But aren't they promoting it now to focus on a smaller group of gens now?

    If you make it last for more than 10 minutes, it's bannable as "holding the game hostage".

  • You uninstall and stop recommending the game. having been in McClane's discord, the "Feedback" group they surround themselves with are yes men. the only thing that'll get through to them is massive drop offs in player count. With the upcoming nerf list of all slowdown synergies, they just tipped their hand that they don't actually care about the killer base and that the second you click "play as killer", you become worth less than the dirt their HQ is built on.

  • @snozer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1027243#Comment_1027243

    All 3 genning does is painfully prolong the inevitable.

    You either give chase and lose a gen, or you patrol gens and watch them sloooooowly get completed but nobody dies.

    Not to mention they consider it a bannable offense if you're good enough at it lmao

  • @Almo said:

    I am a Killer main. Something like 70% (or more) of my games are with Killer. I play mostly Pig, New Doc, Huntress and Wraith, but I play all of them to keep tabs on how they feel to play.

    :)

    At rank 18 maybe. If you played consistently in high ranks you wouldn't advocate for half of what you push for

  • @Almo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1028414#Comment_1028414

    So I'm on camera in front of thousands of people, and I made a mistake. It happens; some of us get a little nervous with that many viewers!

    :)

    (note the verb tense error in there)

    A balance team member, at the least, should have the same knowledge of the game as a high rank player. If being on camera shakes you up so badly you can't remember a core perk, perhaps you shouldn't be the face of the balance team, as it reinforces the already created image that the team doesn't know how their game is played.

  • @Soultiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/1028924#Comment_1028924

    Sadly this new patch has brought it back. @Peanits said in his stream the other day that he believes its a visual bug.

    Pardon me for not taking Peanits at his word when he's nothing but the PR spinner for the dev team

  • Insta's haven't existed for quite some time

  • Or, or, now this is a radical thought in these parts. The developers put some thought into making the killer into something other than a punching bag. until then, I'll dodge all I want until I think I see a team that'll make for a fun game.

  • Depends on if I'm being held at gunpoint, if so yes, if not, absolutely not

  • So they're just admitting they're out of touch and don't understand the game then? Back to the uninstall pile it goes

  • @Tarvesh said:

    https://forum.deadbydaylight.com/en/discussion/comment/1020021#Comment_1020021

    And yet, we're talking about just 99'ing the gate. So in that way, they're holding the game hostage when they could have simply ended it.

    But they aren't. Because you the killer have the option to open said gate as well, meaning you can easily just start the EGC yourself. If you didn't have that ability, then I'd agree with you, but it's literally impossible to hold the game hostage at endgame now since both sides can open gates and use/close hatch.

  • @Aura_babyy said:

    This will mostly be directed to the Killer mains who have preven to be the most upset, as the outcry has snowballed from actual feedback to just plain nonsensical insulting.

    *Survivors whined about Spirit and Nurse and they were gutted!

    - Yes, they were. Nurse and Spirit had the highest Kill ratio in the game, coincidentally, it was mostly because of ridiculously powerful addon combinations that just pretty much guaranteed you a win even if you were a potato.

    *Survivors cried about Ruin constantly and that is why it was nerfed to the ground. You can hardly have a good match as a killer now because of gens going too quick. And some Killers needed Ruin in order to have a slight chance at the game ie. Clown!

    - Actually, Ruin was mostly complained about by both sides in amounts that are almost parallel to one another. Killers would complain that, A) Ruin was gone so early in the game. Or B) Good Survivors would just power through it, making it an useless perk against them. Survivors on the other hand complained about it's use in almost all of the games they played, and was a heavy punishment perk for mid to higher ranks ( most notably Console). As for Killers that "need" Ruin to get something out of a match, These are just Killers that should be the next target for reworks. I do not count Trapper and Hag as a Killer that needs Ruin though. They have extremely powerful late game potential and should make the most of it.

    *Killers are the only ones to get nerfed, Ruin gets gutted and Survivors still have DS, BT, Adrenaline, and Keys!.

    - This is such an ignorant thing to say and you should never look at things for events that happen within a month - 3 month span. When Ruin was nerfed, hysterical killer mains fail to see what the future may hold and completely dismissed logical thought that changes to GENS or MAPS or how survivors INTERACT with gens would be introduced in due time. BHVR had made it known that with the changes to Ruin, they would be able to collect proper data and see where their focus should be at seeing as the players all have different opinions on it. By the by, if you take DS statistics and times it by X4, there is absolutely no way it should reach a margin of 45% use in ALL GAMES, Which was Ruin's percentage. Don't ignore what the devs could possibly be trying to achieve here.

    *Devs are Survivor biased. No doubt about it.

    - Okay. This is a bit of an oddball one. This seems to change whenever each side is nerfed and the claims start to shift depending on what gets nerfed. In recent posts, a lot of people and some notable streamers have said that devs are really survivor biased. Now, the most common people you see from the BHVR team on the forums is @Peanits and @Almo . Whatever they post or respond to almost always seemed to be flagged as survivor biased or incompetency (being rude to someone who hasn't with you is what this was). I can assure anyone who bothered reading this that it is most likely not the Intention of these 2 lovely people to convey themselves as favoring one side. Could they change up their posts a bit so it is more polished and maybe cue in the playerbase as to more in the why and what the future plan is with an update is? Of course they can. But these are people, like us, that make mistakes and are not perfect or omniscient. We should also take note and remember that whatever Almo and Peanits say does not reflect the views of all of the development team. This is far too common of a bad habit, and we should look at past history as to why it's bad. Racial Stereotypes that were frowned upon and we managed to move past as a society is a good example as to why it's bad to place labels like we are doing now.

    Anyway, Casing point... Can we PLEASE stop going at each other's throats, witch hunting the devs, and cursing those that wanna improve the game by just playing it and making constructive feedback?

    I know it's too much to ask for people to leave behind the sarcasm and insults. This is not a thread meant to be provocative.

    And for a different topic to think about while you are here. What's your favorite cookie? Mine are Oreos, they're devilishly tempting and I absolutely love them, goes great with any kind of milk.

    Nah, I can assure you the incompetency claims are less about being rude, and more about hitting things on the nose. There have been glaring issues with core mechanics for years now that the devs refuse to address, but take credit for "solving" by introducing band aid perks that are often required things to run, or so bad that they never make it into builds (Looking at Ruin, Blood Echoes, Small Game, STBFL, PWYF, DH, and quite honestly more perks than I care to name).


    People gave plenty of feedback including HARD NUMBERS behind why gutting ruin was a terrible change and why totem perks can't be balanced to have end game effects. Ignoring that and then trying to say "we listen to our community" means they listen to yes men, and not actual criticism based in hard numbers. Add that onto the insult that is balancing the game for people (survivors) who are new and refuse to actually learn mechanics, and it's basically the devs flipping the middle finger to the killer population telling them they don't matter.


    When people mention the survivor v killer nerf list, they're actually correct about killers receiving the more substantial nerfs, as the only survivor perk to be nerfed anywhere near as hard as a killer perk was Mettle of Man, something that never should have made it into the game. Every other nerf has been a joke. BT still gets you a free guaranteed self unhook to synergize with other perks that require safe unhooks. DS flat out got a buff to be a 60 second safety bubble that gets abused by people who got unhooked for BT hook rushing, completely destroying any claim people make about it being an anti tunnel perk. You can argue SC is gutted, but it really isn't, it just requires more thought on how to use it to get out of troubling situations against some killers, (looking at you legion). Every other significant survivor nerf hasn't really impacted their ability to 1v1 a killer for the entirety of a game. Hell even the BL nerf still lets you create a quasi infinite that lasts for 6 and a half minutes on the game, while creating an absolutely insane amount of time wasting potential on hawkins, turning some pallets into god pallets and questionable windows into massive time sinks.


    In regards to gens, the devs have had 3 almost 4 years now to come up with a new system, but either can't or won't. If you look at the putrid serum event, it's incredibly obvious that a second objective made the game much more healthy in terms of killer v survivor interaction, but those events are gone now, replaced with a battlepass system nobody asked for, which is a different discussion altogether. If they were truly serious about the gen time issues, there would've been a fix pushed live along with the ruin gut, which if enough thought was put into it, would've resulted in a lot of killers praising the devs for actually making a healthy change, instead they gutted it and proceeded to lie or make excuses as to why it needed to be gutted saying they need to rely on statistics they've admitted in the past to be unreliable and worthless, which loops back to the claims of incompetence.


    To close it off, the devs aren't being witch hunted, they're being grilled for not only incompetence, but surrounding themselves with yes men moderators and CMs, while ignoring glaring issues at the core until new survivors come along and complain about it, while giving killers and other vets overall the finger when it comes to feedback.

  • Honestly, I think it's the best thing that can happen to BHVR. They clearly didn't learn from their mistakes with Death Garden. Now before the mods go back to being salty that I constantly trash talk the devs. It's earned here. They've repeatedly made changes so bad that it's uprooted entire generations of players, until the next ones come in only to find the same exact problems the last one faced, but with a singular bandaid covering a gangrenous wound. It took the Game's lead director getting absolutely HUMILIATED for them to fix lightsabers, and it's looking like it'll take something of similar effect for them to actually listen to their community, and not the yes men they have for CMs and moderators.

  • @Tarvesh said:

    https://forum.deadbydaylight.com/en/discussion/comment/1016578#Comment_1016578

    So, by your definition, only the killer can hold the game hostage? By doing what they're supposed to do? XD

    3-gen: "You're holding the game hostage by protecting your generators. You should just walk away and let us do them so we're no longer hostage." That's pretty stupid to say.

    Blocking Survivors in the Basement: "You're holding the game hostage by trying to stop us from leaving the basement and hooking us here. You should just walk away and let us get out for free with no resistance." Also pretty stupid.

    Opening the doors and refusing to leave: Standard survivor practice. So survivors do currently hold the game hostage with the endgame. You at least admit that.

    But otherwsie you're saying that the killer should just let survivors get away with doing gens if the last three are close together, and get out of the basement without a fight.... because it holds the game hostage?

    Now who's trying to redefine something.

    If a survivor 99's a gate then goes back into the map to do anything, they're holding the game hostage. They could, by your definition, simply taken the fraction of a second longer to open the gate and leave without the killer stopping them (because it's what they're supposed to do). But instead they prolong the game by keeping the gate closed. Using your logic, I've proven that it is holding the game hostage by your definition.

    I rewrote nothing and played the logic along your lines. You're welcome.

    I'm going by the dev's definition. For a survivor to hold the game hostage, you'd have to open the exit gates, and just hide or run infintes. You can't do either as the EGC will force the game to end. Neither of which is possible to do thanks to the timer


  • @Tarvesh said:

    https://forum.deadbydaylight.com/en/discussion/comment/1015814#Comment_1015814

    It is holding the game hostage if they had the option to end it (by opening the gate and leaving), and instead delaying the end so that they can continue going for saves or bullying the killer.

    Again, not holding the game hostage, stop trying to rewrite a definition. Holding the game hostage would be the hatch standoff, intentionally blocking survivors in the basement, opening the doors and refusing the leave while hiding in the map (no longer applicable due to the EGC), or defending a 3 gen so intensely the game goes on for more than a half hour.

  • @Tarvesh said:

    https://forum.deadbydaylight.com/en/discussion/comment/1015282#Comment_1015282

    it's 2 minutes if the killer isn't around anyone.

    4 if they are. And if they want to try and guarantee kills with survivors staying in the game to try and rescue hooked survivors or just to farm survival points and bully the killer.

    Either way, the game is still held hostage.

    That's not what holding the game hostage is. Holding the game hostage would be like Bahroo staying behind after the gates were open just to keep running the same infinite until the killer dc'd

  • @PapiQuentin_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/1013814#Comment_1013814

    Ok. No wonder people warned me before joining these forums.

    Especially because I'm seeing comments like this, you must be joking.

    NOED pops on hatch close, considering both are tied to the same trigger code, it procs.

  • @PapiQuentin_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/1013803#Comment_1013803

    God I can't wait until a few killer techs get removed :).

    Like what, pray tell, is a killer tech

  • @Almo said:

    We're aware of the problem and working on it. The fix turned out to be more complex than expected, so it's not slated for the imminent release. As usual, I can't comment on when it will be fixed, but we will definitely fix it.

    Surprising answer, thanks for looking into it.

  • It's really not, it pops even if killer finds hatch, you'd have to be a potato to not be able to get it to proc every game

  • Of course it's intended. As infinites were until it happened to the devs, as were instablinds, until it happened to the devs.

  • @kate_best_girl said:

    https://forum.deadbydaylight.com/en/discussion/comment/1013283#Comment_1013283

    lets blow this up then and MAKE them notice us. Let’s yell not only about this issue but among the other balance issues as well cause I’m sick and tired of killers being treated like dirt while survivors get a crown placed upon their head. It’s asymmetrical not 1v1

    Welcome to what people have tried to do for years. I've watched entire generations of killers come and go because of the way balance is. Yet the devs don't seem to learn that their game consists of more than just survivors lmao. You'll either end up tearing your hair out, lowering your standards so much that you start defending the devs, or you leave and go play games with actually competent developers

  • Nah, that'd make things too annoying for survivors. You gotta suck it up if you play killer, it's been an issue for 3 years now, doubt they care about it

  • It won't, your feedback doesn't matter as a killer according to the recent patchnotes lmao

  • How they react to certain perks or suggestions. For example, if you flame me for running PGTW, I know you've never played killer without ruin, and thus don't understand how difficult it is to maintain pressure

  • IT's been that way for over a year. The devs are only interested in lowering the survivor skill floor while constantly raising the killer's.

  • @ZoneDymo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1013167#Comment_1013167

    Well it wasnt, it was gutted because of how it functioned, how much it (felt,was) needed, and how the other players experienced it.

    If they would adjust the game to where ruin was not (felt) needed...and then people would run it anyway...then suddenly the game was skewed in the killers favor.

    (cough kinda like BT, DS, Adrenaline, Unbreakable cough cough pardon me).....

    So first we change hte way Ruin works (obviously with room for adjusting) to where it becomes a more active and honestly interesting perk for both sides.

    Then we adjust the game based on data registered later.

    The game is supposed to be in the killer's favor. Welcome to 4v1 Asymmetrical Balance, in which the 1 is supposed to consistently be the power role, and not a punching bag whose presence you don't have to respect. You can easily overhaul the gen times AND gut ruin in the same update, but that's expecting far too much competency apparently

  • I gotta be honest, I'm pessimistic that the devs will actually do anything. They either lack the competence or the foresight to think more than 2 steps ahead of any change they make, and then try to tell killers to adapt while gutting the current meta, and then the next one within a few months. I doubt we'll see any meaningful changes until they scrap their balance team and hire people, or at least listen to, people who play the game at high ranks consistently. Expect your opinion to go by the wayside if you aren't a new player, that's how little they care right now

  • @ZoneDymo said:

    Dear lordy, sorry I know you put a lot of work and thought into this but I cant read all that.

    Just my simple 2 cents.

    Ruin was a crutch perk, but one so deemed necesary.

    No killer player WANTS to run ruin, they just (feel they) have to.

    Ruin is not fun to run, it does not enhance your gameplay or whatever, it just "passively" gives you some breathing room which apperently is much needed otherwise 80% at Red Ranks would not use it.

    Survivors who know how to play will absolutely focus on gens hard early game so 2 or 3 will be done by the time you hook a single survivor.

    So, if ruin is now less effective, thats fine, we shall see more killers run different builds and maybe see the survivor escaping persentage go up if nothing really makes up for the lack of ruin.

    AND THEN we can balance the game with whatever we can, to revert things back to being more balanced.

    Ruin didn't need to be gutted to figure out there's an issue though, all it takes is simple math and a couple hours of game knowledge to realize WHY it was deemed necessary. But then again, that's expecting way too much out of this dev team

  • @Rivyn said:

    https://forum.deadbydaylight.com/en/discussion/comment/1009447#Comment_1009447

    The only killers that can make New Ruin work well against decent survivors are movement based killers, which is ironic, because they didn't need Ruin in the first place. They can keep survivors off gens. to let New Ruin do its thing. How is a Clown or Plague going to make optimal use of New Ruin when it takes them half a minute to cross a map without getting into any chases?

    Easy, by just never being used by anybody who wants to actually have fun as killer.

  • Instructions unclear, devs nerfed m1 out of the game

  • @Rivyn said:

    https://forum.deadbydaylight.com/en/discussion/comment/1012980#Comment_1012980

    Okay, but couldn't the killer simply close the hatch?

    Not back then. It was literally a game of holding the game hostage, especially when survs got there first and wanted to rub the killer's face in it.

  • @MrPeterPFL said:

    I’m guessing the devs want to change Ruin to see what killer struggle the most without it as games with Ruin are not reliable data. This could lead to potential buffs for Killers in the future, how long? No idea, Killers may suffer a few months before the devs can gather a good amount data and start buffing weak killers. It would be nice if they could be transparent with us, maybe the stream could explain everything (Wishful thinking).

    You don't even need Ruin nerfs to do this. If they approached the game with any level of competence in balance, EVERYBODY would be in a much better place. We wouldn't have R1s going against R15-20s. Killers wouldn't have to sweat because a single chase just cost them 80% of their objective. Maps would be neutral, and there'd actually be killer variety. Instead we're stuck with second rate peeps who think games should be balanced around the lowest possible spectrum of skill, and it's turned high rank play into such a joke that most people can't even defend the developer incompetence.


  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/1012043#Comment_1012043

    Your right, alot of problems CAN build into something major. The devs are fixing things though without the requirement of "just bring so and so perk". Your seeing less and less overly safe pallets and HOPEFULLY asylum gets a visit soon. At no point did they try to sell the idea that a single perk would fix all my problems. If Hangmans trick was REQUIRED to get a hook in other than basement hooks, that would be #########. Thats not the case though, and the perk only acts to do what all perks do which is to improve upon something while not being a necessity.

    As far as Coulrophobia in your example, many changes have been made since release to avoid situations like you stated. Perks have been altered, maps tweeked and items changed. Instablinds are no longer a thing so no killer ever feels like Lightborn for example is required.

    https://clips.twitch.tv/AntsyIncredulousAlfalfaBibleThump

    This here is no longer possible, so someone isnt gonna think that STBFL or something is required. These arnt bandaid fixes, the devs worked to change the problem rather than sell something to hide the symptoms. The game isnt perfect and still a WIP for alot of things (Asylums main building is still a pain), but I'm not seeing any perks that are deemed REQUIRED to fix something rather than just aid in 1 aspect of the game while the devs have acted to make the game playable without perks.

    Well that's the problem, the biggest issue is the core mechanics, and they can't even admit that 131-192 seconds is extremely quick for gens to pop in a game where a chase can easily last for 60-120 on top of base movement times on most maps. It doesn't take a genius to see that data and come to the conclusion that at a core level, the killer isn't the power role, but merely a taxi for people to get into a match and farm points off gens for the first 60-120 seconds.

  • Oh cool, another bait post enabled by the most recent PTB notes, good job devs

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/1012025#Comment_1012025

    So during all this with an overly long chase and infinite windows, your saying the problem was healing at pallets? Thats the equivalent of a mechanic looking at a car crash scene and telling me the oil needs changed. Its also ironic that in this scenario centered around window looping, the Clown perk that was deemed as a bandaid fix was Coulrophobia.

    Take what you want out of it, but to use your analogy, a lot of small problems build up into a car crash, not just negligent driving

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/1012009#Comment_1012009

    So your saying you get in roughly 1 second of healing in per pallet, and that was enough to require ppl to run a perk so your value during that 1 second was halved? Personally, Ive never bothered equiping the perk, not did I ever find myself in a situation where I go "gosh darnit, if only I had Coulrophobia right about now". The assumed problem was never big enough to deem a bandaid fix from me.

    No, I'm saying before the perk existed, and before they slapped in the infinite fix on one of the CP windows, people would straight up heal at the safe pallets then infinite you until they had the distance to heal at the next pallet, which they'd stun you with, rinse and repeat for 3 pallets and you have enough time to full heal.


  • @Elegant said:

    https://forum.deadbydaylight.com/en/discussion/comment/1006209#Comment_1006209

    I think they are aware at the state of the maps. But, it takes a lot of time and effort to fix them and they won't make any money off of fixing it. In their roadmap they promised that they would rework a map every so often as part of the year roadmap. But, even though they really need to just take a chapter off and focus on the maps, they very likely won't because of the drop in revenue it would cause. Personally I would be ok with buying a map update DLC that everyone needed in order to play the game if that would get them to focus on map changes. The maps are the only thing holding this game back. This is the only multiplayer game where i don't have a favorite map and don't really love any of the maps. I'm just indifferent to all of them.

    They really aren't. People give them FAR too much credit about what they're aware of that it's painful. A cursory look through the patch history of the game shows people that have no idea how the game plays out with competent players, yet they end up balancing for low ranks while aiming for a "e sports ready" title.

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/1011990#Comment_1011990

    If your healing during the animation, it means your not running away. Once the pallet is broken... now what? Your injured and still infront of the killer.

    On crotus penn it generally happened by the infinite windows, you start healing the second you get free, then shortly before the break finishes, start running from the safe door loop to the infinite window and GGEZ, either the killer commits to chasing you back to stair safe pallet, or he ######### off to the next person who runs the exact same loop.

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/1011975#Comment_1011975

    If your using an instaheal though...you dont even need the pallet and it wouldnt be affected at all by Coulrophobia which is what Coconut was claiming was being sold to us as a fix. As far as overly safe pallets goes, yes...you could infact heal at them. Its up to the killer to recognize those pallets for what they are and NOT try to loop around them after theyve been dropped. If I drop shack pallet, you should probably break it instead of vaulting the window back and forth and being surprised you cant touch me.

    Yeah, but at the time you didn't need an insta heal to heal quickly, and since coul wasn't out quite yet, you could just speed heal during the break animation and continue onwards. Worked wonders on Crotus Penn loops

  • @LordGlint said:

    The video does have afew good points, but many of the "band-aid fixes" that were brought up werent issues. Sabotaging for example wasn't "fixed" by hangman's trick. While hangman's trick does counter sabotaging, the devs already toned down sabotaging significantly by making the hooks respawn naturally.

    Coulrophobia countering "pallet healing" is another non-issue in that a survivor would have to stop running to heal at a pallet, something the killer chasing them is unlikely to let them do.The only pallets where this would be at all possible would be super safe pallets like shack pallet and only if the killer is too dead set on not breaking it once its been thrown. The devs have been slowly removing these super safe pallets from the game and replacing them with more pallets that can be played around, thus no time for survivors to sit and heal at them mid chase.

    I DID say the video offered some good points too though, so I dont wanna be overly harsh on it. The devs insistance that new ruin will be just as good because new survivors were unlikely to notice sparks coming off a gen is abit of a joke. If the perk is banking off survivors not being aware of whats right infront of them, thats not a good perk. Hoping the survivors I face get overly scared of my TR and let their gens regress to 0 and get puzzled as to what happened while hiding in a bush is generally not a good strategy going into a match. Experienced survivors will know whats going on IMMEDIATELY, and will likely cause them to be less altruistic and more inclined to finish the gen they're working on instead of going for an immediate hook save.

    Im not going to completely ######### on new ruin because honestly...I didnt bother too much with the PTB and will have to give it an actual shot once it hits live. My point is that telling us "testing shows this perk works great on new survivors" isn't helping your case because we could already stomp new survivors that are too afraid to touch a gen. We wanna know how it fairs against EXPERIENCED survivors. Tell us about the testing against THOSE survivors.

    Eh, I can actually recount pretty accurately how often people in high ranks brought insta heals to heal at a pallet, or brought a fast heal loadout. People definitely healed mid chase after dropping safe or god pallets, meaning you HAD to break said pallet in question.

  • @White_Owl said:

    Such constructive feedback, much discussion... wow

    People gave plenty of constructive feedback, and the developers ignored them because their opinion doesn't matter as they aren't new players

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