Johnny_XMan
Johnny_XMan
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- Johnny_XMan
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Comments
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You can counter face camping by Gen Rushing.
That's why Gen Rushing is a thing in this game. That's why no one should complain about Gen Rushing because it is a direct counter to Face Camping. 😏
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Man some people are really bent up about the recent changes.
It's almost like they want so badly for the game to not succeed even though we know that is not the case.
Keep trying harder please.
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If you want toolboxes nerfed then they need to nerf slow down perks and add ons that stack.
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And yet no one is complaining when killers get that sweet spot where they snowball. Or the matches where they have a specific slugging build to slow down progress on anything.
This is why I don’t take the “I got gen rushed” excuse serious. Too many times I have not brought a toolbox at all, and yet I am met with Dying Light/Thana/Sloppy and then they want to slug. But yes let’s continue to cherry pick and only acknowledge that “gen rushing” isn’t fun.
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@joker7997 said:
https://forum.deadbydaylight.com/en/discussion/comment/997807#Comment_997807
It's not killers that suck its gen times that suck. Yeah ruin is annoying but they're nerfing it without fixing gen times, big mistake
This is obviously subjective, considering many matches consist of killers who don’t know how to run a loop, when to give up chase, when to stop hard camping/tunneling, get triggered at a survivor tbagging and forgetting the others exist, not wanting to break a pallet, not care for the gen that’s almost done next to them so they don’t bother kicking it.
So while you can say gen speed is the problem you can’t blame it entirely on that. There are many things that affect the outcome of a match and one of the biggest ones if not the biggest, is skill. That’s why you won’t see anyone even admitting it on the forums. Instead they post about how survivors did “this and that“... almost as if they wanted survivors to play bad to get a win.
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Idk I still have fun without Ruin.
I think that they could change some maps to make up for the lack of early game pressure. I’ve already addressed this feedback in a post I made.
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You can still see survivors’ auras behind a generator.
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Look at the forums lately... and who is doing all the crying.
It’s not survivors or killer “mains”. It’s players that would rather be negative and unconstructive. I don’t care what your stance is on the state of the game but there is a point where people are just not going to take you serious.
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Just so you know @CLAUDETTEINABUSH I would rather have 1000 of these type of threads than whinny threads about the same thing.
Forgot to say that earlier 😊
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Title should be changed to “Killers unwilling to get better review successful game”
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@Atchoo said:
https://forum.deadbydaylight.com/en/discussion/comment/991015#Comment_991015
I mentioned the matchmaking system aswell. It is of course also part of this issue. But its definitely not the main nor the only reason.
@Atchoo I just don’t see how current or future Ruin is impacting the ability to get in a match.
At best the only thing I can assume from your graph is that killers affected by gen speed cannot proceed to rank up, which if that’s the case it’s a totally absurd statement.
Im not saying there is no point where you can get gen rushed, but I don’t personally find this to be a reason to not be able to find a match. It has to do with the game not wanting to pair me up with someone below my rank until it really has to.
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@Atchoo said:
https://forum.deadbydaylight.com/en/discussion/comment/990776#Comment_990776
No, this is the result of the problems above. Why do you think survivors on certain ranks have to wait this long? I think its pretty obvious.
I think that has to do with the Matchmaking System, not Ruin or Gen Speeds.
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@Gummi_da_great_fella said:
https://forum.deadbydaylight.com/en/discussion/comment/990694#Comment_990694
https://forum.deadbydaylight.com/en/discussion/comment/990684#Comment_990684
https://forum.deadbydaylight.com/en/discussion/comment/990677#Comment_990677
Woah, its almost like the improved regression allows you to camp the totem and the 3 gens closest to it, which makes it so you caaaaan't really cleanse it, isn't it?
Also, Bean, from what I've seen you type you're not really the brightest of the bunch, so I'ma be extra clear here. I know they didn't go ahead with it, the issue I have is that they even thought it was an option in the first place. The fact the devs thought it would be ok to blindfold us instead of fixing an issue clearly shows how they don't really care about fixing the bugs in the game. Was I more clear? With people like you, I never know.
You missed the entire point.
Of course I realize there are instances which a killer can legit start a 3-gen strat. However, if the survivors work as a team, then one could cleanse ruin while the rest try to bait the killer on a gen.
The killer can only apply so much pressure of survivors are not together.
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I do because I like to interact with the killer more than not.
It’s a great perk.
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I don’t understand what the issue is.
You can still cleanse Ruin and stop the regression effect. The key to getting out of a 3-gen situation is to start other gens and bait the killer. They can’t go to alll 3 gens at once.
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@douggie123 said:
https://forum.deadbydaylight.com/en/discussion/comment/990468#Comment_990468
Exactly like I said
NOED will get to its highest usage point
Tunneling will become more used
Camping will become more used
The whole hex ruin change will destroy gameplay
The good survivors aren’t worried about this because it already happens.
Ruin never made the tunneler or camper simply play nicer. I swear these threads are just getting sillier and sillier.
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The Ruin Chan—- I mean, you get to play against some of the most iconic horror film characters like Michael Myers, Freddy Krueger and Amanda! 😊
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If it’s a baby Dweet, I protect him as the killer.
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The game is not going to die because of a perk change or because a handful of people came to the conclusion because what they wanted they didn’t get and that somehow that makes the devs one sided or biased.
Coming to the conclusion that they are not listening simply because they don’t respond to every little thread (which most just sound very whinny) doesn’t mean they aren’t listening.
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I do and it is effective in this camping/tunneling meta.
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@Daniel101773 said:
https://forum.deadbydaylight.com/en/discussion/comment/987163#Comment_987163
I have seen the Lery's rework on some streams and it looks very cool now, a lot more like a horror movie abandoned hospital how I imagine it should be like. I look forward to playing Myers & GhostFace on that map.
I main Michael so I know what you mean. I love how spooky it looks and honestly you can still spot people even with how dark and gritty it looks.
The ceilings, textures and new environment props look amazing.
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I’m not on PS4 but this is refreshing to hear.
I still believe this is one of the best dev teams I’ve seen in a while. The update from what I’ve experienced in PTB looks promising. I love the reworked map.
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@KuromiStarwind said:
https://forum.deadbydaylight.com/en/discussion/comment/981385#Comment_981385
Wow. It's almost like if you're applying pressure to all the gens, you're not actually committing to chases, and the moment you do, all that pressure just turns into wasted time! Did you know that 1 decent survivor at the start of a match will have more than enough time to loop you for 3 gens right off the bat anyway? Even if you're going to "pressure" all these gens, not only are you wasting TWO perk slots, you're also assuming a 115% MS killer with no mobility can traverse these massive maps fast enough for it to be relevant lmao
Nice little story. Does it always turn out the same way for you?
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@Rin_is_my_waifu said:
Very weak bait 1/10. Next time try more
I’ve literally seen you post the same message over and over in other threads.
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@woundcowboy said:
https://forum.deadbydaylight.com/en/discussion/comment/982124#Comment_982124
newsflash: most survivors are bad.
Ok. What does that opinion have to do with the topic at hand?
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He also seems to play against a lot of bad survivors.
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DS is not an anti tunnel perk.
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@toxic_clown said:
https://forum.deadbydaylight.com/en/discussion/comment/981565#Comment_981565
rank 1 is so easy to get now its not even a measure of skill lol
I think that was in response to the same ridiculous assumption that many killer mains have here.
"Oh you said something I don't agree with, you must be a rank 20!"
and then they get clapped back and you never hear from them again.
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No Ed meta incoming?
If that's what you feel you need to bring, do it. It is part of the game afterall isn't it?
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You get more value out of new Ruin if you're applying pressure.... why?
Because you can force multiple people to get off the gen they were working on and they automatically regress without you needing to go there and kick it. That in itself is a big deal.
People that are dead set on it being a "nerf" are going to go with that argument rather than argue what value the new perk brings.
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Why hide when I can just laugh at it from above? 😎
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The one that camps but proceeds to complain about getting genrushed.
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Don't tell them to complain, it's like asking them to continue.
It's very evident who does the most complaining in these forums.
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@SteelDragon said:
https://forum.deadbydaylight.com/en/discussion/comment/975846#Comment_975846
that is true for small changes and changes to individual killers
this is a nerf to a perk used by all killers most of the time. and a HUGE NERF, legioning it. more people will leave / just not play killer once ruin nerf goes live. more people than you think.
I for one will only think about playing killer only if I use an E mori. other than that I will be playing only survivor. with this change tho survivor Q times will rocket. and the rate of tunneling, camping, moris, iri heads, etc will be much more common
Then go right ahead. Use whatever you feel like you need to use in order to win. No one is forcing you to play one way or another, it is your choice.
The point is that by you making this thread it isn't really helping the discussion. It is viewed as a threat, and not a good one at that. The game is not unplayable because Ruin has been reworked.
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I don't even understand the point of these type of threads anymore.
They literally make 0 sense because it's not like the game will suddenly change because of a handful of people leaving. Needless to say many bubbles will burst when they realize that just because they left the game didn't die.
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@Fleece said:
https://forum.deadbydaylight.com/en/discussion/comment/975364#Comment_975364
Only when new killers appear it will spike albeit briefly
If you've been around these forums long enough, you know that those crying people always come back.
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They will come back for the next patch.
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@[Deleted User] said:
What are you talking about? killers already do these stuff every game nothing will change
@Sarori_puppet
I wish I could give you 1000 likes.
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Go ahead bring them on, and be prepared to really get genrushed because survivors only have 1 hook stage. 🤣;)
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@yandere777 said:
It sounds great at first but then you gotta remember this is bhvr we talking about. They'll just break 100 things.
Another thing is this just sounds like doing extra. The devs could just fix windows the same way they normally do. Blocking windows, opening them up as a normal walk way, adding openings near windows, forcing slow and medium vaults on one side and making fast vaults difficult.
Your method is cool on paper but it just overcomplicates things and is really just a bandaid fix. Reminds me a lot of bloodlust and look how people think of it now. It is only there because of mini infinites and it breaks some loops because of how braindead it is.
I understand your concern, but for me doing a band-aid fix is exactly what you just said entirely blocking windows. I've already seen it happen and it makes gameplay less exciting and dull because as survivor you aren't left wondering "what is my next move", instead it becomes "Well this is where I go down because there is no way out"
The problem with god windows isn't the fact that they exist it's the fact that they are "infinites", meaning there is no end to them. By allowing the window to break it gives both the killer and the survivor an opportunity to not get punished for the window simply existing on the map. The survivor can choose to use it but be cautious about going through it again because they are depleting it more and more. The killer can rest assured that if it was 'abused' the first time it won't happen again or for a very long time, depending on how it would end up working.
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@NurseMainBTW said:
Question: What if a survivor decides to grief the game by destroying the window completely? The idea is solid but perhaps you can add a new rule that the survivor must be in a chase for the window to cripple?
I agree that it could have a condition like being in a chase.
Realistically if that player just wants to “troll” they could do it by just throwing down every pallet on the map. I think being in a chase is a fair condition to somewhat prevent griefing.
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/965630#Comment_965630
The thing is, no one is going to abuse non-god windows. If they get destroyed it's not really that big of a deal, especially if they repair themselves after a set time. Like if you somehow use a LT window too much and it gets destroyed you just move to another loop. It's not a big deal.
Like we would need an entire system of identiying god windows that is fair and consistent. Because not all windows at main structures are god windows. It just doesn't make sense for these specific windows to be affected.
And as I said, it creates a problem when new maps come out as we might not discover how strong a window is until after playing with it.
It just makes sense to have a universal mechanic. It would only really mainly affect the god windows that get abused, but it will still work on other windows if you try to abuse them too somehow.
I understand no one really abuses non-god windows, that's why my main focus was on god windows. By allowing them to come back over time, it sort of defeats the purpose of what I suggested because you aren't completely getting rid of it.
You're right though, the old maps are the ones suffering from the god windows "problem". Which is another reason I suggested this idea, so the devs aren't just creating maps with super unsafe loops (Hawkings), and actually feel like they can create strong loops without the fact that they can be used indefinitely being a hindering problem for the killer.
I definitely think there is something interesting about your suggestion from an atmospheric standpoint. Because it makes the structures feel old and like they can crumble at any point...which is kind of scary. lol
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/965431#Comment_965431
Right but the devs aim for consistency. It honestly doesn't make sense for these specific windows to be affected by this mechanic and not others. It would be better to apply this to all windows, which then removes the "what defines a god window?" question from the equation and simplifies the whole thing.
Like when a new map comes out, how do we know what is a god window? How do we measure that? If a window is strong, at what point does it become a god window? We could find out after many hours of playing, but that's just janky honestly. It makes way more sense to have this as a universal mechanic, especially when you can have survivor or killer perks that work with this mechanic.
And like, sometimes a window is only a god window if it's arranged in a certain way next to a certain tile. Suffocation Pit potentially has several god windows in the middle area if the tiles spawn in the right orientation. Are we going to apply this mechanic to these specific windows in these specific orientations? How do we determine which orientations need the mechanic and which don't? Again it just makes the most sense to have a universal window mechanic of some kind.
I understand the part about consistency, but these windows aren't like the rest IMO. In the sense that a killer literally has to break chase because once the entity unblocks it, the next survivor will run to it. Other windows don't have that kind of power.
The idea that every window could be destroyed just seems like a heavy nerf to me. I don't know if I could stand behind that. The reason people keep bringing up places like the Foundry, Grim Pantry, and even the Disturbed Ward as examples is because of the giant structure accompanied by the pallets set up in and around them.
So IMO, the big structures that can afford to lose a window could get this treatment.
I mean no disrespect, but I have a hard time following exactly what you are saying.
I specifically stated in the OP that I left the idea very open to see if anyone else wanted to add and give their own input. That's why I said that my visual was just an "example" of what could be implemented. So far you have yet to provide an example of a better idea or maybe you just don't think these windows are that problematic. Which is fine, you are entitled to that.
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/965395#Comment_965395
Well the goal should be to deter abuse of these windows. If someone uses it only at the very start and end of the game that's fine IMO. It's only when survivors use these windows throughout the entire game that they become a problem.
Also this should apply to all windows not just god windows for consistency, which is another reason why they should respawn after a certain amount of time.
I specifically focused on these type of windows because I don't think the others are as problematic.
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@thesuicidefox said:
A few things.
1) It should take more than 3 vaults to completely degrade the window. Maybe 5 or 6, just because the Entity blocks it after 3 vaults.
2) Only rushed vaults should count. If you slow vault the window it shouldn't count, just because sometimes you may want to slow vault a window out of a chase to save time moving around the map.
3) After the window is destroyed, there should be a timer to when it repairs itself. 60 or 90 seconds seems reasonable.
Otherwise I kind of like this idea.
I agree with 1 and 2. That's why I was open to ideas about how many "phases" the window could go through.
Still on the fence on 3, only because I feel like allowing multiple vaults while only making fast vaults count already seems strong enough IMO.
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@ithinkwedidprettygoo said:
god windows you said already can be blocked from bamboozle with shorter distance after vault
i don't think you talking about balance, because this not even legit for discuss from current stats
you also forgot to mention is this work in chase or commonly,
it was most important part of your idea, that telling just you lack of understanding about this game
survivor is much slower than killer
you can't reach any windows from most gen spots, than you should let them fix safer zones first in those few good window existing maps
because those are safer spots so you won't get looped from same structures they could advantage of
or bamboozle, that simple
some maps just can't loop even fairly without using those spots like prenn or campbell
how about learn this game first from watching other players in youtube
before you write some faction favoring plat buffing idea without any analysis
I suggested this idea as a rank 1 survivor with over 3k hrs. That's not me flexing, that's my response to you when you say that I have no understanding of the game, just because I don't fail to acknowledge how overly strong these windows are.
The map that I specifically chose has plenty of good loops aside from that window. What I am suggesting isn't going to completely remove how strong it is, just balancing by adding a different feature. You still get a strong loop out of it, just not using it as a looping hub for whenever you don't feel like using other tiles.
If you don't like my idea, then I challenge you to share how you would change it. How would you balance a window that mostly everyone agrees is too strong?
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Cupid Shirtless David.
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I thought you were gonna ask, What if Claudette was a bush. 🤣
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@immortalls96 said:
Interesting g but then all that would occur is the windows being used to chain with other tiles..therefore keeping the issue present..but the creativity is indeed interesting
For me, I don't see the issue with chain looping tiles because often that requires some thinking, unless you really really know the map.
The problem for me is that many survivors know how strong this loop is. Heck, I do as a survivor. lol So once the entity is no longer blocking it, the next survivors goes back to that same loop. preserving the rest of the pallets that they would have otherwise used if they didn't have this strong loop fresh and ready to go throughout the whole match.
This keeps how strong it is, but as @PistolTimb pointed out it doesn't punish the killer for the window simply being there the whole time.
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@PistolTimb said:
Wow, that's... actually really interesting. Like how pallets are consumable, so are god windows. That would make it so strong loops can exist and the killer isn't punished just for it being present. Honestly I would love to see something like this in action, and it wouldn't require the devs to compeltely rework every single busted map.
Thanks! I had this idea and shared it with my friends and they thought it would be great, so I decided to share it here.
I'm happy you got where I was going with it. :)