Nameless
Nameless
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@azame said:
Anyone else remember when killers didnt really complain. Dont get me wrong. Survivors were super toxic back then and deserved nerfs but for what it's worth I respect the og killer players. They barely complain despite the ######### they went through.
This is off topic but legacy killers are generally better than legacy survivors. They just went through more. But I digress.
New age dbd is pretty bad in all honesty. You get nerfed for 4 years and still get complaints. "Game is survivor sided" or whatever. It makes me laugh to be honest. Ive been maining killer and havent seen the survivor sided stuff yall been trying to say.
Anyways this probably sounds entitled or whatever but it's just my thoughts. The new killer players are some of the biggest complainers I see. But I can say the newer survivor players have to stop claiming killers like bubba are op lol.
The game in its earlier stages didn't have as many players and the players that were around probably didn't always know about the forums etc.
More people = more complaints. Now you give these people a platform like the forums and the outcome is that it may look like people are relatively more complaining. Just my guess but I find it hard to believe that people just didn't complain at all, especially when looking back at how ridiculous the game actually was back then. If no one complained, how come the game looks so much different now? The devs were pushed to change so much for a reason, were they not? And I don't know a company that doesn't keep the feedback from their community in mind when changing core dynamics of the game as much as DBD has done.
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@ILoveDemo said:
https://forum.deadbydaylight.com/en/discussion/comment/1811077#Comment_1811077
Dude we have a 70% Killrate survivor needs huge buffs right now
Did you... Actually just counter that argument with statistics, even though this person just pointed out that following those statistics mindlessly without being critical about them literally proves nothing?
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@ILoveDemo said:
https://forum.deadbydaylight.com/en/discussion/comment/1810566#Comment_1810566
What about Keys is unhealthy? You still have to earn your Key escape.
Because it gives 2nd chances... And for you to need a 2nd chance, you had to fail first... So "earning" is a pretty big word. Especially when talking about something like keys. You don't have to go out of your way to meet the requirements to get a key escape. All you need is to complete at least 3 gens for you to take someone with you. Last time I checked 3 is less than the total amount of gens you normally have to complete to escape. Again... How exactly did you earn your escape?
*There is a BIG difference between earning and meeting the conditions*. When you say you earned it, the underlying meaning actually is that you accomplished something for you to be rewarded but in this case you just failed to do the main objective. It just so happens that you met the necessary conditions; conditions which are easy to meet with a decent team...
So why is it unhealthy? Well for one,
you didn't earn anything. You just got away because an item you brought in lowers the amount of completed gens necessary for you to escape.
Second
Let's say you did 3 gens and 2 survivors died in the process. It's clear the killer has the upper hand in this match, it's just a matter of time before the killer finds one of you. In other words: you lost.
The key changes this and allows you to get away while the killer was actually winning. *The losing side wins because they brought an item to the game*. If an item can turn the tide this drastically then yes, it's unhealthy for the game.
And at last
a lot of different strategies and killers have a weak early game but rely on their late game potential. It also just takes away the chance for a killer to turn the game around if it's actually going the survivors way when there's like 1 gen left or they're all done.
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@Dweet_Unfairfield said:
Ok buddy, Let's just play out games where i spawn in and get stuck, unable to move or use my power. Or a hacker ruins the fun for everyone. I clearly gave my reasons i dc'd, and it was 1 hour, not two. People will just leave dbd for functional games because the devs won't fix legit reasons to dc and punish the veteran players they already neglect,
I'd love to hear of this fabled Slinger counterplay though, and not think "Slinger is a selfish killer ruining fun for the other four players"
I have 2k hours in this game and the amount of times I faced a hacker is 2 times... Hell even gamebreaking bugs such as getting stuck has only happened with the Twins and the hill glitch, which everyone avoided after it happening to them once.
They also fixed those bugs not too long after they were discovered. The poor veterans weren't exactly suffering that much.
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@kaeru said:
https://forum.deadbydaylight.com/en/discussion/comment/1807517#Comment_1807517
But what if you mistaken and thought I'm a toxic survivor main and mori me from first hook for no reason? It hurts, you know.
I don't make mistakes. I was a born toxic survivor spotter and have trained many years to cleanse the entity of their impurity.
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I haven't used moris in ages and I seem to manage. Yes keys need to change as well and the devs said they're on it, no the game isn't going to die and the world isn't ending because they changed moris before keys.
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But how will I tunnel survivor mains that I assumed would be extremely toxic from looking at them on the lobby screen?
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I didn't realize they removed the part where the rarity of the looted items gets affected. That... Really just defeats the purpose of the perk yeah...
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@Awakey said:
Why?
Let me preface by saying I'm not LGBT-phobic or spreading hate speech or anything, I'm just stating my opinion.
If a character is made ONLY to be LGBT and that's their WHOLE personality, then it wouldn't be a good addition, neither would cheesily integrating it into a character's current lore.
WHY does it matter if there's an LGBT character? Why do we need one? What's the point? "oH hEY gUys, wE aDdeD An LGBT cHaRIcTer." I don't care whether my character is a regular ass person or a goddamn gay tomato, I just want the gameplay to be good.
There just isn't a reason.
Thank you for coming to my very short TED talk.
If you're indifferent about the addition of LGBTQ characters then what's the problem. The fact remains that people out there do actually care and this is for those people. It's not that hard to understand...
Hell the devs even said they're not going to make characters solely based on their sexuality soo... Yeah what's the big deal?
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@FixThisGame69 said:
How are you supposed to "get good" when everyone injured and victor can just run at the speed of light snowballing everyone?
This killer is so OP I don't even want to play this game anymore until they nerf it.
I'll be on Apex Legends BOYZ. Peace
Victor can't start snowballing when you heal or stay near others. The moment he lands a succesful hit on someone he gets kicked in the face.
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I haven't had the chance to play a lot on the new maps but I quite like the map reworks, other than the breakable walls of course. They're visually stunning and they're way more balanced. Really hope they do the farm maps, Haddonfield and Hawkins next.
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@Dr_Loomis said:
Quick questions re Twins:
-Does anyone else find Victor can't move sometimes?
-Can Victor be released when a survivor is hooked?
Haven't been here in a while and havinf a few issues with the new killer. Cheers.
There's currently a bug where you can't move as Victor sometimes and you can't release Victor when you're close to a hook to combat camping I believe.
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@xenotimebong said:
https://forum.deadbydaylight.com/en/discussion/comment/1785601#Comment_1785601
Slugging. She’s a really good slugger because she’s good at getting people injured.
Is she though? Victor can still be taken away for 45 seconds and possibly longer because there's just no threat of taking Victor. Without their power they're just as good as anyone else when it comes to injuring.
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I think it's rather weird they're testing this right now when they're in the middle of reworking the maps. Like... The data is going to be completely irrelevant when all the maps are reworked because those maps that are quite questionable atm like Fractured Cowshed and Ormond will be changed anyways (well Ormond is going to be with the Twins DLC at least).
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I feel like Detectives Hunch is such an underrated perk... It really is a good counter but you have to give it a chance.
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Silly devs...
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@Almo said:
https://forum.deadbydaylight.com/en/discussion/comment/1746220#Comment_1746220
Nurse is a special case because her skill cap is so high. The very best Nurse players perform on par with the very best players of other top-tier Killers.
With all due respect, but why are we blindly trusting statistics when it comes to Pig but when the Nurse gets mentioned, we look further for an explanation as to why this is the case? I'm not disagreeing with you on Nurse, but moreso critical of the idea that Pig doesn't need any help since that whole idea seems to be based of those very same statistics.
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@ChiTenshi said:
Yes, if we ignore Plague, Wraith, Demogorgon....
Wraith and Demo are actually pretty solid. They could use some tweaks but nothing major should happen to their basekits. Pig on the other hand... might need some more drastical changes.
People have been talking about some Pig changes for a while now so there's a chance she'll be next up in line.
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I mean the concept is interesting, has potential imo and looks fun to use. They're really weak atm though: using Victor at the moment is more of a hinder to yourself than anything else. Victor is hard to use and easily countered, you can't call him back to you meaning if you left him on the other side of the map, you're still just an m1 killer if you're chasing someone, the transition time takes ages too and Victors anti loop potential is weak because his charge time takes a while.
I think they're aware of most of the problems though.
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The locker thing and holding Victor hostage are the biggest problems. There's some other in my opinion needed buffs such calling Victor back whenever you want when you placed him across the map or a faster transition between Charlotte and Vic.
Not sure what you wanna do about doing gens in front of Charlottes face when you're playing as Vic though. Maybe they could be revealed with killer instinct in a certain radious similar to what happens when you park Vic somewhere. Not sure.
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Hatch is a pretty dumb mechanic and the source of some frustration. People slug for the 4k because of hatch and killers sometimes feel robbed because even though the survivors played badly they still get another chance to escape. It's a bit weird because the game also needs this mechanic to make sure it actually ends and survivors don't hide all game.
I feel like it should be reworked in a way it still keeps its purpose but also removes the annoying parts. Easier said than done though.
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The killer kinda has the ability to negate the perk by just not walking through a pallet. In my opinion it's a balanced perk and I believe you're actually not going to get much use out of it, simply because killers are going to avoid pallets in most situations anyways when carrying a survivor.
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@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/1740613#Comment_1740613
Well for a strong effect a long cooldown is needed. Also for coup does the tokens stack?
It damages the gens but they regress at a normal speed so I don't think it's incredibly strong, especially because most of the time when you damage a gen, survivors aren't too far off to tap it. Maybe a cooldown is needed but 80-60 seconds is too much, in my opinion.
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I don't know I'm too fond of the long cooldown on Oppression and while the effect of Coup de Gras is insanely strong, it can only be used a total of 5 times. I don't think they're going to shake the meta too much, especially with perks like Ruin and Undying being a part of the killer meta. The survivors got some fun little perks but also nothing too amazing.
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I'd say noed is balanced but stupid unfun to go against, which imo is still a reason for the devs to delete it from existence. Guess it's just one of those "well the statistics actually say that people using noed usually don't perform well in game so I don't think we need to look at it really" things
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@FFabeq said:
Ruin + undying + tunneling spirit/deathslinger/pyramidhead who camps better players with mori sure makes the game awesome!!! I love it, when I get 10k bloodpoints after a match like this, a time well spent!!!
If a killer is tunneling or camping, then they're not pressuring the gens or totems. The totems could easily be destroyed then and Ruin + Undying doesn't have any effect anyways because the killer isn't chasing people of the gens.
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Any change that makes the grind less horrible is a change that would make my day.
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Nah that sounds more like BHVR is testing a new idea in order to balance the game. 14 gens is so much more fair and they even start the game with survivors downed? Can't wait for these changes to go live!!
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I think it looks nice, my only complaint is the breakable walls either serving no purpose at all or being an excuse to allow terrible design such as god windows
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Ohno they slapped unnecessary conditions on another perk, where have I seen that before.
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@dspaceman20 said:
Really the best way to counter the ruin/undying meta is to do dull totems before you do any hex totom.
There is a 50 50 chance that the hex tottom you find is ruin or undying. Thats way to big of a risk in my opinion. If you take out the dull totem first you take away the opportunity for ruin to be transferred over to them.
The total amount of totems you end up cleansing would be the same as when you go for the Hex totems and they always happen to be Ruin. At least by cleansing the Hex, you at least have a chance of decreasing this number by taking out Undying.
I'm not saying you should ignore the dulls and only go for Hexes, just that the idea of only going for dulls is a flawed strategy. Just cleanse every totem you see, dull or lit.
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In my opinion broken game mechanics or unfun aspects of the game such as tunneling, camping, SWF, gen speed, ... should NEVER be plaster fixed by perks. People feel obligated to run specific perks just to combat these broken mechanics and that drains all the fun out of trying other perks because if they do, they get tunneled or overwhelmed by the gen speed.
I genuinely think that this "plasterfix mentality" the devs have is an actual problem for the games health. That said, pointing out these broken mechanics is one thing, coming up with a solution is another and I'll be honest: for a lot of these unfun aspects of the game, I wouldn't know either how to handle them in a way that is fair for both sides.
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I mean Detectives Hunch has been my guilty pleasure for the longest time so I personally don't care too much but I can imagine it's annoying when you encounter teammates that don't know what to do about this combination in solo queue. I believe this is more of a rank system problem, but maybe that's just me.
I think being able to see the perks your teammates are using would help out a lot too to kind of get rid off this bystander effect where solo queue survivors hope that someone else would be running anti totem perks.
It's just one of the many suggestions to bring solo queue more up to the level of SWF and help them coordinate more.
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All the time...
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I just decided I'm not playing anymore until it's fixed. According to the website my laptop should be able to run the game, all be it low graphics, resolution etc... The point is the problems shouldn't be issues on my end but theirs.
I can't play when the game just randomly chooses to rubberband me back in the arms of the killer. It's a terrible experience and really annoying.
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To be fair, the add on was pretty strong and probably needed some adjusting.
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/1622927#Comment_1622927
I'm confused. What are you trying to say? What are you attempting to argue? You literally just contradicted yourself in the same sentence.
I'm saying your comparison doesn't hold. I do realize what I said is quite confusing so allow me to elaborate.
Generally speaking holding W is a good strategy against any killer that isn't Blight. You will also waste sometime against a good Nurse before she catches up. The difference between any other killer and a Nurse is that when they catch up, the chase begins which again wastes quite some time. However this is something the Nurse isn't affected by as a good Nurse will make the chase non existent.
This is as you said yourself the opposite of the Blight where the first part is pretty non existent but the chase, the looping isn't his strong part as the steering of his power doesn't allow him to use it at loops, unlike Oni. Having a better flick won't change this either.
Sure there's tiles on some maps that are further away from each other so this is a time the Blight could use his power. A survivor keeping his eye on the Blight and adjusting his movement to what they're doing as well as using debris etc is one of his counters and would still be a counter if his flick were to change. Meanwhile, again the Nurse doesn't care what you do.
So no you can't compare a killer that ignores every input from a survivor in a chase with a killer that depends on said input.
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/1622893#Comment_1622893
Oni doesn't have his power all the time. Blight does. That's why you cannot just throw on a flick - the instadown isn't why Oni is so strong. If he had his power constantly, he would be stronger than Nurse.
And the OP wanted to say that Blight and Nurse have no comparison - Nurse gets wrecked by holding W. That is her default counterplay. She can blink through everything, but if you just hold W it takes her ages to catch you. Blight is the opposite: he has to break pallets and vault windows, but then he's on you immediately. If you don't have debris to hide behind, you're getting hit. And you want him to have literally zero counterplay? To take away any chance of dodging his power? Yeah, that's actually stronger than Nurse.
Holding W is good against any killer that isn't Blight... A good Nurse still won't care though because they're confident in their ability to down you in a matter of seconds. That's the essence of the problem with Nurse: a good Nurse doesn't care what you do.
If you're not outpositioning yourself and not just mindlessly holding W, the killer has plenty of counterplay, especially when the steering is left untouched as it should.
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@MadLordJack said:
Yeah... No. If he had that, he really would be stronger than Nurse. Break the pallet and hit them without even the defence of holding W? Hit them before they eve drop the pallet? Zero counterplay?
Then why is the Oni considered weaker than the Nurse? Oni is literally an insta down killer with better steering and a better flick...
Also what do you mean without the defence of holding W? Blight is literally the anti-W killer... Like... I don't know what to tell you, if you're outpositioning yourself and holding W against a Blight, you're already playing against him badly. The change in the flick would only make it easier for the Blight to capitalize on your mistake.
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And yet... A killer with an insta down got more than just this flick adjustment, being Oni.
I feel like a lot of people are overreacting about the proposed flick change, even comparing him to Omega Nurse which imo is ridiculous. Nurse's power allows her to completely ignore her environment, that's why she's still borderline breaking the game. A good Nurse doesn't care what the survivors do. Blight is quite literally the opposite of that. Blight needs the environment in his favor to actually benefit from his power and unlike Nurse survivors have plenty of counters to his rush ability.
These counters wouldn't change either if they gave him a better flick. Things like crowded areas, areas with nothing to bounce of from (mainly just corn maps and the swamp to a degree), his tracking is hard because of his low camera, placing stuff between you and him, hell literally running to any tile basically counters his power.
The only thing the flick would actually change is that survivors that are outpositioned can't just walk aside to dodge the power anymore. Why shouldn't a killer take advantage from the survivor outpositioning themselves?
That said, I wouldn't touch him anywhere else. His iri is good but should remain an iri. I doubt his flick would turn out to be overpowered as long as his steering remains what it is.
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@ILoveDemo said:
https://forum.deadbydaylight.com/en/discussion/comment/1620730#Comment_1620730
If I go for a unhook my gen Regress without Input from the Killer.
The gens regress BECAUSE of input from the killer. Ruin only really works when the killer is pressuring the survivors well enough. Hooking people, slugging them, anything to get people of the gens means the killer is pressuring you.
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The perk would still be broken, even it only works for the obsession. Like... Making it strictly an obsession only perk doesn't suddenly change the effects of this perk. The obsession will still be able to see every move you make as a killer so this wouldn't solve anything, especially now that there's multiple other perks in play that can easily make you the obsession such as For The People. With this in mind, it's still going to be abused heavily by SWF.
I forgot who it was, but someone came up with the idea that OoO wouldn't work whenever the survivor wants to. Right now, the survivor can look at anytime at you and know what you're doing. This is essentially the problem. They know what you're doing, but you can't really do much about it because they're probably a strong confident looper and when you're going for them, they will run to the most ridiculous and safest place on the map.
So this person suggested that the perk would only work whenever the killer sees your aura.
The survivor no longer has a "monopoly" on the decision of when it's being used, while in the meantime the perk still remains pretty strong as you'll basically know what aura reading perks the killer is using and you'll be alarmed when the killer is able to see you. To be honest, I'm not sure if it's still going to be insanely strong (mainly due to SWF), or if it's going to be lackluster after all. On paper it sounds like a great idea, and in my opinion a much better option than making it a perk that can only be used by the obsession.
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@Zarr0ch said:
Can’t stop moaning can you people. One thing gets fixed then straight to the next. What about the killer sided maps? What’s that? You don’t care about those ones do you.
As soon as you get your way and survivors are all dead in 5mins or less you’ll be back here crying about queue times as they all stop playing
I don't think anyone here said that survivors should die in 5 minutes and that other killer favoured maps like Hawkins don't deserve a fix so what the hell are you on about.
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While they did rework Ormond, it's still busted. They might revisit the loops etc on Ormond when they take a look at the graphics but nothing is confirmed.
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@Flyguy115 said:
I honestly enjoy the grind , it gives me something to do rather than getting every perk once and then just waiting my points on items .
The grind is always going to be there, but instead of grinding for perks for the rest of your life, you'll be grinding for items and add ons.
I don't understand why this isn't a thing yet. I have 2k hours in the game and only just maxed out the killers and my favourite survivors. How can you expect to keep casual players interested when the grind is this insane.
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I'm also a pc player and experiencing lag even though I believe my internet is fine. I never had any issues before this update at least. Right now, this is what happens whenever I try playing the game:
https://www.youtube.com/watch?v=J2xSZN0HO6c https://www.youtube.com/watch?v=lFfIA2iotwYIt happens when I play both survivor and killer and I'm not going to lie, it's starting to really annoy me.
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Yes please, give this perk some actual purpose and being able to see the repair progress of gens is something they haven't toyed with on the survivors side yet, but that info could be just as useful.
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@EqMonkVeeshan said:
https://forum.deadbydaylight.com/en/discussion/comment/1608776#Comment_1608776
see but that was why the perk was so strong to begin with there was high risk high reward. now its basically low risk high reward and you can literally ignore your secondary objective of protecting that great power.
The fact you could lose 2 perks when the totems are broken and need to continue with only 2 remaining perks still makes it a high risk, high reward.
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The Blight is pretty fun to play as imo. If they change his lunge attack so survivors can't dodge the attack as easily he would be pretty strong too I believe.
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@BillyMain77 said:
https://forum.deadbydaylight.com/en/discussion/190011/undying-needs-to-be-nerfed
Lol last couple games ive played ruin has been up the whole game.
Even if you pop it it just reappears again, need lady luck on your side to get lucky and pop undying first
Imagine the so called "late game hex perk" actually being able to stay up until the endgame