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Munqaxus

Munqaxus

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Munqaxus
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  • @DoomedMind said:

    I guess all the complainers of "Ruin/Undying/Tinkerer" that have seen the Scott Jund video about it forgot something important : this build is not OP, even on Blight, the game is just transforming into a stall game, and in a stall game, patience is needed.

    Only Nurse with double range of Spirit with movement speed during phase are problematic with this combo. But, I'm sorry, if a combo is nerfed to the ground because of only two killers, this is absolutely wrong. That would be the same thing as buffing Iron Will and nerfing Stridor, just to nerf Spirit but the lazy way. The result : one perk destroyed, and one perk god tier, and the main issue is not solved....

    Actually, I'm pretty sure Scott also mentioned Blight with Nurse and Spirit, plus I think he also said to a lesser degree Billy. My guess is that the developers will nerf the perks just like they did with the Strider/Spirit combo.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/2466309#Comment_2466309

    Oh 100 %. They were using them stupidly. I always advertise myself. You're more then welcome to come to my stream and watch if you want.

    I don't play them that way. I get my first hit with charollete typically when I can. Then end the chase quickly with victor. Hell. You don't even need to watch me if you don't want. Dowseys twins are nasty.

    It's like a chess game with the Twins. You position Charlotte or Victor so you have map control and use the other to down a survivor. Now Hag is the basement queen.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/2466247#Comment_2466247

    I think rearranging structures and making them less safe would be a good answer. Maps don't need to neccesarily be smaller. Even though some are just way to big.

    Pallets being more 50/50 would be a good start maybe. Structures being more 50/50 would be a good start. Currently jungle gyms are pretty strong with both god window and a pallet that is safe. Them camping and taking a dumb hit withstanding.

    LT walls are a good example of balanced structures I think. Make a wrong guess and you're downed. Play it right and you're rewarded. (Won't even go in to sorry stretch users that just ruin a good tile)

    Killer shacks need fixed IMO. Not neccesarily in structure..But don't allow survivors to be able to see through it. It's rediculous that a survivor can see every move you make

    You might could shrink map sizes but add a lot more jungle gyms. That would nerf high movement killers and buff low movement killers. Since most high movement killers need to go in a straight line. However, you still have Nurse, Spirit and Wraith, which would be buffed by reducing map sizes.

  • @KblokoBR said:

    Since oni or maybe twins the killers suffered a huge downgrade in comparison to the top tier, like nemesis and trickester are the newest and the weakest of the game, and pinhead maybe is on this same way. For how long this will continue? Making weak killers just to not enrage the survivor entitled community. I am not a dev, but the lack of strong and creative powers will suddenly will dawn this game.

    There's nothing wrong with having weak killers. In fact, I think that makes the game unique. Plus when MMR gets activated permanently, weak killers will always go against survivors on their level.

    You just can't make a Killer like Trapper ever be as effective as a Killer like Nurse. All you do is change Trapper into Nurse and he would loose his uniqueness.

    I main Trapper and I don't want Trapper to be Nurse, I want Trapper to be Trapper. He could have the trapper bag added as default add on to his kit as a buff, but I don't expect him to perform like Nurse unless you drastically rework him and then he would loose his uniqueness.

    MMR will fix these issues.

  • @Trickstaaaaa said:

    I hope they get a rework so they aren't the slugging machine they are now.

    You would have to totally remove Victor, which is what makes her one of the most unique killers in the game.

    I would say definitely not.

    Slugging might could use a rework, because it's not just the Twins that can slug. You have Nurse and Billy who are also fantastic at slugging. However, I don't think slugging is that big of a problem, aside from the fact that I do believe survivors should have the option to suicide after 1 minute of bleed out time, which would put it in line with the hook suicide timer.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/2466146#Comment_2466146

    Killers are ok I think. The bigger problem is both gen speeds, and maps. Maps being the bigger problem balance wise. Most maps don't allow killers to create the pressure they need to make people be off gens.

    Maps are not a problem, balance-wise. You have to remember that the game has to be balanced toward the most effective killer, perk or strategy. Right now, the most effective killers are Nurse, Spirit and Blight. To a lesser degree, Billy and Wraith. All 5 of those killers have extremely high mobility with the ability to transverse large maps with ease.

    Since high mobility killers exist and since they are the most effective killers and since map size is not a problem for them, then map size cannot be reduced for other killers because the high mobility killers exist. If map size was reduced, then suddenly the high mobility killers kill-rates would skyrocket and all of them would need to be nerfed. You can't change one thing without changing another.

  • @Warcrafter4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2465131#Comment_2465131

    One your still avoiding the question.

    Two you are actively pushing for nerfs earlier in this discussion using the Kill Rates as your reasoning.

    Since you are giving me the power of a developer, then here is what I would do with the nurse. However, first there are some caveats.

    1. I am going to ignore the fact that the first thing I would do with Nurse is rework her teleport power, because it’s design is flawed and allows it to completely bypass all tactics the survivor has available to them.

    2. We are going off data that was presented by the developers in 2020 in October. So this data would most likely have included the relatively recent Nurse nerf that removed the 4 and 5 blinks addons and added a charge to get blinks back.

    3. We also have hatch escapes that are artificially lowering Killer kill rates by letting survivors escape when those survivors should have been a kill. I would guestimate that 1 survivor uses the hatch every other maybe every 3rd game, which is technically a unrealized kill for the Killer. Since this happens only on 3 kills, the killer would technically get 3.5 kill every time they get 3 kills. Again an guestimate, so that would add about 2.5% extra kills per killer. (3.5 kills is about 87.5% and 3 kills is about 75.0% kill rate, averaged with the percentages of other kills, its about 2.5%). Again, I don’t have the actual data, so as a Developer I would account for this. I’m not including key escapes because they are cancelled out by Moris.

    During 2020, the data showed a 40.29% kill rate for Nurse at all ranks, but showed a 57.00% kill rate for Nurse in Red Ranks. We’ll add a 2.5% to account for Hatch escapes which brings the kill rate up to 42.79% in all ranks and 59.50% in Red Ranks.

    My first choice as developer would be to collect additional data, 6 months out from the Nurse nerf, because players are still learning how to play the Nurse after the nerfs, so the data wouldn’t be accurate.

    However, if you don’t want to do that.  Then just using straight data, I would do a slight nerf to Nurse in Red Ranks and possible Purple ranks, maybe increase the recharge time of her blink by 0.5 seconds. In brown and yellow ranks where she’s probably lower than 40%, I would add a blink indicator, so newer players can learn to play her, so she would have Spencer’s Last Breath as default. Once a player hits green rank, they would no longer have the blink indicator and once they hit Red Rank, they would have an increased recharge time.

    So, since I told you my plan, what would your plan be?

  • @Warcrafter4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2465115#Comment_2465115

    Please stop avoiding the question.

    If you want to use the dev's own words to push for killer nerfs you also have to accept that it will also cause a massive Nurse buff.

    I'm not pushing for killer nerfs. I'm only warning you what the developers will do.

  • @Warcrafter4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2465108#Comment_2465108

    So do you accept a Mega Buff/Full Revert to Nurse because of it?

    I have no control over what the developers do.

  • @Warcrafter4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2464559#Comment_2464559

    So we should buff Nurse as she has historically been under 50% since her gutting?

    Remember if you want to beat that drum we'd have to buff Nurse by its own logic!

    I'm not beating any drums, I'm telling you exactly what the Developers do.

  • I'm just worried that the developers will put a band-aid "fix" on the actual problem and not actually fix a pretty major problem with the game. Bloodpoints are always nice, but it would be too easy to give bloodpoints to a survivor for being camped and call it done.

  • @Shaped said:

    Yes lets give teammates even more means to rage quit.

    If I played swf I wouldn't care ofc but in solo people are already killing themselves on hooks denying you points and longer game.

    It not as if people will DC anyway. This just prevents a killer from leaving 4 survivors on the ground for 4 minutes, which is just a bit much. 1 minute is plenty enough time to leave someone in the game, especially considering they can suicide on hook in 1 minute or DC.

    Heck, they can run up to the killer and have the killer put them on the hook and suicide, so why not give survivors the ability to suicide when left slugged, it will get used a lot less than suiciding on hook.

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2464859#Comment_2464859

    They're usually not the same skill level. Mismatches constantly occur because there's no MMR system in this game. So I do want to balance around equal skill, but right now you never know what you're gonna get so you have to play it safe and play meta perks.

    There's a matchmaking system in place, it just sucks. When MMR is implemented, I think we'll see a lot more balancing because the development team has been working with a vastly inferior system to balance everything so they're pretty much balancing everything semi-blind.

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2464687#Comment_2464687

    But that's not them doing anything special, is it? It's the survivors being bad that causes them to dominate.

    Whatever skill level the survivors are is the same skill level the killers are. So if survivors are bad in mid levels, then killers are also bad in mid levels. You are comparing an equal skill level and basing balancing on those.

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2464716#Comment_2464716

    It's not bad game design that the killer role can kill survivors in a 1v4 game. The killer isn't your baby sitter making sure you enjoy yourself before putting you to bed.

    If you really can't stand being forced on a hook for 2 minutes then you have the option to attempt to unhook yourself and not hit the skillchecks so you die faster.

    Here are my two arguments that you completely strawmanned.

    1. Face Camping and Proxy Camping/Tunneling off hook is a low-skill tactic that yellow and brown rank killers master. Yet this tactic is highly rewarded even in Red Ranks. This is bad game design because the amount of skill it takes to accomplish something should correlate to the reward for pulling off that skill. So a skill you master in yellow and brown ranks shouldn't really accomplish anything as you get past green ranks because it's so easy to pull off.
    2. Face Camping and Proxy Camping/Tunneling off hook allows you to prevent a player from playing a game they bought. This is also a bad design flaw, because it's doing exactly the opposite of what you want as a game designer. It's preventing people from playing your game.
    3. And to add to my two previous arguments: The game has to be balanced around the highest skill/ability advantage. So, if a Killer is able to win the game by Face Camping and Proxy Camping/Tunneling off hook, a single survivor while completely ignoring the other 3 survivors, then gen speeds have to be fast enough to account for this. So if you wanted to play the game without Face Camping and Proxy Camping/Tunneling off hook, then you are playing a game that is adjusted for Face Camping and Proxy Camping/Tunneling off hook, which makes your strategy less viable. Basically, gen speeds are incredibly fast because this tactic is in the game. It hurts killers just as much as survivors.
  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2464709#Comment_2464709

    The killer is a role that is trying to remove other players from the game. That's just how the game is.

    And Stalin was a dictator that liked to kill Russians.

    Just because it's in the game does make it good. It's a low-skill tactic that highly rewards a player which is just flat out bad game design. It also prevent another player from being able to play the game, which is also bad game design.

  • @Rey_512 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2463907#Comment_2463907

    You already get struggle points. Survivors on hook don’t need additional points - people should just learn to not be entitled…

    ”Waaaah! I’m hooked first so I’m going to kill myself on hook!”

    Waaah! I'm a human being that wants to be able to enjoy a game I bought, so I should stare at the killers face for 2 minutes as another human completely prevents me from playing that game!

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/2464681#Comment_2464681

    You've literally said it every post. "The killer can come push you out" Why is it on the killer to control YOUR actions ?

    I think you are right. A Killer player should not have the ability to push Survivors out at the exit gate. Survivors should be able to tea-bag for as long as they like, because they've won the game. Basically the exit gate area should be an area that killers and their abilities aren't able to enter and the Survivors have 2 minutes to do whatever they like in that safe zone.

    That would completely stop killers from having to control the actions of survivors. Survivors should be completely in control of their own actions after winning the game.

  • @danielmaster87 said:

    Even gen defense spam can't save killers against an actual competent team. If anything, a ton of killer stuff needs to be buffed or reverted. We should start with Pop being 60 seconds again.

    The game isn't balanced toward red rank SWF death squads. The game is balanced more toward mid ranks, because 95% of players are in mid ranks, only 5% are in red ranks. In mid ranks, killers dominate.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/2464670#Comment_2464670

    Why does the killer have to be responsible for YOUR actions exactly....?

    LOL, where did you read that at? I can't stop laughing. That is the most random thing I've ever seen.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/2464568#Comment_2464568

    You can say your escape rate at red ranks solo q is 80% and I can also say that cows can fly

    I kind of agree, if the game was so imbalanced in Red Ranks that solo survivors escape 80% of the time, then the game would be falling apart, because Red Rank SWFs would be escaping 100% of the time and their would be a mass exodus of killers.

    My guess is it's still around 60% to 70% kill rate, which is what I got when I kept track about 2 months ago. I am curious and will keep track again.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/2464563#Comment_2464563

    That's my point. Causing bleed out was called scummy. But somehow tbagging the exit gates when they can end it and leave is not. When it's just as scummy.

    Yet it never fails any match they manage to get the gate open. Those are the same folks who will berate you if you waste THEIR time by bleeding them out. But are perfectly ok with wasting mine.

    If you think teabagging at the gate is scummy, which the Killer can fix by running the survivors out of the gate. Then you also agree that slugging is scummy. Giving the survivor the option to suicide when slugged would give survivors the same option to end slugging that killers have when running survivors out of the game.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2464559#Comment_2464559

    Yeah about the kill rate, we haven´t seen anything official since the hard Undying nerf. So i can only judge from my own escape/death rate as solo survivor on red ranks. Which is somewhere between 60% and 80% (depending on the day).

    The last time I was keeping track, the kill rates were around 60 to 70%, which pretty much was in line with what BHVR released. I haven't kept track recently.

  • Every gen slowdown perk that is added to the killer side of the game has to be balanced on the survivor side. Gen speeds have to be fast enough to account for a killer using the best 4 killer slowdown perks.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/2464546#Comment_2464546

    So because I can technically come hit you out. It makes it ok to waste my time at the exit gate ? But if I slug you. It's not ok because you can't do anything about it ?

    So you're ok with wasting 2 minutes of my time. T bagging the gate if I don't come. That's somehow less boring for you. Because you've "won" basically. But you're not ok with me slugging you and wasting YOUR time because you can't do anything about it

    Do you not see the double standard ?

    There's no double standard. It's two different situations. One the killer can control, one the survivor cannot control.

    I swear, some people need to play both sides equally.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2464550#Comment_2464550

    80% solo survivor player and rising, since killer has become unbearable. At least at red ranks.

    You mean, when survivors can´t complete all 5 gens in 3 minutes or less, then killers would be nerfed to compensate this? A bit harsh, don´t you think?

    It's whatever keeps the kills/escape rate close to 50%. Adding a second object would increase kill rates, thus the Developers would institute a nerf of some sort.

  • @Gamergirl69OWO said:

    Now that its become a debate topic in the community due to some videos recently being made, it would seem like Small PP killed edition is the next on the nerf meta block. It will probably go the same as DS+ UB where the combo gets utterly destroyed, but I would like to see what you guys think some cool nerfs would be to the combo.

    My guess is the combo will be nerfed as more killers use it. Plus it's a Blight and Spirit combo, it's buffing fast killers who already over-perform and hardly doing anything to the slow killers who under-perform. Blight and Spirit kill rates are so high right now, that perks that improve them will probably go on the chopping block. Just look at the Strider nerf. It was caused by Spirit.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2463985#Comment_2463985

    Undying was already an incentive to do dull totems.

    We all know how that ended.

    Survivors don´t want their secondary objective. They only want to hug gens and get mad when they can´t do that. (they also get mad, when they only get to do that...)

    Well we know what side you play on.

    In all honesty though, Killers wouldn't want totems to become a necessary secondary objective either because it would mean gens speeds would need to be increased or killers nerfed to compensate for the extra time needed to do the secondary objective. Look at how high the Killer kill rate skyrocketed with old Undying and see how quickly that got nerfed by the Developers.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/2464535#Comment_2464535

    What I find hilarious. Is letting a bleed out happen is "scummy" because it's boring. Yet the amount of survivors that stand at the gate and tbag until you push them out or they take the 2 minutes is astonishing

    Clearly people have no issues with wasting everyones time when they take their good old time leaving.

    The killer has the ability to run the survivors out of the gate, survivors don't have the ability to un-slug themselves or suicide. (Plus as a Killer, you have a chance of getting a teabagging survivor, which is extremely satisfying). See the difference.

  • @Boss said:

    https://forum.deadbydaylight.com/en/discussion/comment/2463891#Comment_2463891

    If Killer is looking at Hooked Survivor & if Killer is within [VALUE] meters of Hooked Survivor, give Hooked Survivor [VALUE] Bloodpoints per second.

    Sounds cool, i don't think we should mind more ways to get BP in this grind of a game.

    It doesn't solve the problem. And honestly, it's a massive game design flaw.

    Basically a Killer can avoid interacting with 3 of the 4 players in the beginning half of the game, while completely preventing 1 player from playing the game and win the game using an extremely low skill/extremely high reward tactic that brown and yellow ranked killers have perfected.

    This game design flaw is also contributing to gen speeds being so fast. If the Killer couldn't tunnel/camping 1 player out of the game while ignoring the other 3 players, then the gen speeds could be slowed down. However, since the game has to be designed around a Killers ability to be able to tunnel/camp 1 player out of the game ignoring the other players, the gens have to be fast enough for the other 3 survivors to get to a break even point.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/2464502#Comment_2464502

    Yeap basically. But there's no shame in abusing strong/broken loops(just mind game better) No shame in flashlight saves (pay more attention) No sabo plays(just R key and chase and leave the slug to be picked up )

    There's shame in perks (NOED, ruin, poo, corrupt, IF, etc) But no shame in survivor perks (BT, DS, DH) Just play better and "play around the perks"

    But there's no shame in abusing strong/broken loops(just mind game better

    This is a high skill/high reward. The better player wins loops.

    No shame in flashlight saves

    Again another high skill/high reward skill.

    No sabo plays

    Another high skill/high reward skill

    NOED

    Extremely low skill/high reward. This one I do have a problem with but it doesn't bother me to much and I do think the developers will worry about this at some point.

    Slugging

    High skill/high reward, so I don't see a problem with it. I just think that survivors should have the option to suicide so they can go ahead and get to the next match.

    Corrupt and Pop

    Both require skill to use correctly.

    BT and DS

    High Skill/Low Reward. They don't really prevent the issue they were made for, tunneling/camping.

    Dead Hard

    High Skill/High Reward.

  • @Seraphor said:

    That would be 100% better than, and completely invalidate, Flip-Flop.

    I'd prefer: Gain a token each time you stun the killer up to a maximum of 5. Wiggle requirement to activate Power Struggle is reduced by 5% per token. All tokens are consumed upon activation of Power Struggle. (although the stun from Power Struggle itself would give you 1 token back)

    You can then still run Flip Flop alongside it.

    I don't think that would help because it would take 4 or 5 stuns on a killer to get to the point where Power Struggle would be useable and if you have used that many pallets (Plus all the pallets your teams will have also used in that time), then those tokens aren't going to mean anything to power struggle because only the really crappy pallets on the edges of the map will be left.

    You are right about Flip-Flop being invalidated. But both are pretty weak perks.

    Maybe Power Struggle should give add a 25% of your recovery is converted to wiggle progression which could be cumulative with Flip-Flop. It would buff both perks if used together.

  • I would say Camping and Tunneling are "cheap", in that they are extremely low-skill tactics that every killer learns in the brown and yellow ranks, yet extremely rewards killers for using them.

    Slugging it difficult, but I would say there should be an option to suicide out of a slugged state so that player can go ahead and get to the next match.

  • @AnttiAR said:

    So, we all know there's a lot of killers that camp and if the survivors play correctly they'll have time to do gens, but what about the person getting camped? They of course will try to use as much time as possible by not trying to unhook and hitting the skill checks, but even then, they can't virtually do anything, they will get no actual benefit unless someone sacrifices themselves to get the save, if someone actually does, and if no one goes, or if the killer decides to tunnel, they're dead.

    With all that said, in this situation supposedly the killer ends up losing, because the rest of the survivors will just have completed the gens and get a faster escape, but at the end, the camped survivor will get almost no bloodpoints and probably their rank will go down, meanwhile the killer will still get a good amount of bloodpoints, maybe they'll lose their rank, but they still somewhat benefit from it compared to the survivor.

    The point of this is not giving survivors another to escape or anything, it's just to actually give them something, especially knowing how tiresome can be to get enough bloodpoints for anything basically. I don't know, give the hooked survivor points for having the killer near or whatever.

    Nothing. There isn't a counter for it.

  • @TicTac said:

    Many say Ruin/Undying/Tinkerer is the braindead killer build. But its not even close.

    I present to you the the right build if you dont want to think:

    Enduring

    Spirit Fury

    BBQ

    PGTW

    Is it effective against a good swf? Who cares, you want to braindead stomp weaker players, right? With Spirit Fury and Enduring you dont think about a chase. No mindgame or anything special, just follow them and break the pallet. Bubba is a good choice. He helps with predropping, too. Then after you down them, dont think. Hook and look at BBQ. Will you find the best gen to pop? Probably not, but you dont need to think. And if you play against your average survivor, then they dont even know that counterplay against BBQ is already invented. Now go to the gen and dont even look elsewhere and pop it. With Pop you dont need to think about totem protection or anything. Now chase the survivor and repeat the progress.

    The build got tested from experts and works very well even in long streams. But if you lose against a good team, just complain that its unfair bc they tryhard so much, that they use their brains in a video game.

    I see that you meant to say...

    Enduring

    Spirit Fury

    Fire Up

    Brutal Strength

  • @IrishRedCap said:

    https://forum.deadbydaylight.com/en/discussion/comment/2462455#Comment_2462455

    This mindset is what causes the toxicity in this community to flourish. Your excuses are tantamount to "SWF should be removed because as a killer it makes the game no fun". Or "lets remove flashlights because survivors abuse them and make the game no fun to play". Oh you play survivor and disagree to my game play? Well you're toxic and only use flashlights or play swfs so your opinion is moot.

    If you're not having fun playing the game then go launch up Roblox. Ive been camped, tunneled and been the one camping and tunneling enough times that someone trying to boil it down to "unfair" just comes off as whiny and why so many people, survivor and killer, still act like toxic nutcases.

    • Yet flashlights did get nerfed because they were unfun for Killers.
    • Sabo got nerfed because it was unfun for Killers.
    • Moris got nerfed because it was unfun for Survivors.
    • Iridescent Heads got nerfed because it was unfun for Survivors.

    Unfun things do actually get nerfed, because, it makes the game unfun.

  • @SilentPill said:

    You will get used to it. 3 gens in 2 minutes is a worse case scenario and then it’s actually pretty hilarious survivors will have the stones to complain you tunnel someone after that. I can’t tell you how many times 2-3 gens pop before corrupt is over but I’ll still get salty -reps for tunneling/camping/slugging to counter the gen rush. That’s why I will never take the complaints seriously.

    Anyways, unless you are playing a high mobility killer I’d probably dedicate at least 1 slot to the early game. Discordance, corrupt, and lethal pursuer all can let you hit the ground running.

    The best way to win is just to hard tunnel the first survivor you find, straight through DS. I typically run very strong 1v1 chase killers or 1 shot killers so I can camp people to death without having to deal with the second chance perk chain that comes with a last second unhook

    Tunneling and Gen Speeds are 2 sides of the same coin. You can't fix one without fixing the other.

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/275930/what-if-we-have-6-gens-to-do-instead-of-5

    Gen speeds are not the issue, gen splits are.

    Punish gen splitting. Make the game detect how many survivors are on seperate gens. If 3 survivors are on 3 generators, give them a 15% slowdown(same as 2 survivors working on 1 gen). It would slow gens from 80 seconds to nearly 100 seconds.

    This makes a 2/1 split the new optimal strategy, the 2/1 split has always been the most fun strategy. Its fast enough to combat a tunneling killer if needed, but slow enough for killers to dedicate a bit longer to chase without being forced to give up a chase that was almost going to end.

    You can't fix gen speeds until the Killer kill rate drops below 50%. It's around 70% right now.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2462825#Comment_2462825

    Since you can only chase 1 survivor at a time, new ruin is weaker than old ruin, which could work on up to 4 survivors at the same time.

    Create a new post that reads "Which is better: New Ruin or Old Ruin" and you'll see how many killers like the new ruin over the old ruin.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2462772#Comment_2462772

    In other words, new ruin has no effect at all, when survivors hug gens. Unlike the old version, that actually slowed the gen progress down while survivors worked on them.

    Well, if you aren't patrolling gens then yes. Every time you are in a chase with someone you ran off a gen, you are getting use out of new ruin.

    Old Ruin only affected new players, it didn't affect experienced players. New Ruin affects everyone.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2462714#Comment_2462714

    Yeah, the last phrase shows that you know nothing about the game. Sorry, can´t take this serious.

    Most people on these forums agree that new ruin is better than old ruin. Old ruin only regressed the gen if you didn't hit the great skill check and most red ranks hit great skill checks pretty regularly. You can also by-pass Old Ruin by gen-tapping.

    New ruin regresses gens continually if no one is on that gen and it regresses it extremely fast.

  • @Jerek said:

    If a killer is camping then they are practically throwing the rest of the game. It does suck hard, but as long as your team realizes it, they can blow gens out super fast. Besides their are some survivor perks that easily counter this tactic, most notably borrowed time. I play solo queue so most of the time I always have kindred, the most powerful solo perk in my opinion, because then everyone will know when to rescue and the location of the killer. And that way when someone else is hooked, I know when to focus on objectives or stop and go for the rescue.

    Camping is a playstyle, everyone just has to deal with it. The only time I understand camping is when all the generators are done and the killer wants to try and get at least 1 sacrifice. Having a pause timer based on killer proximity is very abusable and just plain unfair.

    Camping hardly every throws the game. Using a low-skill tactic like face-camping actually rewards the killer far more than high-skill tactics do. It's stupid.

  • @Starly said:

    The Trapper - Iridescent Stone.

    This add on removes a lot of skill of playing Trapper and makes it very unfun to play against him.

    The Pig - Tampered Timer, Bag/Crate of Gears.

    Very unfun combo to go against. And needs very little skill to kill survivors.

    The Oni - Scalped Topknot.

    Really hard to react and try to dodge.

    Trapper, Pig and Plague do not need any nerfs, thank you very much.

  • @ilovedbd123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2450499#Comment_2450499

    The major survivor nerfs: old MoM, DS, OoO, toolboxes.

    Major killer nerfs: old ruin, undying, nurse, legion.

    There have been nerfs on both sides. Arguably more for killers. Don't turn this into a us Vs them thread.

    Legion wasn't nerfed, he was changed because he's old gameplay was a snoozefest. Old Legion was boring, all you would do is run around the entire game making survivors mend. Also, new Ruin is much-much better than old ruin.

  • @BastardKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/2458012#Comment_2458012

    They did. It was called nerfing Moris. The same way keys are not an inherent part of the game, they are brought in to cause a distinct disadvantage for one side, Moris were the same. They nerfed one. They did not nerf the other.

    Killers would be getting a whole bunch of extra kills once key's are nerfed. All the escapes the survivors got from keys and hatches would now be kills for the Killer. The Killer's percentage of kills per match would increase, then the developers would see that and nerf Killers, to bring the percentages back in line.

    So yes, I'm all for removing keys. It's basically hiding the extra kills Killers are getting by basically giving survivors a consolation prize.

  • @ThanksForDaily said:

    https://forum.deadbydaylight.com/en/discussion/comment/2452358#Comment_2452358

    That's the reason. It's not the overheat mechanic. Every billy used to run Carburator, Primer bulb, Spark plug, Engravings.

    Example. They gutted Freddys add ons. I used to face full slowdown Freddys every other game before the nerf.

    Where is the Freddy mains now? I mean Freddy add on mains. That's right, no one plays as Freddy anymore.

    I main Freddy, Twins and Plague. I really think they are some of the most fun killers but it looks like no one plays them except me, lol.

  • @Tekno_Badger said:

    Trying to keep this canon for the perk, which implies that Nurse hears survivors if they slow down or get tired, and hones in on breathing. So, here it is:

    STRIDOR

    When a survivor becomes Exhausted within 24m of you, you see their Aura for 8/9/10s. Breathing sounds and Grunts of Pain are increased by 25%.

    Strider isn't useless, it's still a great tool to find survivors if the survivors don't happen to run iron will and there are plenty of survivors that don't play iron will.

  • @Marik13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2457994#Comment_2457994

    But....there is nothing to disagree about... This literally happened in the past and it was abused. Like this isn't something where we can agree to disagree on like whether or not we think the Marvel movies are good or bad, this is something that actually happened in the past. Like I don't know what to tell you, I'm not a magician, I can't make the past go away so that I can agree with you. I'm sorry but this just won't work based on past behavior with a similar enough system.

    You are right.

    However the developers were going in the right direction when they attempted a blanket fix for camping/tunneling with the hook-pausing mechanic. Where they failed is by not following through with what they were doing. The Developers had a very generalized rule for camping; if a killer stayed within so many meters of the hook the struggle timer would pause. What they should have done, was once they realized survivors could abuse that rule, then they should have taken that rule and made it more precise to prevent abuse.

    For example: If the killer is within so many meters of a hooked survivor and is not in a chase, then the struggle timer pauses.

  • @BastardKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/2457618#Comment_2457618

    They already did. Moris were nerfed significantly. How do survivors forget this? They literally said keys were to follow shortly, and never did. ~9 months ago.

    No, I mean for all the extra Kills Killers are going to get by the removal of keys. The developers balance the kills/survives at roughly 2 kills/2 escapes. With all the extra kills Killers are getting, they would need a nerf as a whole.

  • @Tekno_Badger said:

    https://forum.deadbydaylight.com/en/discussion/comment/2457609#Comment_2457609

    Well then there'll be no casual whatsoever, at least now it's all mixed

    No, there's definitely a casual and definitely a hard core when MMR is re-enabled. If you play casually, then you'll only deal with casual players, if you play hard core, then you will only play against hard core players.

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