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HexMoriMeMommy

HexMoriMeMommy

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HexMoriMeMommy
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  • Because fixing a problem would take time and effort and why put that in for a part of the player base that has basically been accepting of whenever survivors decide to ######### all over them.

  • @Jessbydaylight said:

    https://forum.deadbydaylight.com/en/discussion/comment/974310#Comment_974310

    The reason they fix survivor bugs quicker is because the player ratio 4:1. More people are affected by survivor bugs than killer bugs. But the amount of focus on survivor is too much at this point. Behavior is trying to shoot for the stars but the game is going to die like this and behavior is gonna trip and fall face into a gutter. But yes they owe legion players a big apology, freddy as well to a point.

    I get there are more survivors so survivor things should come out faster, but it's kinda like getting backhanded for asking for a second bowl of milk when survivors are working on their sixth.

    If there is a bug that is screwing one side of the player base, it should be fixed at the same speed. It shouldn't be met with what feels like not giving a ######### and then flat out hostility.

  • It's basically what they are doing.

    Pray to god you don't have the audacity to try and buy and play the game now.

    Death squads are just gonna ######### you if your high rank.

  • @BenAcid said:

    I hope I didn't miss an important point in the comments (I didn't read them all completly), but my opinion is as follows:

    I don't want to say things like "omg that will ruin (haha) the game" before I and others were able to test things, but at this point I don't think those Changes are that great. I play both sides pretty much the same and have a mediocre skill when it somes to great skill-checks. And I see it the way most peaople seem to: Look at gen speed or sometghing else for the early-game instead of this (I may post a concept for that later).

    A change to ruin isn't completly wrong, but this one is. Its a Hex-Perk and can be disabled. If you can't hit greats, go find it. Thats what I do (even at Rank).

    Some people say "If they nerf ruin because it is used to much, nerf BT/DS/...

    Those Perks are anti-tunnel and the devs can't do anything against tunneling in a passiv way (at least I can't think of something), its a playstyle (a ######### one i know).

    Ruin is a different story like I said before. They can adress the reason why it is used that much.

    The inherent problem is that the dev's pretty much refuse to look at this from the killers perspective for fun, just look at the patch notes, nothing in them states about playing from the perspective of doctor.

    Only how survivors feel, if you balance around that only, Killers are going to become miserable(Which they already have).

    Look at the nerf's to Oni and the basement bug.

    Both were things that made survivors unhappy, the bug was fixed within a week and Oni was tossed out quicker than a newborn on prom night to make it more fun for survivors.

    It took them nearly a YEAR to make freddy fun again. Legion.

    Man poor legion, I feel like the dev's owe them free blowjobs / whatever girls get and beer for life for how bad they gutted legion.

    Survivor changes always come as quick as they can but Killer changes come as slowly as possible.


    The sound bug that makes killer harder has been out for what, 3 months now?

    You know for a fact that if it was survivor sided that would be fixed within a week.

  • @HawkAyeTheNoo said:

    If you were going to uninstall you would have already, you're just being a drama queen running your gums on a forum. Dry your eyes.

    Okay :D

    If that's what you think.

    I'm not here to change your mind bud, I'm just watching this place burn to the ground and enjoying doing the same.

    Might as well have fun before the dev's drown this game.

  • @ppo8820 said:

    https://forum.deadbydaylight.com/en/discussion/comment/974236#Comment_974236

    Good one. You have 176 Moris. That tells me all I need to know bud. Hang in there ;)

    What, that I have played the game a lot and tried to be friendly till I got slapped in the name of fun for survivors only for thousands of hours?

  • @ThisLadyRightHere said:

    https://forum.deadbydaylight.com/en/discussion/comment/974262#Comment_974262

    I play killer and survivor equally. I’m just not a “SWEATY KILLER.” For the 4K every single game. I take what I can get through some survivors think I’m a sweaty even I’m like the most chilled killer If you don’t piss me off lol.

    okay survivor main.

    Keep telling yourself that in green or yellow ranks.

  • @LemeTheMeme said:

    https://forum.deadbydaylight.com/en/discussion/117692/ruin-change-will-not-ruin-killer-gameplay

    I agree, the devs will obviously look into if gen speeds are too fast or not and balance accordingly. Not to mention, but Ruin is a really unhealthy perk to the game whether you believe it or not. Try bettering your gameplay by using new perks.

    Also, ruin won't be revealed to the survivors, so maybe they won't even try to look for the totem and it has potential to reach mid-late game.

    I play red rank killer and survivor. I hate running ruin because it makes bad killers into killing machines if ruin is still standing.

    I think the community is overexaggerating. It's one perk. After this, the devs will be able to spot out what needs to be done with gen speeds since the data will be more consistent.

    See, the problem is, if gen times were looked at I'd agree.

    But they won't be.

    Sounds have been broken for what, two? Three months now?

    Grabs are fubar.

    If that was an issue for survivors i'd be fixed in a ######### week.

    The basement bug is a prime example.

    But no, they won't be looked at until killers make a mass exodus or something and by that point the games dug it's own grave.

    I know for a fact that there are about 30-40 people who are already on the "If this change goes through we are out" crew.

  • @Justavoice said:

    Anyone feeling a little Revolutionary as of late?,

    On a serious note all jokes aside, This bias is going to gut the game from the inside out, And I think it may be necessary to get that good old Dark times death timer ticking again. Because this right here is pulling a 2016/2017 all over again. gens go too fast therefore Ruin was ran, but without early game impact who's gonna be helped? Trapper, well forget him, he's already bit the dust, Demogorgon has to set up portals just have map pressure. And no Corrupt Intervention will not be a very viable substitute.

    I can confirm, as a rank 1 trapper.

    Dude's basically on life support and with ruin being unplugged, his kill rate it going to tank harder than hard.

    Hag will probably soon follow.

    BUT WHO CARES :D

    They aren't survivors so ######### em.

  • @Runcore said:

    You took my words from my mouth with whole post. Every paragraph of dev notes are heading towards pampering survivors and make killers comfortable rainbow unicorns that will not frustrate survivors. I feel that BHVR devs are playing survivors only and not trying to play killer coz they dont know how hard and stresful it is. Im "frustrated" of gen-rushing, for me is "annoying" to play vs SWFs and Im "frustrated" that 80% of nerfs are headed toward killers. What about killers "frustration"? When I play survivor Im calm, when I play killer Im totaly stressed. It should be to the contrary. I suggest option to refund money for nerfed killers and nerfed perks related to that killers. BHVR will reconsider twice every nerf if they are scared of huge money refunds. I have all killers and now I want my money back for Legion, Nurse and Doctor. Can I have my money back? I bought strong killers with my money not some weak dummies.

    At this point' killer's aern't killers.

    Killer's are going to become glorified babysitters made to accommodate to survivor whims and screams.

    Someone earlier today commented on a dev saying something along the lines of "We want to bring killer ratio's to 75% escape."

  • You know, a casual look at your post history shows you to be rather dramatically survivor sided in matters, so forgive me If I don't believe any input you have on killers.

  • @liarcy said:

    https://forum.deadbydaylight.com/en/discussion/comment/974226#Comment_974226

    I wouldn’t call it over reliance because survivors don’t need many perks to survive, but if you were to tell me how about nerfing ds and borrowed and add base kit answers to camping and tunneling ( you know , like what I suggested for killers and ruin) I would agree with you

    I play red ranks.

    I would bet hard money, like my entire steam invo that in the last 100 matches of DBD that there would be at least 2 ds's and 3 dead hards at red ranks per match.

    Because they are the meta perks.

    They are the survivor go to perks because they are objectively better.

    And thats fine, because like ruin, they had counter play.

    The only one I'd tweak is DS because if I hook another survivor, that's not tunneling.

  • @ppo8820 said:

    https://forum.deadbydaylight.com/en/discussion/comment/974169#Comment_974169

    Great mentality. Go after random game players while throwing a tantrum. Your parents did a bang up job my friend ;)

    Excellent personal attacks my dude, seems your parents raised you just as well as mine did.

    Nice_Try_Emote.png


  • @BillyAndStu said:

    https://forum.deadbydaylight.com/en/discussion/comment/970189#Comment_970189

    Chill man. He does have somewhat of a point. Reliance on a perk isnt good and thia could potentially lead to buffs for killers that rely on ruin. I dont agree with the fact that it can CARRY to a 4k but other than that he was simply expressing his thoughts and u font get to sit there and say "get experience noob u suk"

    So, when do you think they are going to touch survivors over-reliance on deadhard, DS, Bt, Adrenaline, Prove thyself?

  • @gibblywibblywoo said:

    I have over 150 on my all perks P3 myers. Guess I finally have a use for em

    Go forth and spread the word.

    The word is the Killers are taking over the Asylum.

  • @Danielgdp3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/974183#Comment_974183

    You never know how they'll change it from the ptb though, it could easily underperform and then they'll adjust accordingly.

    The perk doesn't actually sound bad for mobile Killers, and will have good synergy with quite a few perks now.

    Hopefully it does underperform so it can be made a little better but reacting beforehand like this just is not needed.

    I pray to ######### god or w/e you pray to that they change it from what it is now.

    Because as of right now, the killers who needed it most, trapper, hag, pig, bubba, doc, Legion.

    It's now less than worthless to.

    It's actually a detriment to take, unless you build around it, and then by building around it, you get screwed unbelievably hard for doing so.

    It was with no sarcasm or irony that I said Lullaby is a better hex perk.

    Literally any other hex perk is better with these proposed changes, because they don't shoot you in the leg for trying to use them.

  • @Saitamfed said:

    "This seems really wrong how killers power/perks always get changed [...] but nothing gets done to acommodate killers"

    Insta heals, Balance Landing and Mettle of Man are wanting to talk with you.

    Cool, 2 things that made the game wildly unfun for killer were nerfed to be only annoying.

    One of them which was blindingly and wildly op was nerfed to the point you have to put actual effort into getting it.

    And what did we get in return.

    Legion was basically tossed into the dumpster faster than a newborn on prom night.

    Ruin, a perk that helps low teir killers have a fighting chance was murdered in it's sleep.

    Nurse. Poor ######### nurse. She needed tweaking but jfc.

    And now Doc, who was arguably one of the lowest ranked killers that was only barely above legion and old freddy, is now basically having his power removed and replaced with a one use per survivor tracking perk.

  • The effect is basically worthless to anything more than one gen because,

    Lets say there are 4 survivors, one is being chased off their gen so it regresses, three others are still on gens NOT UNDER ANY SLOWING EFFECT.

    So the hex isn't helping where it needs to most, slowing down people so killers like trapper don't get [BAD WORD] on.

    So the theoretical "Creeping insidious threat" of this perk is nonexistent because the circumstance under it working implies that you can chase more than one survivor off a gen, and then if there were any survivors helping, they elect not to go back and continue working on the gen, which the idea of them not doing that ESPECIALLY WHEN THEY KNOW THE HEX IS IN PLAY, is so ass backwards.

    And by the time it musters up the fabled end game pity thrust of a disappointed #########, the survivors will have either cleansed it or promptly ######### off and cleanse it before it gets more than annoying.

    No hex lasts till end game unless you do something like Bloody coils and Oiled Springs Trapper with Thrill of the hunt.

    Because at it's core it's a hex that is designed to be late game, a very ######### late game perk that is outclassed by literally every other hex, in a game that hex's don't last to late game.

  • @Danielgdp3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/974169#Comment_974169

    I'm sorry but that sounds pretty childish to me. You haven't even waited to try it out

    Childish, yes.

    Have I tried the perk? No.

    Have I played over 2k hours and can understand how a perk theoretically functions without having played it? Yes.

    The effect is basically worthless to anything more than one gen because,

    Lets say there are 4 survivors, one is being chased off their gen so it regresses, three others are still on gens NOT UNDER ANY SLOWING EFFECT.

    So the hex isn't helping where it needs to most, slowing down people so killers like trapper don't get [BAD WORD] on.

    So the theoretical "Creeping insidious threat" of this perk is nonexistent because the circumstance under it working implies that you can chase more than one survivor off a gen, and then if there were any survivors helping, they elect not to go back and continue working on the gen, which the idea of them not doing that ESPECIALLY WHEN THEY KNOW THE HEX IS IN PLAY, is so ass backwards.

    And by the time it musters up the fabled end game pity thrust of a disappointed #########, the survivors will have either cleansed it or promptly ######### off and cleanse it before it gets more than annoying.

    No hex lasts till end game unless you do something like Bloody coils and Oiled Springs Trapper with Thrill of the hunt.

    Because at it's core it's a hex that is designed to be late game, a very ######### late game perk that is outclassed by literally every other hex, in a game that hex's don't last to late game.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/974127#Comment_974127

    Well, ruin is not gone, it's just adjusted according to the statistics they gathered. Let's wait and see what actually happens when it goes live.

    "Ruin's not gone."

    The effect is basically worthless to anything more than one gen because,

    Lets say there are 4 survivors, one is being chased off their gen so it regresses, three others are still on gens NOT UNDER ANY SLOWING EFFECT.

    So the hex isn't helping where it needs to most, slowing down people so killers like trapper don't get [BAD WORD] on.

    So the theoretical "Creeping insidious threat" of this perk is nonexistent because the circumstance under it working implies that you can chase more than one survivor off a gen, and then if there were any survivors helping, they elect not to go back and continue working on the gen, which the idea of them not doing that ESPECIALLY WHEN THEY KNOW THE HEX IS IN PLAY, is so ass backwards.

    And by the time it musters up the fabled end game pity thrust of a disappointed #########, the survivors will have either cleansed it or promptly ######### off and cleanse it before it gets more than annoying.

    No hex lasts till end game unless you do something like Bloody coils and Oiled Springs Trapper with Thrill of the hunt.

    Because at it's core it's a hex that is designed to be late game, a very ######### late game perk that is outclassed by literally every other hex, in a game that hex's don't last to late game.

  • @Danielgdp3 said:

    You're Hard

    NEver said I was, just trying to make as many people suffer before I uninstall this game.

    Which it's hilarious as I used to play the polar opposite, I tried to make it fun for everyone, but if the Dev's are intent on killing their own game, might as well have fun torching the place to.

  • The game was slowly dying, but now the dev's are just holding it's head under the water laughing as it screams and kicks, all while survivors cheer it on from behind them.

    Matchmaking is screwed and they are just going to hide how screwed it is rather than fix it.

    Sanctum proves the map designers have less design talent than CertainlyT from Lol.

    The balance team probably eats paste and is fed a constant stream of survivor complaints.

    The mods state they play the game but then say that Hex's make it to late game in red ranks.(Which is arguably one of the dumbest ######### statements I've seen, Hex: Haunted Grounds dosen't make it to end game.)

    They refuse to adress actual issues and instead slap bandaid's on it only to rip them off and stab the wound then acting like they are fixing it.

  • @Pennywise said:

    https://forum.deadbydaylight.com/en/discussion/comment/969480#Comment_969480

    Survivors aren't notified of DH until the killer gets the one hit down, if they were notified of DH as soon as the game starts (which is the case with this new Ruin I assume, as soon as they start a gen?), DH would be a joke of a hex totem. This new Ruin is more comparable to Huntress Lullaby, which rarely makes it to endgame if the survivors act quickly enough on the notification which they will get on the first hook.

    My dude, Hex: Haunted grounds doesn't make it to end game.

    And I've seen survivors cleanse it when I literally ran no other hex perks.

  • @Clevite said:

    I hear you. It's just one man's opinion. But that is what I think their end goal will be.

    It started when they changed emblems and emphasized hook actions but killed us with that gatekeeper emblem. Now they going change gatekeeper so we can still pip.

    If they do this why not make it basekit for all killers. If you're not working on gennys than they are regressing. At least so we can still use pop and such to go with it.

    Can't use pop or any other perks that rely on you kicking the gen.

    Because if they aern't on the gen it's regressing which means by default PGTW is just better.

  • I actually agree with this tbh.

    If not, limit it to 1 perk.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/974081#Comment_974081

    There have always been different strategies you can use with trapper, two of them are, either set traps where survivors are immediately, or set traps where you want survivors later. Second strat means you will lose the first 3 remote gens, but they will be forced to move to your ground later. No loss there, it's just a strategy you use, the choice is yours. I have never used ruin and it worked out for me just fine with trapper. I even have no problems with the clown. Ruin for me was always a waste of prek slot, so i replaced it with a perk they can't take away.

    Pray tell, what rank do you play at then?

    Because I will tell you right here and now, setting up traps and making a zone, is the only real effective strat, (Hint that being the second one) because the trapper by nature is territorial, it's in his design.

    And at rank 1, trying the first strat is basically suicide because if there is a SWF, those traps are basically disarmed unless you chase around them, which a good survivor WON'T chase around them.

    So, you then have to spend the time setting up, and hoping to god you get a good 3 gen that isn't around something like the wrenched shop, or god help you in one of the "We have no idea how to design maps" cornfields or sanctum.

    During that time you have to then just accept that you're ######### out of three to four gens.

    Absolute nonsense, but good for you I guess. Congrats, you can play without ruin?

    Here is the thing, I can to.

    Ruin isn't what wins me the game, ruin is what allows me to be nice in the game.

    Without ruin to try and get a grasp on the early game instead of consigning it to being drown like a newborn mean I can set up and then try to start a chase, I can then not have to sweat my ass off and play as hyper efficient and dickish possible.

  • @Clevite said:

    I'm thinking long term plan is get the kill rate to about 25 percent. Having killers spend the game hooking and chasing survivors from gennys until the inevitable door opening and all leave.

    They will rework killer emblems so we still rank up this way and not so kill reliant. It's what they have been trying to do for some time now.

    So, make the killer basically a baby sitter to three obnoxious children?

    Cause that sounds both stupid as hell and boring af.

    #########, I was under the impression I was playing as a powerful beast made by an unknowable entity to slaughter and drain the hope from people.

    NAh, just a glorified babysitter.

  • @AhoyWolf said:

    Spoiler: they are hiding the ranks after the match, maybe because of the flawed matchmaking system.

    It's to much effort to fix matchmaking so they are just gonna hide how ######### it is and let baby killers go against a rank 1 sweat squad and baby survivors go against rank 1 murder machines.

    Because why bother trying to fix the enjoyment of the game.

    oh. Wait. Didn't the newest patch notes say they were specifically drowning ruin like a newborn because it wasn't fun to go against

  • Because if I can't TBag and be a toxic #########-head to killers and have to put any level of effort and skill into the match I have the overhwelming need to go cry and ######### my pants on the forums until the devs come and console me and give me what I want.

    Because killers are coddled with having to sweat their asses off just to play normal while I get a dozen second chance perks and can get out scott free, but even then that was to much effort.

  • @Peanits said:

    I would definitely say give it a try first. Having played around with it, it can be pretty nasty once you get some pressure. Combine it with Surveillance and you also get some outrageous tracking (since generators automatically regress). You'll always know which generators are being worked on.

    So, trapper who needs all the time he can get early game to set up, is screwed.

    Gotcha, thank you devs for screwing my favorite killer again.

    Not that it matters tbh, a server I'm in dedicated to dbd of about 40 players, most of which are killer mains ranging from red to green ranks, 30ish of us just uninstalled.

    So, amazing plays for the killer playerbase.

  • @JawsIsTheNextKiller said:

    I think it sound like an interesting perk now. Not so OP that survivors are going to run around looking for it though. I hope it doesn't still tell the survivors that it is active.

    Here's the thing.

    It is effectively a worse Hex:Lullaby

    Because by the time it starts becoming an issue is when you can then go off and hunt for it, before then it helps not at all in the place it's supposed to help, which is buying the killer time.


    So in it's current state, it's going to do LESS than Hex: Lullaby at this mystical and theoretical late game that will never come for hexes.

    Because lets be honest.

    Hex: Haunted grounds exsists and it still doesn't make it past 2 min.

  • @Exerlin said:

    Hell yeah! The ruin changes are great, and we already have a more consistent perk for the start of the game that tends to work just as well on average: Corrupt Intervention. Ruin's changing to become a perk that heavily awards your gen pressure instead of something you throw on and pray that it won't be cleansed immediately. Plus, it's now less of a noob-stomper since players that are bad at hitting great skillchecks won't be heavily penalized for it. Plus, players that are great at hitting greats can't just completely ignore the perk anymore, making it more useful against the most skilled survivors. It's a positive change across the board imo

    Okay survivor main.

  • @TheDoctorMain said:

    I'll stick around

    I'm going to be rather disgruntled if Doctor Is Worse off

    The doctor is worse off, I have a friend who is Rank 1 with him and she is quitting if the projected changes go through.

  • I'm burning through my 200ish Ebony Mori's right now then I'm uninstalling.

  • @Scal3r said:

    https://forum.deadbydaylight.com/en/discussion/comment/969580#Comment_969580

    I don't think you guys understand what the mod is saying. Hex totems do not stay into late game for a reason. If it were not a hex perk it would always go into late game and would therefore be too powerful. That is why it needs to stay a hex perk.

    So question then.

    Why do they specifically cite that this will be a late game hex?

  • @Almo said:

    New Ruin is extremely powerful late game. It must be a Hex Perk, or it would be OP as hell.

    Name one hex that gets late game red ranks.

    Because short of doing Double springs on trapper and zelliously guarding your totem, your totem isn't going to get to late game.

    I once did an average of near 200 games of how long each hex lasted per game.

    Do you know what the average lasting time for 1 hex was?

    30 seconds.

    And that's not a hex like DH or Ruin

    A good portion of those were stuff like Lullaby which

    "Is GoOd LaTe GaMe."

    Go watch one of the most well known killer mans Scottjunds video's or streams.

    He literally has a timer for how long his hex lasts at high rank play, fun fact the longest I've seen it in a video was 2minutes.

    Hex perks don't last to end game period. If they do it's because the survivors don't know totem spawns or haven't been actively looking and that's NOT counting the times that they spawn within a hop skip and a jump from the totem.

    Tbh, I play survivor a lot to and I've kobe'd off hooks less times than I've spawned in visual range of active totems.

    And to top it all off, this is a hex of leisure now rather than any pressing need, exactly why hex lullaby is bad.

    Because when it starts to get bad, assuming you didn't spawn ontop of or next to it, you just go hunt it down when it gets to be slightly annoying, which it won't because the effect is basically worthless to anything more than one gen because,

    Lets say there are 4 survivors, one is being chased off their gen so it regresses, three others are still on gens NOT UNDER ANY SLOWING EFFECT.

    So the hex isn't helping where it needs to most, slowing down people so killers like trapper don't get ######### on.

    Because traps thanks to dead hard, are basically at this point pallet deniers rather than tangable threats at red ranks.

    So the theoretical "Creeping insidious threat" of this perk is nonexistent because the circumstance under it working implies that you can chase more than one suvivor off a gen, and then if there were any survivors helping, they elect not to go back and continue working on the gen, which the idea of them not doing that ESPECIALLY WHEN THEY KNOW THE HEX IS IN PLAY, is so ass backwards that honest to god, Riot has a more sensible balance team than you guys.

    Riot, the balance team that is unironically referred to as one of the worst balancing teams is better.

  • @JC316 said:

    https://forum.deadbydaylight.com/en/discussion/comment/973892#Comment_973892

    I'm a rank 6 killer, but I might as well be a rank 2, because that's all I get for survivors and ruin is necessary. The survivors are too good at looping to get kills in under 5 minutes, at this rank, seconds count.

    I was doing my best to make it an enjoyable experience for both sides. Actively not tunneling, never camping, complimenting both survivor and killers, giving hatch or the exit door to the last survivor. After this slap in the face, no more. I'm quitting the game two weeks after this goes live, and it's my goal to leave a smoking crater of salt and survivor tears on my way out. My only hope is that EVERY killer does the same and BHVR gets the Raven Software treatment. Dishonored and forgotten.

    Everyone said "Give them a chance to get it right, wait until after the holidays and they will get this fixed", I said that I would, but I had no faith in them, looks like I was right.

    I agree with the sentiment, I tried to make the game as fun as possible for both sides, but after this, ######### it I'm gonna burn through the near 200 Ebony mori's I have and then uninstall.

  • @Poochkips said:

    I was told a little while back when I made a topic that ruin is found within a minute of a games start that I shouldnt be relying on ruin.....and since it gets killed off half the time in most games within a minute it's not really gonna effect anything. If anything the new ruin might be better...

    Here is the thing, ruin IMO from a consistent red rank trapper, isn't meant to last more than 2-3 minutes. Great if it does, w/e if it does not.

    The perk to me was meant to buy time for killers to set up.


    My average setup going as fast as I can using purple bag and purple trap setters is still anywhere from 20-40 seconds. And that's doing ######### sloppy trying to just get them set in obvious places which don't really work at that rank.

    If I'm setting them up to actually be useful

    50-60 seconds minimum

    In that time without ruin

    2 gens can be done by 4 survivors without ruin

    4 gens can be nearly done with out ruin

    So manditorially because I am setting up I risk losing the game because of how my power functions without ruin.

    If I run corrupt intervention I have similar problems except now I have to attempt to cross the map and force survivors into a zone where I am not setting up or i run the risk of them knowing where my trap placements are.

    And at red ranks I am looking at minimum of one 2 man swf

    Though my average is either a 3man swf or two 2 man swf.

    So them finding out about my trap placement can basically render them useless for one of two reasons.

    1. It's so early in the match that they have enough to work with that they can avoid my traps
    2. They tell one of their friends mid chase or when spotting me where the trap is and it gets disarmed.

    Both are overwhelming bad options.

    Now here is the thing, I don't need ruin to win. I am okay at getting 3-4ks without it

    The problem is, those 2-3 minutes it buys me afford me the ability to play nice.

    If I hadn't just uninstalled the game, I would have to play incredibly unfun. Constant slugging, basements of no escape, camping.

  • If you had to nerf him, nerf his addon's that turn his chainsaw into an M1, I'd like to see because instarev chainsaw isn't something that takes skill. It's literally walk behind someone and get a free down if they don't have a pallet right in front of them.

    Other than that he is fine.

  • Don't worry, Killers are sick of playing against 4-man Swfs, Keys that end the game early by a lot, The great wall of screw you on two maps, Haddonfeild, Decisive strike, Decisive strike and head on, Dead hard, Gen times.

    Both sides have things placed against them that are unfun. Get used to it.

  • @SunderMun said:

    https://forum.deadbydaylight.com/en/discussion/comment/893181#Comment_893181

    Tbf you couldn't play with infinite mend glitch and as far as I'm concerned, after they made the message in-game warning people, they should have banned those that used it, since at that point, there was no excuse (although really they should have just disabled the add-ons) but I do agree.

    You also forgot:

    this isn't the redhead's pinky finger glitch

    You could at least run from the redheads.

  • @Todgeweiht said:

    https://forum.deadbydaylight.com/en/discussion/comment/893152#Comment_893152

    They explained their reasons to delay hallowed blight late and everyone still chimped out, it really is a lose/lose situation.

    Events are one thing, and I only saw like 4 people annoyed. And Halloween themed events probably should be around Halloween.

    This is not a thematic event that changes gameplay very little.

    This is a bug that honestly since me playing from month 1 of the games launch, is probably the worst set of bugs ever to the point where survivor is basically unplayable because one bug triggers into the next one if the killer wants to be an asshat.

    "Oh, you can't wiggle? Time to put you in the basement so that you can't play anymore."

    This isn't Wake up and SP bad

    This isn't multiple killers glitch.

    This isn't infinite mend glitch.

    All of those while sucked, you could still play the game.

    You as of right now, as a survivor literally don't get to play the game if the Killer decides he wants an easy win.

    Edit: Also, to further exasperate the situation, lets say you get put into that situation. Well not long from now, you won't be able to DC or YOU will be punished.

    So you have to sit there and wait for the killer to kill you or YOU get punished for having the audacity to want to play a game.

  • @TheMidnightRidr said:

    Devs: “Due to the game not being in the state we want it to be for release, we have decided to delay the release of this content”

    Community: ”HOW DARE YOU!!?! HOW CAN YOU PROMISE A DATE AND NOT DELIVER?!?! YOU ARE TRASH DEVS WHO NEVER HAVE CONSIDERSTION FOR THEIR COMMUNITY”

    Bullshit, you and I both know if the devs came out and said they were delaying a week because game breaking bugs were destroying play people would be fine with it.

    But thank you for adding ######### and all to the conversation.

  • @Todgeweiht said:

    Basically this forum so far:

    *devs release the game broken due to schedule*

    UGH THOSE ######### GREEDY DEVS ALWAYS TAKING OUR MONIES AND NOT CARING ABOUT OUR GAMEPLAY EXPERIENCE, WORSE THAN EA!!!!

    *devs delay the game to fix issues*

    UGH THOSE ######### INCOMPETENT DEVS, ALWAYS MAKING US WAIT FOR THEIR #########, THEY NEVER CARE ABOUT OUR SCHEDULES, WORSE THAN BETHESDA!!!!

    Or, Or, Or, if you read the thread, I pointed out it would have been a hundred times better to make an announcement saying they are delaying the game because of a game breaking bug.

    99% of people would understand if they explained it.

    Which I said.

    In multiple posts.

  • @UlvenDagoth said:

    https://forum.deadbydaylight.com/en/discussion/comment/892232#Comment_892232

    I really doubt they all know about the bug and are doing it to be #########.

    Multiple forums and PTB testers made a point to tell them.

  • @ahandfulofrain said:

    https://forum.deadbydaylight.com/en/discussion/comment/892164#Comment_892164

    https://forum.deadbydaylight.com/en/discussion/comment/892170#Comment_892170

    Asking for fixes is one thing. Throwing a hissy fit is another.

    You all have to remember that behaviour is a small company. We have to have more patience with them.

    I've had patience from the original launch, update after update they break ######### again and again, some are understandable because it's something unexpected, but to launch the chapter in the state it is where you are basically rendered useless in the basement, when it is literally impossible to not get put in the basement WHEN YOU KNEW AND WERE INFORMED OF IT IN PTB.

  • @TigerKirby215 said:

    Woah calm down drama queen.

    But I do agree: everyone I talk to agrees that this game is in desperate need of an "operation health" update but bug fixes don't make money, and DLC does.

    Except this bug has introduced, with them knowing they exist, SOME OF THE WORST GAME BREAKING BUGS SINCE DBD'S LAUNCH.

  • @Mister_xD said:

    okay we all calm down again.

    they are working on it. there will be a hotfix soon.

    please keep in mind that its not that easy to programm a computer game and due to the constant updates its normal for bugs to occur.

    instead of being insulting like you are right now, you could instead help them pinpointing the bugs to get rid of them?

    thank you.

    We have known what the bugs are, we have known what causes them, we have been telling the devs since PTB.

    It would have been infinitly better to have made an announcement and delayed the chapter than launch as is.

  • @DeadByGayDwight said:

    https://forum.deadbydaylight.com/en/discussion/110085/hey-devs

    Yeah, this basement glitch has ruined a couple of games for me. But with every patch comes issues. Some that even the developers don't catch. That's just coding, sis.

    So, whats the point of PTB then?

    Whats the point of knowing a glitch it there, a glitch that basically can turn the game into a state of inability to play for one side to the point where dc'ing is literally the best option because it's that or sitting running into a wall until the killer decides to come murder you

  • @Usui said:

    yep, ive had to DC 3 times because of the basement bug, and killers know about it, they are just doing it to be #########

    I am a killer main, and I refuse to use basements right now, even if they will wiggle off. It's not right in any fair play.

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