EZ5k
EZ5k
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@Apple2o said:
https://forum.deadbydaylight.com/en/discussion/comment/1007683#Comment_1007683
I don't see why you would ever run spirit fury on spirit, who can basically ignore pallets, windows, and looping for the most part. She is similar to nurse.
The only counter to her is iron will, and you can just put on stridor. It will take some getting used to the much louder sounds of non iron-will survivors.
I will never play without iron will. It is simply too good to either lose a killer in a chase, or be able to hide when you are injured.
It's funny you mention IW as well, my surv build is SB/UE/BT/IW
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@Apple2o said:
https://forum.deadbydaylight.com/en/discussion/comment/1007683#Comment_1007683
I don't see why you would ever run spirit fury on spirit, who can basically ignore pallets, windows, and looping for the most part. She is similar to nurse.
The only counter to her is iron will, and you can just put on stridor. It will take some getting used to the much louder sounds of non iron-will survivors.
I will never play without iron will. It is simply too good to either lose a killer in a chase, or be able to hide when you are injured.
Spirit Fury is on Oni, my Spirit build is BBQ, Whispers, HHG/HDH, and HTOTH/Pop
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@Apple2o said:
https://forum.deadbydaylight.com/en/discussion/comment/1007667#Comment_1007667
Save the best is very greedy. You are assuming you will be able to get 8 fast hits on the survivors, but really good survivors are going to make you fight for every single M1. It is only the potatoes who are going to just be giving out free hits for you to build the stacks easily.
Spirit fury I don't like at all, I think bamboozle is a much better chase perk, and it only uses 1 slot. Half the time there are so many pallets on the map even with the spirit fury combo it won't even get you an instadown (it's trash on M1 killers by the way) because the next pallet is 3 feet away. Bamboozle will punish very good survivors because they will get greedy for extra loops, and trapped at loops where they assume they can pull out an extra vault.
BE is assuming the survivors are running exhaustion perks, and that they are going to be injured when you are hooking someone. Which means you are quickly injuring and downing everyone, which is only going to happen to bad survivors, or on a really killer sided map. I don't run an exhaustion perk when I am playing for the team because there is no room for it.
Any slowdown perk is greedy. The only non-greedy perks are chase perks and tracking perks, and NOED. But NOED is kind of a crutch so I don't really care to use it against non SWF.
Fair enough on STB, I only pull it out if I recognize a alt lemming swf team. Spirit Fury and Enduring I run to punish survivors who drop pallets earlier than they should or just in the nick of time. It has yet to fail me there, especially on Oni and Spirit, my two mains (Yeah, get that hate out on the Oni, because I know he's hot garbage rn lmao). I actually hadn't fully tested BE yet, so thanks for that heads up. NOED is in there just to ######### over lobbies who come in with 4 toolboxes thinking that they won't get dunked on in the end game altruist rush.
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/1007599#Comment_1007599
I have to disagree here. DS was so overpowered before it's nerf, now it's much more manageable as killer. The healing nerf did quite a bit in my opinion. I haven't had even one game where survivors never decided to heal, and whenever they do, it now wastes more time than it did before. If they never ever heal, that means they are one shot the entire match, which is particularly bad for them if they have to work on a gen that is in an unsafe position or is located in an area where you already broke pallets.
Which also directly takes me to the pallet density nerf. Yes, many maps are still unbalanced, no doubt. But less pallets on a map definitely has helped killers. Especially since you can more easily make certain areas in a map unsafe by breaking all the pallets in that area. Which fits perfect with the healing nerf. This can then make healing more important. Also, the removal of pallet vacuum was a big buff to killers in my opinion.
There is still a bunch of killers that are not quite viable, and many maps that are still unbalanced, especially those that are gigantic or have a ridiculous amount of safe loops, like many of the original maps. I'm not saying this game has achieved perfect balance. But I do think things have gotten much better since the time where Marth made these experiments.
Things have gotten better sure, but nowhere near where it should be on a functional level. As it is their ranking system completely skews all data since it lumps potatoes in with decent to top tier survivors, completely skewing that match.
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@Apple2o said:
https://forum.deadbydaylight.com/en/discussion/comment/1007637#Comment_1007637
You are only going to lose all your gens for 1 hook if you built your killer incorrectly. I ran a ghostface for 4 gens at the god window on badham today, and he DC'd and was absolutely raging in the endgame chat.
He had save the best for last instead of something like bamboozle. Super greedy. It is the same with a perk build like infectious fright, you are assuming the survivors are bad enough you will be able to chain slug them. When you get punished for your greedy build, you assume it is the games fault.
SF+End+BE+NOED is hardly a greedy build, actually works out quite well when it cucks people who try to dead hard on the second chase. The problem is, again, map layout. A map can easily win you a match, or lose it if you dont play the Big Four. I do agree with you on the DS bit though, 5 second guaranteed stun with 60 seconds of slug immunity is incredibly strong in the current meta, as it's 20 meters which is almost always a guaranteed jungle gym or pallet loop.
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@Apple2o said:
https://forum.deadbydaylight.com/en/discussion/comment/1007617#Comment_1007617
There's tons of red rank survivors who don't run it, and get tunneled off at 4-5 gens. I know because I have to deal with the remains of the game after it happens.
https://forum.deadbydaylight.com/en/discussion/comment/1007628#Comment_1007628
I didn't even read all that. Bottom line, the matchmaking hands tons of free wins to killers right now. And the game is super killer sided against solo Q players, which is the majority of your games. As I said, of 30,000 players, I would guess there's 100 worth a damn who play as a SWF. And you can just play some BS killer like spirit, or a bring a mori for them.
I agree on the matchmaking, which is why you don't implement balance changes until it's fixed with a proper progression system. That doesn't change the core mechanics being survivor sided though, it just means that BHVR either can't or is intentionally refusing to make an actually intuitive ranking system.
TL:DR on the in depth analysis, all the gens can be done in the time it takes a single hook to progress fully, even with a tunneled chase after the unhook. This is wildly lopsided and indicates that the 4 have the power role in the game rather than the 1.
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@Apple2o said:
https://forum.deadbydaylight.com/en/discussion/comment/1007608#Comment_1007608
So the matchmaking is busted, causing a top tier killer to win 98% of his games, and yet the game is survivor sided still? That blows my mind.
Maybe 1/3 to 1/4th of my games as killers are completely free wins because there is just a single bad survivor on the other team, who can be freely tunneled out. And they are usually new enough they don't even have DS.
The game is only survivor sided if you are hitting 4 survivors who are all gods. Other than that, it's a stomp.
Because when people talk about how survivor sided the game is, they don't bring matchmaking into it, because matchmaking isn't a core mechanic, it's a system that just puts players in a lobby. When people mention survivor sided mechanics, they refer to the fact that depending on the map, a single person who's nearly braindead can easily chain together 5-6 loops and waste 90-120 seconds of your time, in which 60-90% of the gens fly by. Compared to previous ranking iterations, this game rewards a lot of people with pips when they definitely don't deserve the rank up, while also punishing you for being far too efficient. To put it simply:
192 seconds for a non gen rush build = 2 chases and a hook, guaranteed with the potential to snowball.
131 seconds for a gen rush build = 1 chase and a hook, and MAYBE a second down if adrenaline doesn't pop.
Compare that to the 120 seconds it takes for a single hook to go from phase 1-3, and it's entirely lopsided. The only way to speed that time up on the hook, is to repeatedly hook, which requires yet another chase albeit much shorter at usually 15-60 seconds, which when repeated twice (not even touching second chance perks) comes out to 120-240 seconds spent chasing just to get a stage 2 hook. Now, map design, loops, and the killer choice itself plays into cutting down or extending that timer, but it's still incredibly lopsided in the survivor's favor unless you get a snowball with multiple hooks at the same time, which isn't going to happen against a team that isn't full of potatoes.
But sure, everyone else must be bad because you anecdotally only end up against potatoes
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@Apple2o said:
https://forum.deadbydaylight.com/en/discussion/comment/1007602#Comment_1007602
Straw man argument. The matchmaking and pip system is what is. Accept it or not.
it's not a strawman at all. A ranking system should be skill based, which the current one is not, and matchmaking between ranks depends on that system to work perfectly. When it's bad and rewards people who don't belong in higher ranks with a higher rank, it punishes other people who ARE in that rank with dead weight, and in a game like this, dead weight easily translates into a 3 or 4k snowball. In fact, it's one of the best strategies you can use on Hag and Trapper to ensure it with basement plays, because people will lemming rush as it's another body that can be on gens
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@Apple2o said:
https://forum.deadbydaylight.com/en/discussion/comment/1007587#Comment_1007587
Yeah, there's killers running around with 98% win ratios because the game is survivor sided. Every single killer in the game has a 50%+ win ratio because the game is survivor sided.
It's literally only a problem if the survivors you are facing have thousands of hours, know every loop, and you get a bad map.
Other than that, DBD as a killer is typically a stomp on solo Q players if you know what you are doing. Or it's a stomp on SWF with some rank 10-15s when you are a rank 1 killer. I must have played 20+ games as survivor today, and I think 2-3 of them were full red rank. Everything else had greens and purples who just got butchered while I tried to carry the slack.
Probably because the current pip system is garbage and puts players so ridiculously far above where they should be in their rank that it completely ######### the survival rates
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/1007429#Comment_1007429
Healing nerf and a big nerf to pallet density are the biggest buffs to killer that come to mind. Now I only started playing DBD in August of the same year, so I'm not quite sure, but I believe pallet vacuum was also removed afterwards.
Then there were some tiny buffs like faster killer pickup and hooking animation. Nerf to DS was a big one on the other hand. Freddy rework buffed Freddy, and we've been getting some very well balanced maps lately. Plus some fairly good reworks to Badham and now Lerys.
I'm probably forgetting some other minor buffs to killers but by far the biggest ones were the healing nerf, pallet density nerf and removal of pallet vacuum.
DS has been straight sidegraded compared to it's release. Healing nerf did ######### all other than make people just prioritize gens over healing, meaning it's a direct killer pressure nerf as well. Pallet density and map design are still a massive issue, as anyone worth their salt can make a chase last between 90-120 seconds, in which 60-90% of the gens can easily pop. Badham still has 3 god loops (boiler, house basement with haddonmemes pallet spawn, and shack). Those "nerfs" have impacted fairly little at high skill play.
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192 seconds without a gen rush build
131 with it
Sure, Ruin was the problem lmao
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192 seconds is how long it takes for a non gen rush built team to crank out gens optimally.
131 seconds is the timing for gen rush built teams.
If you still have 3+ gens up at the 300 second mark, then you ain't seen nothing yet lmao
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1007301#Comment_1007301
I have yet to see an optimal swf beat 100 optimal killers in a row. Link and I'll follow the herd.
Marth88 and the depip squad, look it up my d00d
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People suggested the same thing the last time they were involved with a different company, who ironically, was pushing the same line we see here. Who knows man, I just know BHVR is easily at Bethesda levels of disrespect after DG's death and this game's current direction
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Because it's a lazy way to balance the killer, making their basekit garbage so you HAVE to invest in addons to get anything out of it, the only two exceptions I've seen in the entire history of the game is OG Nurse and Oni
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@Flemethistheone91 said:
https://forum.deadbydaylight.com/en/discussion/comment/1004393#Comment_1004393
Why are you chasing one survivor that long?
Because any proper red rank survivor can easily loop you for that long or longer depending on what map you're on, not to mention you have the travel time of the killer slapped on before that
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@Apple2o said:
https://forum.deadbydaylight.com/en/discussion/comment/1004493#Comment_1004493
Yet I have killed almost every single popular streamer that exists in the game. I probably have tombstoned monto like 15 times now, though I never see him anymore. I go up against the sweatiest 4 man SWFs that exist, and they block me because I stomp on them.
It's not because I know every single loop in the game, how to run them, have thousands of hours, know how to build a killer well, etc etc. It's just the ranking system.
I somehow doubt you go against the sweatiest, as if you did, you'd likely consistently depip from how fast the games go. However since you're such an all start then, why do you refuse to acknowledge the fact there's entire maps that can lose you the game if you don't play the top 28% of killers? Sounds like you're trying to toot your horn in avoidance of acknowledging there's an actual issue.
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@ComradePoolio said:
https://forum.deadbydaylight.com/en/discussion/comment/1004364#Comment_1004364
I made an account to respond to this. Gen rushing is not a concrete thing that you can point to, it's a flaw within the game itself. A huge amount of the game's killers have an inability to apply pressure on large maps like Coldwind. Survivors can be in four places at once across a huge space, and if they stack with toolboxes, the amount of time it takes them to finish a gen is almost as little as it takes the killer to reach them from the other side of the map.
Secondly, and here's where my point about it being a game flaw comes in, you can't even apply proper pressure between two gens that are ten feet from each other. Two survivors on each gen. You go to stop one, and the map is large enough that they can drag you away while three others go unhindered. Or, if you try to defend both gens, the moment you turn around your kick will be undone.
Most of the maps are heavily survivor sided. The killer has to rely on the survivors making dumb mistakes in order to complete their objective. Meanwhile, the killer can make zero mistakes whatsoever and still lose because of the physical inability to control four people at once on most killers. I'd honestly like to know how one expects Ghostface to cause proper map pressure on Coldwind farm or the Macmillan estate. A survivor's greatest assets should be stealth and supporting each other, not the solo ability to waste a killer's time for several minutes with an near infinite loop on a massive map.
Do you seriously play the game, as a community manager, and think nothing's wrong with the core gameplay? I love CM's that are involved with the player base, but what I see here is mostly people pointing out something that needs addressing, and being told that actually it's fine and doesn't exist. Basically "I disagree so overruled". There's such a major disconnect. Like being told that 80% of killers use ruin so that they can secure a useless medal, rather than 80% of killers using ruin so that they can have any semblance of gen control.
Over a thousand hours in this game, and I can truly say that it hasn't really evolved, just gotten more content. Take a break on the chapters and run some polls to fix what you have.
To answer your question, on killer he just slugs people at the start with deerstalker for "pressure", meaning he goes against absolute potatoes and hasn't experienced a game against proper red rankers.
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@Apple2o said:
https://forum.deadbydaylight.com/en/discussion/comment/1004420#Comment_1004420
And I play at rank 1 on both sides, and 4k the overwhelming majority of my killer games. You can probably 3-4k 95% of the time if you know what you are doing in this game. I have just linked you the proof.
A good killer can jump into a game and 4k with no perks, at rank 1. I've done it, I've seen it done. Ruin is just a crutch, and heavily reliant on RNG. It's as simple as that.
And that's a result not of your personal skill, but largely of the fact that even a potato can make it to rank 1 on the current survivor ranking system, meaning chances are you aren't getting paired with actual red rankers
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@Apple2o said:
https://forum.deadbydaylight.com/en/discussion/comment/1004391#Comment_1004391
I don't even use ruin on half of the killers anymore, corrupt intervention is the way better perk in most cases.
Watch someone like this guy.
https://mixer.com/ProVengeance_
He has almost a 98% 3-4k rate with no ruin ever. Git gud.
I also use CI, however if you actually read what I linked, you'd have a better mechanical understanding of the game, something you clearly sorely lack out of willful ignorance
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Yeah, we should all be like peanits here and just slug with deerstalker and act like we have any amount of skill lmao
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60% of the survivor objective being finished in 1 chase is fine /s
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@Apple2o said:
https://forum.deadbydaylight.com/en/discussion/comment/1004361#Comment_1004361
That's really your own fault for letting it get to late game in the first place. You can run powerful perks like NOED that will let you secure endgame kills almost always, if you find yourself getting there a lot of the time.
Also rank means nothing in this game, and I will take a 4k safety pip over a 2-3k pip.
That's functionally incorrect. I suggest you give this a read:
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@Eye66 said:
https://forum.deadbydaylight.com/en/discussion/comment/1003073#Comment_1003073
Adam Sandler CAN be good, Uncut Gems is kicking maximum butt right now
So can this game, but like a majority of his roster, it's been utter garbage. That said, I do actually look forward to seeing Uncut Gems just to see him in a serious role
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Literally 72% of killers suffer from bad map and kit design to the point they aren't even worth taking past rank 12.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/1004332#Comment_1004332
I'm more or less of the same opinion, barring 4 toolboxes (often with BNPs). Same goes for tunneling as well. There's a difference between the killer choosing to go for the same guy and getting unhooked and doing a gen, then expecting them not to go for you. They both get thrown around a lot and it really starts to make them lose all meaning.
Bruh, that's called getting carried by perks, something you and the other big brained devs refuse to actually acknowlege. Good luck getting that pressure on with 90% of the killer roster btw. (Inb4 just slug)
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@Apple2o said:
https://forum.deadbydaylight.com/en/discussion/comment/1003655#Comment_1003655
If someone if trying to hook tech you, you can just stand there until the guy on the hook dies. They can't unhook if you don't swing; you don't need any more pressure because that's half the team doing nothing already. I have people try it on me all the time, and it usually costs them the game.
And what do you think you are doing at the endgame when you get hit with the BT? Desperately camping for your kill, which is what BT is meant to counter. You can still camp out a kill even if they have deliverance unless they are literally hooked right next to the exit gate, which you should try to avoid.
Ye, lemme just avoid that when they get downed close to it, whew, what a big brain play. Also 2 people on gens is more than enough to crank it out within a single person's hook time, meaning you will actively depip and lose rank, making it, by default, a bad play.
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@ClickyClicky said:
Isn’t it in legal limbo?
I'm not aware if HR is in LL
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@AntiJelly said:
https://forum.deadbydaylight.com/en/discussion/comment/1003891#Comment_1003891
I'm not up to date with the franchise, what happened to it?
As with all franchises that go on for too long, it just got stupidly campy, like worse than NOES 4 campy.
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No, for the love of god don't touch that franchise after they've already cucked my three favorites.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/1002053#Comment_1002053
But it's not 80 seconds, is it? Usually 2 or 3 survivors are working on a single gen which cuts the time in half. That's how you get 5 gens in 5 minutes, the common result of playing without Ruin.
Just under 3.2 minutes at a MINIMUM without loss of efficiency. travel time already factored in. If you take out the travel time, it's a little past two minutes coming in at around 142 (2 minutes 22) seconds.
Breakdown w/o perks or toolboxes or travel time:
1 Surv in a chase = zero contribution
2 survs on a gen or 1 gen per = 44 / 80
1 Surv on a gen = 80
First chase lasts say 90-100 seconds, in that first 88 seconds the 1 surv has popped his gen, and the other two have popped 2 either as a pair or separately. W/ pair and a single, the fourth gen comes in at 44 seconds, without travel time, that leaves the trio on the last at 18 (give or take 1-3 seconds) seconds till completion puts it at 142 seconds. Now add 50 total seconds of travel time:
20 to first set of gens
Another 30 to last 2 gens (20 initial split, 10 on the meetup)
That puts, even with travel time, gens at 192 seconds.
Add in gen toolboxes and PT w travel time (40 secs)
In the first 77 seconds 3 gens pop.
By the 97 second mark the last two gens will start
It takes just shy of 30 seconds to complete a gen with 1 PT and 2 commodious toolboxes,
At 127 seconds, Gen 4 pops, with Gen 5 being 66% done, needing only another 20 seconds to complete, by the time PT team arrives, 10 seconds are left, which gets knocked out in about 4. Clocking final gen speed times at a whopping 131 seconds, or 2 minutes 11 seconds.
A moderately skilled survivor on most maps can chain loops together long enough to last between 90-120 seconds, , meaning that a Single chase can last for 90% of the survivor objective ending in one hook. At which point it's just easier for them to wait 11 seconds for the last gen to pop before the second chance perk rush with BT to the gate.
It's ######### wild that they need to gut ruin to check what is basic math on the peak efficiency of a SWF or proper red rank team.
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@Infckingcredible said:
https://forum.deadbydaylight.com/en/discussion/comment/1000895#Comment_1000895
Well. In rare cases you get a safety pip too. But -1 is pretty hard to get
The few times I depipped was because I got basement hooked for stealing lunchboxes
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@Archimedes5000 said:
https://forum.deadbydaylight.com/en/discussion/comment/1003042#Comment_1003042
They want statistics of how it works normally, not in a one game.
And they are going to do something about gen speeds, probably reduce speed slightly and nerf toolboxes
Then why haven't they gutted literally EVERY possible modifier to gens on a PTB only build? People would have no issue going into that if it meant the game actually got properly adjusted at the CORE level.
Instead we get every possible excuse in the book from people who've never faced rank ones, let alone put the time in to understand just how fast games end without Ruin in an organic environment
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@Apple2o said:
https://forum.deadbydaylight.com/en/discussion/comment/1003344#Comment_1003344
Of course there is. Deliverance requires you to unhook someone before it can be used, so even if everyone has it, not everyone will be able to use it. It is also relatively worthless if you get hooked early, even if it is up. It is mainly for being able to escape the basement, do an endgame trade, or save yourself when there's only 2 survivors left.
The times I am able to make a crazy endgame deliverance play and the killer eats all of those perks at once is because they have not even hooked me the entire game.
Dead hard is relatively easy to counter unless they are dead harding for distance, just assume everyone has it unless you see them with another exhaustion perk and play around that.
You will only get hit with BT if you are camping. DS is overpowered though, I will agree on that. 60 seconds is way too long in a game that can last 4-5 minutes.
That build also brings no situational awareness or stealth, so you will be very reliant on your team to survive, and will also be practically unable to lose the killer during a chase.
Deliverance requires a SINGLE unhook to proc, you get 8 chances, there's no reason you shouldn't be getting it to proc unless you're slugged.
I already assume people have DH, the problem is that it can literally take a chase, and extend it by easily another 30-60 seconds if they use it to get to a god loop.
Ah yes the ole, you must be camping. How about the fact that people straight up rush the hook and intentionally wedge themselves into it or loop you nearby just so BT procs?
I can't count the number of times someone's been BT'd out the gate because the gates are open and instead of leaving, they just get a free victory card. There's no counter to that.
While the build may rely on teammates, it can definitely cost a killer an entire match if one person brings it, let alone 4.
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As I mentioned in another post. One of the biggest contributors to killer frustration is perk balance. It's simply insane how many times you have to rewin your same match because survivors are running BT+DS+Deliverance+DH. That loadout alone can win someone a game without even factoring the map into the equation, which more often than not, will cause a chase to be insanely long and frustrating, especially when there isn't a counter for anything in that loadout other than just swinging and hoping you don't get rewarded with an I frame.
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@Atchoo said:
I think there are more things we have to tke in consideration before we point at a single issue and make it responsible for a balance problem. But indeed, the Ruin change will have strong effects (at least thats what I imagine).
We discussed this issue here:
I'm aware of the thread, but if they're going to refuse to address gens or map design, then at the least they need to gut the survivor perks that get taken in 80% of matches. Since they're basing nerfs on statistics, or so they try to claim
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@Tohmo said:
https://forum.deadbydaylight.com/en/discussion/comment/1000528#Comment_1000528
old Trapper could facecamp from across the map with a single trap. the good old days
*Boomer Chuckles Mask intensifies*
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I too am satisfied when I completely let go of my standards for what should be a fun game and not a *stress inducing* game
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@TWiXT said:
https://forum.deadbydaylight.com/en/discussion/comment/1002855#Comment_1002855
No, I don't think that's really the case. Hear me out before jumping to a reply:
First of all, and probably the most obvious,
This game can't exist if no one wants to play the Killer role! Naturally there has been a major amount of adjustments made in trying to balance this regarding survivors: DS change, BT nerf, BL nerf, Major Healing nerf, SC nerf, BNP nerf, Insta Heals nerf, etc... So they know the killers are actual players and have been working to balance the game to acknowledge that fact and "try" to make the game more fair. This means that the devs are actually working towards Balance so that both Killers and Survivors can enjoy the game.
2nd,
The problem with the recent Ruin nerf is that they either didn't acknowledge why it was so popular, or because they needed to remove it as a factor in figuring out how powerful survivors truly are in the game. Based on their responses, I'd have to go with the latter, and honestly feel that after a month of seeing the data (maybe less) that the Ruin nerf presents them, they'll be able to come up with a more grounded solution to the core game-play mechanics without 1 perk obscuring the numbers. True, the recent update definitely was worded to be primarily survivor sided, but the last 4 updates presented nerf after nerf to the survivors, and very light nerfs to the killers (The Nurse's nerf is still waiting on a final judgement TBH).
The only reason any company would flat out side with 1 side of the players of their game over the other is if they purposely wanted the game to fail so they could move onto another project. With Death Garden out of the picture because they will no longer be developing for it or updating it (as of last December), that leaves them with only Dead by Daylight... Their "Golden Goose" if you will. It would be absolutely moronic for a game company to kill their "Golden Goose" without a backup plan by destroying the one thing that makes the game work: The Killers.
While I agree with you that the sudden and unexpected Ruin change is bad, because the devs are ignoring the reason why the majority of killers felt that they "Had To" use it in order to compete... I honestly have come to believe that the change was made so they could understand it themselves based on new data that they couldn't collect as long as old Ruin was obscuring the match results. So yeah, its gonna be a rough 6 weeks after the mid chapter patch (hopefully less), but overall I feel that in the end this will work towards balancing the games core mechanics once the devs have gained enough hard evidence that its heavily imbalanced towards the survivors when it comes to objective completion speed.
It's not a matter of *feels like*. It's a matter of them not understanding how Asymmetrical Balance works, and then blatantly favoring one side over the other at the core level, so that even after "heavy" nerfs, they can still easily trounce the power role in a 1v1 scenario. Add in that they can't even confirm that they're going to work on gens, and this entire update was a "go ######### yourself" to a good portion of the playerbase, to the point that even high rank dual players are calling this what it is, absolutely horrendous decision making.
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@Unicorn said:
https://forum.deadbydaylight.com/en/discussion/comment/1002855#Comment_1002855
I disagree with your first sentence. The Devs have done a lot to make Killer a little less frustrating than it used to be. Its crazy that one little perk being changed can overrule that.
It took a strike for them to actually start looking at why killer was frustrating, and we already have a second one on our hands here because of the extreme bias and absolute lack of forethought as to WHY killers used ruin. Add in the extra spice of repeatedly being lied to with new excuses every time they're asked, and you get a nice cup of "We don't care about killers and are too arrogant to admit we have extremely poor game design and balance"
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It's a garbage change that from what I can tell is universally hated by everybody with a deeper understanding of the game. Get ready for those survival rates to either skyrocket and for queue times to skyrocket, as killer goes from being tolerable back to being the biggest joke since Adam Sandler's career.
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You don't. It's just BHVR lying and trying to come up with an excuse about why they need to push a universally hated change live
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Playing other games where the developers don't lie to their faces about how their input matters most likely
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/1003005#Comment_1003005
They did specifically say in the post that they will be addressing the Ruin changes at the start of the stream.
And they're going to get rammed through with lies like "we need it gone to truly examine gen times". It takes all of five seconds to reach out to a rank 1 player, and have him bring in a SWF against a Dev to illustrate the problem
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So you want to make it more grindy? As it is 9k is a pretty decent amount of game time
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/1002665#Comment_1002665
The alternative to closing the hatch and giving them adrenaline is them just escaping or a hatch standoff with them probably still escaping, so it's a buff.
Not even a buff, it's just a straight side grade that made for better flow instead of me standing on hatch for 3 hours until the survivor got bored and gave up
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@PapiQuentin_ said:
https://forum.deadbydaylight.com/en/discussion/comment/1001593#Comment_1001593
Ok buddy. I didn't know that a gameplay overhaul could not be deemed as an overall nerf.
Because that is exactly what EGC is. The only benefit survivors got was the killer not being able to grab from hatch escapes anymore. If you're telling me that killers closing the hatch and a 2 min timer before instant death regardless of what hook stage you're on isn't a survivor nerf then I don't know what to tell you
And popping that hatch closed activates end game perks like Adrenaline. The only way you can consider it a nerf is if you considered standing at the hatch for 3 hours intended gameplay meaning you not only have a disingenuous list, but also have no idea what to actually consider a nerf.
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@T2K said:
https://forum.deadbydaylight.com/en/discussion/comment/1002404#Comment_1002404
It depends on what you want to do with your papers. So why did you list several perk changes under one point?
I think just a list with changes would be better. You could also seperate the changes into categories.
Well its clearly influenced by your opinion by distributing point.
He's got a rather disingenuous list there lmao.
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Yeah, you've already put more thought into the balance than the devs so gg
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@Carpemortum said:
https://forum.deadbydaylight.com/en/discussion/comment/1000191#Comment_1000191
No offense, but one unknown forum goer speaking up for a friend doesnt sell me on this. I could have someone hop on and tell you how I 4k with no perk/addon nurse, but it wouldnt make it true or believable from one person saying "I've seen it".
Doesnt matter how fast you kill at rank 20, or how bad your survivor teammates are if you play well, you still pip up way too easy to be "stuck" at rank 20.
If it is true, they're boosted. Ex rank 1s dont get stuck in rank 20 after resets. Not unintentionally.
They do when literally every game we're in is filled with people who play like immersed claudettes. The current ranking system punishes optimal play, regardless of faction.