Exxodus21
Exxodus21
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Just say BBQ is annoying or unfun and the devs will nerf it next week.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/972821#Comment_972821
Well I play casually I don't care about winning or losing if I get 1 kill as a killer that is more then enough for me and if I don't oh well I will move to next match
This puts your opinions into so much more context.
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@[Deleted User] said:
Thank you @Almo i can't wait to use surge + new ruin combo ^.^
Will surge even work with it? They already said PGTW won't work since the gen is already in regression. I would imagine the same is true for surge.
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@Aura_babyy said:
https://forum.deadbydaylight.com/en/discussion/comment/972630#Comment_972630
Attempting to do the actual math is eh.
But. The perk will shine as a combo with Surveillance in my opinion.
The same way Surge works with it, so will Ruin. That's a lot of information!
It will be until it gets cleansed. Then you'll have had a lesser perk but now also have a meh perk. I am curious though to compare it to discordance and see which overall is better, considering discordance may give you the same type of info as 2 perks.
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@Aura_babyy said:
https://forum.deadbydaylight.com/en/discussion/comment/972554#Comment_972554
I showed the changes to my GF who plays this and she thought it was a change that made it stronger.
I showed it to my best mate who mains killer and he was stoked. He's happy because in his matches survivors just hit the skill checks anyway and power through ruin. Since he's good at exerting pressure, he is quite content with the changes.
Oh well I guess since 2 people you know for some reason had an opinion that matches yours we can just ignore the pages full of threads full of killers disagreeing.
And I was thinking of a failed skill check meaning missing it completely, but that still doesn't equal missing 2-3 skill checks. It would equal missing 1.5 skill checks. And Thrilling can only be activated every 60? seconds and is contingent on picking up a survivor, so it's far weaker.
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@Aura_babyy said:
Regressing generators sounds to me like surveillance is gonna see an increase in use :eyes:
Let's not forget we can,
Easily use Thrilling Tremors, to guarantee a regression rate equivalent of a RED RANKED survivor failing 2-3 skill checks if used effectively. (Can match with Iron Grasp).
Dying Light/ Nemesis is a thing. With Thanatophobia you have plenty of slow down as is.
Corrupt intervention has always been a decent enough alternative to Ruin anyway.
This kind of outrage doesn't surprise me. Yet it seems to have exceeded the outrage that came from the Balanced Landing, Decisive Strike, and Instantheal Medkit nerds.
Really peeps? Survivor Bias? What a long overdrawn misconception. Both sides get nerfed and buffed EQUALLY.
The Doc rework is amazing. I love it and I haven't even played it. The gatekeeper update is also MAJOR. A lot of killer mains determine success in a match if they pip. (Looking at you Tru3.)
So now instead of one perk I need to run 2. Great.
Also, Thrilling Tremors is active for 16 seconds. Gens regress at 1% every 5 seconds I believe. Failing a skill check is something like 7% or 8% I believe (not sure at all). So no, even with the max amount it's nowhere near the same as 2-3 failed skill checks.
And that's even if Thrilling Tremors works. Now survivors are going to hold M1 like their life depends on it. As it is now they can let up to avoid Thrilling, BBQ, to heal, etc. Now they're encouraged to do nothing but finish the gen as fast as possible. And for that reason games will.go faster at the beginning when they need to be slower. Ruin will still be cleansed early, and there still will be no late game effect.
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@Mc_Harty said:
To hide matchmaking issues.
100%! You could tell from the last livestream that they couldn't figure out the issue with matchmaking, so now we get this. There is literally no reason for the change other than that.
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@Scytere said:
Could you imagine if the devs made it so that you needed to hit a survivor three times to down them? Hehehe
Don't tempt them lol.
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@Jesya said:
https://forum.deadbydaylight.com/en/discussion/comment/972257#Comment_972257
Unfortunately they are listening to some of their streamers... The group of streamers that they ship to their offices every few months seem to be 100% on board with these changes. 🙄
It's really odd that way. There are streamers who seem to understand the game completely and others that play at the same level that seem completely out of touch. I think sometimes they forget they play the game for a living. If I put in a 45 hour work week playing a game I'd expect to be great at it. But they forget that many players are lucky to put in 2 - 4 hours per week. That's why the devs need to communicate way more with the community.
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@samination said:
Did you read the notes on why it's being changed? It makes sense and I welcome it as a survivor. As a killer I stopped wasting my time with hexes a long time ago.
It doesn't though. They basically said survivors don't have the skill to hit great skill checks so we're nerfing ruin. Now survivors don't have to have any extra skill to complete a gen.
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Yeah, they're hiding the player ranks on the post-game screen so you can't see how bad matchmaking is. That's pretty much how things get fixed in this game.
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I use it just to slow down the first 2-3 minutes of the game while I make the first patrol of gens, try to get survivors injured and a hook or 2, but most importantly to be able to get pallets out of the way without 3 gens poppin in 2.5 minutes. It's not so bad on the smaller maps, but the big maps are a nightmare.
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@_VTK_ said:
The official kill rate in red ranks is almost 70%. The game is killer sided, yet so many baby killers complain about ruin being nerfed. Just stop, you are winning way too many games already. You don't deserve 4k every game. And if you can't get 3k on average, you are just bad, because judging by stats most other killers can. Practice more and stop acting like babies.
The devs have already said not to rely on that stat because it doesn't tell the whole story. For instance, "red rank" on means the killer is red rank with no red rank survivors. It also doesn't tell you of the kills were after all 5 gens were finished and only acquired because survivors hook bombed trying to get everyone out and got slugged. There's also survivors that suicide or go afk.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/971010#Comment_971010
except that if the devs add a second objective it would make solo HELL then it already is
I only play solo survivor and I would LOVE a new objective. Survivor is easy and boring. 1/4 of the perks are 2nd chance crutch perks, the items make the already quick and easy objective both quicker and easier. You get infinite heals and probably twice as many pallets as you need. An additional objective is desperately needed. It would solve the problem of the game being boring for survivors and weak killers not being able to apply enough pressure to have fun.
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@Ale_Luisi said:
https://forum.deadbydaylight.com/en/discussion/comment/970629#Comment_970629
I aggree, survivors get continously nerfed, for the first time we're having a substantial nerf to one of the strongest killer perks (let's not forget it's just one perk) and we have every killer crying because they can't tunnel and camp thank to their crutch. The skillchecks are the most boring part of the gameplay and ruin made it even more boring, I like this rework, killers will need to adapt (as they say whenever survivors are nerfed), and the ones who aren't able to play without the old ruin will just derank, as it should be.
Regarding the doctor, I aggree that he would need a buff instead of what looks like a nerf, but let's see how's the new power before judging.
Survivors get nerfed when it's game breaking. Killers get nerfed when survivors are "annoyed." Killers have been begging for the devs to either slow gen speeds down or add a new survivor objective so we don't need Ruin but the game doesn't end in under 5 minutes. But no we don't get that. Instead, now survivors will be punished for doing anything other than holding M1 on a gen and encouraged to speed up the process. Yeah, this sounds great...
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@twistedmonkey said:
It has nothing to do with bias.
Ruin was only good at low ranks. Higher ranks its effects were nothing to good players as they powered through the skill checks. Its why killers tend to use PGTW instead now. This change doesnt look good imo but I dont see any bias by changing soemthing which has no effect.
The changes for insta heals and MoM were all about the effects they had on killer gameplay and not once did I see a post stating the devs were killer biased when those changes were made.
Even that little time in the early match makes a huge difference. There are too many loops with too many pallets early in the game to be able to apply pressure correctly with all but maybe 3 killers.
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@Jplanas98 said:
Devs: "We want to make this game fun for the players"
Killers: "What about us?"
Devs: "Oh no, not you."
At this point I just have no more faith in the Devs. They are actively pushing away the killer player base and apparently don't notice or simply don't care. God forbid a killer is fun or a perk is reliable. They put more effort into nerfing killers and perks than they do fixing the bugs they create.
I had planned on playing DbD all day since it's my day off. When I heard this I decided to take ruin out of all my builds and give it a try. 4 games in a row 3 gens were done in less than 2.5 minutes. I was playing a Freddy, Ghost Face, & Spirit. Even with discordance and tinkerer you just can't keep enough pressure in the early game when all of the pallets are up to keep people off of gens and also down survivors. 4 matches and I'm done for the day. I planned on all day.
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@ColaGhost said:
https://forum.deadbydaylight.com/en/discussion/comment/970424#Comment_970424
They do realise with people playing killer, no-one can play at all right, are they trying to introduce A.I killers? #########?
The Dockta changes seem dumb, I don't see these helping him at all. The ruin thing just seems like, mean spirited? Even in Green survivor ranks those gens get, powered through. This change just baffles me, like how do you look at your day, your high level meta, & think this is the best change?
I can't wait to see how they dunk on killer mains in the future, Jesus tap dancing chirst...
Love him or hate him but Tru3 is right about one thing, you don't balance games like this around the low ranks. Making the game easier for survivors at low ranks makes it nearly impossible for killers at high ranks. There a lots of ways to actually fix the issue but the devs don't seem interested or they don't have the resources.
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@Science_Guy said:
People like you have been "predicting" the death of DBD since 2016.
This ain't it.
The game is getting old, the devs refuse to create new objectives or game modes, bugs are allowed to remain, bad maps are untouched, communication with the player base is almost non-existent, they make changes nobody asked for, they ignore changes we do ask for, they try to control for "fun", and even their fog whisperers are talking about finding new games and playing DbD. It really won't take much and this game could die within a year. If a new game comes along or enough killers really do just give up playing then it's all over.
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@[Deleted User] said:
yeah the devs are biased just like how..
they removed double pallets
closed the strong windows in maps like wretched shop building
removed insta blinds
nerfed decisive strike / brand new part / insta heals
nerfed balanced landing and made the exhaustion stop if you run
or do you want me to link you some videos of 2017/2018 with all of the stuff above?
and no the chance of you getting gen rushed and seeing a depip squad swf every game is rare you probably spend too much time on a single survivor without switching or going to other targets all because how dare the survivor loop me he must get CAMPED and the ruin change is good (the new rework is bad) but it is good because too many bad killers rely on ruin to get them kills AND very good killers use it to make getting kills even easier and about doctor....the only thing I am happy about is that 3 gen will become harder for him but i would prefer for them to not change him.
If you had paid attention to the post, I was calling them on the BS that the rework was for the fun of both sides. They only time they talked about "fun" was from the survivor's point of view.
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@goat10em said:
https://forum.deadbydaylight.com/en/discussion/comment/970551#Comment_970551
They are definitely survivor bias. But these reasonings for changes definitely look like lies to me to cover the bias or something else. Maybe I'm reading too much into it. Hopefully I just don't understand the greater good.
I wouldn't be surprised to learn that they did it because most survivors just aren't good at the game. I can't tell you how many matches I went easy on obviously baby survivors just to get ot the end screen and see they were rank 2.
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@luka2211 said:
So why are you going to remove them?Why can't you fix this mess you have put yourself into,instead of digging yourself an even deeper hole?
My guess is it's easier than fixing matchmaking. In the last dev stream before Christmas they made it sound like they weren't going to be able to fix it.
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@tortrader said:
https://forum.deadbydaylight.com/en/discussion/comment/970198#Comment_970198
According to a Dev stream the solution for the killer main is to switch to survivor to have a more fun and less stressful game.
And by the time you've been able to find 3 matches you can finish an entire audio book.
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@Mr_K said:
I like how this is from May but still relevant.
I didn't even realize it was 7 months old because all of the issues are still the same!
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@Outland said:
2020 The Year the Devs decided to make Killers just plain stop playing.
The whole point of the hard skill checks in RUIN were to make you go find the totem, thus the time sink Killers need. If you were good at checks you could say screw it, and power through. But if not you needed to go find it.
Now any schmo can just ignore the totem, until they happen upon it by accident.
Who ever wrote up that dev document, definitely didn't try to make it sound like a balancing, it sounded, like a survivor love fest. "Oh you guys don't like this, and that is annoying to play against, well here lets us just shaft the other side and bend them over for you."
For real, there are a ton of little things they could do to balance this out. Like reduce the number of pallets, put a cap on the number of times a survivor can be fully healed, increase killer movement speed, etc. Most killer just aren't able to apply enough map pressure to keep survivors off of gens and also chase long enough to get downs or keep survivors injured.
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@last0ne said:
Red rank killers rest in peace think I'm going to have to be a survivor main now ruin is garbage now so sick of the non stop killer nerfs
Survivor is honestly so easy I don't see how anyone can complain. I only play solo survivor and I rarely use 2nd chance meta perks (typically run kindred, detective's hunch, spine chill, and a random perk) and I have no problem staying at red ranks.
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@senki527 said:
finally, only good killers with skill can get their 4k. with ruin any baby killer could get 4k's without any real effort. don't listen to the crying killer mains, they never admit, that the kill ratio is above 2.0 , which is too high as an average. they never admit that actually the killers are too op.
Yeah, let's take away just BT and DS for a week and see how many survivors can stay above green ranks.
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If I had seen this clip before I started playing, I never would have played the game.
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@dragobv said:
https://forum.deadbydaylight.com/en/discussion/comment/969767#Comment_969767
totem spawns get changed every patch
If that's true then they aren't significant changes. I've been finding totems in the exact same spots for months now.
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@Peanits said:
I'd definitely suggest giving it a try first. My initial reaction is that remove the hex condition would make it far too strong. Combining it with Surveillance means you can see exactly which generators are being worked on at all times, and you can tell exactly when someone gets off the generator. If you aren't able to cleanse it, you wouldn't stand a chance.
Why weren't totem spawns improved before or with this change then? I mean, we have totems that spawn in the middle of open fields and right next to generators. It seems like not only will ruin still be cleansed during the early game, but now it will encourage survivors to rush gens faster. Why would they leave a gen if walking away will cause it to regress? They need to be encouraged to do something else to naturally slow the game down, but this change is probably going to speed the games up.
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@LordEmrich said:
https://forum.deadbydaylight.com/en/discussion/comment/969568#Comment_969568
https://forum.deadbydaylight.com/en/discussion/comment/969577#Comment_969577
Oh that's silly. I knew it was gonna happen eventually cause Survivors. Good thing I only use Ruin on Hag or else I might be affected by that crutch perk.
I think it's only a crutch due to a lack of objectives for survivors. The game is set up like survivors need to spend 5 minutes just getting ready to do gens, with all of the "god" loops/second chance perks/pallets, but in reality they can end the whole game in 4 - 5 minutes.
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@Almo said:
New Ruin is extremely powerful late game. It must be a Hex Perk, or it would be OP as hell.
Come on.... Hex: Haunted Grounds doesn't even make it to the late game even when survivors know exactly what it is.
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@LordEmrich said:
https://forum.deadbydaylight.com/en/discussion/comment/969494#Comment_969494
This. All of this.
Also, did I miss something? People are saying that it's the best way to play now like something changed or is changing to make the game harder for Killers. Fill me in.
Hex: Ruin is getting nerfed. Now it doesn't slow down gen progression or have an effect on skill checks. Instead it will apply an automatic regression (1/1.5/2) to all gens when they aren't being worked on, but only if the totem is active.
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@Marcus said:
DS will kill any tunneling attempt anyway.
Welcome to the new Slug Simulator: Dead by Daylight Edition.
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Tunneling is and always has been acceptable. Survivors don't like it because it's a strong tactic. Playing by the "Survivor's Rulebook for Killers" is probably a big reason the game is in the sorry state that it is. I've never played a game where people compete against each other and there be an expectation that your opponent ignore game winning tactics so you can win easier (and then act like you outplayed them).
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@ThisGuuy83 said:
Yeah this is gonna be the nail in the coffin for some players. It's sad they had the time to nerf ruin, but I bet they still didn't fix the sound bug killers have... Am I correct?
I didn't see anything about fixing the sound bug. I don't remember even seeing them acknowledge that it exists.
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No idea. Every game I try it all I get are survivors that d/c or run across the map even when they've obviously lost. It's taken alot of the fun out of the the game.
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I'm a little disappointed with most of the rift rewards. A lot of them are just the same charms with different colors. I'd like to see more variety in the future.
The challenges were a lot of fun as far as the Tome goes, but I'd probably change some of the "must be done in a single match" requirements as those tend to cause more frustration than fun.
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Overall game sounds are bugged as well so it's incredibly difficult to hear survivors now. At least I hope it's a bug and not intentional.
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The only way to make this fair is to give the last survivor the exposed status, give them a delay after being downed before they can escape through the hatch, & return the hatch grab.
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The d/c button.
But seriously though you have to learn when to chase and when not to. If you see a survivor going for a strong loop it may be best to just leave them alone and go patrol gens. Or you may chase them for a bit to try and get them to waste a pallet, so the loop will be weaker in the future, then move on. The best time to chase is when a survivor is out of position and can't get to a good loop or pallet to avoid a hit. And if you don't get a down or a pallet in 30-45 seconds it's probably best to move on.
Basically you want to try and keep people off of gens by making them have to heal, go for saves, and picking teammates up off the floor. Time is both your friend and enemy. The shorter the match the worse it is for killers. The longer the match the worse it is for survivors, usually.
The last advice I can give is to work on the synergy between your perks and the killer you play. You can watch vids by people like Fungoose, Otzdarva, and TrU3Ta1ent to get ideas about what build and playstyle to use for each killer. I highly recommend watching Fungoose though. He gives so much information every second of his games it can be hard to keep up sometimes, but you always learn something.
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You already have perks that help you find dull totems. Detective's Hunch is my personal favorite. If killers want to keep track of totems, they have to run the perk Hex: Thrill of The Hunt.
There is no need. or a totem counter unless you're a survivor that doesn't want to put effort into the game.
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Killers should be able to knock survivors back if they run into them during chase. Running around a killers legs doesn't seem.like it should be a legitimate tactic. You would want to stay away from the killer, not get up close and personal.
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Yeah this needs to get fixed ASAP. Survivors already have immunity if you hit them during certain points of the unhooking animation. Hiding behind the hooked survivor is BS.
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@Skywclu said:
If there was a way to down vote, I would. Ds and Bt are Perks. There is a difference between perks and tactics for someone who's bad at the game.
Playing in a way I don't like = Bad at the game.
Seriously though the OP is right. I recently had a match in Grim Pantry where I hooked a survivor and instantly the other 3 survivors swarmed the hook. I of course stayed there and got some hits. They unhooked the survivor while I got another down. When I came back to the hook the survivor that had just gotten unhooked was sabotaging it. So I downed her, hooked the other person, and carried her to another hook. Then I started getting XBL messages calling me a camper and tunneler. She was under the impression that the killer MUST leave the hook even if her entire team is running around it. That's not camping.
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I've always thought it was weird that a survivor can run full speed while they have their head cranked around looking back at the killer, and ever weirder that they can run full speed with their head cranked around looking back at the killer while dragging their head against a wall.
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The number of pallets on bad maps is ridiculous. They don't even require skill to use. Literally just run to a small loop and throw the pallet a bit early and you're safe with plenty of time to run straight to the next pallet. And if your team is at all competent at least 2 gens will pop during your chase.
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@humanbeing1704 said:
Am I blind what map is this
It looks like Badham Preschool.
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I think this is the bug they were talking about. Unfortunately they don't plan to fix it until after Christmas.