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KingFrost

KingFrost

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KingFrost
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  • It's quite obvious Ruin was changed because they didn't want to stack the gen slowdown perks too much. Combining Pop and Ruin, and then throwing in Thanataphobia and Dying Light and you've got gens that take a long time to do. New Ruin is a very strong perk, if a bit risky due to being a hex. But then again -- old ruin was ALSO a hex perk, which meant it was also risky. New Ruin can't be stacked with something like pop goes the weasel. It's pretty clear that's a big part of the reasoning behind the change to the perk.

    Old Ruin only stopped progression for good skill checks, and reduced it for great skill checks. (Great Skill Checks have since themselves been nerfed. They don't provide the same level of progression as they used to). Under New Ruin, a survivor being off a generator for longer periods of time means more regression regardless of if they're able to hit great skill checks, or the random nature of skill checks showing up at all.

    At tier 3, keeping a survivor off a generator for one minute does double the regression and without having to kick the generator. So let's say you keep a survivor off a gen for one minute of regression.

    Under Old Ruin, one minute after kicking the generator, it'd take 15 seconds to recomplete the progress. Assuming they only hit good skill checks, and two skill checks pop up during that same time, it'd go from 15 seconds to 23 seconds.

    Under New Ruin, one minute after getting the survivor off the gen, it'd take 30 seconds to recomplete the progress. Even if they hit great skill checks for 4 skill checks during the time it'd take roughly 26.8 seconds to complete a generator.

    The difference appears small, but this is a survivor hitting good skill checks vs a survivor hitting more great skill checks. Let's put them in the SAME situations.

    Survivors Hit 2 good skill checks:

    Old Ruin: 23 seconds

    New Ruin: 30 seconds

    Survivors hit 4 good skill checks:

    Old Ruin: 31 seconds

    New Ruin: 30 seconds

    Survivors hit 2 great skill checks:

    Old Ruin: 15 seconds

    New Ruin: 29.4 seconds

    Survivors hit 4 great skill checks:

    Old Ruin: 15 seconds

    New Ruin: 26.8 seconds

    These are rough estimates, granted. My numbers could well be off. I'm not the best at math. But Old Ruin only really benefits pretty minor if the survivor gets FOUR skill checks. It saves about a second.

    Now, there are other benefits to Old Ruin of course. But devs have mostly addressed them as well. Survivors have a greater efficiency penalty (without using a perk, I might add. It might not be as strong as Ruin was at it, but it also doesn't take up a perk slot and perhaps more importantly, it cannot be cleansed. Meaning it won't be gone 15 seconds into a match) They've also made maps smaller, reduced the number of pallets, made certain loops weaker. And they aren't done yet.

    I'm sure the Devs introduce a few new elements into the game at a time so players have time to adjust to them. Rather than throwing everything out at once, and having a massive update where the game is so changed that it takes players too long to adjust. It's not that Ruin was overused, it's that it was a bit swingy mixed with the fact that it rewarded killers for minimal effort. Someone brought up Corrupt Intervention -- but it's a perk that disables itself after a set period of time. Retribution and Haunted Grounds? They're hex protection perks designed to give hex perks a chance of staying up, and making it risky for survivors to cleanse. And they don't reward the killer passively. The killer gets to see the aura of survivors... but they then must chase those survivors and find them. Same with Haunted Ground -- finding a survivor in the meantime. Plus again, they are time limited. As for Lullaby -- it's not passive. The killer must earn tokens on Lullaby. As for Autodidact... well it's not swingy because let's face it, it's pretty useless. No killer is going around in fear of autodidact healing because pretty much nobody runs it because of how useless it can be. But it's not the only useless perk in the game, and Devs have said they're taking a look at them. But I doubt they want to just change a bunch of perks all at once, without giving players time to adjust. We're getting major changes to Franklin's, Tinkerer, Knockout, and Lightborn this time around.

    ETA: Since someone mentioned resilience.. there's a downside to that. If the killer finds you, he catches you injured. Yes, you can 99 the heal if you like, but there's still some risk involved.

    I know sometimes it feels unfair, that the devs are so one-sided (They really favor [Side you don't main]). But I think they have the best intentions in mind. When they do one thing, that doesn't mean they're done. They seem to have big plans in the game. And I know I for one am looking forward to them. Especially the early game cooldown, which is probably the biggest issue killers face. Because until you find that first survivor, survivors feel absolutely no pressure. And that can take a long time if you spawn in a bad location or make a wrong guess.

  • I think they'll tweak the values of how fast overheat cools down, and when/how the chainsaw gains heat. Devs usually do a pretty good job. They don't always listen to the players, and they shouldn't.

  • At level 50, you should have roughly 64 tiers of perks (61 + the starting perks starting tiers). I could be off on this, but I think you start getting 2 perks at level 40ish? Anyway, Survivors have 80 perks and killers have 72. For survivors that means 240 perk tiers, and for killers that means 216. So at level 50 for survivor you'd have roughly 176 tiers to go. And for killer you'd have roughly 155. It takes approximately 54,000 bloodpoints to level up at level 50. You get 2 tiers per level, so for survivor that's an additional 88 levels and for killers it's an additional 78 levels.

    So going by this, it'd take approximately 4,752,000 additional BP for survivors, and approximately 4,212,000 additional BP for killers.

    From 0 to P3 with all Perks it's roughly 9,432,000 bloodpoints total. So you'd be looking at like... 7,692,000 Bloodpoints.

    Assuming you earn 20k bloodpoints per game, you could do it in 385 games.

  • They probably won't revert Billy, but I'd be surprised if they didn't slowdown the speed at which the chainsaw overheats, and maybe reduce the time it takes for the chainsaw to cooldown. I mean it is called a Public TEST Build for a reason. They want feedback. You probably won't be happy with what they do, because it won't be reverting him back to where he was, but I think it'll probably be better than what it is now.

  • Set your item down, or don't bring it into the match. Pretty simple, really. Or go back for it.

    I do think maybe the entity consumption timer should pause if the survivor who dropped it is in the dying state or hooked.

  • I still think we should get a Blood Bank to store points past 1 million.

  • So glad I first played this game on XBOX One with no post game chat and with friends who told me I did okay for my first time even though I definitely did not. (I spent most of the time hiding in a locker from the huntress because her hum scared me)

  • Should only deactivate when you unhook another survivor. If you limit what they can do, they'll just use it to bully killers instead of doing literally anything else.

  • Timer should pause when the survivor who dropped the item is either on the hook or in the dying state.

  • I still feel one of the biggest buffs survivors need is a speed boost coming off the hook. Maybe let it last 30 seconds, and during that time gen repair speed (in return) is reduced by 50%. This gives killers incentive to go after another survivor. It also prevents survivors with DS from just going to work on a generator and getting as much done.

  • Sometimes killers get lucky, or see more than you think they did.

    I was playing Huntress for the first time ever. Had no idea what I was doing. Went to reload hatchets to find a Claudette inside. I JUST WANTED TO RELOAD HATCHETS. Didn't want to have to hook this nearly invisible girl. What a pain.

  • Can survivors get a matchmaking option to not have to play against NoED, Face Camping, Mori's or Tunneling? And then throw in a matchmaking option to get rid of Keys, Decisive Strike, and Borrowed Time for killers. You know... let's just throw out the whole 'matchmaking' thing altogether, and just have everybody play against bots.

  • Yes, you were in the wrong for DCing there. Either try to finish the last generator, or go look for totems, or try to get a key and find the hatch. Or go up to the killer, engage in chase and let your teammate work on the gen and do your best to escape. She'll probably go back to the gens, during which time you heal if need be, or work on a different generator. Alternately, if you want out - just let her hook you and then hook suicide. I got three-gend by a plague once. I found the hatch, showed it to the Dwight, and then went off to bravely get killed. Alas, Dwight didn't understand what I was trying to do and got killed. But I tried!

  • I think the Devs want to try to bring the killers closer together, which in the long run should help the balance of the game. Yeah, it kind of sucks they're nerfing Billy. But he's a strong killer with lots of map mobility, an insta-down and little downside. Then look at Legion, who has limited Map Mobility, can't see scratch marks in Feral Frenzy, has a cooldown, and his power is cut in half any time he M1's someone which is ALSO the ONLY way he can actually down someone unless he's playing a literal potato who doesn't know how to mend or run. Imagine trying to balance the game for BOTH of these killers (and these killers alone -- not to mention every other killer in the game). Anything they do to make the game better for killers, becomes disproportionate for killers like Billy as opposed to killers like Legion.

  • If you don't face camp, I don't have a problem with NoED. It's when the killer face camps, and then OF COURSE has NoED.

  • No, but I think they should get a haste status effect after getting off the hook. And in return a repair penalty as long as the haste status effect is up.

  • They really should reduce the BP requirements.

    Everyone I've talked to about the game say they think it sounds really cool. They even watch streamers play the game. But they won't play it. Why? Because they wouldn't have the perks they want to play with. That's a real barrier of entry for a lot of people. The grind should be reduced, and unlocking perks should be easier/faster.

  • You'll get a lot more cakes back. Just recently P3'd Cheryl and got every perk on her. Now I have 100 cakes.

  • I think about it more in terms of hook states. 8 hook states = win. 6 or 7 hookstates = Tie. Less than 6 hookstates = Loss.

  • from Level 1 to Level 50 takes approximately 1,740,000 bloodpoints.

    You have to do this three times, so that's approximately 5,220,000 bloodpoints.

    At level 50, you should have roughly 64 tiers of perks (61 + the starting perks starting tiers). I could be off on this, but I think you start getting 2 perks at level 40ish? Anyway, Survivors have 80 perks and killers have 72. For survivors that means 240 perk tiers, and for killers that means 216. So at level 50 for survivor you'd have roughly 176 tiers to go. And for killer you'd have roughly 155. It takes approximately 54,000 bloodpoints to level up at level 50. You get 2 tiers per level, so for survivor that's an additional 88 levels and for killers it's an additional 78 levels.

    So going by this, it'd take approximately 4,752,000 additional BP for survivors, and approximately 4,212,000 additional BP for killers.

    You're looking at around 9,972,000 Bloodpoints for Survivors, and around 9,432,000 Bloodpoints for killers.

    These are just rough guesses, of course.

    If you want to add in the cost of unlocking every unteachable (without using the shrine) you'd get about 1,272,000 for each player.

    So Grand Total for Survivors would be around 36,684,000 BP.

    And Grand Total for Killers would be around 32,328,000 BP for killers.

    If you want to P3 and give every perk to every killer and play just ONE survivor, it'd take somewhere around 215,892,000 Bloodpoints.

    If you also want to P3 every survivor, though, it'd be around 398,592,000 bloodpoints.

    So let's say 400,000,000 to be on the safe side. Assuming an average of 20,000 BP per match it'd take you about 20,000 games. Half of that if you use BBQ and get full stacks every game.

  • I've seen it both ways. I've had killers who are really nice, and killers who -- even with 4 cakes, and 0 gens done -- will camp and tunnel. I've seen survivors who'll make sure you'll at least get SOME points, and I've seen survivors who'll stop you from getting even a single hook.

    I try being nice on both sides. On the survivor side, I'll do totems if there are a lot of cakes, and mostly ignore generators. Benefits everyone, because the match lasts longer, which is more opportunity for points. On the killer side, I'll play nice if the survivors are or if they're having trouble. Had a group earlier today that had one gen done, one person out already (RBT killed them). There were cakes in play, so I played nice. Even took them to a crown so they could get it. Felt bad I killed Meg because I thought she was only on her first hook. The last 3 survivors all got some really good points.

  • @TheLastGreatStar said:

    https://forum.deadbydaylight.com/en/discussion/comment/1412607#Comment_1412607

    Don’t play with my emotions like that. Can you imagine Jill MF Valentine in this game? That would be a dream come true. I’m still not over us getting Ghostface and no Sidney. She would fit in with the lore perfectly.

    Jill is definitely a character I'd leave Cheryl for. Aya Brea is another, though probably less likely to join DBD.

    And after this next match, I'll actually have enough points to get every perk on her (except the ones unavailable to me because I play on Switch. But I digress!) Feels good.

  • @TheLastGreatStar said:

    Supernatural: Sam and Dean Winchester as the survivors and either Wendigo, Scarecrow or Banshee as the killer.

    Buffy the Vampire Slayer: Buffy Summers and Willow Rosenberg as the survivors and The Gentlemen as the killer.

    Scream: Sidney Prescott as a survivor.

    I feel like Buffy's perks would be OP.

    Maybe Xander as the survivor instead?

  • Resident Evil chapter with Jill Valentine as the survivor and Nemesis as the killer

    Parasite Eve chapter with Aya Brea as the survivor and Mitochondria Eve as the killer

    Lollipop Chainsaw Chapter with Juliet Starling as the survivor and Swan as the killer

    Friday the 13th Chapter with anyone as the survivor and Jason Vorhees as the killer

  • Moris should require you to hook everyone once first, except Cypress which should stay the way they are. A pretty simple change that'd make it harder to just tunnel/mori the first guy you find to turn the game into a 3v1.

  • Cheryl is the first character I've actually P3'd. Only character I'll probably ever do it for unless we get like Jill Valentine or someone else I really like that's probably unlikely. And in a little over a million bloodpoints, I will have all perks maxed on her.

  • I've been using my cakes. Haven't had too much trouble with DC's. I also get more cakes. And I've finally almost got every perk on Cheryl. I imagine within a week or so I'll have everything for her!

  • Probably because they've got a new mechanic coming in that will change the start game, which means current Billy would be much stronger so they had to make changes.

  • My thought process as a Rank 20 Billy (this was only 6 months ago or so):

    "Man this chainsaw thing is hard to steer. Not sure why anyone would ever use it. It's faster, but I'd rather just run. This hammer sure is useful. Trusty hammer. It gets the job done. Which Perk do I want to use? Deerstalker seems pretty good. That way I don't lose people when I down them."

  • @MrMisanthropy66 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1410377#Comment_1410377

    And your point is?? I'm rank 1 both sides I play 50/50 and the if I'm having a frustrating day and want to relax guess what? Yep that's it I play on ez mode I just play survivor. Killer has to manage 4 survivors, 7 gens 5 totems + all your items ( cough cough keys ) all your second chance perks who has dh, sb, bl, bt, ds, ECT what hook state ppl are on. gen progress come on the only person that would say something so stupid as that is an entitled survivor main. This coming from just a player I am not biased I don't main either side but I do agree one side requires a brain and one side u just got to hit skill checks and not be a complete moron

    That's funny, I play 50/50, and if I want a relaxing match I play Killer. No worries about being out of the game before it even begins. Don't have to worry about a Mori (which are more common than Keys). You know what survivors are bringing into the match from the start. (Four med kits? Time to bring out plague.) No worries about teammates being completely incompeten. You're just relying on yourself. I won't say killer is easy mode, it's not. But you have so much more control over the game.

  • Buff it so disconnects count as a BBQ stack.

  • You said they fix survivor issues right away. So this doesn't negate my argument.

  • @ThisGuuy83 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1409739#Comment_1409739

    Bubba is barley getting brought up to playing level. This is something that's been needed for years. Yet, when something is broken or needed w survivor, it's fixed within a couple months, tops.

    *looks at Iri Head and Ebony Moris*

  • Whispers is amazing. You spend a lot less time patrolling generators at the beginning of the game because it'll let you know when you're near a survivor. And in end game it's clutch at finding survivors waiting at the exit gates. Mid-match it's not particularly great except on certain killers (It makes Doctor almost never waste his power), but at the beginning and end it can be very helpful.

  • Also let's not forget he has a power that can hit through walls. Which Pig also doesn't have. (If she does, I've been playing her wrong all this time! Someone teach me!)

  • What's the point?

    -No DS

    -No Kindred giving away your position

    -No Borrowed Time

    -No worry about sabotaged hooks

    -You can instantly go for another survivor instead of going to hook the on you've just downed or worry about unbreakable or another survivor picking them back up. Making Infectious fright super useful.

  • No reason to cage a survivor at all? So you won't be complaining about DS then? Or Borrowed Time? Or Kindred? Or several perks that don't work with cages.

  • You buff weaker perks because that makes perks more fun. Nerfing perks makes them less fun.

  • @DrDeepwound said:

    Spine CHill should not have infinite procs though. Killer perks like BBQ you get 12 procs max

    Perks like Alert and SPine Chill proc miimum 25 times per match, it needs to be tokened or something like Distortion is.

    If you reach the maximum procs for BBQ, you aren't exactly thinking "Man, if only BBQ could proc one more time..."

  • Solution: Every killer just needs to get the switch. Survivors there rarely get gens done before 7 minutes. My games usually last 10 minutes or so. Every now and then I'll have a short game where I felt like there was nothing I could do. But I'm also not the greatest killer. Want easy games? Get the Switch version! At least until they implement crossplay.

  • Sometimes it's definitely on the survivors. "In a chase with the killer? Better unhook!" I mean I guess strategically it could be "I'm going down anyway, one of us might get away", but it feels a lot more like "Better them than me!" Then you have survivors who don't draw the aggro when they should. If you're bad at looping, maybe only go for really safe saves.

    Survivors also need to punish killers who camp by DOING THE GENERATORS. Had a plague the other day who proxy camped a teammate. It was incredibly obvious because she kept showing up on kindred (No teammates in the area). I tried luring her away by running right into her, but as soon as I got out of a certain range, she abandoned me to go for the guy being unhooked. We got all 5 gens done, and got out of there. 3 of us escaped, I wasn't even hooked once. If a strategy is effective, you can't really blame someone for using the strategy. (Exceptions: When an element is unbalanced, such as Keys and Moris)

  • Only change it really needs is if you unhook someone, DS deactivates.

  • @Orion said:

    I am also tired of campers. It's too bad survivors won't punish them by genrushing, even when I have Kindred and it blatantly shows the killer is camping.

    Sure, you should punish killers by doing the gens. But you're unlikely to pip because you won't get altruism points.

    Had a camping plague yesterday. My teammates of course all cleansed. I didn't get sick once all match, got hit by the Vile Purge once (trying to lead the plague away from the hook, to no avail.) and did at least 3 generators on my own. 3 of us escaped, but I still didn't pip. Couldn't get any altruism points from the match. My team even played pretty dumb, going for the save each time, but Plague tunneled him. I stayed on the gens, did the ones nearest to her, and got out. Killers have a similar issue with emblems, especially malicious.

  • @Dead_by_Gadfly said:

    Over the last month ive been tracking my stats with different killers. Pig outperformed Freddy and Doc:

    https://us.v-cdn.net/6030815/uploads/0L7A8JAGL4G6/20200629-113924.jpg

    (Ignore the totals at the top the software is adding the averages together, the averages next to the killer are whats important).

    Theres a few variables to consider like the average ranks of the survivors were slightly higher against pig so the survivors werent AS good and then theres the builds to consider (fred i was running end game build so nothing slowdown) but even with those things taken into consideration I think this highlights just how underrated she is. And I can tell you while actually playing the games I felt like she had a little more consistent control and I could make plays (like ambushing people i saw going for the unhook) I couldnt do with the others. Even just look at the average match length, hers is longer.

    I did 15 games per killer and used the same buikds for that specific killer for all 15 games including add ons.

    This actually gives me an idea to keep track of match times for my stat tracking in the future. (I'll probably wait until Crossplay, though.)

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1396784#Comment_1396784

    Then either she spawned there, as @MadArtillery said, or she found a way to glitch up there. I recommend filing a bug report.

    Filed a report on the forum. I'm guessing maybe it happened because there's a Box there, and she spawned near the RBT Box, which caused her to spawn on top of the wall instead maybe?

  • @Orion said:

    Based on the fact that she's next to a box, I'm going to guess what happened:

    • She had a trap on her head.
    • While interacting with the box, her model started floating upward.
    • After she removed the trap, she dropped on the wall there.

    Hadn't put a trap on her head yet. So that wasn't it.

    @MadArtillery said:

    Wonder if she just spawned there. Most likely explanation.

    That's certainly possible. It wasn't too long into the match, and I heard crows. So she'd been there at least 90 seconds.

  • I've only had a game with two killers and three survivors. I was one of the killers, and could not hit anyone for anything. Couldn't use most of my powers, either. We quickly ended the game.

  • I like Pop Goes the Weasel, Save the Best For Last, Whispers and BBQ + Chili.

  • Maybe your friend disconnected?

  • @Huff said:

    https://forum.deadbydaylight.com/en/discussion/comment/1393126#Comment_1393126

    I know I just posted, so this might be a little redundant, but don't let the reductionist commenters get to you. I know what you're saying isn't just "don't add the LBGTs into my games!" You don't like the agenda-pushing and I can respect it.

    There's plenty of people like this that just don't like the game:

    https://forum.deadbydaylight.com/en/discussion/comment/1392733#Comment_1392733

    https://forum.deadbydaylight.com/en/discussion/comment/1392469#Comment_1392469

    I think it's just utterly sad when people try to water something down just to try to attack a strawman instead of actually make a real argument, like this:

    https://forum.deadbydaylight.com/en/discussion/comment/1392729#Comment_1392729

    https://forum.deadbydaylight.com/en/discussion/comment/1389675#Comment_1389675

    Not everybody who dislikes something is just a "hater."

    Topic creator literally complained about equal representation. Don't think anyone's strawmanning anything here.

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