Lucama
Lucama
About
- Username
- Lucama
- Joined
- Visits
- 52
- Last Active
Comments
-
@TheBean said:
https://us.v-cdn.net/6030815/uploads/957/NS6GCWVHJW3W.jpg
haha... Like that doesn't already happen... That's ok, they can throw away an entire scoring category cause they are butthurt. Waste your time for fewer points. GGs
k den
It'll really be no different, killers already don't rank because gens get done in 3 minutes, they'll get done even faster without ruin.
-
@holywhitetrash said:
i think the change is currently in the beta, the new ruin replaces old ruin entirely still a hex totem any gen that is not being worked on regresses at 200% the normal rate (which even with that multiplier is not a large amount... i think the normal regression speed is like .25 per second so this bonus would bring it up to .75 per second)
so against survivors who stick gens it doesnt do anything
and since the gens auto regress while not being worked on you cant pair it with pop goes the weasel
Correct, thought it's not +200% to the normal regression rate, just a 200% multiplier so the gen would regress at .5 per second. That, for the record, is half the rate at which survivors repair gens with no boosts to repair speed.
-
@PapiQuentin_ said:
https://forum.deadbydaylight.com/en/discussion/comment/1012196#Comment_1012196
Ok. Why?
Dead Hard barely works half the time and only a few survivors use it correctly.
Potato Burst is again only used effectively with certain few.
Adrenaline is a high risk high reward perk that rewards the survivor for staying alive until the last gen gets done. They only had 3 perks before this happened.
They're fine.
High risk high reward?
"Congrats, you lived the 3 minutes it takes for 5 gens to get done! Here, a free heal and sprint burst, even if exhausted!"
Considering you easily get 2 minutes of invincibility from DS and looping for a minute ain't hard, I wouldn't call it high risk.
-
@ClickyClicky said:
https://forum.deadbydaylight.com/en/discussion/comment/1013802#Comment_1013802
That is very true. Best they can do is try to compromise and please people best they can.
I mean look at DS. Killers hate it due to being punished for not tunneling. They want the timer shortened. Survivors have been calling for that 60 seconds to be increased since day one due to being slugged or looping for 60 seconds then going down. There is some compromise on DS.
Or Ghostface. Killers complained he was too weak. Killers also wanted hooked and slugged survivors to not be able to reveal him. He got buffed and some survivors hate him, however so far he can still be revealed by hooked survivors to stop him camping with his ability.
The devs definitely try to compromise on a lot of things and I think people are too hard on them sometimes. You can’t please everyone.
I'm personally hard on the devs these days because it's become apparent to me that their plan for the game is to make it extremely friendly to new survivor player and completely ignore how the game is like at higher skill levels. A revolving door strategy of having new players get invested, spend some money and then walk away when the game starts to get boring due to insane imbalance when survivors actually learn the role.
-
@ClickyClicky said:
It depends WHY they are good.
Mette of Man was a good perk. Why did it have to be nerfed? Because killers couldn’t handle the extra hit?
No its because it felt unfair to deal with. It was good for survivors and made them stronger but completely unfair for the other side.
Take Freddy. He’s not so bad. He’s strong but I don’t see the majority calling for nerfs.
However look at the old Forever Freddy build. Swings chains + jump rope was 21%, add thanatophobia and it could go up to 37%, throw in say 4-5 stacks of dying light and you had 49%-52% slowdown on generators. Then you had Ruin and Pop resetting any progress the survivors made.
Freddy was strong and that was fine however Forever Freddy was extremely unfun because it just translated to survivors holding M1 longer. It wasn’t very fun game design.
Legion isn’t the strongest killer but has had more calls for a rework than any other killer. Why? Because he’s not fun.
If you play both roles then ideally you want killers to be strong AND fun but thats a tricky balancing act. You need something to make them strong but not something that will make them unfun to play against.
The issue with citing "fun" is that it's not quantifiable, and rather subjective. But more specifically in this game, I think the "fun" of one side of the game ofte goes overlooked in favour of the other.
-
@DBDIT said:
https://forum.deadbydaylight.com/en/discussion/comment/1013660#Comment_1013660
It is an opinion and I don't feel like arguing with argumentive people about this because that wasn't the original point of my post. FYI, a 4 to 1 ratio is the only way to get into a game....
TBF you misrepresented your initial point. But anyway, allow me to explain from a Killer player's (about 70/30 killer/surv playtime split) point of view. I cannot be bothered to deal with it. Playing killer is already a pretty high stress thing, I'm always aware I'm on a timer unless the survs show to me that they're absolute potatoes and afraid of gens. Because of this, I'm not really willing to put up with an even more stressful lobby where I have to deal with survs having voice comms to break the game, or toolboxes to cut down the already ridiculously quick gen times, so I will dodge until I see a team that looks relatively normal. Because even that is a stressful game, but I at least have a chance to do something and enjoy myself.
-
I am outraged and object to your assertions.
-
As much as I agree with you, this sadly won't matter. BHVR have shown their hand, right now their plan is to make the game very approachable but shallow. They want a revolving door of new players to buy the game, some DLC, maybe a battlepass or some cosmetics and they don't care for player retention.
-
@Horror_Gaming said:
Change My Mind
Your post it unfun to read, devs should nerf it by removing your ability to create forum threads.
-
I mean, I do object to players deranking in general, it just leads to making the gameplay experience worse for lower skill players in general. But I object to "well because devs balance for rank 20 players". Maybe the devs shouldn't balance for those players, maybe there wouldn't be such an incentive to derank from either side if the game was balanced at the top level.
-
They are addressing the rank issues, by planning on hiding ranks from players. You can't know if the killer/survs you just stomped was new or just bad if you can't see their ranks. Problem solved. /s
-
@JOBreazy said:
https://forum.deadbydaylight.com/en/discussion/comment/981990#Comment_981990
Im not saying ruin was weak or that the change is right. My post was about the people crying about it and having nothing good to bring to the community.
ruin isnt the only perk to slow the game down and it shouldnt be the best one to do it. For all we know the next killer could have the next meta perk for killers
so many people are jumping the gun and see how things go with the new change
You probably haven't considered this, but maybe people are leaving because this change, and the entire patch, confirms that the devs have absolutely no concern for how the game is to play as one of the two sides? The dev notes are entirely focused on the survivor experience, the part that tries to speak to killer experience misses the mark entirely, and the change that should be focused around making the gameplay experience better for killers (doc changes) focuses around survivor experience.
People aren't leaving "because" a perk nerf, people are leaving because as paying customers they are not being considered when changes are made to the user experience. Playing killer is a stressful experience where you're putting in more effort than the enemy team, and still relying on them to make mistakes for you to be able to do anything, unless you play one of the top tier killers that are constantly under threat of being nerfed either into being just worse or being less enjoyable to play. The devs clearly don't care for the player experience and are just hunting for a revolving door of new players to fleece with cosmetics or with the battlepass, who will drop off as soon as they gain any level of competence with the game because there's either no challenge on the survivor side, or the game is a slog on the killer side.
-
@Snapshot said:
https://forum.deadbydaylight.com/en/discussion/comment/979757#Comment_979757
I think that's the reason the devs have purposefully delayed the shock hitting the survivor (when they scream) so it's a second nerf following the first one ..
See, the issue there is even with the 1s delay there's only a .5s window for the Doc to hit the surv, which is pretty much worthless because pallet drops beats out swings so unless the doc is right on top of the surv the hit won't register before the pallet drop.
-
@Zoldyar said:
https://forum.deadbydaylight.com/en/discussion/comment/975121#Comment_975121
He can stop loops by using his blast to prevent survivors from dropping pallets. Also for the doc not needing to switch to two sides now, it makes it easier to use.
You forgot that the nurse player gets punished way worst than doc if they miss.
The cooldown on swings is 3s after using his zap, that's longer than the time it took to switch from treatment to punishment (1s). The timer on the inability to vault/drop is 2.5s. Do the math
-
@JOBreazy said:
https://forum.deadbydaylight.com/en/discussion/comment/975927#Comment_975927
pretty simple to me, do you want to have your hand held while doing?
Yeah this pretty much confirms you're a surv only player or a troll.
-
@JOBreazy said:
https://forum.deadbydaylight.com/en/discussion/comment/975673#Comment_975673
The same goes for killers not getting good, depending on one perk is not skill and it shows with how many people complain rather than just get good.
so suvivors just need to get good and hit skillchecks, then maybe killers need to get good and not depend on a perk to carry them and actually apply pressure instead of having tunnel vision
Just apply pressure bro, just chase 4 people at the same time, just close out chases in 30 seconds.
-
@Sixnno said:
https://forum.deadbydaylight.com/en/discussion/comment/974543#Comment_974543
I think you miss understood how a generator regresses.
A regressing generator loses .25 charges a second. This means a 100% gen takes 320 seconds to fully regress to 0%.
Ruin makes it so generators regress at .5 charges a second. This means it will take a full generator 160 seconds to fully regress.
However, if you scare some one off a generator at say... 50%, it won't take 320/160 seconds for it to hit 0. It loses the .25/.5 charges a second. So a 50% generator will take 160/80 seconds to fully regress. You also save time by not having to kick it to start the regressing.
There are two things I can think of that could make this ruin powerful. Since it affects generators and not survivors in anyway, it will remain hidden. Meaning you need to actually look at a gen to see if it is regressing or not. Won't help in red ranks but will punish people in lower ranks.
The second is slug builds. GG indirect buff to Oni. Basically more survivors you have busy not doing gens, the better.
Yes, but unless you're playing slug builds/anti-heal builds, you can only really reliably keep one survivor off a gen at any given time, and on bigger maps even anti-heal builds won't matter too much. And it does nothing so long as survivors just power through gens, which is what old ruin was for. So long as gen speeds are still as bad as they are now, I don't think reworked ruin is worth running, especially not given its counter synergy with PGTW.
-
@Boss said:
https://forum.deadbydaylight.com/en/discussion/comment/975358#Comment_975358
Oh, i saw that wrong on SteamDB, it does say 30k.
Far from a ghosttown though.
I agree it ain't a ghost town, but I honestly think this change will impact negatively on the playerbase.
-
@Boss said:
It's currently at 40k.
Steam charts says 27k, 24k average over the last 30 days, which is about what it's been for a year.
However peak numbers do tell a slightly different tale
24 hour Peak: 30k
30 Day Peak: 44k
All-time peak: 75k
-
@JOBreazy said:
https://forum.deadbydaylight.com/en/discussion/comment/975153#Comment_975153
Funny enough you probably dont play much solo then
Exclusively solo.
-
@JOBreazy said:
https://forum.deadbydaylight.com/en/discussion/comment/975061#Comment_975061
I have and its part of the game, go into a solo suvivor game with bad teamates who die in the first 2 mins to a billy
Funny enough, I play both sides, I've had those kinds of games, I usually could still escape or at least pip off of it.
-
@Zoldyar said:
https://forum.deadbydaylight.com/en/discussion/comment/974793#Comment_974793
True he is one of the worst, and the notes about him has been released. However, changes can be done after the ptb to fix those problems. Not only that, but if he gets punished that badly for using his ability. You have to look at it as why he gets that 3s delay. For example, Nurse gets a cool down for using her power, but everyone that knows how to use her, knows that she is still viable.
Nurse can still blink and hit, doc can't and he's a baseline 115% killer with no means to stop loops.
-
Gr8 b8 m8 I r8 8/8
-
Go into a game against a solid survivor team without ruin, let me know how fun it is to have the entire game be over in the time it takes for 4 chases.
-
@Todgeweiht said:
https://forum.deadbydaylight.com/en/discussion/comment/974975#Comment_974975
¿What about corrupt intervention?
Corrupt doesn't actually do anything to slow down gens, just makes it less safe because the play area is closed in, maybe gives the killer an extra 10s before survs actually get to a gen but that's about it. It's still a solid perk, but it doesn't address the core issue of gen speed. Ruin at least slowed down gens even if survs were hitting great skill checks by not giving them the free 2%.
-
@Widowmaker8197 said:
https://forum.deadbydaylight.com/en/discussion/comment/974980#Comment_974980
All the killers aren't going to stop playing simply for the reason I didn't stop playing when DS and balanced landing got reworked/nerfed. Those were the meta perks then and ruin is the meta perk now. Meta will always get nerfed for both sides.
Ah yes, comparing broken or overloaded perks being fixed to a perk that's literally only taken to give the killer a chance at having a game. It's almost like 4 minutes games aren't a healthy balance.
-
@Runcore said:
https://forum.deadbydaylight.com/en/discussion/comment/974851#Comment_974851
I really doubt that devs gonna postpone that knife in backs of killers. Ruin is 99% going live and there will be no feedback. I dont play ruin, Doc changes are fine, but I hate style devs are pampering rank 20 survivors. Its crazy.
Doc changes are not really fine, there's a 3s delay between zapping a surv and being able to attack, the survivors are unable to vault/drop pallets for 2.5s
-
@Mr_K said:
Yeah they have. Gens will be fine now. The Gatekeeper scoring event change will make playing killer more enjoyable.
Sarcasm? 4 min gens aren't fine, emblems aren't the only goal to play the game, and shorter games will affect other emblems as well.
-
@Bigbootiejudy666 said:
https://forum.deadbydaylight.com/en/discussion/comment/974806#Comment_974806
First of all, I don't even know how they are in red ranks if they can't hit great skillchecks because when I play survivor, Most of my teammates can hit great skill checks( mind you this is rank 13)
You know doing gens is easy as blinking right? I had a game that only lasted 3 minutes, mind you I had Ruin and Pop. But I do agree that NOED requires no effort but so does Adrenaline.
TBF survs at red ranks are a very broad spectrum of skill level. Ranking as a surv is super easy so it's just about putting in enough games.
-
You're right, we should all just go play Civilisation, I hear it's a good game.
-
@Toxicboii said:
Are- Are you judging a rework BEFORE it bloody released for testing?
Is it too much to ask that folks hold off on their "Doctor is worse than old Doctor" until AFTER they actually play the new doc?
I'm excited for it because it removes the back-and-forth stance mechanic the old doc has, which was kind of hard to manage in general.
https://forum.deadbydaylight.com/en/discussion/118181/the-new-doctor-will-be-worse-than-clown
tbf Doc is already worse than clown
-
@Zoldyar said:
https://forum.deadbydaylight.com/en/discussion/118159/lets-nerf-a-killer-thats-already-mid-low-tier
The PTB isn’t even out, but yet people are making a big deal out of it.
PTB notes are leaked, 3s delay between using the ability and being able to swing at a survivor. But even if that wasn't the case, Doc is not a killer than needs nerfs in the slightest. He's among the worst killers rn.
-
@ALostPuppy said:
Gen repair speed isn't the problem, it's map design that's the problem. The change to ruin is a good change, or it would be if half the maps weren't the size of a continent, making killers like Huntress and Clown hate their lives.
Nah gen speed is an issue as well. It's not good that survs can finish the game in 4 minutes, so long as they don't have a crippling fear of diesel generators.
-
@TragicSolitude said:
https://forum.deadbydaylight.com/en/discussion/comment/971103#Comment_971103
I never stick around after opening the exit gate to see them do it. The only thing they'll get is carpal tunnel.
I've gotten messages from survivors about "I was so bored, why didn't you chase me?" because I wouldn't follow them from one loop to the next. I think if anything their self-esteem took a hit because I cared about them so little I turned and went in the opposite direction.
Top tier psychological warfare "you're not even worth it for me to bother with".
-
I've alread "quit" since I was getting burned out, but as it stands now this change is definitely not making me wanna come back.
-
@soundwave85 said:
https://forum.deadbydaylight.com/en/discussion/comment/969108#Comment_969108
mettle of man ds
Mettle was not even remotely fair
DS is better now
-
@Jesya said:
https://forum.deadbydaylight.com/en/discussion/comment/974581#Comment_974581
He will be so fun to play against now because even the inexperienced survivors can now bully him even more so than before.
Very fun quality gameplay, 5/7 best game, pretty good job so far
-
@Dennis_van_eijk said:
https://forum.deadbydaylight.com/en/discussion/comment/972905#Comment_972905
More bloodpoints for survivors means more to spend for key, flashlights, toolboxes, with powerful add ons like brand new parts, insta flaslight or white wards etc.
Which are so annoying to go against.
See the irony of your post there? 😉
Survivors also have 2 perks (maybe more but i have to look at it again), which gives you extra bloodpoints without an offering.
Don't forget, a killer have to go against 4 people while survivors have to go against 1.
So it is in place that a killer is awarded more bp than survivors.
And any decent survivor in red ranks get about 25k most of the times, which is about the same as a killer gets when 2 escape.
Hell i have had several games as survivor where i got 31k alsmost 32k without any offerings or perks that award extra.
So imo i think killers should get more than they get niw tbh as base.
psst, this post is a troll
-
@Thanatos_x said:
https://forum.deadbydaylight.com/en/discussion/comment/974572#Comment_974572
That's what I was talkin about when I said "even longer cooldown to shock therapy" lol but yep, very fun! He'll be so fun to play against because what can he do but m1?
It seems like my initial assessment of the goal of DBD to become a haunted house tour was correct. The survs get a spooky thing to chase them, the spooky thing makes a noise or pops up from nowhere from time to time, but realistically there's no actual concern for the survivor to ever not be in control of the situation.
-
@Thanatos_x said:
It'll be fun, all the survivor mains will have a much more fun time playing against this killer when they're even worse! Let's even add a longer cooldown on shock therapy so that it's even less viable at loops! Right then.
Thank you devs, very cool. I guess we'll just have to wait and see how my main does from now on or if rank 20 survivor main complaints actually made him lower tier than he already was. Guess Ruin will be a must have on Doc from now on... Oh wait
Also there was a leak for how long the cooldown after Shock Therapy is, 3s. That means Docs get .5s to swing before the debuff wears off and you're eating a pallet to the noggin.
-
@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/974438#Comment_974438
Fair enough. I suspect you're underestimating just how devastating the regression could be, but I guess we'll have a better idea of its strength when the PTB comes out and we actually get to test it.
I genuinely think you're overestimating it. Base regression is 1/4 of the rate that a vanilla survivor repairs at, with Ruin that becomes 1/2. And yes, it does potentially affect all the gens on the map, but a killer can really only force 1 survivor off a gen for an extended period of time, 2 if they're unhooking someone. This will only affect bad players who are scared of doing gens and non-coordinated teams who end up with 3 people going for unhooks.
-
@VicThor said:
Yeah, I just made assumptions. The 50% sounds good but I think we will see the huge benefit if survivors won’t touch the gen for long and they at least completed the 30-40% of the repair. Maybe we will see a huge potential if survivors 3 gen themself, but I might be wrong. If this wouldn’t be a hex perk i would be more optimistic.
While true, the issue comes down to the fact that a killer can only keep 1 survivor off a gen most of the time, 2 if they're going for a save. And against good survs gens will just blast out at the same rate as they do against anyone not running ruin.
-
Ya know, I wanted to be hopeful when I read "cooldown on swings". Damn me for thinking BHVR were gonna treat a killer nice eh?
-
Yeah, I think the perk change could be solid, but right now even double regression rate is only 50% of the speed a survivor repairs gens at with no toolbox or perks to increase gen repair speed.
-
@Accullla said:
I wouldn't say only weak players use ruin - a lot of great players use it as well, because why not - it's free pressure and as long as you're not facing a team of good survivors you know you can relax and take it easy as long as ruin is still up.
I personally welcome the change, as a lot of players who run it because it's meta and think they need it (but don't really need it) will experiment with new builds and new ways to play the game. I think that lot of these people will discover that there are other ways to apply pressure and find out they'll actually do better on average without the perk.
Players won't experiment, they'll just sub Ruin out for Corrupt Intervention and get the same effect, but with less variance. Ruin could go in the first 10s and be worthless or it could stay for 5 min+ and be extremely good value, Corrupt will remove the variance and just give killers the 2 min of safety and Survivors will then complain about that.
-
@Waffleyumboy said:
I'd rather they overshoot than undershoot a nurse nerf. According to most people they overshot and that sounds good enough to me. If you want to play a broken game please stop playing dbd
That's hilarious, you're talking about DBD, where one side can reliably finish their whole suite of objectives before the other side can finish a quarter of theirs. DBD is inherently unbalanced and broken, this becomes obvious when you find teammates who don't have a crippling fear of diesel generators.
-
@borna_lk said:
https://forum.deadbydaylight.com/en/discussion/comment/857578#Comment_857578
I don’t blame them. And the crutch killers running mori’s should stop complaining
Well, at least there's a new anti-DC system in the works for next patch to stop DC crybabies.
-
@akbays35 said:
https://forum.deadbydaylight.com/en/discussion/comment/857833#Comment_857833
well why would they nerf Pharmacy? It was already kind of a joke perk that few people used. This has created another issue with a death spiral, that killers can just maintain pressure if teammates can't heal or heal efficiently. Self Care takes as long as a gen, Inner strength arguably takes the same time (totem breaking + locker time) and pharmacy assuming you can find a chest. This is usually why I take healing increase perks because they are so efficient at keeping your teammates alive and healed and regressing killer pressure.
TIL a gen takes 22s (time to cleanse totem+8s in locker). Man, gen rushing gets worse day by day.
-
@justarandy said:
https://forum.deadbydaylight.com/en/discussion/comment/857502#Comment_857502
Without balanced you can hit survivors very easy after they dropped.
So, not really, because the killer has to waddle their butt through a window, which is slow and gives survs a chance to drop and run. It's just not infinite anymore, they need a different loop.
-
@Galklife said:
@Lucama you can also use ruin, thana, pop to prevent doing 3 gens :)
and btw are you mad because ppl dont want to get tunneled? because even tho we take you werent tunneled off the hook, you still lose 1 of 3 chases (assuming killer wont change targets + you can add time killer spend on carring surv) that you would get and you cant do sh.. about that because hey its mori you cant cancel killers offering (you can make surv drop key/kill him)
well we're treating you as entitled baby killer because youre behaving like you never played vs ebony mori 5 times in 2 hours too many times (if ever)
Ruin: RNG, people might not even get a skill check, most decent survs just power through.
Than: need a hit first, kinda worthless at 1 stack
pop: need a hook first, doesn't help if 3 gens pop during the chase
Making a surv drop key/killing them. First can just be picked back up, second only works if they have the addon that protects key on death, otherwise other survs can pick it up.
And why would I be mad people don't wanna be tunneled? I told you ways of dealing with tunneling that you clearly couldn't think of. I ran into an actual toxic killer build using ebony mori once, made fun of them post match for running so many crutches and being stuck in green days before rank reset. I think you're acting like I'm a baby killer because I'm making solid reasons that are in danger of deflating your ego built on conceit for using broken mechanics in a video game.