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LordRegal

LordRegal

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LordRegal
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  • I don't think it's worth it. The amount of pressure that makes it worth it is only really valid lategame...and at that point, any survivor group with a brain will have found and cleansed it.

  • Wound up on Dead Dawg. Went to the Saloon gen, working on it, Nea runs the Leatherface to the pallet right below the overhang. I honestly have no idea WHAT she was doing, but she somehow kept him there for over half my gen before going down.

    I was worried that wasn't enough, so I made sure Leatherface knew I was still on the gen, then snuck into that room that only has a window entrance until the killer knocks the wall down and hid in the locker. He checked both lockers on the outside of the saloon and then ran past the window, but didn't find me.

    Several dumb plays and two hooks later, it's revealed he has DH. Claudette shows me where it is before saving me, as it's right by my hook, inside the saloon. Leatherface, bless his heart, didn't tunnel me, I go to cleanse it as the Claudette goes down, and goes up on the hook I was just on. Leatherface hears me doing his bones, but can't figure out how the hell to get to me, finally breaks the wall next to me right as the totem explodes, but none of that was "in a chase" either. I died knowing if I was EVER going to get the challenge, it'd be that game, and lo and behold, it was.

  • This is why I wait to buy the rift passes until I've already hit 70. If I do hit 70 then cool, get the pass, get my money back immediately, and all is well. If I don't (and I didn't in Tome 2 since I took a break), then I miss out on some cosmetics, sure, but I also don't feel like I wasted money, and for me that's more important than missed cosmetics.

  • I look at facecamping like this: If the killer is facecamping, I, objectively, would not have enjoyed the match anyway. That kind of play is not in line with a killer player I would like to verse. If I'm being facecamped, my job is to waste as much time as I can so 3.5 gens can be done as I'm dying, so that at MOST two people die to the killer. I get 2 min to do that, and then I'm on to my next game where I'll have more fun.

    If I wasn't going to enjoy the game anyway, no sense in being salty about it. Honestly just makes me laugh when it happens because as I do play both sides I know how not fun that kind of play is for the killer as well, they're robbing themselves of a better experience too.

  • @drimmalor said:

    Looping is much more than just running around a pallet and dropping it when the killer gets close. A lot of it comes with experience, and it will take time to get good at it, but there's a lot of factors that many people don't consider when it comes to looping:

    1. Running the loop tightly. If you're taking a wide path around the loop and not hugging the wall, you're losing the mathematical advantage that a killer could take advantage of. This could easily add an extra loop if done correctly - practice running against the wall in such a way that you still have the same speed (i.e. not running directly perpendicular to the wall, of course) but aren't taking corners wide. Think of it like drawing the smallest shape you can around the wall.
    2. Running the loop the best direction. Know where windows spawn in tiles, and run in directions that favor fast vaults. That's basic stuff I'm sure you know already. Approach loops with a plan, and an idea of where you want to go next. The loop doesn't stop when you get to your destination, because eventually you'll have to use it up and go somewhere else. For example, if you're running towards a loop in the corner of the map, approach it so that when you run through the pallet, you're going back towards the center of the map. That's where tiles, and other loops, are. If you get "trapped" in the corner after dropping the pallet, you'll lose a lot of distance that you could make on the killer.
    3. Deciding when to get hit. Conserving pallets will up your loop game immensely, especially if you get to the point where you know which pallets are worth saving for emergencies only. Sometimes, it's better to take a hit and use the speed boost to go to a different tile rather than wasting a good pallet that could be used later in a better situation. This topic is a lot more nuanced than this brief write-up, and I could write so much more about it if you would want more insight into it.
    4. Chaining tiles. This is closely related to running loops in the best direction, but is more of a macro-knowledge concept. Identifying when you can run to a different tile during a loop safely to utilize a window or pallet that isn't necessarily in that same spot is something I rarely see. Most survivors will find a pallet and attach to it, even if it's not the safest loop. Judging the distance you have from the killer, and capitalizing on distance to run further away before dedicating to a loop, will make a huge difference.

    There's so much more to looping than these 4 things I could come up with right now, especially once you have to consider what the killer is doing - if they're mindgaming, switching directions, or if they also know how to counter everything I just mentioned. Killers ultimately control the direction of the loop, but in the case that you as a survivor get to decide, it's good to know what I mentioned above.

    (Sorry if it's a bit long-winded, I've put a lot of thought into looping concepts!)

    Thank you very much for that, I'm a little blown away by how in depth this is! Really, really appreciate it. 1 is one I know I need to be better at, but seeing it in concrete terms helps a lot. 2, 3, and 4...I understand at a conceptual level, at a practical level...I'm very much going to need to put a good chunk of time into learning that stuff, as none of it is intuitive to me at all.

    This is, retroactively thinking, a good reminder for myself that what I as a killer get so frustrated at for being "easy"...isn't, so much. Not really. There's a lot to it and it's a lot more complex than it looks. Just a little daunting to have to learn it for real in red ranks.

  • As a former Nurse main who dropped her after the nerf because, while I could still 4k with her, I wasn't having fun with her, this post has my full support. It's not old Nurse and I do still think I'd prefer that, but if we're stuck with the charge system I think this is a much better way to go about it than hard numbers.

  • @Peanits said:

    We've mentioned it in the past, but yes, we are aware, although there's no single right answer. Some people prefer 1, some people prefer 3. 1 gives you more regular updates, but 3 gives you less loud noise notification spam. I'm more of a tier 3 guy myself; I don't need a loud noise constantly going off in a chase, and I've never found the 4 second difference to be a game changer.

    If you like tier 1, that's totally fine, you do you. If you prefer 3, that's okay as well.

    My only gripe with this logic is if the bloodweb force feeds you it. From levels 1-15 (roughly) you have to or almost have to take the perk it gives you. If it keeps throwing Discordance at you, you have no choice, and the only "fix" for that is to prestige the killer. If this is your P3 run through the web...you're now stuck with it forever. In this one instance, I don't feel like it's fair to those who prefer 1 over 3. Otherwise I'm totally in agreement with you.

  • I’ve been around since early 2017, on and off. People have taken almost every single thing to mean the game was dying. Seeing as the fourth anniversary stream said they hit their biggest numbers ever this last year, I somehow doubt it’ll crash and burn now, especially with that graphical update on the way.

  • Here's two games from my own experience today, one where I was killing, one where I was surviving. Both in high purple/low red.

    Killer: Wraith in Ormond, one dead, Claudette injured and on death hook, Dwight injured, Kate healthy. Interrupt Kate healing Claudette, hit Kate. Claudette messes up as I try to go for Kate and runs in front of me so I down them, but I can still actively see newly injured Kate. Hooking Claudette takes them out of the game, yes, but now my pressure is gone as I've lost the other two. Instead, go chase down the previously healthy Kateand down her, hearing the injured Dwight on the other edge of the wall. End of the game occurs right then and there because I chose to (potentially) let the Claud on death hook be saved by the injured Dwight because I had no idea where he was. Honestly I felt kinda bad since the Claudette had been wrong place wrong time all game and I kinda wanted her to have one last chance, but it just so happened it ended the game.

    Survivor: Hillbilly game in Wretched Shop. Downs and hooks one person, goes and downs a second one as I run to save. He slugs, charges back and nails me before I can save. Turns and runs back, downing the last person trying to get the second person back up. Game was over in a matter of seconds, all because he broke his pattern of picking people up right away as he'd been doing until that point.

    Slugging in the right scenarios works. No one felt like either killer was being unfair, it wasn't done to be mean, and it wasn't done without a plan for the end of the game. It's a good tool, and I don't see a problem with it in the game. I just wish I'd been running Bill that game since I have UB on him. Was going for Zarina's adept since I'd finally saved enough to buy her.

  • In higher ranks I tend to see moris used as a tool for pressure or cool factor rather than "######### you I'm camping and tunneling your ass." I've had two games with a mori recently:

    Legion on Dead Dawg. Legitimately forgot about the mori by the time they started using it, it was indeed an ebony, only used it on two people and we three genned ourselves so hard there was no hope for the game by the time the moris came out.

    Deathslinger on Sanctum of Wrath. Forgot about the Mori again since it wasn't showing any use. Used it as EGC started for the first time, only killed one person with it in a 2k game for him, was indeed an ebony.

    I'm not saying everyone uses them like this, I've definitely seen games with ######### about it (I can't remember the context but I remember a Huntress game a while back very clearly with distaste for how they played) but yeah. I personally don't see enough scummy play to mind them when they do come out.

  • This is why I personally refuse to use teachable perks on survivors. I hate the fact that survivors ultimately are skins rather than having anything unique about them (outside pain noise volume) and it honestly would make the game a lot more boring for me if I just ran the same build no matter who I played. Admittedly, my most played survivor by far is Bill, who does have two of the "meta" perks on him, but I also am not allowed per my own rules to use an exhaustion perk on him since they're all teachables from other people. Gotta swap to someone else to use any of those, but then I lose BT/UB, which I do run on him. It's how I personally would've preferred survivors to be - distinct and unique, not skins. It also has given me a lot of appreciation for certain perks, especially when there's tome challenges I'm working on.

    Do I think everyone should be forced to do this with perks? Nah, not four years into the game's life. If that had been the design goal from day 1 I think it'd be healthier overall, but I digress. But I actually like that I cannot be "meta" with my builds while running this restriction of mine. Makes for a more enjoyable survivor experience for me.

  • I got it second try on Dead Dawg. A much better survivor than I looped the hell out of a Leatherface right outside the saloon entrance as I was repairing the gen on the second floor. If that alone didn't get it the time I successfully hid (also in the saloon) should have, and if not then me cleansing the devour totem as the killer tried to figure out how to get into the room it was in 100% got it.

    I think in general multi-story maps will be your best bet, since they can be above or below you and have no clue you're there.

  • It's huge for a Macmillan map and has plenty of hiding places with unexpected and unconventional routes in and out of most areas. I like the mindgames I can pull on a killer looking for me here.

  • It's small which makes patrolling quick, it's got few places to hide, and outside of the one potential window making for an extremely strong loop there's not much going for survivors on the map in my experience. Conversely, it's my least favorite map as a survivor out of the farm maps.

  • @Gomolazoli said:

    https://forum.deadbydaylight.com/en/discussion/comment/1309372#Comment_1309372

    ”Terrible survivor” sure mate.

    Invested hundreds of hours just to survivor to master the art of looping and carry the noob ass teams I get as a solo. Than there is this shitbag killer that takes no skill to play and is only here to show a big ass middle finger to my skills because they are useless against something this broken. But yeah fair. Let me lose to terrible needy killers who get bullied by survivors with every other killer because they suck. Sounds good.

    Not playing against her and acting like she doesn’t even exist is a right that I, and every other player have.

    People who still try to defend her like there is no tomorrow are brobably remember tho those few loses they suffered with her because of a cordinated SWF genrush on a bad map. Other than that there is no way to lose a game with her. Unless you’re deaf as a cannon. Riddiculous.

    There's your problem. You mention having mastered the "art of looping" ...well, looping doesn't work against her. Just like looping doesn't work against Nurse, and is a bad idea against our incoming killer. A killer that requires something different to succeed isn't a poorly designed killer - it's a breath of fresh air.

    I've been rank 1 both sides, if I'm against a loopable killer as a survivor I look like I was boosted because I can't loop for #########. If I'm against a Spirit, I'm doing solid, if I'm against a Nurse, I can run her for five gens 9/10 games since I used to main her, and her weaknesses that let me run her ragged before are extremely exacerbated as of her nerf.

    Does that mean I think the killers who are susceptible to looping are OP and need nerfs? Absolutely not. Just like I feel like the argument of "she's not susceptible to looping" makes a poor argument for needing a nerf.

  • If I'm playing a zone control killer, the dumbell shape of this map is almost a guaranteed win if I sit on one end of it. Plus it's fairly easy to predict where survivors will be moving between pieces of the map compared to the other ones.

  • @kazakun said:

    https://forum.deadbydaylight.com/en/discussion/comment/1298894#Comment_1298894

    Kind of a well known...I dunno what to call it because "myth" doesn't really fit...But it's always tossed around in the gaming community that the best players play in the evening or at night. Pretty much for any game. Might be some truth to it. A lot of the streamers and stuff stream in the evening,and people have certain responsibilities. I don't know if it's necessarily true,but I've heard it said many times on many different games. You didn't get to rank 1 doing absolutely nothing. Even if you only did two gens and nothing else,you would safety. So at the very least you won a ton of matches,and were dedicated enough to play said matches. If you are super horrible you aren't going to stay in the red for long. Are some not that much better? Of course. But some can be miles away. They might not even necessarily be good at looping,but they have their flashlight,and know every trick in the book.

    See, you say that, but, as was said above me, SWF goes to the lowest denominator. I've run into people where a red rank was queuing with their green rank friend, and honestly didn't see much of a difference between them in skill. I've played enough of the game I can tell, roughly, where people fall on the skill level, and green and red shouldn't feel equivalent. My last game today I got wrecked extremely hard by four legit red ranks on the new map. I haven't played it before as killer, only as survivor, so I was struggling from that perspective as well, sure. But at the same time, two games on Shelter Woods with me as the same killer, both with 3/4 red ranks, if I 4ked one extremely easily and 0ked with barely any hooks the other...that seems to imply there's more going on than the color of their rank. And I find the later I play, the more the "actually good" reds come out, which we seem to agree on.

    I've been to rank 1 as a surv and a killer. Back in 2017 I'd consider myself a legit red killer, now I think I'm about purple, maybe green until I get the rest of the rust off of my play (so many whiffed hits lately...) Survivor? No way I'm actually a red. I cannot loop, I cannot extend chases to save my virtual life. I'm good at gens and not being found. If I'm found, I'm going on that hook fairly quickly. Unless it's a Nurse, then I can run for the length of the game (due to maining Nurse in 2017 and her nerf making the same tricks absolutely devastating to her now). But the point being, I don't belong in red ranks as a survivor, and yet I've been there multiple times. So rank doesn't imply skill after a certain point.

  • Unfortunately i don't think I'd trust an automated system to be able to accurately track what's going on in the game. If people are hook diving before a killer can leave, but are avoiding hits left and right, then an automated system would struggle to realize that the killer isn't BMing. I know too, ever since I had to remap my buttons since my W key thinks it's stuck down on long presses when my machine heats up, I will occasionally mishit my new crouch button, and now I'm tbagging when I quite literally never do so intentionally. Would an automated system detect that? Unfortunately, it's not likely that we'd be able to have an automated system that'd be accurate enough to not cause more problems than solutions.

  • @OutcastEric said:

    dude rank literally doesnt matter lol. Do you know how many potato rank 1s there are? you should replace red ranks with swf. It doesnt matter though, soon everyone will see how pointless rank is when they hide your true rank so they can artificially inflate their playerbase. soon youll be ranked with the best sometimes and sometimes theyll be potatoes. but youll never know, because itll be hidden lol

    I agree that rank by itself doesn't matter, but the issue comes in where you, typically, run into boosted reds pairing with purples/greens/yellows to lower the killer they're against through most of the morning/early afternoon, and then suddenly after dinner it's all the good reds on. This is something I've tracked the last two times I burned out on DbD and stopped playing - I don't like there being a meta shift that's literally trackable by what time of day it is.

    Matchmaking giving me the reds I run into in the morning and early afternoon are one thing, I can deal with them and have a good track record against them. If I play much later than when I'm typing this right now, I'm going to be absolutely lucky to get a brutal killer endscreen. If I'm against red ranks all day, then the stats would show I win against 50% of reds as a purple. But that's not actually indicative of where my skill level is. Which is why matchmaking is so broken.

  • @Izo_Quartz said:

    This might be an unpopular opinion, but i'd rather have longer que times then unbalanced matchmaking. That way, I can at least do other stuff while i'm waiting for a lobby.

    Agreed honestly. Being worn out from the rank imbalance is why I stop playing every single time. I was a rank 1 killer back in 2017, but survivor's skill caps have gone through the roof in the last 3 years and a team of truly good red survivors ruin me now (as opposed to red ranks who got there by grouping with yellow ranks, which you do see frequently enough that they're their own subgroup of reds now). If I got fewer matches in a day, I'd at least be more likely to ENJOY those matches, and I've got plenty of low stress, put down and pick up literally whenever you want hobbies and games that I could have one of those up and playing while I wait for my DbD game.

  • @Boosted_Dwight said:

    You can submit a ticket to support if you'd like to report a player. Remember you must report them in game before submitting a ticket.

    https://support.deadbydaylight.com/hc/en-us

    Perfect, thank you, done. And yes, did report them in game so I won't be totally wasting the support team's time. Thanks a lot!

  • Yeah, playing after 9 PM EST is just asking to get the upper echelons of what you're "allowed" to be matched against, the red rank killers are off doing other things. It's a major pain in the ass, but at the very least it helps you branch out and play other games in the evenings!

  • If I'm going to give the hatch as a killer, I give the hatch. If I'm not going to give the hatch, I hook you asap. No point in being a dick and drawing the game out for both of us when the conclusion is foregone in my mind.

  • MHW: Iceborne. Been playing it more or less nonstop all weekend since it finally came out on PC. Been waiting for almost half a year for it since it launched on consoles, so being able to experience it is consuming my free time.

  • Ex Nurse main on PC, my loadout was fixed at BBQ, Nurses Calling, Stridor, and Whispers. Post nerf I can see an argument for I’m All Ears

  • Monster Hunter World, Iceborne (FINALLY AGGHHHH) comes out on PC tomorrow, so I'm taking an indeterminate amount of time away, but the changes aren't scaring me away as I didn't use Ruin and Doctor seems...still undertuned but (pending how they fix his 3 second delay like they said they're looking into) potentially promising. I'll be back at some point, but...Iceborne calls.

  • @not_Queen said:

    Hey @underlord99!

    You'll be happy to know that we already are looking to change the 3 second cooldown cause we know this is not working. The final change isn't yet approved so I cannot tell you what it is but when we have a confirmation, we'll communicate about it.

    Best news I’ve heard all day, THANK YOU!

  • @not_Queen said:

    Hey @underlord99!

    You'll be happy to know that we already are looking to change the 3 second cooldown cause we know this is not working. The final change isn't yet approved so I cannot tell you what it is but when we have a confirmation, we'll communicate about it.

    Best news I’ve heard all day, THANK YOU!

  • @not_Queen said:

    Hey @underlord99!

    You'll be happy to know that we already are looking to change the 3 second cooldown cause we know this is not working. The final change isn't yet approved so I cannot tell you what it is but when we have a confirmation, we'll communicate about it.

    Best news I’ve heard all day, THANK YOU!

  • @PistolTimb said:

    Oh boy. I really hope some of these changes don't go live. Doc was never good but now it's like they're rubbing salt in the wound.

    It just confuses me where the design process faltered to let that be a thing. Part of the value in making Madness 2 be threatening is you couldn’t leave it. Madness 3 was debilitating but removable, Madness 1 doesn’t do much. Being able to remove Madness 2 by getting to Madness 3 and getting a few seconds alone makes Madness 3 an overall detriment to the Doctor. Get them to 2 and don’t shock them again for the best Madness bang for your buck (looking purely at madness, not the other benefits from shocking and whatnot)

  • He doesn’t have to switch stances but he can’t attack for 3 seconds after shocking, so now instead of being able to switch stances for 1 second as the shock prepares to go off and have the full 2.5 seconds where they can’t interact with things, you get 0.5 seconds to do that! Balance at its finest, obviously. /s

  • @AvisDeene said:

    https://forum.deadbydaylight.com/en/discussion/comment/974987#Comment_974987

    I have never played it, but I did see a gameplay vid a long while back and thought it interesting. I just never gave it a deeper look due to it releasing on console and I only play PC (don’t own a console or tv <_<). Has the base game been released on PC and if so, does it run smooth?

    Base game’s been out on PC for a while, yeah, and we get Iceborne Thursday. No one in my friend group has had an issue running the game, even in the first couple of weeks past release when people were claiming there were a ton of problems with the port. That being said, they had numerous updates to fix issues lower end machines were having with it, and I don’t believe I’ve seen anything recent that’s complained about the port being bad. I’ve logged just over 450 hours in it (for reference I’ve done 850 hours in DbD) and that was all base game. Iceborne adding a whole second half to the game, revamping all the existing monsters and adding a dozen+ more...I’ll break 1000 almost certainly.

  • @AvisDeene said:

    https://forum.deadbydaylight.com/en/discussion/comment/974821#Comment_974821

    Thanks, I needed a suggestion since I was already burning myself out on this game.

    If you haven’t played the base game (Iceborne is a second story that requires the first story to be played and beaten) they have a special armorset and weapon tree for each weapon designed to help people clear the story quickly (Read as: a bit OP and easy to craft/upgrade compared to most normal sets). Helps streamline the experience, though personally I think you miss out on some of the experience if you use them... (Defender gear, for reference).

  • Monster Hunter World: Iceborne hits PC on Thursday. I was going to be diving full force into that game anyway, the timing just works out nicely.

  • @ElementDoom said:

    Hearing them describe all the ways Snap out of it is "frustrating" nearly broke me.

    I’ll admit I’m surprised they focused on that so much. I don’t see survivors struggle with snapping out of it at all. In fact, it’s just as common to have people intentionally fail the skill checks to make it harder to track the person I’m actively chasing as it is find someone genuinely having a hard time hitting the checks.

  • @Thanatos_x said:

    https://forum.deadbydaylight.com/en/discussion/comment/974689#Comment_974689

    From the designer notes, "The Doctor's base movement speed is still 4.6 m/s (the "regular" movement speed for most Killers), but he can now use Shock Therapy more easily as he doesn't have to switch stances to gain access to it. So we've added a brief pause after using Shock Therapy before he can attack or use another ability."

    It just says a brief pause however I've heard 3 seconds multiple times so.

    Leaks by Daylight got the PTB notes, so unless they got false info (and they generally have a good track record) it will be 3 seconds on the PTB.

  • @Thanatos_x said:

    https://forum.deadbydaylight.com/en/discussion/comment/974686#Comment_974686

    With stance switch you had the full 2.5 seconds to hit them. It takes 1 second after shock for the effect to come in, and it takes 1 second to switch stance, which you can do while waiting for the effect, giving you the full time to get that hit in. So basically you get 1/5th the time AND you can't hit people for 3 seconds isn't that wonderful

    Well ######### a duck. That does make it an objective nerf then, I didn’t consider the fact you could be halfway through stance changing by the time the shock registered. You’re right though, that is how you used it in a chase. So yeah, definite nerf.

  • @DocFabron said:

    It may not be as bad as we think. It may take into account from the time you shock, to the time it takes to get impacted by the shock.

    The cooldown is more than likely the compensation for not having to switch stances.

    If the CD is from the time the shock finishes charging, Doc will have .5 seconds to hit a survivor who can’t interact with things, which is pretty much what he had with stance changing before. If the CD is from the time the shock hits, the survivor will be able to interact with things for .5 seconds before Doc can stop them, making it 100% useless to shock someone during a chase.

    Regardless, .5 seconds is a tiny window, and, as someone who’s ok using his power in a chase now, his power being weak in a chase is one of the fundamental problems with him...and that’s very blatantly being kept in his rework.

  • I have a 12 hour work day today so I can play Iceborne all day Friday, so I won’t be playing personally, but I’ll be tuning in to places to see if the Doctor rework is as concerning in practice as he is on paper. Ruin I don’t use so I don’t have a personal attachment to it, but I expect it’ll go live untouched and the red ranks will forget it exists within a week.

  • I'm not gonna be playing, but it's not due to the changes. Just have another game that's gonna snag my attention coming out in a couple days here...

  • I finally get my hands on Monster Hunter World: Iceborne in 3 days, that's where I'm going. Not because I'm mad about the changes (more just...defeatist there, I guess) but because I've been looking forward to that launch since it was announced (and then majorly delayed for PC despite them saying they wanted to launch simultaneously this time)

  • I don't think the devs hate the killer population, but it does seem like when the chips fall, survivors come out ahead.

  • I completely agree with you Almo: Against new players, new Ruin is going to be terrifying. Against experienced players, they will know the moment they see sparks what's going on, and Ruin will not last into the lategame, which is what I've seen people say is what the intent behind the perk is now, to be a lategame perk. Which is fine...except DH doesn't last into the midgame over half the time, and that perk shows literally no benefit until the midgame.

    I don't use current Ruin, I dislike the dependence I get on it when I use it. So this isn't me being salty about losing my favorite perk. This is me being genuinely confused how a perk used in 80% of red ranked games was changed to be more or less useless in red rank games.

  • @Almo said:

    We expected outrage when doing a fundamental change to a perk used in such a large percentage of games. However, after playing with the new version, we're much happier with how it functions in the game as part of the whole system.

    I don’t use ruin because I don’t like relying on a single perk to win verse lose, so please keep that in mind when I say I’m very not happy with the changes. I feel as though a Hex perk designed to be a lategame perk is fundamentally flawed. I enjoy running Devour Hope. DH is a midgame perk, as it activates its first noticeable effect after 3 hooks. And it gets destroyed before any noticeable effect in at least half the games I use it, if not more. Ruin will still have an immediately noticeable effect (sparking gen as soon as a surv lets go) and it’s expected to dominate the lategame? I’m just not seeing it.

  • Monster Hunter World, Iceborne, hits PC in 3 days and that was going to cause me to take a hiatus from any other virtual presence for a while. I play both sides but prefer killer, so I guess I’m out, but it’s more coincidence than actual rage. I didn’t use Ruin, I certainly won’t use it after the gutting. Doc sounds like an overall nerf, especially if the leaks are accurate, which just hits an already weak killer, but...unfortunately I can’t say I’m shocked.

  • @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.

    With all due respect, if it’s comprable to stance switching then Doc still has no power in a chase verse competent survivors. As is you need a perfect shock, swap, and hit to hit a surve while they can’t interact with things, and if you do it to deny a pallet smart survs just keep running anyway. If you have to wait to do anything after shocking, then it still won’t do anything for him during a chase and I question why bother attempting to improve the mechanic at all?

  • @Peanits said:

    The cooldown is only on the Static Blast, which covers your entire terror radius and gives any survivor hit by it a full madness tier (guaranteed scream). The normal shocks do not have a cooldown.

    If it didn't have a cooldown, it would quite literally break the game. Find three generators within 32m of each other (or further with Distressing), stand in the center, Static Blast forever and nobody can possibly finish them and the game never ends.

    Can you please clarify the dev post then where it says “IF Static Blast makes a survivor scream?” It made it sound like a survivor could be hit and not scream.

  • Yeah...brief doesn’t leave much room for hope...doesn’t take too long before it’s no different than needing to swap stances...

  • @Emhyr said:

    Well yeah, the dev notes looks like they just nerfed the Doctor but we haven't saw the add-ons.

    This killer isn't as effective as we can expect so i REALLY want to see they gave him some love because actually it seem they burried him.

    Add ons shouldn’t be the only reason killers are viable. They should be bonuses, not feel like a requirement.

  • Total time after the shock hits is just under 2.5 seconds. You could JUST BARELY hit a survivor camping a pallet in the time granted to you where they couldn’t throw it before they’d be able to stun you. I was able to use the shock in a chase under ideal circumstances to get an easy hit, but if I wasn’t there ASAP I couldn’t get them before they vaulted or threw the pallet.

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