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NMCKE

NMCKE

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NMCKE
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  • @C3Tooth said:

    Since I heard alot about Ruin nerfed that take away Early game for Killers. So whats your define the meaning of "Early game" in DBD? And when the game reaches to Mid game?

    • Is it the first 2 Gens as Early game?
    • Is it the game not pass 5min yet?

    For me, there is no such as Early game since there is only ONE objective for Survivors (Gen), and ONE objective for Killer (Kill). Only End game as 5 Gen done as Survivor, and killing the last survivor as Killer. So a game start already in Mid game, its about how long that Mid game will last (5 Gen or 3 Kill) until the End game.

    For the game to be more interesting. Early game, Survivors should unable to do Gen (as they must do another things before start on Gen); and Killer should do something else rather than chase kill Survivor (as they must set up stuff around the map as their wish before they can chase Survivors effectively, or eventually able to spot a Survivor like they step on a trap that doesnt hurt Survivors but make noise noti to Killers)

    DBD doesnt need a new patch or new characters. DBD needs a whole re-design. A DBD2

    I see early game as your first chase.

    Mid game as anywhere between the first chase and when the Exit Gates are powered on.

    Late game when the Exit Gates are powered on.

  • @Jollykins said:

    Im always hoping for that one killer to be in my lobby, who knows how to play the killer too. I LOVE Doctor, he's always been so fun to face because he gave me my first true scare. I had no idea what I was going up against when I got forced into tier 1 madness, and it terrified me. So happy to see Doc is getting a rework. He was also the first DLC I ever boughtπŸ–€

    Another question is how often do you get to face your favorite killer? Do you enjoy their mori's? I know I love getting mori'd by Doctor as strange as that sounds. What makes them your favorite killer? Can you counter them well or are you constantly being outplayed by their abilities? Are they challenging or just well-designed?

    Amanda Young, she brings a second objective to survivors, and at red ranks, it's great to get some relief from generators. πŸ˜πŸ€—

  • @Mister_Holdout said:

    Oh, don't worry I will.

    I've always been a gen jockey, but I'll be sure to be extra efficient from now on.

    I actually encourage this, since the developers are watching the statistics and seeing if generators are a problem.

    I'm thinking about using DH, Kindred, Adrenaline, and Detective's Hunch.

    DH is my preferred chase extender.

    Kindred allows the solos I'm paired with (or me if someone else is hooked) to become more coordinated when the killer has pressure.

    Adrenaline in the case the chase extends beyond the 5th generator and prevent the "Hook Games".

    Detective's Hunch to prevent the killer's secondary Ruin from activating.

  • Rule Number 10:

    Cleansing totems are strictly prohibited, unless it is Haunted Grounds.

    Violation will result in the killer using an Ebony Mori on your next Trial.

  • Mainly defensive killers like Trapper. :P

  • Gen-rushing is simple to define:

    If both sides have an equal skill level.

    When the rate of change on which the survivor completes their objective completely negates the rate of change on which the killer completes their objective.


    Scenario: Gen-rushing

    Killer downs a survivor in 60 seconds and goes for another survivor after the killer hooks that survivor. While hunting the next target, 2 generators are completed compared to the killer, who only got a hook.

    2 generators is roughly 40% of the survivors objective.

    1 hook is roughly 33% of a survivor's total hook state. Each survivor is worth 25% of the killer's objective, so the killer completed 33% of their 25% β€” which is 8.33%.

    The imbalance is so drastic that if the survivor team keeps it up, it won't even matter what the killer does β€” the survivor is completing their objective so fast that the killer won't be able to keep up at all.

    That's Gen-rushing in a nutshell! πŸ˜πŸ€—


    Through, I wonder if there's a vocabulary term when the killer completes their objective too fast compared to survivors?

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/997933#Comment_997933

    We've mentioned it a bunch of times, but after this update, we'll be able to see how things typically play out without a perk covering it up and make adjustments if needed. Not necessarily a guarantee that gen times will change, but we aren't just dropping this update and moving on. If we find that we need to make a change, we will.

    Thank you, Peanits, for saying this β€” it really helps. πŸ˜πŸ€—

    I felt like if you added this into the patch notes with your reasoning, things wouldn't have been that bad because everyone thought you disregarded the main reason why killers use Ruin.


    Edit: I didn't answer OPs response, I prefer Toolboxes to be changed.


    They should make repairing generators easier, but not faster.

    For example, they can increase the success zones and grant a small chance that failed skill checks don't cause an explosion.

  • Just don't make this apply to the last survivor because it's important we are able to 24.99% the Exit Gates! πŸ˜πŸ€—

  • A lot of players, specifically killer players, are upset with the Ruin rework because of how fast generators can be powered on during the early game (killer has no pressure early game). Therefore, is there any plans on reworking the survivor objective system? πŸ˜πŸ€—

    Preferably, the reworked survivor objective should be fun while giving the killer more time to get sacrifices.

  • @Awakey said:

    Sheriff Jake

    Cowboy hat, windbreaker, p2 pants.

    Full p3 Spirit except blighted sword.

    Edit: @NMCKE's seen it.

    I have, but you haven't seen my Nurse yet. 😏

  • @NoShinyPony said:

    https://forum.deadbydaylight.com/en/discussion/comment/996058#Comment_996058

    As a solo surv, I would welcome the total removal of the hatch. At least then my mates would know that their only chance at survival is getting the gens done and they would stop camping the hatch.

    Then you're going to have 1 hour games where the last survivor doesn't want to die. I personally think the hatch should stay in the game in my opinion, since they prevent that from happening. 😁

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/994966#Comment_994966

    I don't use BBQ - like I said, I was watching my brother, who does have and use the perk, playing at the time I observed it.

    Hmm, it's likely because the survivor wasn't positioned well enough to have the generator cover themself! πŸ˜πŸ€—

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/993257#Comment_993257

    Hotfix balance:

    Hex: No one escapes death

    - Removed the 5% increase to movement speed now you will move 5% slower

    - removed the exposed status now the killer will have to hit the survivors 3 times to down them

    Pop goes the goes the weasel

    - kicking a generator will cause it to regress by 1% instead of 25%

    - reduced the active timer from 40/50/60 seconds to 1/1/1 seconds

    Reasons:

    Too many killers and survivors agree that the perks above are too strong we as always listen to the community complains so we decided to tone down those perks a bit and there is more to come!

    last edited by zamasu at 1:11 AM

    You mean this :P


    BBQ & Chill:

    Removed aura reading

    Killer must down another survivor while a survivor is hooked to gain stacks.


    Malicious:

    Gain more points for attacking a survivor while another survivor is hooked.


    Dev Comments: Many killers complained about the Malicious Emblem quality so we changed it to reflect the new impact BBQ & Chill will have. EZPZ


    Last edited by Dev.


    On a serious note, I really disagree with the developers choice on the Ruin nerf since they didn't address the real problem most players seen. I don't think they will do this with BBQ, I'm just memeing around haha! πŸ˜πŸ€—

  • @Mandy said:

    Wearing your headphones on backwards cracked me up! That's the sort of thing I would do.

    I think my biggest facepalm moment was in the early days whilst learning killer, playing Trapper - finally caught someone, and promptly stepped in my own trap and they escaped :(

    I've done too many facepalm things as a survivor to even remember at this point, I'm usually left sitting there trying to think what was in my mind and the whole "why on earth did I do that?"

    You mean this? ❀

    NMCKE playing Dead by Daylight: Special Edition. View more XboxOne clips at XboxClips.com
  • @EridianBlaze said:

    https://forum.deadbydaylight.com/en/discussion/comment/993476#Comment_993476

    That seems... Quite broken. 32 meters is WAY too far of a range for the block, given the fact Killers already move much slower while carrying Survivors and it's the entire range of most Killers TRs. Only allowing a Killer to have 1 second is a bit broken too because if any other Survivor even walks in front of the Killer, then the Survivor gets off effectively for free. And if you're on a map with tons of walls like The Game or Treatment Theater, it would be impossible to hook a Survivor with BO. This would effectively force Killers to use Agitation and/or Iron Grasp. And it would encourage Killers to proxy camp the Basement any time they manage to actually hook a Survivor in the Basement, since Basement hooks are immune to stuff like sabo and Breakdown.

    It's not broken, this perk just makes the killer take 9 seconds to reach a hook and increases your wiggle time to 20 seconds.

    I think you got this confused with Flip-flop and Boil Over. If the killer slugs you then picks you up when you're fully recovered, since Boil Over guaranteed the killer has to travel 32 meters at 3.68m/s (9 seconds approximately), then the killer will have 1 second left to get you to a hook. Most cases, that a free escape, but it wasn't free because the killer had to slug you for 32 seconds and you sacrificed two perk slots. 😁

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/993128#Comment_993128

    https://forum.deadbydaylight.com/en/discussion/comment/993236#Comment_993236

    Strange, because I could have sworn I saw the survivors behind generators when I was watching my brother play two days ago (I don't have BBQ on any of my killers).

    @Fibijean

    You're confusing me! D:

    In the quote above, you said:

    "(I don't have BBQ on any of my killers)"


    That's why I was asking, maybe this is only a BBQ specific thing, and other aura reading perks are not affected. 😁

    It would make sense you don't use BBQ and are likely using other aura reading perks.

  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/993635#Comment_993635

    Ok, that made me laugh out loud - perfect for a Monday morning!

    https://forum.deadbydaylight.com/en/discussion/comment/993476#Comment_993476

    I like the idea behind this, I think the numbers would probably need tweaking but I think it's one of the best ideas I've read about this perk.

    <3

  • @Thatbrownmonster said:

    Main problem is his power is useless now on vaults and pallets

    If timed correctly he is able to stun and hit, but the new one isn't able to do so

    The reworked Doctor can still stun and hit, it's just a lot more awkward and it delays the inevitable. 😁

    "Don't worry, I'm going to hit you, just waiting on my CD but once it's over, you're getting a peice of me. It should be over any second now, just hold on, getting ready to hit you."

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/993128#Comment_993128

    https://forum.deadbydaylight.com/en/discussion/comment/993236#Comment_993236

    Strange, because I could have sworn I saw the survivors behind generators when I was watching my brother play two days ago (I don't have BBQ on any of my killers).

    What aura reading perk was you using? It also depends on the angle to the generator and how well the survivor position themselves!

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/991894#Comment_991894

    A fixed timed period is what Identity V does and it helps immensely in that game with slowing down the early survivor pressure so the Hunter player can get established.

    How would you feel if all generators had the Old Ruin Effect for 2 minutes?

  • Sole Survivor and Object of Obsession have "supernatural bonds". I wonder who is causing them! πŸ€”πŸ˜‚

  • @hysteria said:

    title. it's so annoying that a perk i really like is complete garbage because its concept is actually really good but the values are downright bad. besides its supposed to give kate a "fierce" girl vibe (imo at least) and it's not doing that very well. i'm not making sense and i'm getting off topic so i'll get back on track.

    and yeah, with all the doctor news going around this wouldn't make sense as why it is a concern. but i'm tired of seeing another useless perk in my inventory. it's so situational ++ you really have to get like into a corner of a building to try to get any use of it but most of the time the killer is gonna hook you regardless of where you get downed.

    and a simple answer such as "just buff the numbers" or something along those lines aren't good. 9/10 a killer knows where the hook is and can get you there without a problem.

    just rework the perk entirely. please. :(

    OP and @LordGlint

    I was thinking Boil Over should be a perk that makes the killer take longer to hook you (which can waste valuable time).


    Boil Over

    You wiggle 30%/25%/20% slower than normal.

    When in the killer's grasp, all hooks within 32 meters from where you was picked up at are blocked by the Entity and their auras cannot be seen by the killer.


    This will guarantee it takes the killer approximately 9 seconds to reach a hook, but to balance this out, it also takes you 20 seconds to wiggle free. Combine this with Flip-flop to give you 50% free wiggle progress (fully recovered), and this can be very nasty (the killer has 1 second of leeway.

  • @Fibijean said:

    My understanding from what I've seen is that they don't block the aura completely, they just make it more difficult to see.

    Since generator auras and survivor auras match in color, the killer won't be able to tell the difference between a generator with a survivor and a generator that's hiding a survivor, assuming that survivor positions perfectly.

    In my opinion, auras that overlap should have a different color. πŸ˜πŸ€—

  • @djsponge10 said:

    https://forum.deadbydaylight.com/en/discussion/comment/993062#Comment_993062

    No it’s changed. I tested it out a half done gen got reduced by 25% and the PGTW sparks were popping out of the gen as well. It actually works

    Imagine regressing 25% from multiple generators, spicy! 😁

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/993001#Comment_993001

    Damn you play an op killer yet you also use op PERKS?!?! git gut nub killarino - some dehydrated survivor from all that salt LMAO

    I recommend you purchasing the Survivor Rulebook, it tells you what stuff you can and can't do in-game as the killer.

    20200112_123302.jpg

    @LordGlint, you violated rule #1267:

    1267.) Killers cannot use BBQ to gain an advantage on the survivors.

  • Found a baby survivor main, lololol!!11111

    Git gud fishx92d hdi 20gi38ru3gi f

    Spoiler Spoiler Warning β–²β–Ό

    /joking

  • @[Deleted User] said:

    I wonder what will he do when he play against my nurse with infectious fright / noed / pop / bbq πŸ€”πŸ€­

    You mean my Nurse with Infectious Fright / NOED / I'm All Ears / Haunted Grounds πŸ˜‚

  • @Dehitay said:

    https://forum.deadbydaylight.com/en/discussion/comment/991044#Comment_991044

    Really? I could swear I've seen this kind of behavior from Behavior a number of times now. There was a severe amount of silence on DS before they finally got nagged into it. Gen rushing, tunnelling, excessive chase times, and camping have been in the game for years and the devs will go silent about those subjects for massive amounts of times before doing nothing about it. Not only have they been known to ignore the problems with SWF, but they've actually gone back through their youtube videos and deleted video evidence of them admitting than voice communication would introduce serious problems.

    I'm just speculating from what I been seeing, and besides, the developers add at least one new game mechanic per road map:

    • Last year, they added EGC.
    • This year, second objective?
  • @whammigobambam said:

    I'm thinking there is a perk upcoming that strengthens totems which explains the necessary rework of ruin. Otherwise, with gen speed as it currently is, all of the totems never gain any power to affect the match in any way.

    I would assume they are planning something because the developers have been ignoring any questions related to fixing generator speeds. 😁

    It's very suspicious β€” I never seen the developers act this way towards the community so they are either:

    1. Have something planned that they aren't ready to announce yet.
    2. They have a huge disclaimer and don't want to add more fuel to the flames.
  • @Boss said:

    Is there a Perk, or are there any Perks, you think should be part of a Survivor's/Killer's character?

    As Killer, i wouldn't mind if Survivors have No One Left Behind and/or Sole Survivor (minus the Obsession mechanic) as standard, though maybe NOLB without the "quicker Altruism actions" part.

    As Survivor, i wouldn't mind if the Killer has Shadowborn and/or Stridor as standard, though maybe Stridor without the "louder Injured breathing" part.

    Thought it'd make a good discussion.

    You got any you'd like to see standard?

    I think survivors should get DS base.

    I think killers should get NOED base.

  • @Daddy_Ding_Dong said:

    I mean, it's normal. I used to be like that. Just learn to enjoy the chase. When you're relaxed, your games will get better. You're more inclined to make mistakes if you get stressed over it and take it too seriously.

    Remember - at the end of the day, what happens in a video game doesn't matter.

    Well said 😁

  • I did some calculations, and if everyone used Up The Ante + Slippery Meat, you will have a 4% chance not to unhook yourself.

    I never tried this in a SWF, so that's why I'm asking if this would be worth it in a group because you can say, "I don't need to be unhooked, do generators".

  • @Supernaut said:

    Thanks, but that's from a fair few weeks back now. We've had a lot longer now to get accustomed to her, and, as a rank 5 survivor, I could count on one hand the number of times I've seen her this year.

    I don't think it moved far in my opinion, but I can tag a developer for you: @Almo

  • @Supernaut said:

    Hello,

    I realised that i've not played as, or against a nurse in a long time.

    Very curious as to what the pick/effectiveness rate is with her nowadays.

    The last time I played against her as survivor, I ran back and forth across the map and was part of a 4E.

    I've played her a couple of times as Killer and...errr... lets say I'll re-roll her killer daily in future!

    You can check out this thread for information about Nurse, it's still relatively new:

    @Almo said:

    Hi!

    We've got enough data since the Oni release to make some comments on Legion's performance after the speed update.

    For all platforms, all maps and all ranks, from Nov 2 2019 to Dec 2 2019, the Legion's average killrate was 61.99%, ranking him 12/17 in killrate. For reference, Nurse is at the bottom with 43.9% and The Nightmare is at the top with 70.83%.

    In the same period but just looking at ranks 1-4, Legion is ranked 13/17 for kill rate. It's still Nurse at the bottom and Nightmare at the top.

    If I switch to all platforms, all maps and all ranks from Dec 3 to Dec 19 (The Oni released on Dec 3), Legion's killrate is 62.5%, but that ranks them at 10/18 for killrate.

    Just looking at ranks 1-4, the killrate is 71.2%, ranked at 12/18.

    These are not massive changes, but they are noticable in a statistical sense given the sample size in terms of number of games played. We can conclude that the Deep Wound change (running stops the timer instead of TR) combined with the speed change (restored vault speeds and 5.0 m/s -> 5.2 m/s Frenzy run speed) were a net buff to Legion, both in terms of raw kill efficiency and in relation to the other Killers.

    EDIT: Typo. It's out of 17 Killers the first month, then out of 18 after the Oni release. Apologies.

    Screenshot_20200110-193805_Chrome.jpg
  • @TheBean said:

    GAH!!!

    It all comes down to the conditioning of killer players....

    1. No you are not expected to get 4Ks every game... Getting 4K a match should be extremely difficult.
    2. When the first 2 gens pop after your first chase, it doesn't mean you lost. Stop thinking the match is over.
    3. Not every killer is supposed to play equally well at every level of ranked play. BHVR has already stated this before.
    4. Just because you play Killer allot, doesn't mean you should always be at rank 1. Sometimes players need to accept the fact, they just aren't that good.
    5. Change is good. If nothing ever changes the game gets boring and then people will complain more.
    6. Killer players were already complaining about the gen speed even while using Ruin. Those players will still be complaining even if Ruin was never touched.

    I love the.... Survivor queues are going to get longer. You know... There are many survivor players right now that would rather play killer but the killer queues are too long. Having some of the baby killer mains switch sides, will free up those queues a bit, so those survivor players can now play killer again.

    They can leave a hole, but there will be others taking their place.

    https://us.v-cdn.net/6030815/uploads/733/G6I2Z887061B.jpg

    I don't think it's about killers wanting a 4K, but more of, I want a fair chance to win.

    If you think it's all about killers, you should check the last few patch notes again, you will see a variety of nerfs/buffs on both sides. πŸ‘‰πŸ‘‰

  • DΓ©jΓ  vu is alright, but it's not impactful enough when you can just strategically do generators by not doing all generators on one side of the map.


    This perk needs a secondary effect, but not something that encourages rushing generators.

    I'm thinking your success zones (not great success zones) are increased by 30%/40%/50%. 😁

  • Furtive Chase and Dying Light allows you to get more stacks (slow the game down, just a lil bit). :P

  • @Boss said:

    I'd love more input on it, but this is not a promising start for positive opinions on FC. 🀭

    Apparently, you can get a free instant down by using Furtive Chase, Nemesis, and Make Your Choice. πŸ˜πŸ€—

  • @Peanits

    I have the side with the community on this one.

    Can you, please, answer OP's question? Even if it's a SoonTM or a disclaimer because people are genuinely upset that generators can be done extremely fast, and you don't seem to give us any information about that.

    People are thinking you are ignoring them because you aren't answering OP's question. Please, with all the sugar in the world, answer OP's question? πŸ˜πŸ€—

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/984521#Comment_984521

    I'm the same, but I'm just trying to find a middle ground. I'd rather players didn't leave, and while ruin is something I've never used as a killer unless requested or levelling someone new, it wouldn't hurt to make ruin a tad more powerful, and gens not work so well with tool boxes.

    Reworking toolboxes are a great start, but I don't think it will solve the problem completely.

    I believe a second objective related to fuse boxes will give killers just a little more time to do objectives.

  • Filled it out secretly a day ago, but didn't have enough time to comment.

    Overall, I rate the Rift as 7/10 in my opinion. πŸ˜πŸ€—

  • @Mandy said:

    @andyollolloll it's also on Switch.

    It was announced yesterday that the servers have been switched on for PS4, with Xbox to follow shortly.

    Thank you Mandy for the information, I was confused about that! 😁

  • @HexMoriMeMommy said:

    https://forum.deadbydaylight.com/en/discussion/comment/979836#Comment_979836

    People are free to express their opinions, except people who disagree.

    In my comment, you would've seen that I'm perfectly fine with people disagreeing with OP, but just telling someone to stop suggesting something because they don't like it is just extremely rude.


    Here's my comment again, in case you missed some key parts:

    @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/979069#Comment_979069

    It's okay if you don't want a FNAF chapter, but it's really disrespectful to tell others, "Please stop trying to make this a thing"

    People are free to express opinions.

  • @HexMoriMeMommy said:

    no.

    Just.

    No.

    I don't care for FNAF but dbd is not a place for Fnaf.

    Please stop trying to make this a thing.

    It's okay if you don't want a FNAF chapter, but it's really disrespectful to tell others, "Please stop trying to make this a thing"

    People are free to express opinions.

  • @MegHasCuteFeet said:

    Sorry BHVR, I really had faith in you.

    You seemed to be on the right path after that McCote Hag game but after the current ptb changes it's clear that you guys learned nothing at all from the former dark times.

    I gotta admit that Ruin needed changes, because it was mandatory on any killer (80% userate at red ranks lmao), but why do you choose to not compensate anything for killer??

    Just because Mc Cote can't hit great skillchecks in his rank 20 streams?

    The last few weeks I have been playing as survivor on rank 1, 3/4 of my games are against rank 10 killers, because no one wants to play killers at red ranks.

    I feel sorry for the workers at BHVR that have to suffer because of this poor balancing.

    Can you link me the post where BHVR said, "Sorry, we have to skip a killer..."? 😁

    Ever since my 2 years of playing Dead by Daylight, BHVR never skipped a chapter, unless you're talking about paragraph chapters for Ghostface and Bill.

  • @slammizzle said:

    First off I would like to say thank you to BHVR. Yeh your game has bugs and so on but your game is fun,addictive and original.

    I'm so bored and tired of seeing posts along the lines of "the Devs don't know what they are doing" or "the Devs are survivor/killer biased". Have you people who moan and ######### actually thought to yourself hang on maybe the game is 90% exactly how the DEVELOPERS AND PROGRAMMERS want it to be? Stop slagging people off just because matches don't go how YOU want 100% of the time.

    Yeah, people are upset, and should be able to voice their opinions freely β€” especially when they disagree with the developers. Telling people not to do so will make things that need to be looked at not get any attention, and those things will continue to plague the game. πŸ˜•

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/979277#Comment_979277

    I completely agree. In my experience - which admittedly was fairly limited and with mixed ranks - not only does the new Ruin do next to nothing for the killer, unless they're a high-mobility killer on a smallish map and maybe not even then, it actually encourages survivors to hug generators like their life depends on it, even if they should be doing something else like rescuing a teammate from the hook. So it makes generators go faster 80% of the time, and also encourages unhealthy survivor gameplay by punishing altruism.

    This is how I feel about the reworked Ruin.

    I noticed Ruin doesn't really have a huge impact most games because survivors are either:

    • A.) Found the totem.
    • B.) Killer can't force them off (Killers can only be at one place at a time)
    • C.) Doesn't prevent early rushing.

    The only time where Ruin shines is when the killer has a lot of mobility such as Billy. However, I don't think a perk should only seek use by a few top tier killers, especially a Hex perk because they are supposed to be OP.


    I don't think Ruin is far off, it just needs a boost of some sort when cleansed.


    Perhaps, when cleansed, all survivors suffer from a 20% repair speed penalty for 60/75/90 seconds.

    The regression rate is not scaled by perk tier anymore, just how much the penalty lasts once the related totem is destroyed.


    In theory, when cleansed during the early game, it's still going to slow down repairs by decreasing the repair speeds of all survivors (that makes all generators take 20 seconds longer to repair). During the late game, this perk is devastating since survivors won't be able to pump the last generator out. You may think, wow that's really good, until I tell you survivors can just wait out the penalty like many survivors do with Corrupt Intervention. About the late game effect, survivors were given plenty of time to cleanse that perk, so it's only fair that they get punished for leaving it active for so long. πŸ˜πŸ€—

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