EZ5k
EZ5k
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@PapiQuentin_ said:
https://forum.deadbydaylight.com/en/discussion/comment/1000768#Comment_1000768
This is one I've made in the past since the mid chapter that introduced Hallowed Blight. I haven't made one in a while
But I can simply keep it brief.
2019 nerfs for survivor:
Fast vault nerfs
MoM nerf (deserved)
BL nerf (meh)
Insta heal rework (deserved)
EGC
2019 nerfs for killers:
Legion update
Nurse Update
Oni change ( >( )
2019 buffs for survivors:
Pallets now spawn 8m on average from each other
2019 buffs for killers:
EGC
GF update
Demo change
There's much more that I can't think of from the top of my head atm.
I'll let you know when I find more but still just looking at this list tells you that survivors are still being nerfed more and more. The devs are clearly not survivor sided
*Counting EGC as a nerf*
Found the guy that doesn't understand the difference between a nerf and a gameplay overhaul. It was a nerf to both sides.
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@Atchoo said:
https://forum.deadbydaylight.com/en/discussion/comment/1001219#Comment_1001219
This post has been opened with the intention to point out balance difficulties and to start a civil discussion about changes and possible solutions. Accusing the developers for "lying" does not contribute to the discussion.
You are welcome to suggest a solution.
The only viable solution is to scrap this gut and go to the drawing board
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/1000145#Comment_1000145
I mean that depends. If you only go for the first survivor you see and chase him only in areas where no other survivor is at, then it's possible that 60% of survivors objectives will be done. However that would require you to take about 80 seconds to down a survivor, and even from there on, things will slow down a bit because now one survivor has to unhook the other survivor.
That's why I do think map reworks and killer buffs will make a difference. The smaller a map, for example, the more likely it is for you to push multiple survivors off a generator, even while chasing one survivor. The less safe pallets, the more chances a killer has for counterplay, downing survivors faster and forcing survivors off of gens because they need to unhook a survivor.
Also the better a killer is in chases, the faster he can down survivors and the more mobility he has, the better he can pressure gens.
Problem is I feel like it's hard to come up with some kind of mobility power for every killer, and different sizes of maps can also be nice for more variety. Maybe having specific second objectives built in to weaker killers or bigger maps would be a good idea. This would also definitely keep up the variety.
Map reworks for neutrality would be a good idea, as it is, a map will literally either win or lose the match for you as killer
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@Atchoo said:
Right now there is a big discussion about the upcoming change of Ruin and this goes hand in hand with the current debate about the gen speed/match length. I think this discussion is necessary but I think most discussions neglect there are way more problems which influence the current discussions which lead to survivor biased or killer biased argumentations or toxic behavior.
Those are the problems and connections I see right now. I do not claim this is correct nor do I think its a full list of problems which have a direct or indirect impact on the current debate about Ruin and Gen speed.
https://us.v-cdn.net/6030815/uploads/497/GCOK98MXOKYC.png
What do you think about these problems? Do you have an idea how the devs could adress these problems better than they do right now?
I think changing Ruin or the gen speed alone wont lead to a more balanced game.
I wouldn't call it a discussion when it's the developers outright lying about why it was gutted
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@Nuiveoxr said:
The main thing I’m iffy about is they want the perk to function for late game too, but Hex totems usually never last that long unless it’s like Hawkin’s Lab. I think it should've been changed to a normal perk. Bhvr wouldn’t know if it would’ve been too strong or not, and even if it was, they could also reduce the regression down to 150% to balance out a bit
BHVR can't even lie to us convincingly, what makes you think they understand how to read statistics into anything meaningful?
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Nah, it's gonna sit on the shelf with thana until they adjust how abysmal those rates are
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@CLAUDETTEINABUSH said:
https://forum.deadbydaylight.com/en/discussion/comment/1000949#Comment_1000949
I have a simple answer on this,
only
time
will
tell
Myers is hot
I don't need time to tell me that a SWF is going to bring toolboxes and prove thyself for sub 30 second gen times. Nor do I need time to tell that if their goal is just raw gen data, that they're going to get tainted data by not gutting EVERY gen related perk
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@CLAUDETTEINABUSH said:
https://forum.deadbydaylight.com/en/discussion/comment/1000918#Comment_1000918
Wait no,they nerfed bl and instaheals in one of these 3 patches xd
And? People still stop to heal mid chase at safe pallets, meanwhile one of the best killers in the game got gutted to the point that you can flat out outrun her by holding Shift+W. Before that, Legion got gutted into a movement killer, and then now we have one of the biggest tools removed for "accurate gen data" while literally nothing else related to gens get touched. Objectively they're either lying or too incompetent to understand WHY the perk was at 80% usage in red ranks, meaning that either they view killers as gutter trash, or need to be fired and replaced with people who actually do play the game at high ranks. No matter what scenario you pick there, the end result of absolute stupidity on their part remains the same.
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@Cymer said:
The biggest issue of the 3 gen strat is, the killer can defend the gens indefinitely and there are pressure on the survivors to complete the gens.
If 4 survivors are alive and you have to defend 3 gens you cannot afford to commit to a chase, because if you do, you will lose the game. On the survivor side, if you commit to a gen you get hooked and die, so it becomes a stalling match. Unfunny for all involved parties.
In the most cases then either the killer or survivors give up or it will result in a hatch game.
By the time the 3 gen happens with 4 people up. If none of them are on death or second hook, you've already lost.
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@CLAUDETTEINABUSH said:
https://forum.deadbydaylight.com/en/discussion/comment/1000899#Comment_1000899
I believe that if we wait a little,we might get a major killer buff,just like with instaheals and bl. Just wait and see :3
I don't. After 3 straight patches of Killer nerfs, it's pretty obvious the devs don't care about them as players, and instead choose to placate the people who are bad with the red rank participation trophy
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That's an excuse they gave you. If they were serious about finding base gen speeds, EVERY gen pro/re perk would've also been trashed, but they weren't, just Ruin. They nerfed it to appeal to survivors, like every other recent patch, and did so in such a poor way that it's going to topple late games back to infinite level of stress.
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@nick_larking said:
You log in you pip*, thats the state of survivor right now.
*exception: hooked and camped instantly for rest of the game.
This. I"ve been ######### about on survivor doing archive stuff to stuff points onto clown for PGTW, and despite ACTIVELY trying to avoid doing the main objective, I pipped nearly every game because the requirements are so braindead and lax
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@ClickyClicky said:
https://forum.deadbydaylight.com/en/discussion/comment/1000777#Comment_1000777
Why do “killer mains” I guess you could say always come across as so bitter? Why do they always assume the devs are out to get them?
We all play both roles. The game isn’t perfect but when you play enough of the survivor side you can see why some things are the way they are.
Its like theres a number of people who only play killer that ask for things that would just not make the game fun for the other side at all, only so that the killer can get the easy 4k.
I can explain why I'm salty about it despite playing both sides. I put much more time and energy into learning killer, and just when I think the devs finally understand how frustrating it is to have to deal with having to rewin the same game 4 times, they pull this dumbshit, then try to assure us that our input matters, when it clearly doesnt. Most of us are just tired of being lied to by people so incompetent that they can't even come up with a half convincing excuse for this gutting. It went from "muh new survivors" to "80% of players use it" to "we needed to get rid of it to examine gen times" despite not touching ANY other generator related perks or items. I keep giving this game extra chances thinking the developers will wise up, but it's pretty clear they give two shits about a core part of the playerbase.
As it stands, most 4ks across the ranks are because bad survivors get boosted by the ranking system instead of by their ability to actually survive matches. I can quite literally write you an entire essay on what good balance changes would be and why the entire balance team needs to be fired, but because I play killer, that feedback gets thrown in the trash in order to continue to baby survivors who get carried by poor design. As it is, I've already got 3 different survivor metas lined up post ruin nerf, meanwhile on Killers, Im REQUIRED by poor design to build late game, that means nobody gets to have fun, because I have to sweat my ass off any time I go against actual rank 1s
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@ClickyClicky said:
https://forum.deadbydaylight.com/en/discussion/comment/1000697#Comment_1000697
At low ranks yes, at high ranks waiting around a hook to tunnel normally leads to you being genrushed.
Also I think you meant to say “easiest way requiring the least skill or effort involved”
Never said or even tried to say it took skill, that part of the equation was settled when you downed the survivor after 8 billion second chances. At high ranks, even if you chase another survivor, chances are you're playing a high mobility killer, and chances are you have a straight approach to the sap that was just unhooked, meaning you slap him down and put him back on. Otherwise all 4 will literally waltz out the exit gates because they definitely have "skill".
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Ruin is gone, it got the STBFL+UR and IG/AGI treatment, meaning it's now a dead perk that does nothing but piss you off when it shows up in your bloodweb on a new killer release. At this point you build for endgame regression and hope to god the survivors feed you a 3 gen, because otherwise, you may as well not exist to these developers
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@ClickyClicky said:
https://forum.deadbydaylight.com/en/discussion/comment/1000617#Comment_1000617
I think BT and DS are necessary evils due to the rampant tunneling in the game. I see so many bad killers that I understand why both perks exist.
That said I would nerf the hell out of Dead Hard, Adrenaline and Sprint Burst.
The more I play the more I hate Dead Hard. Its just a free pallet everytime if the survivor uses it for distance rather than dodging. It stings M1 killers who dont get a say in it.
”Oh look Im caught im never gonna make it to the pallet....oh wait I have dead hard yay now I can extend the chases for a few more pallets all with 1 button press”
and you get that 4 times per game because all good survivors run dead hard.
Has anyone ever thought that maybe, just maybe, people tunnel because of the fact that it's the most efficient way to kill and apply pressure
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@Sylorknag said:
https://forum.deadbydaylight.com/en/discussion/comment/997886#Comment_997886
Hahahahaha hahahahah hahahahahahaha
Hahahahaha hahahahah hahahahahahaha
I'm sorry, but this was literally my reaction..
Now serious though, with 80% of people using the perk, your idea is to remove it to find out the issue?
Let me give you hint, no one is using it because of the emblem. It should be easier for you to narrow it down now.
They also didn't think to nerf the other gen pro perks either soooooo this is a weak excuse
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Back in my day, facecamping meant ZERO chance of a rescue. Now you have multiple perks and plays specifically built around hook diving. Git gud
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@Shi said:
https://forum.deadbydaylight.com/en/discussion/comment/998041#Comment_998041
Agree, should be the same patch.
Mark my words, neither PT nor Toolboxes will be touched for months, meanwhile multiple killer nerfs will ensue
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Drop Wraith, pick up Spirit, same vein and style, but better at literally everything
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I'd recommend uninstalling tbh, The devs have a history of not really caring about the killers until it starts to affect their bottom line, only thing keeping me remotely interested right now is unlocking Oni so I can shout "ZA WARUDO! ORE! ORE! ORE! ORE! ORE!" as I slap people with the big stick.
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@humanbeing1704 said:
hell I'd be fine if prove thyself simply only gave points lol
Yeah, I've got some items to test later on with a friend of mine, but so far predicted gen times with that build are going to be sub 30 not counting skill check boosts.
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@Carpemortum said:
So you're an ex rank 1 player, who cant manage to play good enough on your own to pip at rank 20?
Sounds like a load of bs to me. Even playing well and dying first at 20 would get you a pip, or two, and advance you to 19.
Rank 20 killer is even easier to pip. I know, I went in as nurse with a bs build after coming back and got a 4k with no addons. Its rank 20. Unless you afk, you basically guarantee a pip, if you were playing like an actual rank 1.
Unless you just hid and died every game. In which case I doubt you were rank 1...
Can confirm he's former R1 actually. The problem is he simply 4ks too quickly, and gets punished for playing optimally, so no, it's not bs. If you want to touch on his survivor experience, we've done SWF before and I've watched as he's looping, and I"m the only one on gens while the other two survivors are hiding in a corner playing immersion simulator. It's absolutely pathetic.
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Nah, the upcoming Ruin nerf is more than enough breathing room for survivors lmao.
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Literally everybody lmao. High rank survivors and red ranks will get crowded by people who genrushed their way up. Killers have less pressure and are forced to go back to building for late game, and low rank survivors never get better, so they end up frustrated when paired with higher ranked players
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/998060#Comment_998060
The game hasn't changed all that much in the last year, that's true. Still, I do think DS was definitely nerfed, now you have at least counterplay to not get hit by it. Balanced Landing did receive a nerf, and Mettle of Man was gutted.
And again, the biggest buffs for killers were probably the healing nerf, and the huge decrease of the pallet density. The latter in particular made such a nice difference. Then there are many buffs before I started even playing the game, such as pallet vacuum being removed, or the killers pick up time being reduced.
And while they are way to slow with map reworks, the map reworks that have happened were good for killers. Plus the new maps are much more balanced.
Eh, but here's the core issue. No matter how many maps you redesign, one hook for the killer, or 12% of victory, is worth 60% of survivor objectives. Until that changes, it's going to be a MASSIVE imbalance, especially since the killer is supposed to be the power role. So either they completely redesign the maps and remove every god pallet or massive time sink loop so pallets go back to their intended purpose, or they decrease the amount of hooks needed for kills.
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@Kay_Kazuto said:
https://forum.deadbydaylight.com/en/discussion/comment/998829#Comment_998829
What I was going for is like, slow killers can pick up this perk so if they run Into a ( master looper ) and the chase starts to Carrie then the killer can see and go to a new target waisting less time.
Say if a Chase goes on, and you end up passing a surv working on a gen close by. You can see either the gen being worked on ( gen gets highlighted ) or the surv ( aura ) and possibly catch the next surv off guard. ( Land a hit ) bad?
Then it's a wasted perk slot. In higher ranks, that next surv is just as likely to know how to loop and waste your time, meaning that when you switch, you just gave up all the time you spent chasing the first guy, which you cannot afford to do.
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I'd rather they just revert the ruin changes, and focus on making a sub objective, with you know, actually intelligent design. Otherwise this game is going to revert back to 2017 levels of absolute horse radish to deal with as a killer, but an absolute cake walk as a survivor
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@[Deleted User] said:
Prove Thyself meta begins
I mean it's already here in the SWF builds. But BHVR in their ever shortsightedness forgot to nerf hammer that while they were gutting ruin
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@PalletOrWhat said:
https://forum.deadbydaylight.com/en/discussion/comment/998763#Comment_998763
Okay dude I will. Nah seriously. I guess you wanted to link @Peanits. But this happens to me like every week 1-2 times.
Yeah, I"m sorry dude, thought I actually hit peanits. F in the chat for your inbox
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It doesn't, if you're looking away from the loop you're currently engaged in, 90% of the time you'll lose speed by veering out of the tight lane, meaning you just reset your loop.
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Maybe in another year and a half. Given their previous record, expect the game to nose dive for months on end before they actually realize how stupid this patch is
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@goat10em said:
Freddys original game play was great? Who in the hell told you this?
OP is clearly trolling if that's his take
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This would just be abused lmao. Someone will literally just run up to the killer and follow them until the killer downs them out of annoyance
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If I were you, I'd pay extremely close attention to this thread, but then again, it's not like you guys listened to the community anyways.
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/997938#Comment_997938
No I meant buffs. Freddy's rework comes to mind immediately. Then there's the healing nerf, big decrease in pallet density, nerfs to certain survivor perks, and so on. Sure these are indirect buffs, but they helped killers a lot. The game has improved a lot over time in my opinion. But this sound bug still being in this game, plus the speed at which they are reworking maps, is a problem.
What perk nerfs lmao. DS was straight buffed to be a 60 second safe bubble, BT is still a free second chance off the hook with zero payoff that builds with deliverance for a free unhook, Unbreakable was also straight buffed. Hell, BL can still generate infinites on the right tilesets. Game has hardly changed in the 8 months I put it down in. The same core problems affect both sides.
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Are there any plans to accordingly adjust survivor generator perks or is this strictly just an FU to the killer players?
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/997962#Comment_997962
It's definitely a factor. Any time you make something that affects generator speeds, you need to think "But what about Ruin?" Being able to balance around a single constant speed is much easier to do, and that way you don't have to worry about leaving the people who don't use it behind while making it excessive for those who do. It's the same philosophy we apply to the solo vs. SWF gap, where we're gradually bringing the two closer together so we can better balance around everyone without leaving people behind.
Then it'd make sense to, in the same patch, gut Prove Thyself, but that's a little too complicated for the balance team it seems
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/997933#Comment_997933
We've mentioned it a bunch of times, but after this update, we'll be able to see how things typically play out without a perk covering it up and make adjustments if needed. Not necessarily a guarantee that gen times will change, but we aren't just dropping this update and moving on. If we find that we need to make a change, we will.
Mate, I've seen you be the frontman of the game for a few years now, and while I respect you. THis is the absolute dumbest change I've seen yet. Adjustments are GOING to be needed. 100%. As bad as this patch is, they might as well revert to Last Breath era Infinites for all the good it's gonna do. Killer diversity is going to plummet outside of the big streamers/faces of the game, and the average player is going to be slotted into 1 of 3 killers if they want even a REMOTE chance of pressure. You claim BHVR isn't just dropping this update and moving on, but it's incredibly obvious that the devs are going to drag their feet as long as possible as per usual with major fixes, and by the time they release it, another generation of new players come in, oblivious to how hard the dev team is going to screw them if they don't play as survivors.
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@Almo said:
This is why the Gatekeeper emblem was changed with Ruin. In terms of emblem points, it's no longer important to keep 5 gens up the first two minutes to get all those points.
In terms of the game's power curve, it's expected the first couple gens go fast. 4 Survivors, one Killer... several chases to get one Survivor out. But as the number of gens to patrol decreases, it becomes easier for the Killer to patrol, and their power rises. As the Survivors die off, the Killer's power increases more as there are fewer Survivors to work on gens.
Old Ruin gave people who depended on it the idea that it should not require input from the Killer to keep the first couple gens from popping in the first couple minutes. But that is not how we intend the game to work. My apologies for leaving old Ruin in place as long as we did; it was hard to find a good update, and we knew there would be a huge outcry from the players when we did the change, no matter how good it was. The moment I joined the project in August 2018 I knew Ruin was something I wanted to change. It took a lot of time and a lot of discussion with the other designers to find something worthy to replace it.
New Ruin requiring Killers to act in order to get its benefit is by design. Its lack of large impact in the first minutes is by design. Its subtlety is by design (by subtle I mean that one of its large benefits isn't mentioned in the text: no need to spend time kicking gens). Because we recognized Ruin's impact on the Gatekeeper emblem and Killers' ability to pip, we made the alteration to that emblem.
We can easily understand players' frustrations with this deep change to one of their core tools. But the opinion of all of us on the design team is that the new Ruin will make the game healthier overall. Our willingness to stand by it in the face of such anger over the change is an indication of our confidence in the new design and the benefits it will have in the long run.
Then you all need to lose your jobs. This is one of the worst changes I've seen since the great strike of 2017. You have no idea how your changes affect your game, yet you stand there and tell the ENTIRE community that they're wrong, when this is one of the few times I've seen a majority of the community unite against the Devs. People give two flying ######### about the Gatekeeper emblem, in fact, since the current ranking system is absolute gutter trash. Most killers determine their success by kill rate, which back when it applied to killers was one of the few times ranks actually made a lick of sense. Please, for the love of god, take off the blinders, and play a season until you hit rank 1 on killer, you might actually start to understand why Ruin had such a ridiculously high pickrate
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@Almo said:
Hi!
Just wanted to address one common concern I've seen from the community. "They nerfed Ruin so it wouldn't be hard for new Survivors."
That's not quite what the intention was. This is subtle, but bear with me.
New Ruin is in fact really brutal for new Survivors... because it is insidious. They have no idea what's happening, and they struggle to get gens done at all. That little zap effect when you take your hands off a gen? Barely noticable to a new player who's panicing because of the L3 Terror Radius they are hearing. It's not even noticable that the gen is regressing twice as fast as if the Killer had damaged it.
What we wanted to do was not "make it easy for new players" but "make it less frustrating for new players". In playtests with newer Survivor players, it was 4k with 4 or 5 gens up almost every time. But they didn't hate their time in the game as much because those red skill checks weren't in their faces.
I'm looking forward to playing on the PTB with some of you tomorrow; see you in the Fog!
This is the most half assed defense I've ever read. You literally just confirmed in the same post that people were right while trying to say they're wrong. pReTty gOoD jOb sO fAr indeed
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@Respectfulnancymain said:
So everyone says this game is survivor sided. so killer mains what are your suggestions to nerf survivor's and buff killers so that the game is balanced. Sry for bad english
Honetly, aside from the map suggestion above, a lot of the second chance perks need to be gutted as badly as Ruin was. They simply give the survivors too much time back after making enough mistakes to get caught
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Alright, you want evidence of it? Look no further than the recent patch notes in the wording, and lack of foresight on how removing a critical perk without any adjustments to the gens completely obliterated the early game and shifted the entire killer loadout to late game. Right now the only killers that have any sort of meaningful pressure are those with high mobility, meaning 3 killers total, are your only shot at actually getting any semblance of pressure established early game. Those changes were implemented with only the survivor in mind, without any real thought, as usual, of the QOL of the killer side of the game.
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@Poochkips said:
https://forum.deadbydaylight.com/en/discussion/comment/986416#Comment_986416
I wanna know why they screwed legion so bad and refuse to rework him properly :x
For the same reason they gutted Doc. Because the survivors demanded it. The dev team, moderators, and community managers will lie to you and say that they aren't survivor biased, but their patch history quite literally refutes that.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/986702#Comment_986702
I also think its important to try to be realistic when what you post. In your post earlier talking about second chances, you mightve had some valid points in there...that kinda got buried once you brought up things like 14 pallet saves. You lose credibility in your argument when you say stuff like that, even if you have valid points in there. I noticed that even some of numbers didnt make any sense. BT for example can proc on ANY unhook, but you for some reason only put it down as 4 uses rather than up to 8. You cant use "Math" as your argument when you yourself are using wrong numbers.
I went with 4 instead of 8 because it's a minimum. You can choose to handwaive the argument like OP did, but the point will remain as it has for years now. You just can't keep nerfing killers while giving survivors more second chances, it just doesn't work. IF you play as behaviour intends, 20 downs is incredibly significant and more than enough to completely rob a killer of his victory that he earned to begin with. Especially if you play as they keep intending you to. At this point they'd be better of relegating the entire Killer role to an AI.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/986668#Comment_986668
Im not claiming the ruin change is good, im simply stating the reasons for it being BAD that people are saying. By the time a slower killer crosses the map to find a survivor, you could have a gen already done. New ruin only has an effect if a survivor leave the gen, which if they see ruin is in play, theyre less likely to do so.
Currently, you see people getting ready for an unhook as soon as a survivor goes down or shortly after theyve been hooked. New ruin would just make it more likely that same person utilizes the 60 seconds the hooked survivor has before the next hook phase to get a gen done so its not regressing after they leave it.
Notice how none of this has anything to do with chase times... This is why people are saying the killers who didnt need ruin to begin with...Like Billy, are the ones who strangely enough will be able to actually find use in new ruin. They're more likely to be able to cross the map to chase someone off a gen before it gets done.
This whole patch is bad, probably the worst I've seen since I started playing. I don't expect unhook behavior to change, as it'll be a week or so before people realize that R+Surv isn't worth the slot combo, even on high mobility killers. I'm just tired of people like OP handwaiving criticism and excusing brain dead design choices that only result in direct harm to the player base. Like I said before, we're back to step one of the cycle before they gut the next killer meta then wonder why they get ######### talked so much by that part of the community.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/986617#Comment_986617
That 90 seconds that your saying now though factors in both travel time as well as actually FINDING someone. The chase portion of that is only a part of the 90 seconds, so all rant you did about all the 2nd chance perks and Dead hard giving the survivor an additional 90 seconds...is pretty exaggerated. Im not disagreeing that the early gens can pop fast and time is very limited. Im disagreeing with you as to the WHY. Its no coincidence that the killers with good mobility rank so high on tier lists. Canable and Billy have very similar powers as far as the chase goes, but Billy ranks much higher for the fact that he can zoom across the map inbetween chases.
Why do you think there's such little diversity in killers at red ranks? BECAUSE YOU HAVE TO BE 100% EFFICIENT. This includes chases, where even if you play perfectly, you can still be punished and forced to rewin the same game, I'll not repeat myself yet again, simply just going to point you towards the door and notice how widely unpopular this change is, and that the results will 100% be predictable along with quite a large chunk of players up and quitting because it's just simply too much work and stress to 100% have to outperform 4 people who get second chances while you get none
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@Aura_babyy said:
https://forum.deadbydaylight.com/en/discussion/comment/986619#Comment_986619
I honestly dont see it that way. Perks are meant for you to mix them and compliment them into a build.
Spirit Fury and Enduring are eh perks on their own. But they work best together do they not? So what reason would you have to run them alone?
I will agree the core functionality is a bit flawed. The devs should allow Pop to be used on it since it can be used on already regressing gens without it anyway
You're using 2 perks for the price of an old one. That's objectively worse as a build.
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@Actually_Jesus said:
https://forum.deadbydaylight.com/en/discussion/comment/986616#Comment_986616
It is bad though - because its a perk that without being at potato ranks, requires another perk to even be remotely useful...it's core functionality is mediocre, and it's a hex perk. There's literally no reason to run it alone. It provides no benefit alone. If a perk needs another perk to be useful, it's bad.
Tbh I give the Ruin+Surveillance combo a week or two before people realize there's just not a point to running it, at which point people will bounce from slow build to slow build trying to find something that works, when little does.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/986580#Comment_986580
Even at red ranks, its very unlikely a chase is going to last 90 seconds total, let alone an ADDITIONAL 90 seconds due to dead hard. I could use Clown or Legion and still be able to get MUCH better times than that. The majority of ppls complaints toward the ruin change is looking at something as simple as map traversal, and how unless your power gives you the ability to travel the map faster... That gen on the other side of the map that you see 2 survivor auras on with BBQ is GOING to pop by the time you walk there. This has nothing to do with chase times.
And I'm arguing from a sustainability point of view. If you run against a 4 man swf, who know what they're doing, on most maps 3 gens will pop in the first 90 seconds. Ruin addressed this, now it lies gutted. CI will next be used to address it, and it too, will be gutted, as has every killer meta that arrived before it.
By the time you hook your first person, you're looking at 3 gens done if you played 100% optimally with zero mistakes and they made at least 2 mistakes. IF they have deadhard, and have a good chain of safe pallets, that's it boio, that's the game. Switching targets mid chase just wastes the 90+ seconds you've spent, in which 60% of the opposing sides objectives are done. This is an abysmal trade off considering that you, the killer, are the one supposedly setting the match pace by the assymetrical philosophy.
Let's say you catch that person without a dead hard, if they're in a SWF, they're likely to get saved by a second chance perk, putting the unhooked, and the rescuer on equal ground, meaning that you now have to waste at the minimum another 20 seconds. If you play as intended, you ignore the unhooked person and chase the rescuer, freeing them up to heal, and setting you up for another 90 second chase, at which point 2 gens are still being worked on and likely pop, so you end your game with at most 2 hooks, less than 25% of your objective. "But those SWF's are rare" I hear you say, which is exactly why they should be the ideal target of balance.
Time and again with major balance changes like this, this exact argument comes up, and gets ignored, giving rise to the first step of the cycle with the next perk. Perhaps instead of just nerfing perks and constantly releasing bandaid fixes, the dev team should really take the time to look at and understand why 60% of the objective gets done in 90 seconds and what they can do at the baseline level to fix that.