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Firellius

Firellius

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Firellius
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  • Yep. Character and loadout selection badly need to be futureproofed, because the problem of digging through perk and character lists is going to get worse and worse and worse.

  • @KweenPlease said:

    https://forum.deadbydaylight.com/en/discussion/comment/2443597#Comment_2443597

    For 1/5 games.

    You play with poop perks trying to get perks on characters anyway.

    I don't. I just play a fully realised build to farm BP until I have the right perks.

    If Leon doesn't have a sufficient build, I'm playing Jake, or David, or Felix.

  • @KweenPlease said:

    https://forum.deadbydaylight.com/en/discussion/comment/2443437#Comment_2443437

    You actually can. Plenty of people don't want to have to waste time getting skill on a character so they never prestige. That's what I do, because the incentive isn't enough for me.

    and you don't have to make progress with Adept. You do it, it's done.

    Yes, but until it's done, you're playing with three perks. And in some cases, trash perks.

  • @KweenPlease said:

    https://forum.deadbydaylight.com/en/discussion/comment/2443418#Comment_2443418

    Yeah, but you can get Adept within 1-5 games.

    P3 is a chore and takes forever. It's what? I guesss 6.5 million blood points?

    Say you get 20k a game . . . 5 games = 100k points. So 50 games = 1M. So if 50 equals 1M BP then . . .

    50 x 6 = 300 games. + the remaining games left for the 500k.

    So it takes about 325 games to get to P3, of you playing decently well. THAT is more of a challenge to me than a handful of games to Adept.

    That's your problem.

    Sure, P3 is a grind and a half, but you can't avoid making progress towards it. Unlike with a challenge.

  • @KweenPlease said:

    https://forum.deadbydaylight.com/en/discussion/comment/2443396#Comment_2443396

    How is that a completely pointless dead-end? You literally make zero sense.

    Getting Adept is FAR easier than getting to Prestige 3. You mad about that too? THAT had incentive. Why not adepting?

    P3 is just 'play the game'.

    Adept is 'win the game with handicaps'. Killer adept is 'landslide win with handicaps'.

    P3 is grind. Adept is challenge.

  • @KweenPlease said:

    https://forum.deadbydaylight.com/en/discussion/comment/2443388#Comment_2443388

    Quit trying to put words in other people's mouths. I don't do adepts. I'm saying there should be an incentive if there isn't an incentive people don't do them and realize the fun they could have or the challenge.

    If you want more blood points or Iridescents you can get them from playing the game regularly but if other people like a challenge well you can opt to do it or not?

    Just piss off already.

    If they want to do the challenge, they will. Don't muddy the water with external motivators. Why bother herding players to completely pointless dead-ends?

  • @KweenPlease said:

    https://forum.deadbydaylight.com/en/discussion/comment/2443363#Comment_2443363

    and I said those rewards weren't good / special enough. The trophy doesn't do anything for you in game, it just exists.

    Dude I LITERALLY gave other freaking options. Such as extra blood points or Iridescent shards.

    Leaves you with the same problem though. Either the reward is too little and you'll be back here, or the reward is too much and everyone else will complain.

    It's best to not bother. It's an achievement. It's the challenge you apparently like so much, so just enjoy it for its own sake.

  • @Bluerry said:

    https://forum.deadbydaylight.com/en/discussion/comment/2443331#Comment_2443331

    it already opens if u don't play like a toxic mf you jsut gotta wait 10 secs after the 3th survivor died you don't dc problem fixes itself

    You dc it opens early killer has zero chance to do sth about it when I say what actually happens ı became the killer sided guy

    hatch is a chance for survivor and making it even more good by not game does dcing is not right jsut please admit you lost the game stop being a douchbag

    That is exactly why so many killers refuse to kill the third survivor. And then you're stuck waiting two minutes for the bleed-out timer.

  • @KweenPlease said:

    https://forum.deadbydaylight.com/en/discussion/comment/2443343#Comment_2443343

    Because there - should - be - a - reward - for - the - challenge. THAT'S MY POINT. People don't want to do things without incentive.

    and an incentive can help people play the game and try things they normally wouldn't have which can be fun for them.

    If you DON'T WANT TO DO ADEPTS, DON'T.

    The challenge is the reward. That's what you wanted, isn't it? The trophy is the reward.

    I don't want to do adepts. Most people don't want to do adepts. But they shouldn't be locked out of cosmetics for it.

    Besides, why would BHVR waste time building cosmetic rewards for inflammatory challenges when they can monetise those same cosmetics via shop or rift?

  • @KweenPlease said:

    https://forum.deadbydaylight.com/en/discussion/comment/2443071#Comment_2443071

    A++ for Dramatization. You realize for most people a game isn't fun unless it has SOME challenge.

    You on the other hand seem like you'd be more happy with " I pressed X and won the whole game. All unlockables included. "

    So if the challenge is so important to you two, why can't you do the challenge without having a carrot dangled in front of you?

    Apparently the challenge isn't enough of a motivator anyway, so I question how much 'fun' you're really having with these challenges.

  • @Bluerry said:

    https://forum.deadbydaylight.com/en/discussion/comment/2443279#Comment_2443279

    survivors hatch game at the start means killer is winning ı just think survivors can't accept that

    killer was already winning he is not doing anything differnt survivor in otherhand abused something in game to get away yeah it is an abusement sluging doesn't change killer win state dc does change survivors

    Hatch exists to give survivor another chance survivor's forcing it to open is a problem killers hands are tied in that sceniro nothing can be done killer doesn't have a second chance on anything at least survivors shouldN't be able to make situation happen by themselves entity does it when it is right to do

    again That's not a counter thats taking adventage of something they shouldn't have

    'Hatch exists to give survivors another chance'

    And, pray tell, how is it supposed to do that if the killer can simply declare it not to open?

  • @Bluerry said:

    https://forum.deadbydaylight.com/en/discussion/comment/2443160#Comment_2443160

    I editted the title since people tougth ı was saying hatch never should be triggered or sth. I tought the explanation under the title was explaning it but looks like it didn't.

    My point is countering dc wins on a trial not punish someone bc someone dced early in game

    DC is not a defense it is an abusement game doesn't let you do that or at least doesn't encourge you to do it has a punishment afterwards for the survivor who dced but the person is rewarded for no reason which is bad thing for killer side

    I don't like hatch slug but it is a thing in game it is killer's choice not an abusement countering it with this way is wrong. In that scenirio killer is already won giving the hatch to survivor is killer's choice no counter actually needed you can't turn a lose to win just like that it isn't right

    So when the killer completely annulls a gameplay element, it's a 'choice', but when the survivor cancels that annullment out, it's 'an abusement'.

    Fact is, that Hatch exists for a reason. Killers being able to disable it at will is a problem. The counter-DC fixes that.

  • @Gamedozer7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2442214#Comment_2442214

    Exactly it doesn't have to be some extreme change just to slow the game down a little. Saying that a killer has to run slow down perks just to there is enough time for them to play isn't a good thing

    It's been the survivor standard for ages. Run BT or get camped. Run DS or get tunnelled. Run UB or get slugged.

    At least killers get away with only one or two mandatory perks, and a variety, at that.

  • @Bluerry said:

    https://forum.deadbydaylight.com/en/discussion/comment/2434453#Comment_2434453

    slugging can be considered as a tactic and if u read carefully again I didn't slug at all, I caged the survivor,which puts survivor in the furthest position to killer possible,other side is just killing my fun that's all. They didn't earn it.

    killer has right to slug anyway but if they wanna be a good guy and give u hatch it is killer's choice you are not guaranteed to escape in every trial

    In your case, you didn't anti-hatch slug. But the proposed 'solution' wouldn't just affect -your- situation. It'd also affect the anti-hatch sluggers. That is the problem. DC is currently the only defense against an anti-hatch slug.

  • I think it'd be reasonable to lock survivor loadouts at twenty seconds left, and allow the killer to make changes up to five seconds left.

  • @KweenPlease said:

    https://forum.deadbydaylight.com/en/discussion/comment/2441518#Comment_2441518

    Uhm that is why it's called a C H A L L E N G E. It's why games HAVE challenges. I'm sure SOME people want the TROPHY already, as is. So your argument doesn't really have a point. It'd push people to try and get it. Sorry if you don't like it but your point CENTERS around the fact you want everything EASY without trying.

    Forgive me for treating Dead by Daylight as a game, rather than an olympic discipline.

  • @ukenicky said:

    Competitive DBD is a joke.

    I see the concern here however. This does make camping a survivor to death less punishing on the killer in terms of survivors completing all gens before the hooked person dies but. . What's stopping survivors from splitting up on gens and waiting out the 30 seconds so they can pop the gen? Deadlock only affects a single generator at any given time and there are three other survivors not being camped so couldn't they still get all gens done in one full hook cycle? Someone explain it to me cuz I'm tired rn and don't want to think about it lol

    Is it true that Deadlock only hits one at a time? The perk has no listed cooldown, so if another gen overtakes the first locked gen, and a third gen gets completed within the thirty seconds, wouldn't both gens be locked?

  • @Gamedozer7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2442172#Comment_2442172

    After this about 20 seconds later I got in a chase a gen pops(1 left) the unhook happen i get a hook. So I'm at 2 hooks 4 gens done and my chase were between 40-60 seconds

    What did I do wrong or what could I have done to not have 4 gens pop in 2 min

    Don't just say run perk A or run perk A/B combo i don't have ever perk on ever killer

    Your chase wasn't between 40-60 seconds, your chase was twice that. You just got outplayed by the survivor you were chasing.

  • Pyramid Head booty buff.

    On a more serious note: Hag can't place traps within trigger range of the hook.

    It's bizarre that PH's trail of torment has this failsafe built in for an effect that is so much weaker than a jump-to-target.

  • One can dream of double fixated...

  • @Gamedozer7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2442074#Comment_2442074

    Look when 3 gens pop in one chase tunneling becomes necessary i don't have time to 3 hook at that point. The only way for a killer to apply pressure is to remove someone out of the game.

    Most the killers like that have 2k+ hours and they are generally playing people that aren't as skilled as them

    There's also 7 different gens on the map how come you guys will keep going back to this partially done and let it regression a little and go and do one of the other 6 gens on the map?

    That's generally the first chase, when you have the least pressure. From that point on, you have one on the hook, one in chase, one rescuing/healing, and one on gen. That's a 66% reduction in survivor objective speed, and they have half the game left to go.

    Lots of people like to point at the 'first down = 3 gens scenario', but I think half of them don't realise what that actually fully entails. Plus, if that weren't the case, think of what camping would do in overall game balance.

  • @Gamedozer7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2441992#Comment_2441992

    So we're are in agreement that tunneling is a necessary evil if gen need to go that fast survivors need to be able to disappear out of the game just as fast

    Not really. There's plenty of killer players that can win matches without tunnelling.

    But I am saying that gen speeds are a necessity due to tunnelling and camping.

  • @Gamedozer7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2440830#Comment_2440830

    Here's the thing if onside start completing objects quickly then the other side need to do the same.

    Camping is dumb tactic the only survivors can make work by feeding into it

    Yes, that's exactly why gen speeds need to be as fast as they are. To prevent camping from guaranteeing 2K+ scores.

    And with some of the perks we've been getting, I'm not so sure anymore. Lethal Pursuer, Deadlock, NOED... I think you could make a facecamp build that'd be very difficult, if not impossible to counter.

  • @Junylar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2439660#Comment_2439660

    Sometimes when I go for a single tap instead of a lunge they still somehow avoid getting hit, even though they are not supposed to. So yeah, DH actually works much better than intended.

    You... really don't know what Dead Hard is or how it works, do you?

  • @KweenPlease said:

    https://forum.deadbydaylight.com/en/discussion/comment/2441511#Comment_2441511

    Some people like a challenge. They're a choice. You don't have to do them.

    For people who want to do them there should be a fitting reward.

    No, because then you're going to frustrate the people that want the reward. Considering how jank the killer adept is (sometimes even a 12 hook 4k apparently doesn't count), the less weight put on it, the better.

  • Considering the constant stream of complaints about how trash killer adepts are to get, I'd rather they get deleted altogether.

  • @Nikkiwhat said:

    Sadly Devs are fine with it and say any change to buff Nemesis in that regard was too "unfun to play against". They are happy where Nemesis sits in regards to his power.

    Yeah, I think it's ridiculous that they get a speed boost. Plague's Puke doesn't give a speed boost why should Nemesis be hindered on the the initial tentacle hit?

    Plague's puke doesn't give a speedboost, but it can give a full heal.

  • Yep, perk selection needs to be updated to be futureproofed.

  • My issue with this, as someone who doesn't run exhaustion perks, is that this is an even worse chest pull than the broken key. I'd rather not bog the item pool down with more situational stuff.

  • Worthy of note: There was a bug where stake out would make ALL great skillchecks grant the bonus 1% progress. If that has been left in as a feature, it helps this perk a ton.

  • Someone's facecamping into BT, tunnelling into DS and slugging into UB!

  • @Gamedozer7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2440770#Comment_2440770

    I never said camping that is a dumb tactic imo. Tunneling happens when gens go by so fast the killer has to remove a player to create pressure

    Yeah, but camping would also be affected, since its only counter is genrushing and leaving ASAP.

  • That'd be absolutely busted. Tinkerer would be so overpowered on any mobility killer.

  • @Gamedozer7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2440705#Comment_2440705

    Or gens go so fast the the killer has to tunnel to keep up with gen speed.

    One's a choice, the other is not. If gens go slower, what'd prevent killers from camping and tunnelling even more, since they're now even more effective?

  • @justbecause said:

    I do believe ruin and ds should be base kit I know many ppl wouldn't like this actually both sides would attack me for this for obvious reason but I really think ruin needs to be base kit in game with so fast gen speed and that ds should be base kit because the game with so many tunelling and camping

    The only reason ruin basekit wouldn't work (basekit as a hex, that is) is that you could end up with six hex totems.

  • It's a direct consequence of tunnelling and camping. Gens have to go that fast or else killers would be practically guaranteed a win with dickish moves.

  • Generally speaking, if the killer hooks someone before Ruin is found, he gets a 3 or 4K, so no, it should stay as a hex.

  • @WaveyTrey said:

    I have no issues with tunneling, but I do feel a perk should exist to counter it. I suggested it in another post, but I’ll make an OP here.

    Fight or Flight: “If you’re in a chase with the killer for more than 30 seconds without losing a health state Fight or Flight activates. Giving the survivor 14% Haste effect until the chase ends”. 

    That way survivors must give up a perk slot to use this situational tactic. If you’ve been chased for more than 30 seconds without getting hurt I do consider it a tunnel. As the killer is stacking Bloodlust to get you. If they notice that you’re too fast to catch they’ll be discouraged to chase, or at least break the chase to start again. Giving you more distance. 30 seconds is basically 1 gen if people double up on it. It’s like having Hope and Blood Pact at end game collapse. Unless the killer has ranged attacks, or some mobility they can’t really get you. Most killers that tunnel are M1 killers like Ghost Face, Freddy, Myers, WRAITH, and WRAITH. Don’t forget WRAITH. The Tunnel King. Even then Wraith can uncloak to remove this buff, but he can’t hurt you while cloaked either. If you have a vault, pallet, or flashlight you can fend against the Tunnel King. So it’s fair.

    That's not tunnelling, that's just a long chase. Tunnelling is where the killer immediately hunts you again right after you've been unhooked.

  • Not a bad idea, could be useful in using their tracks to hide!

  • Let's just shorthand Pinhead to TTM: ThumbTack Man.

  • @AGM said:

    Scourge Hook: Monstrous Shrine: Transforms the basement hooks into 4 additional Scourge Hooks. When a survivor is unhooked from a Scourge Hook, the survivor who performed the unhook action is Hindered for 35/40/45 seconds and their aura is shown to the killer for 5 seconds.

    Something like that would be pretty sweet. Not meta, but useful, has a clear niche, and promotes not tunneling.

    Which means... BHVR will never do it. Sigh...

    Actually, it does promote tunnelling, but that's more of a general basement problem.

    Monstrous Shrine can easily be reworked into a scourge perk though!

  • @Demogorgeouse said:

    https://forum.deadbydaylight.com/en/discussion/comment/2437325#Comment_2437325

    There ARE penalties qto tunneling and camping. For example you get a ranking penalty to proximity to hooked survivors, and tunneling can be countered with DS.

    You can't reasonably complain about gen slowdown perks being mandatory and then go on to suggest making anti-tunnelling perks mandatory.

    Truth is, camping is on the verge of being too effective, so any gen slowdown would bump it up to secure a 2K or better.

    Gens going too fast can't be solved as long as camping is a thing.

  • @Gamedozer7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2423273#Comment_2423273

    And what if I don't want to run those atm killers also like to have variety in there builds. So if I'm running a build that doesn't have slow down perks I need a different strategy. I'll give you that they aren't ture infinites but badham and Haddonfield houses of pain, the main building in the one MacMillan level they are at lest 2 min chase for one hit because you can't mind game them they have to be brute forced.

    Just so we are clear in most case I don't tunnel untell about 2 gens but once they're down to 2 someone has to go

    "And what if I don't want to run those atm killers also like to have variety in there builds."

    Best not let the killer mains hear that one from a survivor.

    Camping? "Just run BT". Tunnelling? "Just run DS". Spirit? "Just run IW". Slugging? "Just run UB". NOED? "Just run DetHunch/SG".

  • Yeah, I think it's a good idea to denote all exhaustion perks with that prefix. Just for clarity and readability.

  • The perks aren't Netflix' property. Presumably, they can still be altered at BHVR's discretion.

  • The suggested Trail of Torment change is absolutely busted.

    First: damaged by any means. Pair this with Surge for an absolutely broken combo that renders all gens in a wide radius irreparable for 30 seconds.

    Second: block AND double regression for 60 seconds blows all other regression perks out of the water.

    Third: if there's no limit on the number of gens that can be affected, the game would become permanently unwinnable for survivors against mobile killers or on small maps, since they could keep three gens permanently locked. Sure, survivors can trigger one to set the cooldown, but then they're 2-genned, and they can't fix a gen in 60 seconds, after which the killer can just undeniably undo all their progress.

    This perk would be far stronger than Ruin, PGTW or Corrupt and would practically guarantee a win.

  • @Vulgun said:

    https://forum.deadbydaylight.com/en/discussion/comment/2435401#Comment_2435401

    Do you genuinely feel the need to come into basically every damn thread I make to try and criticize it?

    Fine, I'll humor this post.

    The Blue Glyph sounds Killer-sided at first, and it was intended to be that way simply because Killers need something that can help them control the match and take the power of the match away from the Survivor, even for the time being. You also got to consider that the Killer has to go out of their way to find a Blue Glyph, earn it, then go back to a generator within a 120 second timeframe and kick it, praying that there's not a single Survivor on it that's running Blast Mine or Repressed Alliance, or heaven forbid both Perks. Hell, speaking of Perks, Ruin would immediately make the Blue Glyph useless since if it's doing the work, the Blue Glyph can't use its own ability for Killer, meaning there's a trade-off to what you want to run as Killer.

    So there's time that it takes to even earn the ability, then there's counters to it and even restrictions based on other, very powerful things in the Killers' kits. That's how the game works; you can find ways to actually manage to get around this powerful boon if you play it smart against the Killer, and you can make new builds as Killer to revolve around getting this Glyph.

    The Red and Blue Glyphs are meant to make the Killer feel more powerful early and mid-game. Survivors do not deserve to be powerful practically all the time in the game. What these do is balance out the dynamic, if not lean it more toward Killer, which should be how the game should be designed (again, the Killer is meant to be the "power role" and you can't achieve it without giving them power).

    My ideas factor in the potential of spawn locations and the time it takes to get to these things, hence why they are so damn powerful in the first place; they take time and effort to get. They deserve to be rewarding.

    And what the hell is wrong with extending the length of the match by a few minutes when there's new and exciting gameplay to be had? It would be much better than the alternative (Ruin + Undying, which can extend games by over 20 minutes).

    So yeah, it'd be sweeping buffs, but it'd be a step in the right direction for the design of this game.

    Do you genuinely feel the need to come into basically every damn thread I make to try and criticize it?

    There's a suggestion for expanding base gameplay with glyphs and I'm interested, so I click.

    Then the suggestion devolves into a horribly unbalanced idea, so I critique.

    I don't even know who you are.

    The Blue Glyph sounds Killer-sided at first, and it was intended to be that way simply because Killers need something that can help them control the match and take the power of the match away from the Survivor, even for the time being. You also got to consider that the Killer has to go out of their way to find a Blue Glyph, earn it, then go back to a generator within a 120 second timeframe and kick it, praying that there's not a single Survivor on it that's running Blast Mine or Repressed Alliance, or heaven forbid both Perks. Hell, speaking of Perks, Ruin would immediately make the Blue Glyph useless since if it's doing the work, the Blue Glyph can't use its own ability for Killer, meaning there's a trade-off to what you want to run as Killer.

    The only thing that's any kind of relevant usage requirement is finding the blue glyph, which can just happen on accident as the killer is chasing or moving between gens. A 120 second timeframe is insanely generous. Just try out We'll Make It to see what you can get out of the 90 second timer that that gives you.

    Blast Mine would not counter this in the slightest. It'd just slow the killer down a tiny bit, since they can just reinitiate the kick once the stun wears off. It works against PGTW, somewhat, because that actually has a non-negligible time constraint. Even Repressed Alliance would be too short lived to put a real dent in the 120 second timeframe you gave here.

    But even if RA WOULD work against it completely, it'll still be terrible design because it would be yet another perk survivors are expected to bring to patch up another game design hole. This on top of UB for slugging, BT for camping, IW for Spirit, DS for tunnelling, and DetHunch/SG for NOED. We can't keep putting holes in the gameplay and then fix it with 'just bring X perk', because there's only 4 perk slots and we already have five holes. Legitimately, over half of the oft-complained-about 'survivor meta' is just spent on making the game playable.

    So there's time that it takes to even earn the ability, then there's counters to it and even restrictions based on other, very powerful things in the Killers' kits. That's how the game works; you can find ways to actually manage to get around this powerful boon if you play it smart against the Killer, and you can make new builds as Killer to revolve around getting this Glyph.

    You can't keep dumping more and more crap on the survivors' plate over and over and keep saying 'just play around it'. What are you going to do against a blue glyph'd killer with Tinkerer, hm? Because once that perk pops, you lose ALL progress on that gen with no recourse. Best you can do is get a stay of execution by locking it with Repressed Alliance, which, again, is yet another mandatory perk at that point.

    The Red and Blue Glyphs are meant to make the Killer feel more powerful early and mid-game. Survivors do not deserve to be powerful practically all the time in the game. What these do is balance out the dynamic, if not lean it more toward Killer, which should be how the game should be designed (again, the Killer is meant to be the "power role" and you can't achieve it without giving them power).

    The killer SHOULDN'T be powerful early game because they are already powerful in mid and lategame. Survivors aren't powerful 'practically all the time', as soon as someone goes up on the hook, the game shifts to a neutral ground, and as the game progresses, the killer has a tendency to snowball on.

    And NO, the game shouldn't be balanced in favour of the killer, the game should just be balanced, period. Killer isn't meant to be the 'power role', the game is meant to be balanced. And given BHVR's stats, it appears that it is better balanced than people like to portray it as.

    Yes, swat team swiffers will ruin a killer's day. But casual swiffers are on level footing, and solo players tend to get stomped. On average, survivors and killers are fairly evenly matched.

    My ideas factor in the potential of spawn locations and the time it takes to get to these things, hence why they are so damn powerful in the first place; they take time and effort to get. They deserve to be rewarding.

    Yeah, their effort-reward ratios are balanced for the survivors, who get almost nothing out of them, but they're not for the killers, who get to reset a gen and disable it for two whole minutes. Who have to do nothing to get free slowdown.

    And with the spawn algorithm for these glyphs, there's another problem with making them powerful: RNG. You don't know where they'll spawn, they might just spawn right on top of the killer. A lucky killer might get four blue glyphs in a match.

    And what the hell is wrong with extending the length of the match by a few minutes when there's new and exciting gameplay to be had? It would be much better than the alternative (Ruin + Undying, which can extend games by over 20 minutes).

    Ruin Undying is never going to extend a game by any more than 2 minutes. Either the survivors die by that point, or both hexes are gone. 20 minutes is an absolutely ridiculous assertion and assumes that the killer is woefully incompetent and/or the survivors just aren't playing.

    Lengthening the match is a problem because you did nothing to weaken the killer to give the survivors the ability to last those extra minutes. You just heaped all of the slowdown onto the survivors, but if finding and downing survivors still takes the same amount of time, you just make escape almost impossible.

    And that's ignoring how devastating those extra minutes would be when facing a facecamper. Your only option against that is genrushing, so if you slow that down that badly, camping is just going to be a guaranteed win.

    So yeah, it'd be sweeping buffs, but it'd be a step in the right direction for the design of this game.

    For killer mains, maybe. Until they get tired of effortlessly stomping every match.

    The only thing I can sort of get into is the red glyphs as an early game slowdown option (Not preferred though, there's a better way of handling this) and the killer's gold glyph, ONLY if the killer's been stunned out of a pick-up multiple times, as a swat swiffer counter.

  • These would be -very- sweeping buffs to killers, massively extending the duration of matches without giving the survivors any way to draw the match out for themselves. Killers would probably get about four to five extra minutes to wipe everyone out.

    I'm mostly talking about the blue glyph. It's absurd to give the killer the ability to set a gen to 0%, AND lock it for two whole minutes.

    This is an extremely killer-sided suggestion and would probably move the average kill rate from somewhere around 60% to 80%, if not higher.

  • @RoboMojo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2432544#Comment_2432544

    https://us.v-cdn.net/6030815/uploads/EWF7XO3YLZWW/2021-08-16.png

    Source: Iconic | Definition of Iconic by Merriam-Webster

    I basically never watch horror because I'm a bit of a wimp but I know that Myers or Freddy are iconic for example. They had a big impact on pop culture. There's absolutely nothing wrong with the characters you're talking about but it's a bit of a stretch to call them iconic. Still, hope you get what you want one day.

    They're iconic, but in the spoof movie genre, not the horror genre.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2428974#Comment_2428974

    And where exactly was i lying?

    Every experienced survivor will ignore Ruin. Because the drawbacks of wasting time by actively searching it vs just hugging gens and cleansing it on the way to the next gen are obvious.

    As i said, no high rank killer will use this combo, because he also understands the synergy/uselessness of the perk.

    Actually, high rank killers know how to pressure gens, so Ruin is very effective for them.

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