Eye66
Eye66
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- Eye66
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*For fairer games*
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@[Deleted User] said:
For me it’s hitting the shock therapy just right and smacking them at a vault while they frantically try to climb over, giving me an easy second hit. Or even just hitting it right at a loop. I use Brutal Strength on Doctor as well so loops become child’s play for me. I’m a console player so I’m hoping I can still achieve this when it comes out, I’m super hyped for his update.
That got rid of that my guy 🙁
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Leatherface's Mori, hands down
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My favorite clown build is brutal strength, Bamboozle, save the best for last and bbq, with faster reload and exhaustion addons. I really enjoy chases and that build helps you pound someone down fast and get on to the next one faster
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@EverflowingRiver said:
https://forum.deadbydaylight.com/en/discussion/comment/972891#Comment_972891
Very good point about new players not having quick access to ruin.
A bit of a fun fact, I bought ruin from the shrine my first week playing because I didn't know point efficiency yet
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@Sluzzy said:
I don't think this is for new players. I think this is for experienced entitled survivors to guarantee their victory even easier so they don't have to be inconvenienced to look for ruin totem. In fact, the new perk will encourage survivors to stay on the gen because it will regress if they leave it. Survivors to quickly do gens at the beginning and then harass the killer. Then the killer is frustrated, attempted to guarantee one or two kills, then the survivor teams pulls out their perks that are frustrating for killers and they all get out free with borrowed time and DS.
New survivors in ranks 15-20 don't face or shouldn't be facing ruin. The only way this is possible is for the same new killers to buy and level hag or lucky enough to get it in the shrine.
Sorry Almo, you are not fooling me. You guys are not playing killer enough at high ranks and you are only getting advice from survivor mains. You are running off all your high rank killer mains killing nurse, nerfing spirit, nerfing oni, nerfing doctor (changing his true identity), and now nerfing the very perk that was required if you play anything other than hillbilly. The doctor was unique with his static field and I have never once been annoyed with his static field as survivor. I can guarantee you if you don't stop with your ruin ideas, that it will be impossible to play a killer other than hillbilly at red ranks. The others are too slow to move around the map and the survivors can finish the gens too quickly if they don't have to search for ruin totem. Even your dead nurse can't apply enough map pressure.
There is a huge reason every killer wasted a perk slot on ruin. This ruin change affects high rank killers more than it affects new survivors.
Perfect summary of the situation, agree with every word
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I'm just waiting for ruin to go live unchanged despite the damage it did to the game in ptb, justified with this level of "logic"
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The survivor bias has been pretty open and clear for the past couple months before the recent all-out assault
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Knowing them it's "changing" to something like a 2.9 second cooldown
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They nonbo, you can't kick a gen after it gets surged
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@gauger236 said:
I suggest all survivors play as killers and all killers play as survivors you will see why they keep nerfing killers.i play both and could 4k pretty much every match but dont.killers mentality is anything less than 4k is a loss so if one gets away their on here crying about nerfs
NO ONE think less thinks a 4k is the only win, get out of rank 17 killer
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Watch it get 4x worse when they ram that ruin nerf through
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Oni is pretty bad; nurses, bbq, spirit fury, enduring maybe? Pop may not work since you need reliable hooks
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I have to look away from the screen because it's so extremely bright it causes actual pain, makes the flashlight trolling so much worse. I've even had to send messages like "stop doing that it legit hurts" with really turns survivors on and they'll make even more reckless plays just to get in more blinds
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The longer cooldown after shock than it did to switch stances, the pulse being the same as the field but on giant cooldown, the punishment for putting them in madness 3, the waaaaaaaaaaay too easy snap out of it ubernerf...
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"Hahaha ur bad stop whining lol crutch losers" on every post from survivors who want easier trolling in matches is definitely making it worse
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If it goes live that'll probably be too late
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@shootaman777 said:
This will come off as long-winded, but rather than make a suggestion with no context, that gets laughed out of the thread for others not understanding the underlying assumptions/context, I'd rather provide a background/basis for any assumptions that I work off of. Here goes:
What would make me okay with the Ruin 'rework' (nerf nuke)?
Getting something comparable in its place. Hex: Ruin, as it was, was a perk to extend early-game.
Why does/did early-game need to be extended?
Because even the most braindead survivors can hold m1 on a generator for 80 seconds, and since the killer can only chase one survivor at a time, the 3 survivors not being chased can all get on separate generators within 20s of match start, having their generators completed within 100s of match start, without fear of being interrupted. Any survivor worth their salt can lead a killer around on a lengthy chase with all the map assets that are intact at the start of the match. It's not about winning the chase or not getting caught - it's about wasting the killer's time.
At this point (100s into a match), there are 3 unharmed survivors with the 4th either being chased or hooked, with 2 gens left. Since the killer can only chase potentially one of those 3 unharmed survivors, the other two can either sacrifice the hooked survivor (or repair more gens without such a dilemma if the first chase is still going, assuming that this takes an additional 110 seconds, 30s to find a gen and another 80 to finish it) to have a free guarantee at repairing both remaining generators, or hook save with one survivor in limbo and the other being guaranteed safety on a generator and repeat the process for the final generator.
This results in the match being over in 210-300 seconds, under 4 or 5 minutes, with 2-3 total chases, and 3-4 escapes. For setup killers such as Hag, Trapper, Demogorgon, Oni, and Myers, this is not enough time to set up their abilities enough to use them for map pressure (and if they did/could take the time to set up, they would surely lose by default). For mid-tier killers such as Freddy, Ghostface, Pig, and Wraith; low-tier killers such as Clown, Leatherface, Doctor, Legion, and Plague, respectively, this spells their doom. This is why the high-rank meta ignores them, generally. It's why Spirit, Nurse, Hillbilly, and Huntress reign at the top - because with a combination of luck and skill, they can win chases quickly, allowing them time with which to exert map pressure in early-game. Keep in mind that I'm talking about default kits with low-grade through decent add-ons, not some of the one-off high-tier add-on combos that make certain killers far more viable than their standard kit normally permits.
So, let's talk about Hex: Ruin itself: what it did, what that spelled out for gameplay, and why it was used to the extent that it was.
Let's dispel the notion that Hex: Ruin was overpowered, while introducing it. It was a Hex perk (which can be removed by holding m1 for 14 seconds on the associated totem) that gave a small, non-threatening punishment to hitting good skill checks (7 seconds of repair progress (3 seconds of making the generator unrepairable, as well as 5% progress which is another 4 seconds)), as well as removing the additional progress from great skill checks.
In regards to gameplay, this means that if a survivor hit great skill checks, or had few to no skill checks appear at all, then Hex: Ruin would have no effect on their repair progress. Only if the survivor both had skill checks appear at all, and hit good skill checks, would it affect their repair progress. If they could not handle hitting great skill checks, they could disable the associated totem or tap the generator to completion.
This perk was incredibly widespread because survivor is braindead easy to the point where most survivors deemed hitting skillchecks as a mechanic that they did not need to improve at (Of course, there were those of us who would use (http://www.mistersyms.com/tools/gitgud/) between matches to actually improve at the game, but we were apparently few and far between. Skill checks used to be much harder, too, as you'll see if you use that git gud skillcheck simulator). As a result, survivors of all ranks had their generator repair progress slowed down by this perk, to the point where more survivors than not decided it was a better idea to gen tap to avoid dealing with Hex: Ruin, rather than learning how to power through it. Since gen tapping is also slower than normal repairing, Hex: Ruin had still accomplished its purpose in the early-game of matches - slowing down generators. Specifically, it kept 3 generators from being completed in the first 100 seconds of the match.
Traditionally, it has been held that Hex: Ruin is a mandatory killer perk. I both agree, and disagree with this. Some killers are powerful enough to not require it, and those are the killers that are commonly seen to be successful against the better survivors. The weaker killers, on the other hand... they need a helping hand, and the one that reached out to them is called 'Hex: Ruin'.
Fast forward a bit of time, and Corrupt Intervention is released with The Plague. It prevents the 3 generators farthest from the killer from being repaired for the first 100 seconds of the match. This doubles as a radar for the areas in which survivors are likely to spawn, for inexperienced killers. This could have replaced or been interchangeable with Hex: Ruin, if not for one simple fact - survivors could work on generators closer to where the killer spawned. All Corrupt Intervention brought to the table was 30 extra seconds to the early-game phase of the match, since the killer can only chase one survivor at a time, and they still face the same scenario, only slightly closer to where the killer spawned. As such, it sank mostly into obscurity. It is occasionally useful on the Pig, however, as it can sometimes buy her enough time to start putting RBT's on survivors. Not that many Pigs run it, when Hex: Ruin is a superior alternative.
Fast forward a bit farther, and Ghostface's release brings Thrilling Tremors into DbD. It's a perk that works as a radar and doubles as generator repair prevention. While it's handicapped by its cooldown and requirement for a survivor to be picked up (requiring the killer to already win a chase, and in the sequence I described earlier, it's almost impossible for some killers to win a chase early enough for this perk to be useful at all), it's also a shame that it is only useful on killers that can end chases quickly and have enough mobility to arrive at non-highlighted generators near-immediately (since survivors can move away from non-highlighted generators). This perk brings the Nightmare onto the high-rank scene, being able to teleport to generators that are currently being worked on. In that sense, it is a semi-potent alternative to Hex: Ruin for the Nightmare, which he requires, since his main mobility is locked behind a cooldown at the start of the match.
Now we have Freddy (partially), Hillbilly, Nurse, Huntress (if they lived the Navy Seal copypasta and are a competent sniper), and Spirit, who do not necessarily require Hex: Ruin to be able to have a chance against survivors in the first 100 seconds of a match.
No, it's not the size of the maps that are the main issue, currently. The only noticeable part of maps that affect the better killers' performance, is whether it is mainly an indoor (close-quarters) or outdoor (long sight lanes) map. To avoid being inconvenienced by large maps, killer players already limit themselves to specific killers, because it's not worth the frustration of moving at the speed of a tortoise (4.6 metres/second) across a map 150 metres across. But that's a problem with killer diversity, and has nothing to do with performance in general in early-game for the better killer choices (as they already have better mobility), which is where Hex: Ruin came into play. Remember, if the maps are reduced in size, then perks such as BBQ & Chili and Knockout (Knockout has already been made useless by SWF, but whoever is reading this gets the point, I'd wager) become less useful. As such, smaller maps are not necessarily better.
So, it becomes clear that the alternative to reducing map size, is making the worse killers have better mobility, chase presence, and/or map presence. This could be done through improving some killers' kits, and/or through multiple perks that would be as useful as Hex: Ruin, without stacking, so as to be interchangeable and promote build diversity.
Killer power examples:
-the Trapper's traps could spawn armed and in more convenient/camouflaged locations. After all, it's supposed to be the killer's home court.
-when the Wraith rings the Wailing bell, all survivors hear ringing for X seconds, making them unable to hear skillchecks or terror radius.
-in a match against Leatherface, survivors would hear Texas Chainsaw Massacre-related sounds that would throw them off.
-in a match against Leatherface, survivors could come across bodies (perhaps of duplicates of themselves) that have been badly mangled by chainsaws, giving them a 'Fear' status that could affect their ability to do much of anything.
-the Plague could be able to do certain actions to 'corrupt herself' and skip the requirement of having a survivor cleanse themselves to access Corrupt Purge, for more chase presence.
-the Plague could use Vile Purge out of the other end for increased speed around the map by propulsion from behind. Yes, this is more of a meme idea than a serious one.
-the Plague could use an alternate version of the usual spit, where she spits out an explosive ball of Vile/Corrupt mess that detonates and affects all survivors within range.
-the Legion could be able to down injured survivors with 2 hits of Frenzied attacks.
-the Legion could have an active ability where they teleport from one side of a survivor to the other, requiring a line of sight break in close proximity to activate. The Legion is 4 individuals, after all, so teamplay on their part should be considered fair.
-the Clown could gain some sort of boost for walking through his own poison clouds, or break out into insane laughter that would 'Unnerve' all survivors for a duration (similar to Unnerving Presence).
-the Clown could have a bottle or two of booze that he could down during the trial to enter an alternate state. The Clown hunted trophies off of his victims and enjoyed that part of it - maybe being reincarnated as a violent drunk could unlock an alternate kit for a short duration, making him more of a horrifying clown than a poison-oriented hunter.
-the Clown's poison could have a lasting effect on survivors' bodies throughout the match, as his concoction would take greater effect when given more time to circulate around someone's system. This would make him a killer that grows more lethal the longer he can stall survivors.
-Myers could have a limited amount of stalk-free tier ups that he would generate over time. His power is Evil Within, after all, so why should the source of his power always be external? Even if it is a shorter/inferior version of tiering up, it would be an improvement over his current status.
-Myers needs to have the 'Exposed' warning removed in tier 3 of Evil Within until he actually downs someone with it, and it should only last for that specific instance of t3. That way, people can't look at the right side of their screen and know when Myers is a threat or not - they will have to pay a single bit of attention for once.
-Myers should not have a map-wide sound when tiering up. The sound should only be heard within a set distance of him when he tiers up, or when a player is downed by him if they were not in the initial radius. Even Wraith does not give away as much about himself as Myers does, and Myers is supposed to be the stalker. How can he stalk when he can't even be stealthy about his maneuvers?
-Myers needs to be able to gain evil from stalking multiple survivors at once, like he used to be able to. There is no excuse to keep him nerfed because rank 20s complained about an aspect of him, years ago. He's not Freddy, and shouldn't be treated like Freddy. People know that there is no increased threat from multiple people staying in his sight line, and even go so far as to taunt him in groups.
-Ghostface was a killer who stalked people until he learned every intricacy of their routines, then planned their deaths down to the minute detail. It would be interesting if he could look at a map asset and see which survivors have frequented it, or be able to predict a survivor's current location by knowing their routine. Perhaps something colour-coded, or with symbols (for colour-blind players)?
-The Pig needs a tiny bit more early-game pressure to truly get the ball rolling, since there are Jigsaw boxes all over the map that give people an early warning to look out for the Pig. Perhaps she could have 1-3 special stealth dash attacks with double or even triple range and slightly increased movement speed from the usual, each match. They'd give a relatively fair edge - if used properly, they could give hits; if used improperly, they could be wasted against a pallet.
-I'm not going to spend time making suggestions for the Doctor, so close to a Doctor change. There are plenty of ideas floating around these forums for that, currently.
Perk examples:
-a perk that builds up faster, the longer a killer's ability is unused, that gradually increases their movement speed until their next hit. It would greatly affect Myers, Freddy, Legion, Ghostface, Plague, and Leatherface, as their powers are useless for the majority of matches.
Is the better solution to rework the bottom-tier killers so they do not have garbage kits? Yes, of course. But Behaviour does not seem to want to go that route, as evidenced by the fact that we have had Hex: Ruin for a while, but bottom-tier killers for far longer and in greater numbers (I mained OG Wraith, OG/post-OG nerf Hag, post-nerf Freddy, pre-buff Doctor; you name the steaming hot pile of garbage, and I can tell you about the regular experience with it); as well as that we are losing Hex: Ruin, but the bottom-tier killers are apparently here to stay.
But, who knows? Hopefully they address the real issue.
Those power ideas are awesome
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Canceling the nerf and apologizing is the only way to actually fix the mess
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@28_stabs said:
Lets wait until the update go live. I was pessimistic about it, too, but youtubers show that its not bad. Well, I need to try it myself to believe in it. Nope, I wont be testing it at test server, because I dont play this grindy game for free.
They said nurse was "fine" too
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@siren_sorceress said:
https://forum.deadbydaylight.com/en/discussion/comment/982726#Comment_982726
I'm pretty sure you stopped reading bc you couldn't make a better one. Oops.
Lol oaf
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@ppo8820 said:
What about addressing why everyone who plays him camps like they’re getting paid to do so?
I never camp with leatherface unless we're in endgame
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@Todgeweiht said:
https://forum.deadbydaylight.com/en/discussion/comment/989103#Comment_989103
lmao, a single perk is changed and now the game should be sold to another company.
That's how bad this change along with the nurse changes have been that it's an appealing idea
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Who's a good dm option?
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@snowflake102 said:
https://forum.deadbydaylight.com/en/discussion/comment/989102#Comment_989102
yea they would be good:) But im thinking maybe another one like epic games.
What does it say that EA may actually be better in theory? The art and lore teams are masters and would have to be retained if there was any kind of selloff
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@Sandt21 said:
Remove his addons that lower the noise of his chainsaw and replace them with addons that reduce his terror radius
That's a great idea that fits so well, love it.
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Leave, it's not fair to mess with killer at that point
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@OMagic_ManO said:
https://forum.deadbydaylight.com/en/discussion/comment/987557#Comment_987557
I do believe they could make it so he didn't need dependence on perks, no Killer should, but I do believe he should never be able to saw a up standing pallet, you could get rid of every god pallet and only have unsafe ones, I know all the maps as Killer, it's a little harder for me as Survivor, different POV, he should stay to his original abilities, just stronger position, Wraith can be used to camp too despite his ability.
It fits well with what he can do in the movies but is tough to balance in a fair way for both sides. It'd be good enough to possibly justify a full minute cooldown. It'd give him something more unique
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Bad. In all fairness though the art and lore teams are godly but the people in charge of balance? Oof.
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Don't f'ing do it, simple
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It helps get traps on faster as pig and usually just in time to activate
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Swf using comms is 60% of what breaks the game, if they blocked it from working somehow during matches there'd be a huge overnight improvement. Swf is basically a cheat and should be reported every time you think they're using voice chat
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One of the problems with giving Leatherface more powers is that most of the stuff he can do is already in perk for. Iron Grasp, Insidious, Territorial Imperative, Enduring are all things that would fit in with what he can do in movies. He's more of an ambusher/defender than a chaser outside of TCM3 and reboot continuity and that's harder to translate than Freddy, Myers, Pig and Ghostface's essentially perfect ability representation. He could be able to recraft hexes or something that interacts with hooks (though I think Pinhead would be better suited fof something using hooks). Just speeding him up is probably good enough, I like the idea of him not stopping when he buzzes a pallet though
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Give him the ability to chainsaw standing pallets on a 40 second cooldown. Reduce the slowdown when charging the saw, make the chili do something crazy
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2 kills are great if the match felt like what I did mattered and I had an impact. Basically defined as everyone 2+ hooked and no trolling from either side. If it's one of those 4 man swf teams that mess with me then yeah I want a 4k but it's so silly that people think "lol you only want 4 ks" and expect to be taken seriously
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@ScottJund said:
https://forum.deadbydaylight.com/en/discussion/comment/982819#Comment_982819
i gotta say thats the first time someone has called me a "creep"
I can't safely use the words I feel the situation deserves so find placeholders. Do you like name search yourself or something 🤨
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@Nubgutter said:
https://forum.deadbydaylight.com/en/discussion/comment/980700#Comment_980700
That literally makes no sense considering this is supposed to be a horror game like they intended so a bunch of screaming scared being the power role over actual killers and especially iconic killers is just ridiculous lmao.
The entire reason I still play and care so much about killers being strong
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Honestly I think it was a bad idea of them to rush out a switch and mobile port
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That's the problem with the attitude of a lot of the big streamers, Scott junds entire perspective on balance is "well *I* can do great all the time and if YOU can't you're just bad"
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/982033#Comment_982033
"Everyone can be destroyed with or without ruin."
FTFY
Really though, you people need to play on Xbox at red ranks. It's like Ruin doesn't even exist. 3 gens will still pop your first chase because majority of games are SWF and they can all do great skill checks.
I'm one of them... https://xboxclips.com/thesuicidefox/81e238c3-025f-4b8b-b7a6-785b5f6edc6d
I play xbox too and have all my game play out like that for a month, then creeps like scott jund insist "the data says 4mans are rare!" and ignore the problem
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You know they'll just ignore feedback that doesn't support their ideas and slap a "Mission accomplished" banner up
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@johnmwarner said:
https://forum.deadbydaylight.com/en/discussion/comment/981559#Comment_981559
Hours of testing with a dozen ish players? None of who despite their thousands of hours are as good as the true rank 1 players.
Again, your very own matchmaking and ranking system being so bad had lead to this point.
They probably made this decision arbitrarily the night before the announcement, I seriously doubt any thought or work was put into and they're just covering for themselves. We've seen sooooo many weird statements from them that support the idea they don't play at all; honestly I don't think they have internal testing beyond lethal bugfixes
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/981047#Comment_981047
Typically red ranks on both sides- little behind on killer at the moment since I was out of town since the reset. All in all, I went ahead and checked my stats and it turns out I play killer about 53.44% of the time.
I do agree with what you're saying, although I do think we're talking about a best case scenario. You and I may power through it, but to give an example, what if the other guy is playing with a couple of friends who are newer to the game and haven't been practicing skill checks for the last few years? What quite often happens is that first generator will go off, but then nothing else happens as the rest of the team is running around searching for a totem. Then I have to either decide if I should continue doing generators by myself or go cleanse the totem so the others will help out.
I wouldn't base the entire thing on a single scenario, there's far too many variables. I can only speak from my personal experience, and I've had plenty of teammates who can't handle it (after over three years).
My thoughts are about the same as yours in terms of emblems, though. As someone who doesn't use Ruin (or any slowdown perks) myself, I definitely feel it. Thankfully there's also a change to address that aspect, so if someone's concern is their emblem score, it should be lessened at the same time as this change.
I expected unhelpful apologetics and was not disappointed. Pretty sad.
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@siren_sorceress said:
https://forum.deadbydaylight.com/en/discussion/comment/977420#Comment_977420
I bet you stopped reading. Couldn't handle a spirit main telling you shes easy and you're just not that good with her cause you chose to rely solely on collision instead of your ears, scratch marks and laughably easy "mind games" she can play on survivors. Anyone that defends spirit I know immediately is ignorant or bias bc I play her. If you stopped reading and only believing the baby killer complaints, and listen to the good ones, you might actually learn something and get better.
I stopped reading because it's a stupid argument
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@siren_sorceress said:
https://forum.deadbydaylight.com/en/discussion/comment/977420#Comment_977420
4k hrs hun. I 4k with spirit every game. Easy as pie. Sorry you relied on collision instead of your ears lol.
Sound effects being broken and muted on console prevent that
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@siren_sorceress said:
https://forum.deadbydaylight.com/en/discussion/comment/977420#Comment_977420
I bet you stopped reading. Couldn't handle a spirit main telling you shes easy and you're just not that good with her cause you chose to rely solely on collision instead of your ears, scratch marks and laughably easy "mind games" she can play on survivors. Anyone that defends spirit I know immediately is ignorant or bias bc I play her. If you stopped reading and only believing the baby killer complaints, and listen to the good ones, you might actually learn something and get better.
I didn't know she had collision until people started talking about it with the stupid nerfs. Nor did I know about her old window animation. I'd been playing her for a couple months when they announced
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Guarantee he bragged about how awesome he is and how easy 4ks are afterwards, so what if he uses the strongest possible build he can and applies that conclusion to killer in general? "Lol everyone's just bad"
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@hinoutoumei said:
yes, I will be quitting this game as soon as REsistance comes out providing that is a decent alternative. My reasoning is I am so sick of behavior's policy on toxicity and trolling. I am tired of all these killer nerfs being made because survivor's whine and complain about killers constantly. Nothing is ever done to buff killers. Even the most simplest thing such as finally chaning how to get the merciless achievement is never done. Survivors literally can go afk a whole match by the exit gate and provided they get through the gate they will get some achievement. This game is doing nothing but catering to these people. This is not a smart way to operate your game. If all you do is cater to the survivor side you will lose killer players. And then what? if there's no killers how will the game operate. I am so sick of the trash talk, the trollish nonsense, the toxicity..coming mostly from survivors. que up as a lvl 1 doctor wiht 1 perk just trying to do your daily quest , and get yelled at, trashed, threatened..
like enough is enough. I don't wish to be yelled at constantly when I randomly receive a quest and decide to play that killer. The community in this game is garbage, and it seems anyone who tries to speak up against it just gets shut up and banned probably because it's coming from the survivor's side and they just happen to make up the majority of the game's population. Basically the last 3 sets of "reworks" have been specifically targetted at killers that survivor's find "unfun" to play against. You know what? It's unfun playing against these survivors yelling at you, threatening you, harassing you, trolling you every flippin match. Also, it's unfun to play against a killer who knows what they are doing to begin with. It doesn't matter what killer they are playing as..IT'S UNFUN TO LOSE. Even for the killer it's unfun playing as said killer until they get the hang of it.
now we got a bunch of changes that effect all killers. Hex ruin is ruined. It's trash, complete garbage. And why? because survivors can't perform a basic task? like for crying out loud, if your reflexes are that bad to hit a great skill check than that is not anyone's problem but your own. The skill checks need to be made harder not easier, to prevent gen rushing..but that would be a nerf in favor of the killer..which is unnaceptable!
like i'm just done. Your tomes are trash also. Took me over a month just to heal 2 surivvors with a perk and a medkit completely and the only reason i finished the challenge was because i lucked out playing against a legion killer who just stood there and let us get the challenge. but when I tried to speak up against it I got my post shut down because I kept telling peope I didn't want to hear their trollish nonsense and the moderator wrote me off as not wanting to hear anyone's opinion. what a joke. I actually specifically stated i was open to opinions, it was the toxic trolls posts that i was against. Very few people actually had any constructive advice on how to get this challenge done other than telling me to git gud and treating me like i was some idiot because the challenge was extremely easy, they were able to do it. It's easy. GOOD FOR YOU. There were some valid suggestions such as doing it with "SWF" , but outside that, all anyone did was troll my post and call me an idiot AND I GOT BANNED? WHY? FOR YELLING AT THEM? it's not an easy challenge ok. Good for you if you lucked out and didn't get a pathetic trash team who didn't die /dc instantly or run around the map bleeding everywhere refusing to be healed. Unfortunately, this was not my experience. I did not appreciate your pathetic trollish comments and attitude, nor being singled out and attacked by the moderator who just assumed I didn't want to hear anyone's opinion. No one was offering a valid opinion on how to get this challenge except for like 3 people. AND THOSE PEOPLE I DID LISTEN TO AND THANKED.
just ban my forum account purposefully. I'm not one who tolerates people's garbage and you can rest assured that basically everyone who trolls me with their toxic crap will get yelled at. SO just put me on perma chat ban and I'll only come here to read your garbage news about how the game is getting even more ruined than it was the last time you nerfed it.
You devs are just out of control.
This guy's not wrong; most of this is accurate
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@sulaiman said:
https://forum.deadbydaylight.com/en/discussion/comment/977581#Comment_977581
Thats not true at all. They try to ruin the fun of their teammates too, if they are not in an swf with them.
Fine, 80%
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@Keene_Kills said:
My God, he's absolutely terrible. The delay on your shock compared to survivors' recuperation speed basically guarantees they're getting the pallet on you in a loop. In the meantime, you're just standing there looking at each other, blocking each others' way, derping. Just throw the pallet early, leaving you standing there mid-charge, make it all the way out of your shock range and to another loop before you can regain control of the situation. The 10% or whatever it is extension is barely noticeable as you're usually still just trying to anticipate aim during a tight loop. It's useful at cornered windows now, because you can pin them in and all they can do is try to slow vault and you can grab them (just in time by hard spamming the action), but open windows they'll just run around you to the pallet undoubtedly hanging out just a few feet away while you're running around likewise impotent and action-less. He's more useless than teets on a boar. He somehow feels more clunky and worthless now without having to switch stances, if you can believe that.
And static blast? Well, you still need your TR-expanding perks to make it even worth using on an elongated cool-down... a charged action, by the way. And what's it do? Just gives you the info you got passively before. If you don't already have a good idea of where folks are, it's not going to help you find anybody even remotely close to the way his old location tracking worked. Huge nerf.
Survivors can "snap out of it" in intervals without losing progress (seriously, nobody misses a "snap out of it" skillcheck).
Where at least you could oppress a bit before, you have absolutely nothing going for you now. Nothing. He's dead. At one time, long ago, he was my main. And now he's dead.
And BTW, Lery's is a killer nightmare now. Dark lighting, dark neutral colors, plenty of corners to get hung up on in 1st person view. Only thing unchanged is the extremely safe 2-floored center operating room (of course they did).
I'm so f***ing over this crap.
I saw ALL of this coming from the info on that disastrous stream

