Endstille
Endstille
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@Archimedes5000 said:
https://forum.deadbydaylight.com/en/discussion/comment/1044429#Comment_1044429
By "precise blink" I meant actual precision, not what game tells you its precise.
No, Bubba does not have potential of being the strongest killer, he is loopable just like Trapper without traps, all he does is an instadown at the end of the chase. Nurse does not need to chase anyone, she just blinks and hits.
If you blink properly, they wont even have time to do Dead Hard, especially with dedicated servers, reaction Dead Hard does not work. And even if they Dead Hard, 3rd blink is like 15 more seconds to the chase, thats still fastest or at least one of the fastest chases in the game.
I don't know what you are but you are making stuff up. You don't pop up on a survivor, this doesn't happen, you are announced before TR is there.
All of what you say is only true on an empty field huge deadzone, against potatoes sure. As soon as you play against good people nurse is horrible, she is easier to predict and see, dead hard works everytime against her unlike every other killer in the game. It is okay that you do not know that, tells me you don't see nurse as survivor nor do you play her.
Which probably is the reason why keep making stuff up and ignore all the gamebreaking bugs nurse suffers from at the moment. She was unplayable on sanctums wrath, she has many bugs and the devs do nothing.
According to potential bubba is the strongest, you know just like the rare case that a survivor will just stand randomly in an open field, bubba is the strongest if for some unknown reason all survivors try to escape the basement stairs and he comes down...
Also Flannel does not help with the basement bug, it has something to do with blinking near the basement while you not even aim for it and yet get sucked into it.
Nurse has a 43% killrate and suffers from gamebreaking bugs and you tell people it is the strongest killer. Please just stop when you have no clue at all.
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@Archimedes5000 said:
https://forum.deadbydaylight.com/en/discussion/comment/1044271#Comment_1044271
I dont care about statistics, Im talking about potential of her power. Precise blink is an instant hit, do it one more time snd this is the end of the chase. Nothing can stop you, loops, pallets, walls, whatever, it does not matter. You just blink and hit. If you miss then youre #########. Just git gud and dont miss.
I agree about the bugs and lags, but these thing are not supposed to be part of gameplay, so you cant judge her power based on that.
Do me a favor will ya? Play nurse, check when "precise blink" shows up, you can be 5+m away or even more from a survivor and get the points for that.
Potential huh? According to that, bubba is actually the strongest one since he can down the entire survivor team with a single use of his power. What is it with you people and potential? Nobody cares, take a realistic look at the power and not some fairytale look at it.
People like you have no clue about nurse, every nurse gets ######### currently by deadhard. So instead of 2times it is 3 by default cause alot of people do run it whether you like it or not. What is this you dont care about statistics? I don't know how to tell you but the closest thing that you do remind me of are the people here in my country who do not like refugees, you can explain well they only make like 2% of people here and they respond with "i don't care about statistics or facts cause they are everywhere! liar!".
Nurse has 43% killrate the last time stats were delivered by almo @Warcrafter4 .. That is the lowest.
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Honestly as survivor it was even with the old ruin bs, because the game is stacked for survivors. They decided to remove that, amazing decision since the killer doesnt have enough to do already.
Why is it everytime there is something regarding balance that they decide "oh the killer will then have to do this and that"? The killer role has already enough on the plate. Playing against
goodoptimal survivors isn't fun and neither is playing as them fun. The game gets dumber with each update. -
Imagine someone calling it tunneling after the killer downs and hooks another survivor. Just pathetic. Next accusation will be, you are tunneling the survivor team.
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Excuse me, what? Do you honestly believe hex ruin was on the same level as MoM for survivors? LOL
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@ScottJund said:
I'll start by saying I don't necessarily think this will improve or impair the actual quality of matches, so its not a change I'm particularly worried about unless it kills queue times.
That being said, its extremely easy to see why an MMR system cannot ever work for this game: There are too many variables. It is impossible to design a system that accounts for all of the variables that go into the outcome of a match. People have thought of solutions for years and there still are none. You just simply cannot do it.
Here's what I mean, with a line from the update:
"Going forward, we will use a hidden skill rating for matchmaking purposes. Your skill rating will increase when you do well and decrease when you do poorly."
Already this is now flawed. You cannot determine what "doing well" and "doing poorly" in this game is, so the system is based on a premise that is impossible to define to begin with. What killer are you? What addons did you bring? What map did you get? What perks do you have? What perks do the survivors have? Is this map bad for this killer? Did someone kobe? Did you get bad map RNG?
There are an infinite number of variables that result in the outcome of each match, and you cannot account for all of them, or even most of them. You're not a bad player because you got Blood Lodge with Wraith and everyone can see you at all times. You're not a bad survivor if you spawn in a deadzone with a Billy that comes right at you. With an automated MMR system like this, the game will simply draw the conclusion though, without taking anything into account. How do you even determine who is good at survivor? Is an escape good? If so, hide all game, get the hatch. You're now a God. Is altruism good? What if the killer is facecamping and you literally cannot save in any way. Are you now bad at survivor? What if its tied to how long the match goes? Billy slugs for the 4k in 2 minutes and is now a bad player.
What if I run Iridescent Heads 200 games in a row? Am I now a godly Huntress? Is this Huntress being compared to an addonless Clown with the same system?
The thing is, you CAN tell when a player is good. A person can spectate and KNOW "this killer is good, this survivor is good." A SYSTEM cannot ever do that because its impossible to code for every variable that happens. A good survivor might perfectly know the distance of a lunge and run through a pallet, baiting a swing, saving the pallet and wasting the killers time. A system is not going to be reliably able to record situations like that and assign a skill rating to a play.
You can't even determine how good a survivor is based on how long they last in chases. What if someone uses every single pallet on the map. Just straight up camps them. He makes the killer chase him for 3 full minutes. Now no one else has anything, they all go down instantly. Are those other survivors now worse?
Yeah. Its impossible. It cannot ever be done, and its not because the developers are bad or anything. No one can do it.
You are overcomplicating things.
Dota2 has more variables than this game will ever have and MMR works for dota. Depending on addons/maps that you got you can already change the value depending on the MMR, less impact when you lose, higher impact when you win same as when you face opponents that have better MMR than you.
The thing that I do advocate for should be that MMR should be visible and also how much you gained/lost each round.
To say it is impossible to code an algorithim which takes this into account is not true. What the devs need to do is to get rid of "brutal / relentless / mercyless " and define a clear win/loss for killers and survivors.
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Honestly, release something as broken as MoM for killers and let it live for the same time.
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@AsePlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/1039953#Comment_1039953
It would have regressed 50% slower, I would've came back to a gen that still had half progress, and I would've finished it since I can hit my greats.
A rare case where new ruin did something, since you hit your greats it did not stop you from doing the gen either did it?
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@AsePlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/1039846#Comment_1039846
It would do nothing at high ranks when the red ranks actually mean something. And people brought ruin because they felt like they needed it, when in reality corrupt is just better. At least this new ruin affects people who can and can't hit great skill checks alike. I had a game on the Thompson house where old ruin would've been useless because I hit my greats, but I got interrupted in the house with a 90'd gen and it went back to 0 after I got off the hook.
50 votes and 43 comments so far on RedditI don't think it is that good tbh.
What if the killer just kicked that gen with old ruin?
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@AsePlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/1039817#Comment_1039817
New players will already not know how to extend loops, etc. You don't need to make their survival chance 0% with old ruin. It's overkill in low ranks or useless at high ranks.
What is backing up your theory of the perk being useless in high ranks? Strange isn't it i mean the perk that is useless was used the most in high ranks. Do you really want to tell me that this perk being used the most there was useless? I kinda doubt it. Do gens still get done? Yes ofc they do otherwise the perk would be broken af, but it slowed down the game regardless due to no great skillcheck progression.
I agree on new players, however it was the least used in these ranks and quite rare to stumble into it because you know matchmaking should rank new players together. Ofc people will face stuff like that when they do team up with red ranked friends but should we balance around that? I dont think that this is wise in any kind or way.
Show me other games that do balance around people who have no clue of the game.
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@AsePlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/1039784#Comment_1039784
They have the ability to handle them. Neither are unavoidable. Slug and don't tunnel.
Ruin is just there until they find a totem. It has the potential to never be countered if it's in a really good totem spot. It has the potential to get wasted immediately. Either way, bad game design.
Almo told killers to tunnel in another thread.
Also you don't need to tell me what to do, however, new killer players will not know how to handle it and lose the game because of these two. You can use both perks diffrently from the intended way in order to waste so much time of the killer again it varies depending on how much hours the killer actually has which according to you is bad design.
BTW: Pls everybody had the ability to handle old ruin as well. Do not act as if great skillchecks are something that is extremly difficult to do. Same as BT/DS it requires some learning from the person who has to deal with it. The only thing i see is, killer learn how to deal with it, survivor oh no we can not have that.
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@AsePlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/1039755#Comment_1039755
BT I completely disagree with, DS is barely skillful with the skill check. Neither are close to the extent of old ruin.
I meant killer players, they are affected by these 2 perks and handle it diffrently with their amount of hours. Time for change for both of them?
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@AsePlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/1039734#Comment_1039734
A perk shouldn't affect people differently based on their hours in the game. That's bad game design and it's unhealthy for the game.
/BT/DS/
They pretty much do that exactly and a few others as well.
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Odd when people explain how to bait dead hard o.O
Imo you use it to correct a mistake in a chase, you were to greedy, dh, make it to x. Dodging hits with it and the dedicated servers is too much a gamble.
So care to explain how you bait this exactly?
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@Seltas0208 said:
https://twitter.com/NoShinyPony/status/1221434280196411392?s=19
Seriously what could this spirit have done?
He can pray " please be potatoes, pls be potatoes"
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/1036950#Comment_1036950
https://forum.deadbydaylight.com/en/discussion/comment/1036983#Comment_1036983
Instead of saying “git gud” which doesn’t help anybody, why not give him advice? Way more constructive than saying “git gud”.
Did the person ask for any advice? Not the first thread where the person asks for nerfs either. So really sorry that my comment is not as constructive as you wish it would be.
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No wasted perk slots. Haven't seen a single killer achieve anything with it and it will stay this way.
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@ppo8820 said:
I wonder if he is still over performing after they tweaked him a bit ago? I know people on here are saying to nerf him, but I’d rather they rework hillbilly first. What do you think?
Also, is ghost face in a good spot? He seems a bit strong.
I think you should git gud, instead of cryin about killers.
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@ClickyClicky said:
https://forum.deadbydaylight.com/en/discussion/comment/1036914#Comment_1036914
And yet I watch killer mains stream and rhey 4k almost every game against rank 1s and rank 2s
Do they all just happen to be bad survivors?
Do you still not understand why these games happen? Ranking is garbage in this game. Due to horrible ranking which pushes potatoes into ranks they do not belong and the yolo matchmaking you get horrible matches from completely diffrent skillranges.
Why do you think I do not play solo survivor? Why did polls in this forum say the reason they die is due to dumb teammates? Why is the solo survivor experience so garbage? Because ranks are filled with people who do not belong there ffs, they belong into green and not any higher at best.
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@Lithuanian said:
https://forum.deadbydaylight.com/en/discussion/comment/1036041#Comment_1036041
I'm just saying it's too easy to play survivor from now on... No more Challenge to play as Survivor...
Pretty much.
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@ppo8820 said:
I see so many posts being like “ time to camp and bring out insidious bubba” or “ I’m going in with all the dirty perks I can to make survivors suffer”. Like, do they think this is new? I’ve played over a year and MOST killers used so called dirty builds loooong before the nerf, so what are they hoping to establish with these posts? We know, you love noed, sloppy, devour, and moris among many other so called op perks. This isn’t ground breaking, scary, or anything new from most of you. So I guess I’m just confused to why they’re acting like they’ve been playing fair or nice up to this point?
If you play DBD long enough you should know that not every killer is toxic. There were lots of people who meme around etc or played very fair during the trial, giving hatch to last survivor etc... maybe those people do not want to play like that anymore.
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@Lithuanian said:
I understand Ruin change was made to make newer players have a less hard time to fix generators but goddamn low rank killers don't use ruin at all because they don't even have hag
I like old Ruin as a survivor main because before We needed to look for ruin or we take this long time fixing which frustrated me even back then but now... Like I only hold M1 Every. Single. Game...
Before I atleast would try to look for the ruin and it was more fun trying to focus and hit on those great skillchecks to not get ruin and now I just need to hold M1 and put just a little focus and hit it and then go back on my phone to view reddit
I'm saying this as a long time player:
https://us.v-cdn.net/6030815/uploads/149/NUHMTAPBWJ10.png
pls bring back old ruin, it's not fun anymore to play survivor :/ just too easy now ...
Agreed.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1035988#Comment_1035988
You ignore the too weak part. Ruin was too weak at high ranks where killer mains demand the most balance changes.
I doubt it was too weak, to me it was balanced. The devs ignored the too weak part as well, i mean it is still a hex with little to no effect at all. Seems like a good trade. /S
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@AsePlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/1035960#Comment_1035960
That's such a generalization of the actual reason. A perk that effects people differently based on their skill level isn't healthy for the game in any way, shape or form.
It also required no interaction on the Killer's part, which was another motivation for the change.
The ruin change will lead to map changes/objective changes/ something now that the devs can see the actual stats without ruin.
Why isn't it healthy? Do you want DH changed cause noobs are too stupid to use it? #########. Affects also killers diffrently, based on their skill and powers (rip nurse).
@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1035960#Comment_1035960
If survivors don't hit greats ruin is too strong, if they do ruin is too weak. It deserved a change.
Too strong? You all act like it wasn't a hex that was cleansed during the game anyway. I mean sure no hex:ruin would be insane but since it was a hex it was fine even for people too bad to hit a skillcheck.
Do you consider this a good balance decision? It is the most dumbest i could think of. Imagine what comes after this, new survivors too dumb to loop... we forbid killers to chase them in the next update. The survivor gets invulnerability via pressing alt+f4 instead of rage quitting.
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@LoverOfDemogorgon said:
https://forum.deadbydaylight.com/en/discussion/comment/1035945#Comment_1035945
Yeah I understand why the smart ones despise it, the nerf isn't the greatest at all...
But there are still plenty of carried killers that disliked the change for the reasons above, and got carried by it
You know I could go on but don't you find it odd to tell killers to git gud, when the reason for the change is survivors being too bad to hit great skillchecks (they couldn't git good at all lul).
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facepalm
You seem to be unable to comprehend why people actually despise the ruin nerf. Maybe go read it again, btw really cringe b8.
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@Booper_Of_Snoot said:
The ruin change has simply weeded out people who do not deserve the full rank they have.
Funny, considering it was changed due to unskilled potato survivors.
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@Cornpopers_Evan said:
https://forum.deadbydaylight.com/en/discussion/comment/1028569#Comment_1028569
Late reply I know, sorry, but I believe Capcom has said(sadly) NOTHING on what their plans are with Resistance other than "will be updateing it" which includes monetization. Also, they actually haven't shown Nemesis to be playable in Resistance, just Mr. X and Birkin.
Yeah we will see in april, for now I have enough to do with Iceborne :D
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@HeavenRoad said:
Perhaps even more of that.
I have 1000 hours into this game and it is just extremely sad to see how it is now. Ive been rank 1 on both sides multiple times
Recently I bought Oni and demo because they looked fun. Well theyre both unplayeable now. Oni got fixed but with the current gen speed at high ranks(basically 3 gens for the first hook in general, at the very least 2 and then the game is usually over very soon) any killer thats kinda slow is unplayeable. Any trap killer, or killer with few map control. I wanted to play demo and try fun builds but thats not happening. Even with competitive builds most killers are just not playeable right now, if you want to get kills and/or pip.
And it just makes me super sad, and its the long run its guaranted to make the devs lose money and players.
Ruin was bad in the first place, all you had to do was adress the gen speed which somehow theyre still ignoring as this date. The old ruin was unfun for new survivors but was the only way to buy some time at high ranks.
I am tired of having to play Hillbilly,Nurse or Spirit if I want to do well at high ranks. I cant even play Huntress anymore which was my favourite killer
Not even mentionning the incredible toxicity, especially on survivor side(I play both side), when you get tbagged all game because they know they clearly have the power role
Again, I'm not a killer main, in fact for the last couple of weeks/months Ive been playing more survivor and it just disgust me to see my team mates tbag and b toxic all game because they have all the crutch perks like BT,DS and stuff like this. It's just getting out of hand.
On top of that, and yes, thats another topic, even playing solo survivor is not fun now. With the new rank system at least I didnt have to grind all the ranks again, but for what? Now that i'm rank 1 again, I get matched with 1-2 rank 15+ EVERY game. Whats the result of this? Well people stop soloQ(which I prefer) and start going SWF with coms, which is terrible for the game.
Currently, the game is in one of the worst state it ever has been, and unless devs are starting to wake up and make some massive changes(map designs, gen speed, swf) it's just going to get worse and worse.
I could make a list long like my arm of all the issues this game is facing currently but it wouldn't matter because the devs ignore everything that is linked to balance and prefer to be in another universe, as we've all seen in the last dev stream.
Well if you do want to win you basicly can only do one thing as killer right now, assuming that the survivors are not utterly ######### that is, 3 gen. At the start of the match do not bother to initiate a chase right away, check which gens are very close to each other.
After you found those, protect them at all cost. This means you have to often drop chases, 20sec is the maximum timer for a single one because you have to keep in mind that if the survivors are not #########, they gonna do one of those gens as 3. Try to take down pallets and all the stuff survivors do have for chases, create a deadzone. I suppose you can use surge, pgtw, thrilling tremors in order to prevent progression.
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No
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1033219#Comment_1033219
Lol, well yes, there’s that approach.
More at least try something with the hand you’re dealt, lol.
Well Idk, seems like a horrible game where you have little chances just because of a map.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1033024#Comment_1033024
Can we please not pretend that proxy camping or slugging are bad things for a killer to do. There are times where it is a smart strategy to do, and there are absolutely times where it is NOT the smart thing to do.
Its all about starting the match with 1 particular strategy, but then opening your mind to whether something is/isn’t working and then adapting to the survivors behaviour during the match, AND knowing that their is an ongoing need throughout a match to change priorities frequently.
Just accept the loss when you get a big map. LoL
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@Aura_babyy said:
https://forum.deadbydaylight.com/en/discussion/comment/1025795#Comment_1025795
Yeah perks over powers sadly. This isnt just for survivor perks though, Killer perks too sometimes will get buggy and get the ye older priority fix. The DS bug is killer specific, which brings me to my next point.
You SHOULD care how challenging bug fixing is. But only enough to know how quick you can expect a patch for it. It will save you the wave of "Why hasn't BHVR patched this bug... but fixed this one?" The world becomes a lot bigger for you once you accept it. And yeah sadly sound is at the bottom of the list because it is difficult, and I think for a game that isn't entirely relied on sound, though being a core mechanic, some people don't even seem to need it at all. There are deaf players that play this game, and they have their way of coping. Though this minority group is most likely all survivor. And sound bugs go both for survivors and killers. Killers aren't the only ones having sound bugs at the moment.
And I really ponder why people say the devs don't give a cahoot about killers. Recent events may look like it,but come on man. If that was true then why don't we have fast vaults from any angle, instant blinds, BNPs that finish a gen within a second, Double Windowed 1 door Killer Shacks, Instant heals, DS with a skill check half size of the circle and no hook required AND no timer, longer killer grab, mori, and hook animations, Hit and Heal MoM, do I need to keep listing? So we're just gonna ignore these ^? And just actively complain that Behaviur only caters to survivors?
As for the Ruin percentages, you wanna ask about the 55%. Sure, let me give you a thesis. Ruin, is seen 45% of all games. This perk is also most common in green ranks all the way down to red. This would leave you with Yellow and Gray ranks. These ranks are fairly known to be the noobie ranks. In almost all of these, ruin is not present. My first encounter with Ruin was at rank 14, for my GF it was at 15 ( to give some examples, not to represent the actual numbers). So we can assume that at least 15 ~ 20% of the games are from killers who do not own Ruin for the killers they play. I'm gonna put aside a 5% here as an independent variable, because I obviously lack a lot of information, I do not have access to BHVR's stats. The remaining percentage are from games across all ranks, including red and below, are games from killers who do own Ruin, but simply not use it. There are also some mid rank killers who do not own Ruin. And these Killers do exist in the red ranks, and they are definitely good players. Yes, sometimes they get destroyed, but this goes hand in hand with survivors as well.
And for the record "kiddo", Ruin is most certainly a crutch perk, just as DS is for Survivors. Neither side needs these perks to win matches. And the Killers who truly needed it the most are the ones who need a rework/buff. Particularly clown.
I share in the opinion that Gen times are definitely busted, and I'm not certain entirely why they cant just look at the data from the games without Ruin and make a conclusion, unless these games were truly mostly in the gray and yellow ranks, in which case you can raise the first number I gave.
As for the "fake Killers in disguise" bit. How do you know that? That's a larger assumption than saying the earth is flat. There are people here who can agree the Ruin change is a more positive change to shake up the game a bit, and give it a slight increase in Variety. I love NOED because it's such a surprise perk that is also a hit or miss, I have fun games going against it, and playing with it. Scott said that this change seemed a bit more so introduced a bit early to what could have potentially been a lot of map fixes and reworks that came along with it.
The newbie problems are certainly not made up. Ruin *still* punishes newer survivors, harder skill check or not. A community does not get less demanding, it's practically impossible, doesn't matter about how BHVR treats people. Would there be less demanding? Maybe, but you really gotta look at some things first. You give to people and they want more. As a community grows, so does the demanding. I'm not sure if it was you, but someone made a comparison to how Riot treats their League players and apparently hears them out pretty well. The demanding of a community that is the league community is the highest a video game company ever had. Why is that? Well they just simply have the most players on it, easy.
Do tell me if some of these points I made make sense, or if you need me to elaborate more. Me personally though, I already see the upcoming nerfs for survivors, as well as reworks to maps like Coldwind, and Mear Packing.
Nah I absolutely shoudln't bugfixes in other games do not take several months to be fixed. No matter which game I play it is odd that you defend bhvr with saying it is difficult to do so. Yeah bhvr has the only superspecial difficult to bugfix game, ok seems legit. This just leads to another conclusion, either they are incompetent or do not have the qualified manpower in order to do so.
Why don't we have this stuff? Maybe cause people explained to these devs how broken this garbage was and it took a long amount of time until they did something about it. Back then the game was in their minds perfectly fine and balanced.
BHVR was told that MoM was completely broken, they released it anyway. It was a bait to make easy money, otherwise the ash dlc would not have sold as well as it did. Same with legion, look where legion is now but they were stubborn i guess. These dlcs are good examples to get rid off this whole "oh they do care" and they know what is good.
I don't think ruin was a crutch, agree to disagree to me NOED is a crutch. I don't see anything good that comes from talking about speculations all we do know is 80% red rank usage ( i wonder what red rank means in this since red rank for killrate meant red ranked killers) and 45% across the board.
Because the people spill bs that just isn't true. I haven't seen a doc for months in red ranks games and other people i talk to agreed. Yet somehow out of nowhere the people came that state killer totally op, i play doc ez pz 4k. Sorry any decent players knows that these stories are just made up. They are the ones bringing in the theory about the earth being flat not me, the question is why many people want to believe them.
As I said regarding newbie problems, take a look at steam/metacritic. Check out why people do drop the game and it is because bugs do not get fixed, dlc/paywall, bad optimization and camping/tunneling killers (this is by far the biggest reason). As you have seen what the reaction was to the ruin nerf, experienced survivors are not bugged by it as they can deal with camping/tunneling the one who do suffer from it are the people that are inexperienced and do not have the perks (bt/ds) or the gameplay knowledge how to deal with it and are bad at loooping. Increase in gamepace leads to more tunneling in order to snowball from that... tell me who do you think is the weakest player? New players. It is dumb and counter productive. How many people will stick around after the next free weekend? ...
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@ClickyClicky said:
https://forum.deadbydaylight.com/en/discussion/comment/1025602#Comment_1025602
The devs have posted the stats themselves and I’ve seen them post on here that every killer is getting at least 2 kills on average.
I just had a game with purple ranks who got butchered by a green rank. These survivors were just going down constantly and often times together. It was only when the killer chased me that it bought them time to recover and get some work done. That isn’t the exception - its the norm for these games, but you don’t hear me complaining about how hard it is to win.
Ask Peanits or Almo about the stats. Have you not even read anything they have been explaining recently?
The problem is matchmaking/ranking, people playing in ranks where they do not belong. This however is not reason for gamebalance it is reason to fix the flawed ranking/matchmaking.
Do you think either side enjoys roflstomps? Roflstomps are boring and nothing else.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1031418#Comment_1031418
Ah yes. Legion is quite problematic for my rank 25 friends to face, when is their next nerf planned?
:>
I just have to imagine the game demoting somebody to rank 25 with a pop-up "go play tetris".
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@Waffleyumboy said:
I thought DS was in a good spot?
For the devs it is, gen speeds are also good. Killer OP.
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@ZoneDymo said:
like, idk, 2500 shards.
Maybe an ever changing charm based on what level you are.
ya know, stuff liek that....
Probably right after being rewarded for being rank 1 or higher ranks in general.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1031355#Comment_1031355
That's actually a pretty neat way of looking at it. Context matters as always. Thank you for educating me :)
You're welcome
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1031335#Comment_1031335
You're right, nothing sensible debate wouldn't accomplish in a more respectful manner. Nothing against you or sarcasm though, just looking at things logically while I'm still high.
One could say it brightens the mood yet still delivers truth & critique. Trolling on the other hand has no particular aim but to insult a person or group of people.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1031316#Comment_1031316
What else does sarcasm accomplish?
Nothing /s
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1031280#Comment_1031280
Yes that's what he said
Sarcasm doesn't equal to being a troll.
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@Cable2486 said:
https://forum.deadbydaylight.com/en/discussion/comment/1025896#Comment_1025896
I'm going to assume you're a troll because that is honestly one of the WORST suggestions I've heard yet. Your whole job is gens. Not walk around sightseeing, not stalk the killer, not be an annoyance. Gens. That's it. I'm order for killers to be able to even begin their job, they have to be able to find and stop survivors. They already have obscene help from the devs as is. Plus with the broken matchmaking placing red rank players in with low and mid rank killers on constant, there wouldn't be any killers left to even want to try.
My post was sarcasm.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1029412#Comment_1029412
You may want to play 1.0 and then decide if they really dont have any actions which can justify that they are not survivor-biased.
Yeah dude sick narrative, dumb part is that it never was equally balanced. Just because it came closer to balance in the past doesn't mean it is good now.
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@BloodMoneyMerc said:
So watching their new Q&A, I have a better appreciation for their decision to change Hex: Ruin. At first, I was totally against it & did not think it was a good change during the PTB. I did see this as a way to just make things easier & less annoying for survivors (which basically this is still the case whether it was fully intended to be this way). Yes, I still am a believer that gen speeds are an issue in the game at the moment too.
But, in the end Hex: Ruin (the old version, & even the new version a little bit) was nothing more than an inconsistent band-aid fix. It was inconsistent because of the frequency of skill checks & the inability of the perk to remain active for a good portion of time in a good amount of games. It still is a bit inconsistent in that it can be taken out of the game fairly quickly, but now it actually has an effect that is constant as long as the killer can pressure the survivors off of gens. Yes, not all killers can apply this pressure & bigger maps make this more difficult but it seems they are addressing that this is an issue they are looking to resolve as best as possible.
Why there was such an uproar about this change was because of the potential power that old Ruin could have when it did last & had survivors that couldn't hit great skill checks. But if people think about it, this in itself was inconsistent because even if the perk stayed up the players (at high ranks especially) could still work through it with potentially little to no problem. Now new Ruin definitely requires a lot from the killer to be effective, but it is definitely going to be more consistent than it was before. It also won't necessarily reach the power level that it once could've achieved in it's old state given the right circumstances, but it still can be devastating to a team that is not gen aware.
What this will also do is allow the devs to actually see how to combat the issue of gen speed a bit better. Ruin in it's old state really prevented this, as it proved either too strong or too weak (even when it lasted all game). They have finally tore off the band aid & are letting gen times remain the same so that they can try to fix things gradually in a more productive way. Their first attempt at this is going to be a rework to toolboxes to decrease their power a bit. While it sucks that not all of these changes are being rolled out at the same time (which will leave the killer experience to be a bit frustrating for some time), it is better that they do something rather than nothing. It also works better to change Ruin before gen speeds, toolboxes, etc. to see what exactly needs to be fixed on the survivor side of things. It also opens up the killer meta a bit to promote killers trying new builds. Ruin was the DBD killer community's gambling addiction that they just hoped worked in their favor, & if it didn't then they'd still try again just hoping that it actually worked eventually.
Overall, I see the direction they are trying to go in & I think it is a positive one. Yes, their forum post about the Ruin change originally did seem very survivor-sided, but that's just how it all seems when only Ruin is being changed. Eventually, I do think they will make the right decisions to improve the health of this game & restore the balance a bit better. If killer gets too aggravating, just take a break or switch roles or just learn to roll with the punches until a change hopefully comes. Hopefully the changes come sooner than later too because this is not an issue they can afford to let sit in the game for a long period of time before people decide to abandon the game altogether.
Sorry i am done giving them the benefit of the doubt. Toolboxes are not even the biggest problem, you can push out gens as survivor without them as well. They are not needed in order to do gens fast.
Most games were played without ruin 55% according to their own stats. Why not take the data from those matches? Mhm yeah no I don't think they will come up with any good solution.
Also killers actually have enough to do even before ruin change, why is not anything on the survivor side equally demanding. Imagine BT/DS in order to get something out of it, you simply unhook while the killer is going away from the hook. In the past this would be seen as "farming" but it actually rewards survivors for a bad play.
I don't know if they play their own game but even before the nerf it was already the way that killer is stressful, time managing while on survivor side you have a very chilled game (please understand that i talk about all being equally skilled). I just do not see how a killer will win against equally skilled survivors because in order for him to win he needs to outplay the survivors so much that it is borderline idiotic to ask them to do that in order to win.
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@ZoneDymo said:
https://forum.deadbydaylight.com/en/discussion/comment/1030092#Comment_1030092
Its not just you, its this space coconut individual as well, trying to build a carreer on being the guy "who tells it to you straight man" this guy knows whats up man, the rest are just asleep.
Wake up yo!.
Seriously, quite this childish nonsense and play a different game then, drop DBD if you are this upset about how the devs handle it.
And just to put some of this sillyness in perspective, do you honestly believe it would be a bad thing for killers if survivors would start using some perks outside of the meta for a bit?
Idk about you but I cheer the devs on if only that would mean a reduced chance of DS,BT, DH, SB, Adren, Unbreak, etc.
Yeah maybe the right way of changing up the meta is not to
deletechange the meta perks so much that they are not viable anymore but make other perks as viable as the meta?Baffling that they do it to killers this way and for survivors it is okay so lets buff the useless perks, why not do it the same way for both sides?
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@YourBoyTroy said:
All I see is BBQ and Chili on every killer, putting it as a hex would make it fair for survivors and killers.
No a hex is not fair, hex perks are supposed to be very strong in order to get rid of it, it can be cleansed. BBQ isn't strong enough with 7 available counters in the game already to it some of them even perkless.
Why are you trolling, are you so desperate for human attention?
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@Respectfulnancymain said:
I saw like 3 posts about using insidious leatherface Cause ruin was nerfed and no one called them toxic but if a survivor uses ds bt dh then there toxic and bullys
Maybe it has to do with the fact that everybody knows that the ruin change was outright #########.
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@Seanzu said:
That's not how it works, additionally how do you "Bully" the killer with DS & BT?
BT is easily countered by going after the unhooker, and DS is easily countered by slugging/chasing someone else, none of this is "bullying".
Stop with the victim complex because survivors use perks you don't like, it's getting absurd now.
Okay. Easily countered assumes that bodyblocking does not exist. Dude when you get off the hook and have bt, ofc you gonna take that hit for the other lol.
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@Carlosylu said:
I thought queue times were fixed the day of the update, but yesterday it all went back, 10+ mins waiting as survivor and less than 1 min for killer.
As a Rank 1 killer and Rank 2 survivor I politely ask you NOT TO LOBBY DODGE, you need to learn to play against everyone, and don't come to me with your:
"WoUlDn'T yOu dOdGe A LoBbY whErE...?"
The answer is NO, I don't dodge lobbies, the only justifiable reasons to lobby dodge is Ping and knowing a guy in the game that you have played against and you know he is a toxic player or a DCer, any other reasons are just lame excuses...
In game DCing is another issue, don't get lost from the thread please...
??? Why do they need to learn lol? I can go supertryhard or pick a lobby that suits me. I mean after the ruin nerf and people bring 4 toolboxes, yeah nah. You can play with whoever wants to sweat but if I play killer i will take a chill pill. Before that i was heavily against lobby dodging but honestly the way dbd is right now, you might as well pick the games you want to play. Me and swf go without any items into the trial so yeah that is that. You dont need items to win v a any killer. Why not dodge? The search doesn't even last 30sec to find a new one so yeah hf.
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@Peanits said:
We mentioned this back when we updated the Nurse, but there's a good reason why we didn't go with any of those.
- Charge time: Increasing charge time would mess with the muscle memory that Nurse players have built up over the years. It also doesn't really change much.
- Increasing fatigue: This is something people have made clear that they don't like. The Legion's fatigue was increased to 4 seconds when they were updated. Even though you catch up faster than before given their increased movement speed, the feeling of being in fatigue for 4 seconds was not ideal.
- Reducing range: Similar to the first, it would mess with the muscle memory of the Nurse. It also wouldn't change a whole lot. Either the range is low enough that you have a hard time keeping up with the survivors, or it's not and nothing has changed. Either way, not ideal.
- Reduced movement speed while blinking: This would give the survivors a ton of time to react and avoid your blinks. Right now you might only have a split second to react, and increasing that window could make it almost impossible to actually get a hit.
I promise that it wasn't something that was taken lightly, we considered a whole bunch of options before settling on this. This way you maintain control and keep the same feel for your blinks, but you can't use them back to back if you missed. If you blink and miss, it gives the survivor a chance to break the line of sight. If you blink and hit, nothing has changed. Mistakes are a little more punishing, and the reward for blinking accurately is the same.
Play the killer v my swf and let me bully you. So you can see how little the effect is.