LordGlint
LordGlint
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- LordGlint
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@TAG said:
You use Deliverance, I am in front of the hook.
You Dead Hard from there, I anticipate it and hit you anyways.
DS still at the ready? Wait out the timer.
Hatch is nearby? Close it.
Adrenaline? Bait out the Dead Hard again and down you anyways.
Conclusion? This would all just be a waste of time for everyone involved.
If anyone uses dead hard immediately after an adrenaline... you should report them for hacking, lol.
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@Xerge said:
https://forum.deadbydaylight.com/en/discussion/comment/990877#Comment_990877
Me too. I've ended games in 6 minutes with certain killers sometimes and also had my team wiped out in 6 minutres, it's just that these scenarios aren't very common, specially not likely to happen with most killers.
It COULD though, lol. Ive ended a game in 2 minutes with OG Freddy, right before his rework. Typically other times this happens though, its with 1 shot killers like Billy.
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@Xerge said:
https://forum.deadbydaylight.com/en/discussion/comment/990729#Comment_990729
Doesn't a 4K in 9 minutes mean ending 12 chases in 9 minutes? You'd need to find four survivors and end four chases in three minutes. I honestly don't see that happening against a good team of survivors.
I've had games end alot sooner than that due to being able to snowball hard with abit of slugging or just being able to intercept rescue attempts and down would be rescuers before they can unhook their teammates. Ive also had plenty of cases where the last guy to die had never been hooked previously. Add in things like infectious fright and 1 shot killers... you can get downs pretty rapidly if ya catch people out.
Heres an example...
https://www.youtube.com/watch?v=ewQANXLEaPI -
@thrawn3054 said:
I think he should get his own version of Billy's sprint. Not as fast. Maybe 150%. They could give him an animation where he swings his chainsaw over his head.
What if he had decent control of a sprint, similar to Oni...just without the swing immediately after. He'd have a cooldown coming out of it similar to when Billy misses a chainsaw.
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Id go with Bond and deerstalker, just maybe not have the ranges as high as the normal versions. 12-16 meters though would be nice.
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@gohookyourselfstupid said:
https://forum.deadbydaylight.com/en/discussion/comment/990207#Comment_990207
...........god have mercy on your foolish souls you poor poor helpless survivor
lol
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@CLAUDETTEINABUSH said:
https://forum.deadbydaylight.com/en/discussion/comment/990248#Comment_990248
Ok I was just joking m8 don't worry :3
I know, although I will admit that using such OP camo is abit much. Theres no way a team of survivors will EVER see me coming.
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The forums are basicly the equivalent of a suggestion box. You really shouldnt open it up and be surprised when you see complaints. The same way ppl dont flood suggestion boxes with notes claiming everything is ok, people arnt going to make forums threads doing the same (at least, not often).
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https://www.youtube.com/watch?v=XJfYRRREooc&t=325s https://www.youtube.com/watch?v=fuTxnj_ters@CogHead said:
https://forum.deadbydaylight.com/en/discussion/comment/989278#Comment_989278
Yes, Bubba has literally only been viable with one build. I am, of course, talking about the Bubba's Basement build. Killers shouldn't have to rely on one perk build to be effective.
Ill leave these here...
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Billy is one of the killers that theyve already said they wanted to look at addons for. That doesnt mean they're necessarily gonna do anything drastic, just put him in line with the other killers as far as having URs and such. Same goes for Bubba.
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@mkshockter4 said:
I've only used it once on Doctor but haven't used it on anyone else since I unlocked it for the other killers. I heard it's pretty good on legion and demo
Demogorgon trying to be stealthy just reminds me of the water cup scene from Jurassic park.
https://www.youtube.com/watch?v=EEljXeYMxRo -
@CLAUDETTEINABUSH said:
https://forum.deadbydaylight.com/en/discussion/comment/990192#Comment_990192
Racist,you said "Claudette mask" because you wear a black mask xd
I never said the word "mask". It is a Claudette FACE because it belonged to Claudette before being removed...
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@GrootDude said:
I main survivor and thana, bbq and ruin are all far from being op, ruin is getting changed to help new players, not because it is op.
Your just saying that because your a filthy killer main who wants to keep his precious OP perks like monstrous shrine!!!
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Use to use it religiously on Myers, but Ive experimented with it on other killers as well. Works really good when paired with infectious fright. This here was my old Bubba loadout that I liked using...
Also helps that using the Claudette face makes me practically invisible...
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@Quol said:
Devs have decided that tbagging is over performing after statistics reveal over 80% do it. Their solution? Removing Ghostface's ability to tbag.
Its really the obvious answer...
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@Sonzaishinai said:
When survivors perform the crouch action to quick in succesion, their character will experience back aches and be slowed down for a time while they rub their painfull spot
A cramp in their thigh gives the hindered status effect, lol.
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Could be after servers are setup. Currently there IS crossplay between steam and windows store, but thats just PC to PC, lol. TBH...Ive only ever noticed playing with a Windows store person once.
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I WAS using it for abit until I unlocked BT. Being able to see which direction the killer went after they kicked your gen is a nice tool for avoiding them.
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@FJSJ_Lunar said:
https://forum.deadbydaylight.com/en/discussion/comment/989423#Comment_989423
Your perks are not... good...
Its really one of those things that if it works for him... who are we to call em bad.
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@HellDescent said:
They are dogshit on ps4
As a PC player, I always just giggled when I saw posted from console players saying they cant wait for the servers to come to them too.
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@VincentRedfield said:
https://forum.deadbydaylight.com/en/discussion/comment/988836#Comment_988836
So you did good because the survivors were too heroic and dumb.
But how many rounds does the killer underperform because the killer player was bad?
Really impossible to say either unless the analyst watches the matches.
Which is why the devs stated when posting the info... to take it with a grain of salt and not draw conclusions from those charts.
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@SpaceCoconut said:
https://forum.deadbydaylight.com/en/discussion/comment/988811#Comment_988811
The stats aren't accurate.
Id say they're accurate, just misleading. You have plenty of games that were close all game with the killer making the survivors really sweat to get out that result in 4 escapes, while also having games where the killer barely influences the survivors at all all game, only to get a 4k after the gates are powered due to over-altruism or something (dont bumrush the hook when Bubba is standing infront of it...).
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@VincentRedfield said:
https://forum.deadbydaylight.com/en/discussion/comment/988789#Comment_988789
Doesn't really make a difference why. The result is the devs ran stats and found their survival rate was not even at the 50% mark. Yet killer mains would have us believe they are basically auto aim hackers in call of duty.
The why IS a big factor. Little bit of a story real quick about a recent game...quite memorial, lol.
Had a game recently where I got ran HARD, lol. I legit only had a single hook all game by the time the gens got powered. Lucky for me, I managed to find someone as they were on the exit switch and got a down, RIGHT infront of basement stairs. Figuring id have to be satisfied with my 1 kill and 2 stacks of BBQ, I was surprised to find survivors circling the entrance. Managed to chainsaw down one guy when he went for the save, and another guy actually ran down there injured...so mallet hit him. A 1k turned into a 3k because these guys were idiots and wouldnt do what the last guy did...just leave.
Of course still depiped, cuz the game was HORRIBLE... but if we're just looking at stats...I got a 3k, so my killer is clearly overperforming, lol.
Killer players want to feel powerful DURING the match. Its a matter of the journey rather than the destination. If I had managed to do better DURING the match, id have felt alot better when everything was over...even if I got less kills. Not saying that particular match was unbalanced or anything...I just had a rough match and missed alot of hits.
Im pretty sure the suicide at endgame thing though should be taken VERY seriously, because no matter how bad a killer character is... if you have survivors go suicidal for an unhook with an active NOED up or something... it can still result in good results if all your looking at is kills instead of things like how many times the killer was able to hit ppl this game, or how successful was the killer at pressuring gens.
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@VincentRedfield said:
https://forum.deadbydaylight.com/en/discussion/comment/988756#Comment_988756
Rather different from "The devs themselves said not to draw any conclusions from that data since it's not completely accurate."
4 Man SWF with an escape rate just under 50%. Does not seem very OP at all.
And you're also well aware of If the stats said something like "4 man SWF 75% survival rate" we would see it 50 million times like that Tru3 video.
50% escape rate=very survivor favored game according to killer mains.
In all fairness, while SWF may get more information and coordination to help them mid match...They also tend to turn suicidal to get that 1 guy out when the gates are powered and a 1k turns to a 4k.
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@SpaceCoconut said:
https://forum.deadbydaylight.com/en/discussion/comment/988743#Comment_988743
Here's the link to the original thread: https://forum.deadbydaylight.com/en/discussion/61114/community-community-data-requests#latest
Here's the first paragraph:
Earlier this week, we asked you what statistics you would like to see. Since then, we have collected data on some of the most popular requests and designed some fancy graphics for them. There are a few things to note:
- This data does not include the recent PTB.
- Data involving rank was collected shortly before a rank reset (April 1st to April 7th).
- These are very general statistics, so use caution before drawing any conclusions.
Pay particular attention to the very last sentence.
These are very general statistics, so use caution before drawing any conclusions.
@VincentRedfield said:
https://forum.deadbydaylight.com/en/discussion/comment/988732#Comment_988732
Feel free to provide a screenshot of where the devs said that. It's the best data there is out there about survival rates.
Heres the more recent one with peanits saying "Numbers are not everything, theres abunch of factors that could influence these numbers"
@Peanits said:
Stats are back at last! We've taken some time to gather some data and make some fancy graphs for your viewing pleasure. Be sure to let us know if you'd like to see more regular stat releases in the future! Since it has been a while since we last shared stats, these graphs show data from the past three months unless otherwise stated. Please keep in mind that numbers are not everything; there are a whole bunch of factors that could influence these numbers.
Note: If you're having trouble viewing the charts, clicking on them will open a larger version.
Killer power vs. popularity
Starting off with how frequently killers are played compared to how well they tend to do on average. A 50% kill rate would be the equivalent of two survivors dying and two survivors escaping.
https://us.v-cdn.net/6030815/uploads/230/KSPIKOCTC8RD.png
https://us.v-cdn.net/6030815/uploads/910/6KD3I8P3L1V9.png
Maps
We went ahead and checked which three maps are safest and which three are the most dangerous.
https://us.v-cdn.net/6030815/uploads/275/ZYOLAR28JADQ.png
Mid-chapter 3.3.0: Outcome
The Nurse was changed in the last mid-chapter patch, and we've been keeping an eye on her performance since then. Below, we've listed her performance on PC before and after the changes, both in all ranks and in red ranks. Like the charts above, the numbers shown here are her kill rates (where 50% means two survivors escape and two die).
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@NullEXE said:
https://forum.deadbydaylight.com/en/discussion/comment/987160#Comment_987160
With 2 survivors and great skill checks it gets done in under 20 seconds. Since having more than 1 survivor on one gen not only increases the chances of triggering a skill check for one survivor, both of them have increased chances of triggering skill checks.
If survivors are communicating 2 jump on the first gen, 2 jump on the second gen. The killer finds 1 gen of survivors they split, the one not in chase looks for ruin totem, while the other safe loops the killer till the killer peels (which they should, but a chase into 1 pallet still takes too long for killer when 2 other survivors are working on a gen, and your ruin just went because that's all the time needed to find and cleanse ruin - now the teams greats give progression to the gen, which makes gen pop faster than 40 seconds with 2 people all triggering more skill checks because 2 survivors are on that same gen. At this point you just repeat the process of 2 per gen, 2 gens at a time. The doors will be powered in under a minute and 20 seconds of survivors working on gens. I know about it because I've faced it too many times to count as killer, and is how me and my friends play in rank one as survivors - however unlike this group - I treat the killer with some respect and reassure them, that this in no way is fair. Why do I take advantage of what is clearly broken in a game, because by doing so I hoped that the more people doing it the more publicity it gets to get fixed - however this is really starting to look like a lost cause and the devs are gonna kill their own game.
https://forum.deadbydaylight.com/en/discussion/comment/987181#Comment_987181
I'll try it out thank-you.
Your explaination just now does NOT explain how a ruin can pop and 2 gens be done within 20 seconds. If we had everyone spawn in place with the killer not chasing ANYONE away from anything, but rather stare at them so they can proc more great skillchecks than normal with spinechill...the time still wouldnt work out
As far as your explanation on how 2 survivors without supped up toolboxes could pop a gen in 20 seconds due to great skillchecks...both of them would need a great to pop up like 20 times each. The much more reasonable time would be about 40 seconds.
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https://www.youtube.com/watch?v=I_-Lvrdpe8g&t=18s@Boss said:
I'd love more input on it, but this is not a promising start for positive opinions on FC. 🤭
Tofu made a vid trying to get the TR reduction aspect to work shortly after it was released. He didnt have any luck... He tried again later on pairing it with Nemesis too so he could get an aura reading on a survivor after an unhook and go for a 1 shot using the savior...still kinda meh
https://www.youtube.com/watch?v=nwByI60_Xko&t=724s -
@Aneurysm said:
@Pythonheir they were probably responding to what you said about having to run around in circles like a bot. Freddy can place snares at a loop while the survivor is using it without getting slowed and cutting the amount of use they can get out of it. As for the gen problem, he uses gen-related perks better than most. I wouldn't even bother with ruin, but if you do try protecting it with a snare.
Swapped ruin out for Surge as soon as Demo was released on my Freddy build. It actually works really well on him.
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@NullEXE said:
https://forum.deadbydaylight.com/en/discussion/comment/987038#Comment_987038
This is the kind of response I expect, which is also why nothing is going to change to make this game better.
It takes time to place traps if you don't have the time to do that, then you can be safe looped easily. Countering Freddy is easy when you know how to do it, since I mainly play Freddy I have no trouble against him. Literally all of his powers give notifications before hand so they are easily avoided, and he can't get the drop on any survivors without a perk like Tinkerer. The only reason he is strong is not his anti-looping potential, it's because of his power to teleport across the map to gen's. On most maps then you can actually get to gens in time before they are complete - but if the team of survivors are all good enough to only get great skill checks those gen's are finished in less than 20 seconds with 2 survivors (since more survivors on one gens increases the chances of getting a skill check, and if they both only get great skill checks that's even less time on the generator).
But yeah, i'm wrong because of the killer I played, and the fact I dc'd when that seems to be the only way to get BHVR to start seeing problems with the game. Even though the math, and reality proves otherwise.
You keep saying the gen gets done within 20 seconds... Thats not possible. only 1 of those survivors in your picture even had a toolbox, so it wouldnt be possible for them to cleanse your ruin and pop 2 gens in the timespan of 20 seconds...even if they all spawned perfectly in their positions and required no walking time.
Also...Freddy has GREAT chase potential. His teleport is also great so you can cut down on travel time in-between chases, but his snares are nothing to scoff at.
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@rickyray101 said:
Of course killers hang on to it like a crutch. Virtually every match I play it's a hex ruin. It comes to show you that if the developers were smarter they would make it to where perks that cause a generator regression stack like all the health add-ons they nerfed because killers were crying.
So...how exactly would you effect these perks?
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@NullEXE said:
All I ask is you stop this.
First game today, and the first three survivor's ran for safe loops, forcing me to play like a bot running in a circle to force them to drop the pallet. Ruin and 2 gens go up in the first 20 seconds of the match before I can even find the first survivor. Even though they obviously were clearly winning, tea bagging, and being a nuisance bullying the killer they verbally assault the killer at the end of the game to rub salt in the wound.
Why is this at all okay, and why is it being ignored? I don't even want an answer. I want it fixed.
So within 20 seconds of the match starting, 1 survivor cleansed your totem while the other 3 finished 2 gens? You clearly need to report someone for hacking, cuz those numbers sound impossible without some BNPs and supped up toolboxes in play.
In all seriousness though, Freddy is great at countering braindead loops. Even if they ran you to some of the most broken looping spots, like Wretched shop or ironworks... afew snares would screw those spots over. Linking a screenshot of the scorecard after you DCed doesnt really prove anything.
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@snozer said:
https://forum.deadbydaylight.com/en/discussion/comment/986469#Comment_986469
Lol! you think ds is used to make the killer whiff, how naive of you...
DS is used to fix a looping mistake and stop the killer being able to hit you, or to get to unreachable loops from their previous spot.
It is a second chance because it literally erases mistakes that should go punished, Do i need to bring up what this perk does to nurse?
Every survivor becomes 3 hits to down, that is 3 random guesses you must make after a survivor finds cover, 3 chances for a survivor to waste a very large amount of the nurses time just because of a perk, it essentially makes her unplayable.
Don't go telling me that nurse players just need to be more precise either, cover hits are literally a game of eenie meenie miney mo did they go left, did they go right or straight? i don't know.
DS mustve gotten some interesting new powers if it can do all that. I just remember it stunning the killer if they pick up a survivor 60 seconds after unhooking. Your saying it can be used mid-chase too?
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This post would be deemed as naming and shaming OP, which is against forum rules. You can say what you want about the players, but you cant name them. I got fairly use to censoring out names of many screenshots I use because of that.
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This reminds me of how Overwatch does its ranking system. You do placement matches to figure out where you SHOULD be, and its unique for each role. Just because a person is really good at playing a healer, doesnt mean theyd play at the same skill lvl if they swapped over to playing tank for a game.
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@BloodMoneyMerc said:
https://forum.deadbydaylight.com/en/discussion/comment/986487#Comment_986487
Well with my idea it kinda would still be that way, as his slowdown is still the same with just slight increases to base chainsaw speed & acceleration. They can either play it risky & get another loop in or they could drop the pallet & you can quickly saw through it. But yeah I get where you're coming from, just want to see Bubba shine for once lol.
I fully understand. I put alot of hours into Bubba, and Oni lvl map traversal would be nice.
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@EZ5k said:
https://forum.deadbydaylight.com/en/discussion/comment/986678#Comment_986678
This whole patch is bad, probably the worst I've seen since I started playing. I don't expect unhook behavior to change, as it'll be a week or so before people realize that R+Surv isn't worth the slot combo, even on high mobility killers. I'm just tired of people like OP handwaiving criticism and excusing brain dead design choices that only result in direct harm to the player base. Like I said before, we're back to step one of the cycle before they gut the next killer meta then wonder why they get ######### talked so much by that part of the community.
I also think its important to try to be realistic when what you post. In your post earlier talking about second chances, you mightve had some valid points in there...that kinda got buried once you brought up things like 14 pallet saves. You lose credibility in your argument when you say stuff like that, even if you have valid points in there. I noticed that even some of numbers didnt make any sense. BT for example can proc on ANY unhook, but you for some reason only put it down as 4 uses rather than up to 8. You cant use "Math" as your argument when you yourself are using wrong numbers.
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@Fleece said:
https://forum.deadbydaylight.com/en/discussion/comment/986207#Comment_986207
It would be cool if it was retrievable and gave you a few shards or bp or something. You pick it up and it disappears in your hands, you gain the bonus after the match ends kinda thing.
Feel like that would just incentivize ppl to race their teammates for the golden toolbox each match. Would be different if it was something you actually had to carry but didnt provide any ingame use. Youd have to make the choice of carrying around the easily visible golden toolbox instead of your much more useful medkit or something.
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@GrootDude said:
Have you found the temple of purgation toolbox?
Each realm only has 1 toolbox, so since Temple of purgation is just another red forest map...it didnt get a toolbox since theres already a toolbox in the red forest realm.
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@EZ5k said:
https://forum.deadbydaylight.com/en/discussion/comment/986649#Comment_986649
Why do you think there's such little diversity in killers at red ranks? BECAUSE YOU HAVE TO BE 100% EFFICIENT. This includes chases, where even if you play perfectly, you can still be punished and forced to rewin the same game, I'll not repeat myself yet again, simply just going to point you towards the door and notice how widely unpopular this change is, and that the results will 100% be predictable along with quite a large chunk of players up and quitting because it's just simply too much work and stress to 100% have to outperform 4 people who get second chances while you get none
Im not claiming the ruin change is good, im simply stating the reasons for it being BAD that people are saying. By the time a slower killer crosses the map to find a survivor, you could have a gen already done. New ruin only has an effect if a survivor leave the gen, which if they see ruin is in play, theyre less likely to do so.
Currently, you see people getting ready for an unhook as soon as a survivor goes down or shortly after theyve been hooked. New ruin would just make it more likely that same person utilizes the 60 seconds the hooked survivor has before the next hook phase to get a gen done so its not regressing after they leave it.
Notice how none of this has anything to do with chase times... This is why people are saying the killers who didnt need ruin to begin with...Like Billy, are the ones who strangely enough will be able to actually find use in new ruin. They're more likely to be able to cross the map to chase someone off a gen before it gets done.
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Personally, I like the way they're currently doing it...although would be nice if they maybe added some rift fragments or something as a reward. The only downside I see is I already have an incentive to lvl multiple killers because they all play differently from one another. I have no incentive to lvl up multiple survivors outside of unlocking their teachables. If I get a challenge where I have to do something specifically with Jeff...I guess im running it as a lvl 1 survivor.
What if they added more of a variety of survivor challenges, while making it open to you as to which survivor you pick?
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@Actually_Jesus said:
https://forum.deadbydaylight.com/en/discussion/comment/986616#Comment_986616
It is bad though - because its a perk that without being at potato ranks, requires another perk to even be remotely useful...it's core functionality is mediocre, and it's a hex perk. There's literally no reason to run it alone. It provides no benefit alone. If a perk needs another perk to be useful, it's bad.
While I get what your saying, it does seem odd that no one uses this same logic when talking about Spirit Fury. Spirit Fury without enduring is pretty useless.
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@EZ5k said:
https://forum.deadbydaylight.com/en/discussion/comment/986599#Comment_986599
And I'm arguing from a sustainability point of view. If you run against a 4 man swf, who know what they're doing, on most maps 3 gens will pop in the first 90 seconds. Ruin addressed this, now it lies gutted. CI will next be used to address it, and it too, will be gutted, as has every killer meta that arrived before it.
By the time you hook your first person, you're looking at 3 gens done if you played 100% optimally with zero mistakes and they made at least 2 mistakes. IF they have deadhard, and have a good chain of safe pallets, that's it boio, that's the game. Switching targets mid chase just wastes the 90+ seconds you've spent, in which 60% of the opposing sides objectives are done. This is an abysmal trade off considering that you, the killer, are the one supposedly setting the match pace by the assymetrical philosophy.
Let's say you catch that person without a dead hard, if they're in a SWF, they're likely to get saved by a second chance perk, putting the unhooked, and the rescuer on equal ground, meaning that you now have to waste at the minimum another 20 seconds. If you play as intended, you ignore the unhooked person and chase the rescuer, freeing them up to heal, and setting you up for another 90 second chase, at which point 2 gens are still being worked on and likely pop, so you end your game with at most 2 hooks, less than 25% of your objective. "But those SWF's are rare" I hear you say, which is exactly why they should be the ideal target of balance.
Time and again with major balance changes like this, this exact argument comes up, and gets ignored, giving rise to the first step of the cycle with the next perk. Perhaps instead of just nerfing perks and constantly releasing bandaid fixes, the dev team should really take the time to look at and understand why 60% of the objective gets done in 90 seconds and what they can do at the baseline level to fix that.
That 90 seconds that your saying now though factors in both travel time as well as actually FINDING someone. The chase portion of that is only a part of the 90 seconds, so all rant you did about all the 2nd chance perks and Dead hard giving the survivor an additional 90 seconds...is pretty exaggerated. Im not disagreeing that the early gens can pop fast and time is very limited. Im disagreeing with you as to the WHY. Its no coincidence that the killers with good mobility rank so high on tier lists. Canable and Billy have very similar powers as far as the chase goes, but Billy ranks much higher for the fact that he can zoom across the map inbetween chases.
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@EZ5k said:
https://forum.deadbydaylight.com/en/discussion/comment/986573#Comment_986573
We're talking red ranks here. A majority of which are SWF with high map knowledge, Game sense, and likeliness to run the exact loadouts I mentioned.
You can argue SC isn't a second chance perk, but then you have to ask yourself, is being given another health state a second chance. The answer is usually yes. So even in that first chase, when 3 gens pop, all your team needs is for the other 2 survs, aside from the one you're chasing and the one who's healing, to be on a generator, meaning that you've still applied zero pressure unless you turn it into a game of attrition, at which case, you should be running a 3 gen setup from the start and not just chasing people all game.
Even at red ranks, its very unlikely a chase is going to last 90 seconds total, let alone an ADDITIONAL 90 seconds due to dead hard. I could use Clown or Legion and still be able to get MUCH better times than that. The majority of ppls complaints toward the ruin change is looking at something as simple as map traversal, and how unless your power gives you the ability to travel the map faster... That gen on the other side of the map that you see 2 survivor auras on with BBQ is GOING to pop by the time you walk there. This has nothing to do with chase times.
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@Yamaoka said:
https://forum.deadbydaylight.com/en/discussion/comment/986563#Comment_986563
Imagine Oni just tbagging survivors to death using his sheer weight as in once you're downed you better have that spicy Tenacity or you'll be Dead By Gluteus Maximus 😁 Now that would be a mori that'd be both violent and hilarious at the same time!
Add in the same slamming sound effect he has when he slams his club down.
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@EZ5k said:
https://forum.deadbydaylight.com/en/discussion/comment/986551#Comment_986551
It is, which is why they stopped being included in the total minimum saves, yet their presence should still be acknowledged.
I feel like alot of your "math" is hugely exaggerated though. A single dead hard for example is very unlikely to add an extra 90 seconds onto a chase. You also listed off self-care as a 2nd chance perk. Frankly, if all 4 survivors in my lobby ran self-care...oh happy day. Thats alot of time spent self-caring instead of doing anything constructive.
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@Yamaoka said:
What lift of the big 3 are you referring to? Bench press, Squat or Deadlift? 🤔
Anyways Oni easily benches, squats and deadlifts more than any other killer. Guy looks like he weighs about 500 (muscular) pounds.
Feel like with how huge Oni is, if he was givin Ghostface's power to T-bag...he'd instantly kill any survivor.
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@EZ5k said:
https://forum.deadbydaylight.com/en/discussion/comment/986469#Comment_986469
Because it generally isn't just one second chance perk, it's typically multiple. DBD breaks down into this at the lobby screen. 16 perks/4 per survivor. 25% of that will be self care typically, a second chance perk that has infinite uses and 0 counterplay other than "lol just tunnel bro". another 25% of that will be a variant of a move speed perk, in the form of dead hard (can quite easily reset an entire loop chain adding another 30-90 seconds, or another 2-3 gens). with the third 25% typically being a teamplay perk, (Borrowed Time, oh look another second chance perk with unlimited uses). with the fourth quarter typically being a fill slot for the players choice. This setup has been hailed for years as "The Holy Trinity" and has yet to be gutted on the level of any killer meta, which has a paltry 4 perks compared to 16, of which 25% can be disabled before you even get to it if you run a hex perk. Meaning that Hex perk better have a damn good payoff to make it worth the risk, which it just lost in this PTB, meaning it's effectively deleted from Killer play along with the killer characters who relied upon it to stand any semblance of a chance against survivors.
Math Breakdown:
4 survivors x 3 downs = 12
BT= +4 (total 16 downs)
Now suppose that each of that last 25% I mentioned as fill is yet another second chance perk, that number goes up to 20.
Add in flashlight saves, which aren't difficult in the slightest, and that's another 4 minimum, putting the total up to 24
Add in pallet saves, and that's potentially 14 extra saves, bumping it up to 38.
So while I miscalculated, the point remains, at absolute optimum efficiency of use, you have a minimum of 20 downs, or 3 extra gens on the survivor side.
TIme Breakdown:
Factoring in that a chase can easily last 90 seconds before your first down, that's 3 gens done, totaling 60% of their objectives completed. Throw in a dead hard in that first chase, and there's quite literally enough time there to go by for a single survivor to efficiently chain loop you for the entirety of a match while people hold M1. The reason Dead Hard get's considered a second chance, is because if both sides are playing optimally, it resets the chain loop. You can of course continue handwaving, but people with enough experience in the game on killers will attest that it's entirely possible to be looped for the entire game.
The common answer to what I just suggested is "just go find another survivor", at which point you've wasted 3 gens, and that person is free to heal up or do a gen while you go find someone else, negating any pressure you're about to apply.
Ruin's role:
Before this absolute smooth brained nerf of Ruin, it allowed you to be able to make *mistakes* in those chases without losing an extreme amount of ground. Where you AND the devs fail to understand the most critical time of the game is. The perk isn't used to get Iri gatekeeper, or to farm up more points, it's exclusively used to get more time and mitigate error, something survivors in the game get to do willy nilly.
Ruin's Role on non meta killers;
Running ruin on Clown, Hag, Trapper, Wraith, Doctor and other less seen killers was a gamble. It either gave you enough time to set up your traps or select your gens for the late game standoff, or it got busted in the first 15 seconds crippling your entire choice of killer putting an insane amount of pressure on you, the supposed power role.
Fundamentally not understanding what I've listed above is what clearly lead to this nerf, and what will ultimately result in this game following the same trend as Evolve did.
Is that simple enough for you?
If a killer is constantly being thwarted by pallet and flashlight saves...thats on him.
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Oni says hi, lol. The guy looks like he benches 800 lbs.
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It gives you immunity against the killer's aura reading perks and abilities based off the amount of teammates that are dead. If only 1 is dead for example, youd have a 24 meter immunity. You could pop a gen really close to the killer and wouldnt show up on his Bitter murmer, but if you popped one that was far away, he WOULD be able to see you via bitter murmer. If 3 teammates are dead, now all of a sudden you have a 72 meter immunity instead.
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Always feel like I'm wasting addons when I'm not using it. The double BPs makes it alot easier to replace any addons used.

