Lucama
Lucama
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Comments
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@AsePlayer said:
The only perk used as much as ruin on the survivor side is self care. By a large margin.
According to dev stats, that we never see. I'm not saying they're liars but they use unverifiable stats to justify #########, I'd love an API that can track things like perk usage and dcs/kills/escapes.
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@ClickyClicky said:
It made sense back when the hatch was completely survivor sided. However now the hatch is massively killer sided so why is slugging for the 4k still a thing
It’s arguably the dullest part of the game. You removed hatch standoffs because it was dull but why not this?
I can’t help but feel you cave in to too much pressure from the killer mains that make up the majority of your forum.
Man why do survivors feel so entitled to their free escape?
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I mean, maybe it fits the criteria but I honestly don't mind the perk. Maybe just remove the dash portion of it, otherwise it's a fine perk.
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@AsePlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/1036376#Comment_1036376
And they grew from that experience and made the changes, as it didn't feel good to Killers.
In what universe is uncounterable auto gen regression fair or fun to play against? Will just make the high mobility killers even better than they already are since the regression cannot be stopped via a totem and games would last forever. No thank you
They only "learned and grew" when they themselves were subjected to them. Maybe every patch we should have a nice showmatch of a top tier SWF group vs a random dev, then they'll learn how hard the good players break their game.
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@Mercury said:
https://forum.deadbydaylight.com/en/discussion/comment/1036385#Comment_1036385
You got it all wrong! Let's nerf Nurse. She is still playable. Sluggish, but I still sometimes have to go against this OP killer. I don't want to learn mindgames against her, it's frustraiting game design. Please just nerf or delete her at this point. :(
Honestly just delete all Killers and replace them with "The Puppet". The Puppet has no attack and can't move, their power is that they pop up next to the survivor and make a loud noise. It's on a 10s cooldown and it goes in a rotation around the survivors. And it looks like a jack in the box. That way the game will finally be balanced and the poor poor survivors will be able to have fun in the game without the mean killers ruining it for them :(
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Honestly, Legion. Such an OP killer, can just keep stabbing people and then they have to spend time off gens to mend, and gens already take so long. We should honestly nerf them. And Leatherface, an AoE oneshot down has no place in this game, he can get the whole team at once.
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@PapiQuentin_ said:
https://forum.deadbydaylight.com/en/discussion/comment/1035519#Comment_1035519
He has plenty. I 4k most of the time with him even against competent survivors.
Yes I lose sometimes but that's life.
He's Mid A to High B
Recency bias. As soon as people settle into playing vs him he'll definitely drop off. He's stronger than before, but not so much as to be A tier.
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@HellDescent said:
I think Bathesda would do a better job.
Nah, that's too far man. BHVR may have made some questionable choices, but it's nowhere near the dumpster fire of 76.
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Unplayable? Nah. Hilariously unfun, sweaty and tedious? Yes, very much so if going against a team of equivalent skill.
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Nah DH is honestly fine, just wait it out, it's only really good if they can get DH into a pallet drop.
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/1036094#Comment_1036094
New Ruin gets stronger the fewer gens there are to repair. If survivors pop 2 gens in your first chase then it's easier to pressure the others to 0.
I've been picking the 4 closest gens to my Ruin and protecting that area. It's very effective even against good groups of survivors.
Maybe stop for a second and think tactically. The devs said that gens aren't supposed to last for 4 minutes. Expect 1 or 2 to pop your first chase. There's nothing actually WRONG with that if you have Ruin and take time to pressure gens. It works.
I'd honestly rather play basement bubba than gen keeper. Gen keeper is such a tedious and annoying playstyle, as much as I hate having the survs go through 5 gens in 5 minutes, I also don't want 30 minute games where I'm hounding survivors away from gens.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1036081#Comment_1036081
A free 5 sec just for patrolling? That's pretty good tbh.
Well, about as "free" as the time you spend patrolling is, and you maybe get to patrol a gen twice before it finishes. I dunno why I'm even bothering with you, you've shown you're nothing but a troll.
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@thesuicidefox said:
I'm actually liking new Ruin on some killers. With Surveillance it is REALLY strong. You just need to pressure survivors off a gen. If you can do this regularly you can keep most gens at 0 progress.
If you were going up against survivors whom you could do that to, you were gonna get a convincing win anyway. Win more is not what Killers need, and definitely not on a Hex perk.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1036039#Comment_1036039
"Literally does nothing"
Auto kick gens at all times with 2x effectiveness...seems like nothing to me.
"literally does nothing at high ranks because good survs know when they can stick to gens."
And cool, double regression rate... oh wait that's still half the rate a survivor repairs a generator at. You patrol a gen, keep the survivor off of it for 10s, he gets the regressed amount back in 5s, such a good perk.
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@ClickyClicky said:
Its true.
When killers commit to chasing one survivor for 5 minutes now the gens actually get done. No more Ruin to carry them.
Must be nice, you don't even have to bother to try to hit great skill checks anymore. :)
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Design team is great, balance team is either smoking some good or way too heavily influenced by corporate because all the balance changes seem to be being made to attract new players without considering longevity of the game.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1035988#Comment_1035988
You ignore the too weak part. Ruin was too weak at high ranks where killer mains demand the most balance changes.
And so they made it even weaker at high ranks? At least old ruin denied the great skill check 2% progression, new ruin literally does nothing at high ranks because good survs know when they can stick to gens.
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Welp, get used to it. I don't think any balance changes are gonna focus on the high skill players anymore. It's all gonna be pandering to the revolving door of new players, who leave as soon as they get at all competent because the game's gonna have no depth.
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@Respectfulnancymain said:
If a killer tunnels me or camps me i click my flashlight and tbag. then they message me calling me toxic. Im sorry but you ruin the experience for me so why shouldnt i do the same to you?
If he camped/tunneled you, how do you have time to teabag and click your flashlight? Wouldn't you be mostly spending your time on the floor or on a hook?
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@feechima said:
I can only speak for myself but buffing weaker perks has changed my loadout. I dropped DS for kindred and adrenaline for Detective's Hunch after the buff. I think it will encourage non-meta builds except with your few diehards. The ner f to BL has already decreased its use. Dedicated servers have done more to decrease DH use. BT will probably always be in heavy rotation though.
TBF BL was used because it was abusable and far stronger than the other exhaustion perks, in that it had a major passive effect even when exhausted.
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@jlavaplays said:
https://forum.deadbydaylight.com/en/discussion/comment/1035202#Comment_1035202
https://forum.deadbydaylight.com/en/discussion/comment/1035206#Comment_1035206
For his break-out animation, maybe he could put his arms together in front of him like in Head-On? I think he'd fit that way? Or still no? Hahaha.
He kicks the locker open, like the Kool-Aid man.
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He's C tier, he does not have enough map pressure or chase tools to be A tier.
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Honeymoon period. Players are still getting used to new Doc, it'll take a couple weeks for him to stabilise. I think he's net positive in strength, his main power is a slightly better clown bottle and his secondary is a great tracking tool, but he's still nowhere near as good as his performance rn would have you believe. People can still get zapped and just drop the pallet, there's not enough loops where that can be punished, the zap still slows him down allowing the survivor to gain distance. He's stronger but not by much, maybe somewhere around a C tier killer.
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@Atrushan88 said:
https://forum.deadbydaylight.com/en/discussion/comment/1034367#Comment_1034367
People used Pop/Ruin/Thanataphobia/Dying Light all together. They removed it's synergy with things like Pop and Surge and other such perks. Pairing it with Surveillance doesn't increase slowdown just by brute forcing the game to slow down, it gives you a chance to slow down the game by chasing a survivor off with Surveillance, but it doesn't just make the game slower just to make it slower like something like Pop+Ruin would do.
I've never seen that combo be played together. Not saying it wasn't played, but that's such an all-in combo, and it's so susceptible to stealth play/looping. Going all in on one perk combo does mean you don't gain strength in other areas.
For example we could say each killer has their strength dictated by 3 categories:
Chase potential
Game slowdown
Tracking
Killers are inherently better/worse at some of these things relative to others. For example Spirit has immense chase potential, but no slowdown and mediocre to above average tracking, on the other hand Doctor has immense tracking, no slowdown and mediocre to above average chase potential. Perks supplement that.
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Since the rework of prayer beads and the removal of gen grabber spirit there are currently no unbeatable builds. Even forever freddy wasn't unbeatable, just annoying.
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@Almo said:
https://forum.deadbydaylight.com/en/discussion/comment/1035249#Comment_1035249
Yes, this is what I said. :)
Well specifically you said we(as in the devs) expect 2 gens done by 2/3 minutes into the game and "if you see two gens far away, let them go". Unfortunately the first comment ignores the reality of the game, 3 gens will be gone in under 2 minutes into the game if survivors aren't deathly afraid of touching generators. 3 Survivors working on 3 gens while one loops, the logistics of it work out to 3 gens done sub 2 minutes without any toolboxes. Unless the survivor looping somehow manages to go down in under 30s, which should not happen between exhaustion perks/loops/speed boost from getting hit.
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/1035288#Comment_1035288
Assuming that the speed at which the first 2-3 gens get repaired will remain constant throughout the match is a pitfall that many of those who feel that games go by too fast fall into. In reality, it's to be expected that the first couple of generators will be repaired within minutes if the survivors know what they're doing, and it doesn't mean the game is lost at that point.
The start of the game is always going to be the point at which generators get repaired most quickly, because that's when the killer is applying the least pressure. As the game goes on, people get chased, hooked, injured, the pressure builds up, survivors will be forced off generators and the repair speeds will naturally slow significantly. That's how the game was designed to function, and that's the point the devs are trying to get across in saying that we should not expect all five generators to stay up for more than a couple of minutes.
Whilst correct, if 3 gens go by the time of the first hook no killer except Spirit, Billy, Freddy or Nurse(with the right addons) can put on enough pressure to actually stop the remaining survivors from completing the other two gens, even in a 4/3 gen scenario. You can certainly play gen keeper, but if you commit to even one chase that's at least a generator gone, and a killer will never regress gens faster than a 3 or 4 man squad of survivors can complete them. At that point you are reliant on survivors to make misplays that allow you back into the the game, and you aren't allowed any misplays yourself.
Now you could say "well that first chase was a misplay" but that's not entirely true. Unless you chance upon another survivor in a more disadvantageous position, that first chase is pretty much a commit, unless they run into a zone full of pallets and no generators which is a setup I've only every seen spawn once on mother's dwelling. The first survivor you find is pretty much someone you have to take down, because there's literally nothing else on the map that's generating pressure, you need the first down.
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@goat10em said:
https://forum.deadbydaylight.com/en/discussion/comment/1033871#Comment_1033871
The lack of talent among survivors on red ranks is the only thing that allows red rank killers to succeed imo. The good news is with the new rank reset more potatoes are in red
Yeah not sure what devs were thinking with that tbh, new rank reset makes staying in red rank a dawdle as surv s'long as you have something akin to a brain, eyes and both hands, and just put the hours in. Ranking as killer is p easy until about purple ranks, again it's just a time investment.
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@DBDIT said:
https://forum.deadbydaylight.com/en/discussion/comment/1025428#Comment_1025428
Ok tell us the counters.
Drop pallet when you get zapped, you get 1s before it locks you out. Stay around longer loops. If you still struggle calm spirit is an option.
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It's funny to see people mentioning time off gens as a risk to survivors. As if gens don't go way too fast as it is. But I guess 6 minute games sit well with people.
Anyway, I doubt anything of the sort will occur. The devs mentioned making totems into a true secondary objective, so I suspect we'll see them being incentivised even more. And at that point why even bring a hex perk into the match. I don't think any hex perk is actually worth the risk right now. Not even NOED or Devour Soap. Ruin was worth it because it guaranteeded some value at least, NOED is actually a trap and Devour Soap at best gets you one insta down. But if it becomes a true secondary objective I'm actually willing to let Hex perks die for it.
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As totally a survivor main I also suggest that you don't recover. There's totally a hidden mechanic in the game that if you recover the devs come to your house and break your kneecaps. It's true, mine are still broken.
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@meatisadelicacy said:
https://forum.deadbydaylight.com/en/discussion/comment/1028878#Comment_1028878
I know that's how SWF lobbies are designed and I think it's a bad design. You cannot tell me you think three yellow ranks and one purple have any chance against a purple killer, even if we are on coms. We play for hours and do not power all five gens even once. It's miserable and it discourages new people from playing, which isn't healthy for the game. So sure, that's on me.
Well, it's that way because SWF groups would abuse the old system where it matched based on the lowest rank. They'd have a depipped player in yellow/brown ranks and you'd get squads of red ranks bullying new killers. An argument could be made about trying to average it out, but the change was made to avoid new players having to play against experienced ones right out the gate.
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@venom12784 said:
https://forum.deadbydaylight.com/en/discussion/123732/make-bbq-and-chili-a-hex
Why not make every killer perk a hex
Come on man, don't give the devs any ideas.
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9/10 people are literally only running it for the BP bonus. The aura reading on hook is nice, but unless it's Freddy or Billy you just can't make good use of it.
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I think there's a clear bias in which side the dev team considers when making changes, the dev notes about Ruin and Doc told us that much. Do they actually want survivors to be stronger? I can't really say one way or the other, but it's pretty clear to see who they favour in terms of gameplay quality.
And to be fair, Doc was an overall positive change for killers, after they scrapped the ill conceived 3s lock out and made it a reasonable amount of time, but it was clearly not chosen to be reworked with Killer players in mind.
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It's not quite a Freddy tier rework, but he's definitely a better killer than he was before. The only thing I'd maybe give him is reducing the delay between the zap and the survivors being unable to do actions.
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@meatisadelicacy said:
I'm usually around rank 5, and I've had six different friends try to play this game and they've all quit because we get destroyed by red and purple rank killers. I've been playing killer for the challenges tonight, and in every game I've been matched against three purple survivors.
So when I SWF, it's 5, 15, 16, 17 vs a level 5 killer
and then
The survivors are 8, 8, 8, 16 vs level 16 killer (yours truly).
So I guess the question is: seriously? It cannot be healthy for the game that new survivors are so discouraged from playing because of the way match making is. Don't a lot of people play games with and because of friends? I know killers need to not be crapped on too, and I'm not trying to take advantage with a SWF game to bully a noob killer, but there has to be a better way.
Tbf the SWF situation is down to you. SWF lobbies (are meant to) get matched against a killer who is the same rank as the highest rank SWF player. But ye MM is borked rn, Devs have said they're looking at it but it's been really long and I absolutely understand people who've left over it.
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@Carlosylu said:
https://forum.deadbydaylight.com/en/discussion/comment/1028862#Comment_1028862
WE NEED MAPS REEEEEEEEEEEEEWOKS! damn...
I agree, if all maps were small enough to let all killers actually you know "just apply pressure bro" then we'd be heading towards a game state in which I'd agree that dodging is pretty pointless. But as it stands, I don't really wanna be in that situation where I can't even get across a map before a gen pops cause of 2 survs on a gen with even 1 toolbox. And as for SWF, I will always dodge because it's no different to playing vs a wall-hacking killer.
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I mean, I get your point, but people buy games and put their time into it to have fun. Unless they're the kind of person to pay for torture, they're probably not gonna subject themselves to 2+ toolbox lobbies with the current state of the game.
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People play this game to have fun, killers as well, if they run into a lobby where it looks like they won't enjoy themselves they have every right to dodge it. I personally don't dodge lobbies unless it's a clear and obvious SWF squad, I don't wanna subject myself to playing against people using third party tools to gain an advantage.
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@arslaN said:
https://forum.deadbydaylight.com/en/discussion/comment/1028791#Comment_1028791
Insidious Bubba is the most inefficent tactic ever. There is literally no other reason to do it except pissing people off.
I'm talking about "toxic" play in general. As for Insidious Bubba, it's hilarious IMO and really more of a meme than a trolling tactic.
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@Respectfulnancymain said:
https://forum.deadbydaylight.com/en/discussion/comment/1028791#Comment_1028791
Tbh i agree that tunneling and camping are good strategies but i personally dont have fun tunneling the devs just need to fix a few god loops and fix a few maps such as cornfield, hawkins and red forest and nerf toolboxes and the game would be balanced
As much as you don't have fun tunneling, Killers don't have fun finishing their initial chase and hearing 3 gens pop simultaneously. You do what you do for a win.
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Bamboozle, Cruel Limits rarely ever hits more than one window. It only really works alright on indoor maps, but rarely are you ever gonna get anything out of it. Bamboozle can force killer shack pallet, it can close off some of the disgusting loops that plague the maps. Unfortunately they're both not great, Bamboozle is only really good on Clown, and that's cause clown's belly is too big to let him loop.
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Because the means of playing the game that are the most efficient for killers have been deemed toxic by survivors. Now with the removal of Ruin which let killers give survivors a nicer experience, killers are now gonna slug, camp, tunnel and play in all the ways that survivors hate. Because otherwise even a mediocre survivor team can finish the game in under 6 minutes.
Now I will say, I don't think using the perks you listed is toxic in of itself, I do think that the more offensive usage of these perks is rather toxic because they're meant to be defensive options. DS/BT in particular have way too wide an application for their level of power.
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@PrettyFaceKate said:
https://forum.deadbydaylight.com/en/discussion/comment/1028550#Comment_1028550
I never said or implied it was a bad thing, although if you bring that up, I do think it's a bad thing. The grind is already bad as it is, especially for players coming into the game. Killers should be viable without add-ons, just as survivors should be viable without items, just to make a loose comparisons. Add-ons should provide variety, not viability.
I was asking why the "half-nerf" would be bad, since that's what you seemed to be implying, but it seems I misunderstood your comment so apologies for that.
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@Carlosylu said:
As a Rank 1 killer, xbox, trapper main: I've never used Ruin, so, the problem is the same for me as it has always been... pipping sistem needing me to stop gens from being made instead of making me focus on killing survivors, I 3k+ every game regardless of how many gens were done (hatch escapes are the ones that stop me from the 4k...) and it's really anoying not to pip just cause gens were done, I DON'T CARE ABOUT GEN'S SPEED, I CARE ABOUT MY MAIN OBJECTIVE NOT GIVING ME PIPS, A 3K+ should at least seccure you a black pip. And the 2° problem, maps, some need reworks, that's it.
BTW, DOCTOR IS AMAZING using whispers T3, Thanatophobia, Dying Light and PGTW! TRY IT!
As rank 2 survivor, xbox, Bill and Dwelf mains: My friends are getting annoyed by DS not working (I never use it so...), I'm getting annoyed for blinding not working to make the killer drop a person, both by flashlights or firecrackers... No complains about anything else, pipping is WAY to easy, and maps are not an issue, they actually work by giving me an "average difficulty" game or an easy game on large ones.
Blinds seem to be broken in that they don't give the killer the visual notification that they're being blinded, and I got blinded from behind yesterday, so I think it's just a general "flashlights are broken" situation.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/1028568#Comment_1028568
Nope, we are well aware of grab issues. The context post you quoted is in response to someone telling me that grabs aren't working and somehow that means that they get DS'd.
Apologies for misunderstanding your response then. I caught the "if you're having issues grabbing", and that felt off since everyone's had issues with grabs on all killers.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/1028500#Comment_1028500
I feel as though you're looking for reasons to be mad without actually refuting what I'm saying, but surely if you're having issues grabbing them, this would be even less of an issue for you. You don't get DS'd if you down them and slug them.
There's plenty documentation of grabs being broken right now, your response tells me that the dev team isn't aware of it despite all the video evidence.
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@PrettyFaceKate said:
https://forum.deadbydaylight.com/en/discussion/comment/1028505#Comment_1028505
The 6 second cooldown was obviously added to make the Nurse add-on reliant. Only the baddies played Omega or 5-blink. Therefore, reworking the add-ons would have not impacted the good nurses and it would have resulted in a half-nerf of sort.
And why is that a bad thing? Nurse aside from omegablink/5-blink was fair, and took so much experience and skill. Now no add-on nurse can get looped by just holding W, so I guess pay your 9K BP tax just to play a killer that still takes the same amount of experience and skill.
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The characters should be available to play, not unlocked permanently but something like a free trial. Or at least their shard cost should be reduced. Costs to unlock characters are already a grind, I don't think anyone wants to grind to be allowed to grind.