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LordGlint

LordGlint

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  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/986502#Comment_986502

    Unfortunately we do have to look at the way it works with every perk, I don't think it would be fair to anyone to just set the perk up, say this is good, but ignore the way it would bolster other already very strong perks.

    Absolutely it does feel punishing but if there's only one gen left it's at least plausible to juggle a gen but in conjuction with other perks I feel like removing the hex does make it too strong.

    a lot of people have been saying "Too strong to be a normal perk, too weak to be a hex" and I agree.

    I still dont see how this would bolster anything really. Its not really offering a synergy like spirit fury and enduring do, but rather just NOT getting in each other's way. A similar comparison would be something like Sprint burst and adrenaline, 2 perks that CAN proc one after the other to result in a huge speed boost gain, but dont hinder each other. You wouldnt be against a killer using OTHER gen affecting perks like Thana and Pop in conjuncture, so why is this combo considered too much?

    Pop is used so much because the effect it gives of the 25% is stable; a killer KNOWS kicking a gen is going to be of value, if nothing else than for the 25%. The ruin suggestion would still be under the same counter as kicking a gen normally... The perk would only have any actual benifit if a gen is ALLOWED to regress and a survivor doesnt tap the thing immediately after leaving.

    This was another reason why I compared both to SB and adren btw. SB, like Pop gives guaranteed value. You might not get the same value from suggested Ruin or Adrenaline, making it more of a gamble.

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/986489#Comment_986489

    I feel like it becomes even stronger then, 25% instantly off the gen, then it's regressing at that speed, if there's only 2 people in the match I fear this makes it incredibly unwinnable even if only two are dead.

    What your describing though is the effect of 2 separate perks. Im just suggesting something that wouldnt have it getting in the way of other perks like the PTB version currently does. A survivor could still come tap the gen to prevent fast regression from ruin with this idea.

    As far as feeling punishing when theres only 2 survivors left... I feel like ANYTHING would feel rough when theres only 2 survivors left and still gens to do.

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/984537#Comment_984537

    The hex is far too powerful to just have all generators that aren't being worked on regress at 2x speed, sorry.

    What if they removed the hex part, while also removing the automatic regression part. Youd be able to have gens regressing faster, but would have to start the regression yourself. This could allow it to be used with Pop and such, whereas PTB version cannot. I feel like it would have nice synergy with Surge if done like this.

  • The biggest downside I see with this... is survivors might actually take him seriously. Feel like current Bubba gets grossly underestamated with survivors constantly assuming his gonna be stupid. The amount of times I see survivors not drop a pallet when they should have, just to realize I DIDNT just swing through the thing and the saw is coming up now...is great, lol. That moment of panic as they try to turn around real quick to drop it, but cant.

  • @Spooky13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/984221#Comment_984221

    The most we got was his Hallowed Blight outfit, but still, why not something where he's wearing the skin of the animals he supposedly killed when he escaped, held in place by bones grafted into his skin, IDK. We're just going through Billy's various jobs at this point.

    I like the idea of maybe a chained Billy, like he was tied to the wall or something.

  • Dont forget that just because you trap a dull totem, doesnt mean THATS the totem its gonna spawn at. The NOED could just as easily spawn at a totem right next to the last gen they do.

  • @Spooky13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/983946#Comment_983946

    They really don't have an attractive theme to them. With Clown he is always an entertainer in some way, Huntress is based on various animals, Doctor usually has him as a therapist of some other medical professional. Billy is like... he's an auto mechanic? And a forest ranger? And a beach bum? And a hunter? Not to mention they always give him facial hair.

    Feel like they COULD just go nuts though, kinda like they did with the Weathered scarecrow outfit for Wraith. I dont see why they cant go with a cosmetic more monster than Human for Billy.

  • Literally all your suggesting is a buff to current ruin, which the devs already dont like. This wouldnt help the new survivors the devs seem to be trying to help out in the least.


  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/983975#Comment_983975

    It is, but that doesn't seem to be the case in the situation OP is describing.

    In all fairness, they couldve probably alleviated the problem for themselves by crawling to a hook. I know I've had plenty of similar experiences of survivors that will either crawl to a corner or run to the same spot once they inevitably wiggle out. Due to the stun time and head start the survivor gets when they wiggle out, they can easily run PAST the spot you picked them up before you can M1 them. I had a survivor who kept doing this until I was forced to let them bleed out to end the game.

  • @Sonzaishinai said:

    Don't worry rift number 7 will be about him and have one new outfit in the premium version

    By "outfit" you mean a pair of sunglasses...and that's it.

  • @Actually_Jesus said:

    Can confirm - I've played against an SWF of BHVR employees before (only one I remember for sure was peanits, the rest all had _BHVR in their name I just don't remember who they were). They're not terrible, but mediocre at best. 15 second max, full chase, with Billy on Rotten Fields (statistically the most survivor sided map). I may have mori'd them all.

    In all fairness, Rotten fields is Billy's best map

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/980081#Comment_980081

    I love how I am called a survivor main when I make a post for survivor that someone doesn't agree with, and then I'm called a killer main when I make a post for killers that someone doesn't agree with.

    Can you people on this forum ######### make up your mind on what I am already? You guys are giving me a serious case of identity crisis here.

    Well maybe if youd stop being such a biased (insert side here) main, we'd take you more seriously.

  • Figured id answer this question with a little story...

    I do fairly decent at killer, and I like to hop from one killer to the next and get good at each. My latest killer I've been playing is Billy, whom I've only really been practicing for the past week or so. Getting decent at using that saw, and some games...I'm DANGEROUS, lol. Had a game 2 nights ago though that was just embarrassing...

    Ruin got broken right away, and I couldnt land a saw to save my life it seemed. Had afew big opportunities, only for the survivor to manage to dodge it over and over again. By the time the last gen was done (which was pretty quickly due to my poor gameplay) I had only gotten a single hook the entire match. Managed to catch someone as they were trying to open the gate, and after a short chase...I downed them...right next to the basement stairs. Hooked em up and figured id just have to be content with my 1 kill, but... due to over-altruism from the other survivors I got 2 more people down there (one of em even ran down the stairs while injured already). The last survivor dipped because he, unlike his teammates, wasnt an idiot and knew he was only gonna get himself killed if he tried anything. His teammates gave him hell in the endgame chat for this.

    Point of this story... That entire match, I was losing horribly. I knew it, they knew it, the entity knew it (I depiped having only gotten a total of 5 hooks and gens gone in no time). If all you looked at though was the end results... I killed 75% of the survivors. 75% kill rate must surely mean I did AMAZING, right? In truth, the team was beating me left and right and simply tripped at the finish line due to over-confidence and over-altruism like MANY teams do. Im pretty sure stuff like this can explain away at least SOME of the stats we see.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/978428#Comment_978428

    It negates all stats, they won't consider it for anything. It's ignored for full normal matches with no DCs. In a match that would have had skewed stats, that is good.

    How is excluding games that involve toolboxes and ruin getting broken NOT skewing stats? These are things that occur on the live version, so why would you want to exclude them on the PTB?

  • @[Deleted User] said:

    I actually ran into a bunch of these guys as well and it's very annoying, and makes the legit concerns less likely to be taken serious.

    Thee guys had trolly anti ruin names, took offerings for maps they knew all the totem spawns on and would track it down and break it immediately, then with engineer toolboxes and would gen rush like mad.

    If you get people like this just disconnect from the game; anytime there is a disconnect the match doesn't get used for research purposes, it disqualifies it negating their entire reason for trolling in the first place. So just do that.

    Wouldn't DCing based off how well the killer is doing be trying to skew the stats?

  • I don't see how playing survivor and trying to win is skewing stats. Would be different if ppl were purposefully losing or something...

  • @supersonic853 said:

    It doesnt take playing ruin to see how bad it is now. Doctor though im testing.

    Read one of the Doctor changes was that "Snap out of it" will place survivors back to T1 madness instead of T2. I'm rather fond of his restraint addons, so feeling like this is pretty big if survivors are spending alot less time suffering from T2 related effects.

  • I was a Mercy main...I know a thing or 2 about nerfs... Apparently if you spend the entire game healing, the other support characters who spend a good part of the match killing ppl will think your healing numbers are unfair and have them nerfed.

  • @VicThor said:

    https://forum.deadbydaylight.com/en/discussion/comment/973483#Comment_973483

    Survivors should spawn next to the killer at the beginning of the trial :D

    Specifically in the basement...With Bubba at the stairs.

  • Could try playing Hag so you can trap up the exit gates too

  • @[Deleted User] said:

    Remember when people said MoM would never come out of the PTB as it was because it was too OP?

    I remember.

    download.jpg


  • @The_Daydreamer said:

    https://forum.deadbydaylight.com/en/discussion/comment/973211#Comment_973211

    But do I need to kick it? Bcs PGTW synergizes with surge too. So it SHOULD work, right?

    Your missing the point... If ruin is up, you physically CANT kick a gen. No Pop, no Overcharge and the only time surge would work is if you down someone near a gen CURRENTLY being worked on. If the survivor let go of the button right before you downed someone...surge wont work either.

  • For some reason, it seems you feel like ruin is affecting the gens survivors are choosing to work on. Survivors can be just as smart and spread out even when theres NOT ruin (I run bond and make sure to spread the pressure by working on gens away from the ones my teammates are doing).

  • @The_Daydreamer said:

    https://forum.deadbydaylight.com/en/discussion/comment/973179#Comment_973179

    Oh wait, I can use it. But I need to get intime to a gen that is beeinh worked on and if they stop repairing it should've the PGTW effect on it, right?

    As soon as it stops being worked it, ruin starts regressing it again. Theres no time that youd be able to kick the gen with Ruin active.

  • Seriously...We all know the kind of stuff that REALLY stacks up on stacks in stacks in your flavor...


    Pancakes

  • Its iffy. That same concept was also applied to survivor stun perks with enduring affecting them. They made DS extra long because enduring was making it useless. One would THINK they would have tweeked those stun times once they changed enduring...but they didnt. This is probably more of a case of "find a new perk if you dont like new ruin" rather than any changes are gonna take place regarding the core game design.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/973114#Comment_973114

    Oh I did not know that, I remember that surge worked on regressing gens but it was probably a wrong memory

    I use it quite abit on my Freddy with the idea of Surging the nearby Gens and Popping the far ones. Its decent at knowing which gens have been worked on recently and possibly giving someones location away, because it will make an explosion at a gen that wasnt regressing before.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/973073#Comment_973073

    Well my idea was that ruin regress the gens and surge will regress it more by 12% because of the explosion

    unfortunately surge doesnt proc at all on regressing gens. You could get abit of use on it if you down someone near a gen CURRENTLY being worked on, but other than that...Ruin doesnt work too well when paired with Pop or Overcharge either.

  • @[Deleted User] said:

    Thank you @Almo i can't wait to use surge + new ruin combo ^.^

    How would you combo surge with it? Surge doesnt proc off regressing gens.

  • @Seltas0208 said:

    If you follow the account leaks by daylight you may or may not have seen images of the patch notes for tomorrow.... Why are the known issues already typed up? We're they not bugs they couldn't iron out in time? How the heck do you make it so that you can't vault over ONE specific pallet in lerrys as legion?

    If your gonna have bugs like that.... Maybe push back the ptb to iron it out. Then release it and observe issues that arrise. Issues. Not just bugs, and then do a round two or the ptb where you try to address those problems.

    At this stage in the games cycle we want quality, not quantity. I'm sue everyone would rather have game health be addressed for a year than adding 26468 new killers each with 41281216 bugs associated with them

    Was joking earlier about being able to protect your totems as Huntress by chucking a hatchet across the map on Lerys. I then read the bugs section and realized you probably could... It states hatchets can fly through some walls.

  • @gorgono1 said:

    With all due respect, I stopped reading after:

    "I just started playing this game" ... "from my noob survivor perspective these changes are much welcome"

    Probably shouldve read further then. OP was pretty open to the idea that he DOESNT know everything, and that the difference between high rank gameplay and where hes at now is probably black and white, or a "big divide in the balance" as he put it. OP was pretty fair all in all, just noted that because hes new and not very good yet...ruin was frustrating. I think you should try actually reading what was said and be abit more respectful. He didnt say it was OP or anything, just that its abit of a noob stomper.

    @casualobserver said:

    https://forum.deadbydaylight.com/en/discussion/comment/971004#Comment_971004

    Bummer that's a shame becuase I really tried my best to look at the situation from all sides as best I could.

    Ppl are abit frusterated and stressed atm... dont let it get ya down if some people arnt overly friendly atm. You were pretty damn honest of where you were at in your post, and your right...the balance between noobs and experienced players is huge.Some of the weaker perks and killers in the game are absolute noob stompers, while being a complete joke at high end play.

  • Is that an Oni buff I see? The rest though brings up things that seem pretty bad that I didnt even know about. Snap out of it returning you to T1 madness instead of T2 would make alot of Doc addons pretty useless. Youd have ppl TRYING to keep a survivor from hitting T3, just so they could have the T2 related effects from their addons.

    I was actually joking earlier about Huntress being able to throw a hatchet on the new Lery's and hit a survivor on the other side of the map, but apparently...some walls are gonna let hatchets go through em.

  • @BDS22 said:

    So you're taking out your frustration on the community when the devs made the changes? So your goal is to purposely make the game unfun for other survivors because of a decision made by the devs? You think that will make the game better or make the devs listen to you? So your logic is when something you don't agree with is nerfed by the devs the best way to go about it is to purposely try to take the fun outta the game for everyone else. Put the blame where it belongs, not all survivors were wanting a ruin nerf. If you got a problem voice your opinion to the devs but taking it out on the whole survivor community is just immature. Sorry if I sound rude but the way you're going about things won't solve anything.

    He's just frusterated...alot of ppl are. Feel like the mori thing is just an outlit to have SOME way to have abit of fun. Personally, I try to avoid getting the things when they pop up in my bloodwebs, because I dont use em and theyre expensive. Still though...I have aton of em because sometimes I HAVE to buy em to get another bloodweb, and I know the idea of popping em off is tempting when your frustrated.

    20200106174950_1.jpg 20200106174945_1.jpg

    This is my stock on afew killers, and I actively try to avoid buying them. If ppl really wanna pull that trigger and cut loose...Feel like they can do alot of dmg out of their frustration.

  • @Speshul_Kitten said:

    They won’t listen until it’s too late, look at survivor queues now.

    Did you read their also trying to hide survivor ranks in the next update?

    If that doesn’t tell you something, then I would probably start queuing up with a squad to even have a chance at having fun anymore.

    Where did you read about them hiding ranks? Ive seen that come up afew times but have no idea where that was actually said. Do you mind leaving a link?

  • @[Deleted User] said:

    lol all this for a just a ruin nerf seriously?

    The mori part might be abit dramatic, but the NOED part actually is pretty predictable. If someone feels like they wont be able to keep a survivor team from doing the gens anyway...might aswell prepare for the inevitable endgame.

  • @Hopesfall said:

    so you need to spend another perk slot to make a hex slightly better

    seems efficient

    In all fairness, its generally good to have SOME sort of tracking perk. Survalence would just fill that roll. Using the combo, youd know where survivors are, and when you chase them away...would get the slowdown aspect of the gen they were working on going back down.

    This is all theoretical though, so we'll just have to try it out when the PTB hits to see how useful it actually is. Feel like high mobility killers would be pretty good for this kind of combo.

  • @Xerge said:

    Yeah, go play something else for a week, like civilization or something.

    Ive actually dusted off my xbox and started playing Warframe again. While I like DBD...this is discouraging. Trying to have abit of hope since we havent given it an actual shot yet... And I've been wrong before when I didnt see any real hope on the Freddy rework when it was first shown... Just thinking, maybe its not as bad as it sounds.

  • @Hex_KillerMainBTW said:

    The problem is, a totem staying that late in the game is almost impossible. So, honestly I'd rather see ruin be made into a normal perk instead of a totem. Sorry, but I'm not able to kick gens, not getting points for it. Only possible points you're going to get from this is for gate keeper...which how well will that happen if most gens go flying in the start.

    You either go for a survivor to attempt a kill. Or you pressure them off gens, which you're not going to get kills

    I could see a version of what theyre going for that causes regressing gens to regress faster, but is NOT a hex and does NOT work automatically... Could work well with Surge.

  • @Xerge said:

    https://forum.deadbydaylight.com/en/discussion/comment/970456#Comment_970456

    I think you would just need to tap the gen for a second to check if the killer is running ruin. That's it.

    Maybe if theres an obvious spark or something when you stop, but if theres not...might go unnoticed.

    @Alice_pbg said:

    https://forum.deadbydaylight.com/en/discussion/comment/970456#Comment_970456

    That would only be a nice blanket on top of a turd. Looks fine until you look at it.

    * survivor touches gen and stands up.

    *generators stops moving in half a second.

    "Ruin is up!"

    * does gen normally

    Edit:

    https://forum.deadbydaylight.com/en/discussion/comment/970485#Comment_970485

    You beat me to it.

    You might be right here if someone tries working on the gen for lets say 3 seconds, lets it sit for 6 and then sees if theyre 3 seconds of progress is still there. This would encourage people to finish whatever gen theyre working on before going for a rescue if they have that knowledge. I dunno...Im TRYING to see some good here. The fact that theyve made it easier to rank up with gatekeeper changes while possibly gutting a killer's actual ability to kill people doesnt sound too good. No one wants to be pipping and going into harder games after a 0k or something...

  • @Trwth said:

    https://forum.deadbydaylight.com/en/discussion/comment/970309#Comment_970309

    I agree with everything said here. I’m usually the one to think, “you know, this might not be as bad as it sounds,” but now I’m skeptical. Early-game was always the most difficult since Survivors often spawn together gathered around a generator. Without Ruin or Corrupt Intervention, you’ve already lost a portion of your objective. I don’t use Ruin usually, but I know well enough that without it the games go by fast. And by fast, I mean FAST!

    Also, as mentioned by different user, Ruin is a hex. Hexes tend not to last very long anyway, so their effect has to be concerning for Survivors so that they’re attention is diverted from generators to totems. If they make Ruin regress generators while they’re NOT being worked on, then Survivors will be incentivized to repair even MORE to counter Ruin’s effect, thereby making the generators go by even FASTER. That sounds awful to think about.

    On the other hand, I’m thinking...

    I feel like the devs are hiding something. I know for a fact no human is dumb enough to realize that their game is, excuse me, a bit outdated. They recognized that Ruin is in fact a very important tool for slowing the game down in the devlog, so why would they change it? Maybe, they’re changing base gameplay to balance this out? Maybe not slower gen times, but perhaps something else. They’ve been quiet for some time now, so we never know. I’m hopeful as usual.

    And if I’m wrong, I’m sure they’ll listen to the community and revert the change.

    The one thing that I'm thinking might be going under the radar if its true... is maybe ruin will be more stealthy. Currently survivors know ruin is up as soon as they get a skillcheck, and a little message pops up showing ruin. Maybe that message wont pop up, and instead survivors will have to be attentive to know that their gens are regressing by themselves.

    Its kinda like how Huntress Lullaby is pretty garbo because it announces itselve before it can have a real impact, while devour hope is more likely to survive longer due to survivors not knowing they should look for a totem until someone gets 1 shot. MAYBE the devs will let ruin have that sneaky aspect where survivors wont instantly know to look for it. The survivor who goes to unhook his teammate might not finish his gen first before going for the unhook, allowing for it to regress without his knowledge quite abit.

  • The big thing I got from it was that they believed people used ruin for the gatekeeper emblem. While its true this was a nice benifit, it was far from its main purpose...which was to provide early slowdown so killers might be better off at getting a hook and forcing survivors off gens to save the first, before multiple gens pop. Early game is when gens get worked on the fastest, due to the killer not having ANY pressure on survivors at the start of the game.

    The change to gatekeeper I feel like would simply cause killers to rank up, even when they're struggling to actually kill anyone. If you can't do decent work at your current rank, the last thing you really want is to rank up and have your next match even harder.

    I'm trying to have an open mind, and see the potential...but sometimes thats hard. I really feel like abit more information is needed with both the changes to ruin as well as the Doc changes. MAYBE theres something key that hasnt been said that would make both changes better than what I'm thinking. I'm seeing threads talking about people quiting playing killer, or the game entirely, or ppl bringing moris every match as a sort of protest. On one hand...I dont wanna be a dick to people who had nothing to do with this. On the other hand...I never use moris really, and I have QUITE the supply... its tempting. I try to stay positive on here when I can, but this one is hard.

  • @Parallax said:

    https://forum.deadbydaylight.com/en/discussion/comment/970027#Comment_970027

    I might have to start playing Freddy to try out this combo, it just gets better and better.

    Feel like Billy would also make good use out of it by simply doing a lap around the map real quick to make survivors pause from their gens. Once they hop back on, survalence would let you know where to attack, similar to how discordance does when theres 2 ppl on a gen. Imagine using prayer beads spirit as well and knowing which gens have survivors on them as well as if theyve stopped touching the gen or not.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/969776#Comment_969776

    It's comparable to the existing time taken to switch modes, but I don't have the exact timing handy. Basically like the Huntress where you can't attack immediately after sheathing a hatchet. Only the blast has an actual cooldown, though.

    I feel like the big problem people are having is this idea that youd be unable to attack for a full 3 seconds, which is longer than the shock is affecting the survivor. If the survivor can simply wait out a vault or a pallet without worrying about being hit before they can use the action they wanted...the shock would seem pretty pointless. If the wait period is small, like a Huntress waiting to M1 after a hatchet...would be completely different. Can you please find this information.

  • @PyroGL said:

    https://forum.deadbydaylight.com/en/discussion/comment/969980#Comment_969980

    Surveillance also requires you to damage (regress) generators as well. Why the synergy exist for one and not the other?

    Survalence works off gens regressing, doesnt say it has to be regressing via kicks. Thats why survalence works with surge pretty well in that surge can cause regression to start. Overcharge and Pop however specify that you have to kick the gen, which you cant do if theyre already regressing from ruin.

  • Its a double edges sword. Ruin makes Pop unuseable, which is a perk that synergizes VERY well with Freddy. Ruin+survalence would allow Freddy to use his teleport to apply pressure on gens from across the map. If survivors hop off to run away, you'll know and the gen is regressing.You dont even have to ACTUALLY teleport if you dont want to at that point. If the survivors DONT hop off...you'll still know and can simply ACTUALLY teleport and smack em. Feel like this might make me wanna use teleport cooldown addons more with Freddy.

  • Theyd combo well. A survivor who hops on a gen that was being regressed by ruin would immediately tell the killer their position. If they hop OFF the gen, the combo would immediately tell the killer that part too. Would work well with high mobility killers.

  • @kamisen said:

    @Almo Ah, the good ol’ “out of the fire into the frying pan”-move ^^

    Another question: Does Surge count as a stomping-perk?

    Surge only activates on gens not currently regressing. It COULD work while ruin is up, but only if a survivor is on a nearby gen when you down somebody. You COULD use this to slug one guy and start a chase with another, since the explosion from surge would give away another survivors location, but at that point...its just acting like infectous fright with a slight gen regression.

  • Peanits is saying static BLAST is the only cooldown, which is why im bringing it up. I dont want ANY misunderstanding and want it spelled out.

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