NoShinyPony
NoShinyPony
About
- Username
- NoShinyPony
- Joined
- Visits
- 4,646
- Last Active
Comments
-
@anarchy753 said:
Sorry to break it to you, but nobody runs ruin because of the gatekeeper emblem. People run it because the early game is terribly balanced, and it's the only perk in the game that categorically gives the killer player some form of breathing room to get a hold on the match.
New Ruin is a hex that provides an incredibly minor effect. Double regression would nearly be worth it as a perk, but being a hex means that it will never be run by players. There's no point in a perk that only has an impact in the late game if it will almost never make it to the late game. Look at Huntress Lullaby, it's a far more powerful effect but nobody really runs it because it never lasts long enough to have potential.
Reworking Ruin to do absolutely nothing without actually addressing the issue that literally every player understands; generators go off too fast early game, is just a really bad decision overall. The vast majority is not going to give the slightest care that a post game sticker is a different colour when every single game is made so much more stressful by always being on a 1-2 gen clock.
I'm pretty sure the devs know. The Ruin nerf is simply a change to make survivor players - the major part of the playerbase - happy.
-
@johnmwarner said:
https://forum.deadbydaylight.com/en/discussion/comment/974238#Comment_974238
Exactly, without figuring that the ridiculous amount of bugs is the reason the game can’t grow.
I believe what most survivors hate more than Ruin, moris etc. are the long queue times.
-
That reminds me of the old saying when Freddy was the weakest killer in the game: "I 4k with Freddy everytime at rank 1 without perks and add-ons".
-
@johnmwarner said:
https://forum.deadbydaylight.com/en/discussion/comment/974125#Comment_974125
Someone at BHVR did the math that since their are 4 Survivors and 1 killer that making the majority happy is the way to go. But this is about more than Ruin, it’s the way it’s worded and so clearly a change for survivors. And how they keep catering to survivors.
It feels like they got a new boss who got impatient that the playercount has been stagnating for 1.5 years and decided that game changes should now absolutely focus on what makes the main audience happy.
-
@Poochkips said:
I was told a little while back when I made a topic that ruin is found within a minute of a games start that I shouldnt be relying on ruin.....and since it gets killed off half the time in most games within a minute it's not really gonna effect anything. If anything the new ruin might be better...
How is new Ruin gonna be better when it's getting cleansed after one or two minutes?
-
Who wants to be a member of the "Playing exclusively survivor"-club?
-
Don't expect killer buffs/changes to the survivors' objective speed. If there were any, they would have been introduced together with the Ruin change.
This change is just an attempt to gain + keep survivor players - the playercount hasn't been growing for 1,5 years. An attempt that is going to backfire.
-
The problem is the gen times, not the use of Ruin. Nerfing Ruin doesn't magically solve the problem of gen times, quite the opposite is going to happen.
It would be like nerfing BT and then saying "now we solved the issue of tunneling".
-
We don't have enough people playing killer for a quickplay option. Survivors and killers of all ranks are already getting matched with each other and yet we still have bad queue times.
-
@meatisadelicacy said:
I'm not sure it's quite that cynical, but they are a business and need to make money. I'm not sure people remember how hard it is to have any success in this game when you start as a survivor. I personally know seven people who I tried to introduce to this game who have all quit. Doing some quick math here, of all the games that are being played as we speak, 80% of those players are survivors. If they can do something that makes newer survivors stick with the game, that will help the game grow and stay alive. That being said, I can see how killers at all levels aren't happy.
It's hard to achieve balance between killer and survivor, new and experience players, console and pc players. For me, this won't change anything. I'm still going to run around at the start of every game with my Small Game and touch every totem I come across. Ruin is INCREDIBLY strong on console, and I hate when NOED rewards bad killers, so I make the choice to counter those perks with my own.
I have to admit though, I'll be surprised if they go through with this.
New survivors sticking with the game won't make the game grow and stay alive when at the same time killers are driven away. The opposite is going to happen: Not a lot of survivors - new and veterans alike - will stick to the game when the queue times increase to 10-15 minutes.
-
The devs justify perk and killer changes with the survivors' fun. Where would be the fun for survivors if BT/DS/exhaustion perks would get nerfed? 😯
-
@antgnstea said:
https://forum.deadbydaylight.com/en/discussion/comment/973415#Comment_973415
How naive of me, thinking they would consider of both parties while making a significant change.
Now you know. 🙂
-
@Sonzaishinai said:
https://forum.deadbydaylight.com/en/discussion/comment/973398#Comment_973398
If old ruin was gone that early it didn't do anything either. And people might not be so keen to go totem hunting anymore
It helps A LOT when Ruin is up for the first 60 or even 90 seconds of a match.
-
The purpose of this change is to nerf Ruin so that the game becomes more fun for survivors. Of course totem spawns are not getting adressed in this scenario.
-
Ruin only buys (or past: used to buy) you some time in the beginning of the match. After that, it has gotten cleansed. It's unrelevant mid- and late-game.
All these things with survivors being busy with healing and removing party hats doesn't matter because Ruin will already be gone at that point.
-
At this point, I expect moris to get nerfed, too. And I don't expect a huge announcement beforehand, so feel free to use them up.
Alternatively, if you don't like playing killer, simply stop playing killer. That's probably what I'm going to do.
-
@GrootDude said:
I was expecting Jessie J music D:
On-topic though, they don’t cater to just one skill level crowd, new survivors have usually beat a new nurse in my experience so if they based it on noobs why would they have nerfed nurse?
The devs want to make the game more fun for survivors on every level, of course.
-
I want a NOED nerf first!!111!1
-
Take a look at it from a business perspective: How does BHVR earn money? Who is the biggest group that spends money? Wouldn't you want to gain new customers and make existing ones happy?
Of course, these changes are short-sighted. This game can't exist without a significant amount of happy killer players.
-
We know that the playerbase hasn't been growing for 1,5 years. But new survivors are also not going to stay with the game when they have to wait 10 minutes for a lobby. And veterans might also leave.
-
It's not about Ruin only, it's about the direction this game is taking. I'm a survivor main who also plays some killer and I can see myself switching to playing survivor 100% of the time.
The problem is, surv queue times are bad. I expect them to get even worse now. If that's the case, I might drop the game because I want to play a video game and not wait for a lobby all day.
-
These decisions are so short-sighted. It's clear the devs want to make the game more fun for survs, but these changes will drive more killers away and lead to even longer surv queue times. I'm not going to play this game anymore when I have to wait 10+ minutes for a match.
-
@JawsIsTheNextKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/967731#Comment_967731
On PS4, it seems to be quick lobbies for low rank killer and high rank survivor. Slow lobbies for high rank killer and low rank survivor.
Could it be that most survivors are purple/red rank and most killers are at green/yellow rank causing the disparity?
It's also instant lobbies for high rank killers on PS4 EU. As I said, it's not relevant whether you play high rank or mid rank, it's a general killer/survivor thing, at least on the platform where I play.
Are you playing on PS4 NA?
-
One big issue with Piggy's power is RNG. Her party hats are about buying her extra time. If the survivor gets lucky at the first party hat box, that's almost no extra time for her. If the survivor gets lucky at the last box, that's great for her.
RNG makes this part of her ability vary from very useful to almost useless.
-
Why should this be relevant?
What I would be curious about is the other players' devotion level (I'm on console so I can't check the amount of played hours).
-
Ranking system, matchmaking, performance issues, the amount of severe bugs, imbalance, dc mentality, community's behaviour, dedicated servers - the game is not in a good state.
For me personally, the Tome challenges made the game even less fun. (I play a lot solo surv and everyone is throwing the game to get their challenges done.)
Also noticable: Despite great licenses like Ghostface and Stranger Things, the playerbase did not grow since Summer 2018.
I don't think the game is going to die soon, but I also can't see how it's supposed to grow.
-
It is now bad that Billy players can attempt mindgames with revving up their chainsaw at pallet loops?
Billy is already loopable, now he should lose this gimmick? If you want to be safe, just drop the pallet.
-
The new ranking system isn't the only thing that causes long queue times. At least on PS4 (where I am playing), there is a general lack of people playing killer. Doesn't matter which rank you play killer or survivor on, you have instant killer lobbies and to wait as survivor.
Even now with the double bp event, killer lobbies are still instant, which is super unusal. (With 2x bp events, a lot more players used to play killer in order to benefit more from the increased bp. In the past, bp events meant longer killer queues.)
-
Can you give us a tl;dr?
-
Now I'm imagining Feng with David's physique. Thank you.
-
This has been in the game for ages. Happens on both sides.
Since it has been existing for so long, I don't expect this to get fixed anytime soon.
-
Are non-friends allowed to send you messages on PSN? Because if you play killer on a regular basis, you will get A LOT of feedback from the survivors, you don't even have to ask for it.
-
Don't follow party invitations because you won't be able to report these people. If they want to send you death threats, they'll have to do it in written form and then you'll have something to report.
If you don't want to deal with this stuff at all, deactivate the after-game chat/messenger service on console.
Also, from my experience it's not only a small percentage of people doing this, sadly. That's why nobody except those on my friendlist can send me messages. I had to change the settings only because of DbD. Tells you a lot about this community.
-
For me, the challenges affected the gameplay too much and killed a lot of fun. Too often, random teammates were throwing the game.
Because of the challenges (and the queue times) I ended up playing DbD a lot less than I usually do. I'm around level 60 and I'm not sure whether I will be playing DbD the next week. I haven't bought the Rift pass and I don't plan to buy the next one, either (since I'm probably going to play even less if the challenges of Tome 2 are going to be of the same kind like Tome 1).
-
Better performance on console.
A nice ranking system & matchmaking.
-
It takes too much time to set up the traps. If Tapper is up against good survivors, then by the time he has prepaired the field, the match is pretty much over.
Yes, he can close close loops with his traps while in a chase. But the survivor only has to run to the next looping spot. Also SWF hurts him more than other killers.
Iridescent Stone is a great add-on for him because it saves a lot of time, and if you don't have one thing as a killer, it's time.
-
@DocFabron said:
https://forum.deadbydaylight.com/en/discussion/comment/953317#Comment_953317
I waa hoping folks would have it done alredy.😔
Not everyone plays a lot, and some of these challenges need more than one attempt. So most likely you'll keep seeing Trapper for one more week.
After that, it's probably going to be Wraith all the time.
-
@Galklife said:
queue times will be better if devs would make pipping as survs harder or changed back SWF MM change
@BaldursGate2 this game used to have 10min que in red ranks but for killers and devs kept making easier to pip as surv, and now survs pretty much cant depip (unless tunneled,they are afk killer is afk, or killer is super bad)
and now maybe majority of killers around green ranks but because of "great" changes majority of survs are purple and red because you pip like crazy
I'm playing on PS4. Here it's like this: No matter which rank you play killer on, no matter which rank you play survivor on, you always have instant killer queues and you have to wait a couple of minutes to play surv.
There is a lack of high rank killers, yes, but there is also a lack of people playing killer in total.
-
For good DbD queue times for both roles, we need a good survivor : killer ratio.
Not enough people playing killer = long survivor queue times. No matchmaking algorithm can change that.
So, of course the queue times could be better than they currently are. If more people played killer, I could get into my next survivor match a lot quicker.
-
The problem with keys is that the killer can play a great match and have a scenario with a "certain" victory for them (2 survivors alive + still 2 gens left to be done or 3 survs alive with a 3-gen-strategy) and then suddenly the killer just loses because somebody found a key. No counterplay, undeserved loss, free escape.
-
@BBQnDemogorgon said:
If i could get 1 thing added to DbD it'd be the 60fps they've said we would get for over a year.
We were supposed to have 60fps by Summer 2019 end too...
I would be happy with constant 30fps without the insane amount of frame drops/freezes.
Edit: This game needs a "health chapter" so bad.
-
You are not struggling because solo survivor is hard, you are struggling because there a lot of survivors at red ranks who don't belong there. Pipping is way too easy nowadays.
Playing solo surv at red ranks was fine last year, when pipping wasn't as easy and you got normal-good teammates.
Now, it's really down to luck what kind of mates you get. If playing solo surv is too frustrating, play SWF or play killer.
-
It would be great to have a second objective for survivors, but I don't think it's going to happen. A lot of people have posted their ideas over the course of the last months, a lack of ideas is not the problem.
It seems like the devs don't want to/don't plan to implement a second objective.
-
@Shenochek It's obviously unhealthy for any video game to match experienced players with semi-experienced or inexperienced ones; I have no idea why somebody would pretend this kind of matchmaking was okay and would just tell the killer to "git gud".
Btw, this kind of matchmaking is normal atm. Not a lot of people want to play killer at high ranks, so mid rank killers have to play against these survivor teams.
Edit: And rank 16-20 players seem to just get placed into any match where there is an open spot.
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/951165#Comment_951165
Yes, everyone knows that there are not enough killers at red ranks. But if they continue with this MM, there wont be enough killers at any ranks.
Not everyone is aware or is acknowledging the lack of killers. Surprisingly, a lot of people think or claim it's just the matchmaking being buggy.
That aside, at least on PS4 (where I am playing) there is already a general lack of killers. And yes, the situation is not going to improve when green rank killers continue to get matches like this.
-
@Rivyn said:
Why is it so hard for matchmaking to match within the color group?
Simple answer: Not enough people want to play killer at the higher ranks. Now, there are several options:
a) let green rank killers face red rank survivors all the time
b) let red rank survivors have very long queue times
c) make pipping for killers super easy, so the red ranks get filled with killers who usually don't play at these ranks
d) make playing killer at high ranks more appealing, so that the number of players increases
e) make pipping for survivors harder, so you don't have that many high rank survs
The devs obviously went for a).
-
@Sluzzy said:
The loss of exhaustion for madness 3 is a massive nerf for the doc.
He will be more fun to play against. 🙃
-
Not enough people playing killer, especially at high ranks. So it's either you having to play against the red surv teams or the red surv teams having to suffer from super long queue times.
-
@TheMonadoBoi said:
I like the idea of inclusion and I think they should have an openly LGBT+ character, but having perks based on sex/gender creates a bunch of balance issues.
Exactly this.
-
That's what happens when not enough people in general want to play killer, and when even less people want to play killer at high ranks. (I don't get why some people are set on denying that there is a general lack of people playing killer.)
I can imagine that the situation could get worse. Which green (or even yellow) rank killer is motivated to play killer long-term when they are getting matched against (almost) full red surv groups all the time?