Nobsyde
Nobsyde
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Sandbag
Bond
What’s that icon?
Open-Handed
Blendetter Together
Iron Will
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@Warlock_2020 said:
https://forum.deadbydaylight.com/en/discussion/comment/1012253#Comment_1012253
Iron Will is not the problem, the game's bugs are. Iron Will is really the only decent stealth perk they have, survivors are so loud I can hear them easily even though I have significant hearing loss from working the flight line near fighter turbines for years. Jeff, Jane and Jake are the worst.
Make DS inactive if grabbed from a locker and don't let Adrenaline heal someone on the hook. That would be the most helpful I think.
Where did I say that iron will is the problem?
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1012253#Comment_1012253
Ok I already knew items were getting nerfed. Interesting take. Personally I didn't know Iron Will was so popular.
it's not like I have some insider information though, it's based solely on what I see on my killer games: it's not yet a 80% rate, but at the very least between 60 to 75%.
Considering all the audio issues Iron Will is currently the best perk for survivors, no questions asked:
- the only effective counter to Spirit
- synergises very well with stealth plays
- synergises even better with the no healing meta
- at certain loops it's the equivalent of hiding the red stain for the killer, with zero effort on your part
I can see it only growing in usage if audio is not fixed, especially after the Spirit Lunge fix.
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@Waffleyumboy said:
Which survivor perk needs to be nerfed next? How would you nerf it?
Decisive Strike: Timer counts down 3 times as fast while in a locker, healing, or repairing generators. When another survivor is hooked half the remaining timer. While no other survivor is hooked the timer does not tick down while you are in the dying state.
the next survivor nerf will be 100% toolboxes in 3 to 6 months, followed by keys in 6 months to 1 year.
After that I don't see any upcoming nerf, maybe something indirect with maps reworks, but it really depends on what maps they decide to work on first.
I don't see DS getting nerfed though, ever.
What they could nerf in the foreseeable future is Iron Will, which is very quickly becoming a "80% of high rank players using it" tier. The smart rework would be to reduce the distance at which grunt of pains are heard, instead of the intensity: at tier 3 maybe you could hear a survivor at 5 meters or something like that. It would be huge and a Hex: Ruin outcry level in the making :).
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@GHOSTfaceP3 said:
im just debating if I wanna just main survivor for now on
Even if I wanted to play survivor, I can't, since queue times are 10+ minutes long and if I eventually join a lobby I'm paired up with low rank killers, I end up doing 2 or 3 generators by myself, getting chased one time if I'm lucky and that's it :\.
Oh, and that's a Ghostface.
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@ABannedCat said:
https://forum.deadbydaylight.com/en/discussion/comment/1012082#Comment_1012082
You get bloodpoints for it.
If you are playing to win, then Legion is the wrong killer for that.
I play to win and I play Legion, heh 😎
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@Adriang14 said:
https://forum.deadbydaylight.com/en/discussion/comment/1012050#Comment_1012050
Not gonna lie I feel so dumb, I don’t know why I didn’t even check my headphones
and by the way, don't double hit a survivor with feral frenzy, you lose your gauge power and don't gain anything from it 👍
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@Adriang14 said:
So I umm guess the problem was because I had my headphones on backwards... so just ignore me
1 minute into the game I was thinking "why is he going always in the opposite direction of the sound?" lol
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@Ratedninja said:
Every game, I've been tunneled or camped and I'm honestly sick of it, I don't get how to not get this in a game.
If the killer doesn't know how to play and wants to tunnel/camp the first survivor hooked, there's not much that you can do.
If the tunnelling/camping is instead something that happens specifically to you, what I would suggest is:
- don't bring toolboxes/flashlights with you
- don't use Blendette
- don't tbag or bodyblock for a chased survivor
- don't gen rush in front of a coming killer
Note that I'm not saying that these behaviour are toxic, I'm simply stating that they can elicit certain reactions from some players.
The other thing is: rank up at least to purple level (but red is better).
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@Schmiddy21 said:
https://forum.deadbydaylight.com/en/discussion/comment/1009267#Comment_1009267
Just get rid of the ranking system all together. It serves no purpose and there is no incentive to be at high ranks. On top of that since this is an asymmetrical game, balancing is never going to be proper. Hit boxes are an issue only in a few ways. I've been hit over a fence in haddonfield by a few killers when it's supposed to be a solid wall. No to mention being on the other side of a window 30 meters away and getting hit by a chainsaw. But that is also partly due to the peer to peer system.
Ranking has a purpose, you can easily see that by playing now that matchmaking is broken and you are matched with any rank basically.
By the way, it is intentional that you can be hit over the fields of haddonfield if you are close to them, they act similarly to a window.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1010831#Comment_1010831
That isn't what a hyperbole is actually.
I know you think it’s a straw man, still... you should review that a bit. If you want to talk about it we can, I thought you wanted to move on though
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@Valla said:
https://forum.deadbydaylight.com/en/discussion/comment/1010771#Comment_1010771
Cant find any aswell. Are you talking about the salesman comparison? That is not a strawman argument.
I agree with most of the posting, especially #1 and #9 are very true.
Exactly, @Blueberry is confusing straw mans with hyperboles, but whatever, let’s not reopen this ;)
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1010102#Comment_1010102
My posts are completely related to your original topic.
One of your issues was hit box problems. I posted that it is in fact not hit boxes and is related to ping.
You then posted a strawman argument for why you think the way hit boxes work is bad and how they should work. You follow this up with asking me to refute your strawman argument. I point out that asking someone to refute a strawman argument doesn't make any sense but it is clear that you still don't know what the definition of a strawman argument is and are not going to look it up because you still insist I haven't refuted it.
If you'd simply look up the definition you would understand how this looks.
To be fair, even if @xEa apparently doesn’t know what a straw man fallacy is, neither do you, since he didn’t throw one.
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I agree to basically everything you say, I'll just add one bit about your point 6 - Ranks:
even if devs want to stick with the current rank reset mechanism (that is: set back to the nearest lower colour), they should at least change the reset to the lower boundary of the rank colour, instead of the higher.
Right now a rank 4 is reset to rank 5, he just needs to gain 4 pips and then he's back exactly where he was - this means that there could be a hypothetical scenario where a player could play only two games per month and maintain always the same rank (..two games double pipping, that is).
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@stvnhthr said:
The object of a survivors game is to get the gens done as fast as possible and escape. That is there only goal, they are slow, vulnerable, and defenseless. That is the core of the game. What are you suggesting they do instead of completing Gens?
repairing generators when you don't have anything else to do is not gen rushing, even if you use toolboxes, BNP, Prove Thyself or whatever.
repairing generators while avoiding to cleanse totems, being injured even when able to be healed, a survivor is on the hook and it's going to reach second stage, the killer is coming to you and is presumably going to down you.. that's gen rushing.
At the same time:
downing and hooking the same survivor multiple times in a short amount of time, maybe even eating its DS, that's not tunnelling.
downing and hooking the same survivor multiple times by purposefully avoiding other survivors that are more out-positioned / injured / pushing a generator, even when your chase is not immediately going to end (maybe because a good loop the survivor is going to reach soon) and/or camping a slugged / hid in a locker survivor to wait for its DS to run out, that's tunnelling.
So yeah, both gen rushing and tunnelling are two sides of the same coin: doing something (repairing generators / chasing a survivor) at the expense of the rest.
..and that's now 4 times I explain it lol.
EDIT: in any case, both gen rushing and tunnelling are legit strategies in specific situations. A killer is camping? No point in cleansing totems / healing / trying to rescue if you don't have BT and the killer has insta down: rush generators! You're the killer and generators are running too quickly, but you have a survivor dead on hook? They rescue bomb someone and you are not in a hurry to go elsewhere? Tunnel.
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@Mandy said:
That's why we only tested DC penalties before putting it live permanently. They won't go live until the game is in a more stable state and that these things won't happen.
ETA: DbD 3 release :P
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@Sylorknag said:
https://forum.deadbydaylight.com/en/discussion/comment/1005107#Comment_1005107
Did they admitted having that idea? If so, holy crp that's a dirty move, even for them.
About what you said, I completely agree with you, there are literally rank 15 skill lvl survivors at the red ranks.
It's bonkers atm.
no, they never commented (understandably) on the leaked patch notes.
They only stated that ranks are still visible, which doesn't mean either that they changed their mind or that they will remain visible in the future. It's a mystery!
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@twistedmonkey said:
As killer I only ever used it now and again on Hag so I won't miss it. Most of my builds are about chases not slow down.
As survivor I'm kind of in limbo. While I didn't like Ruin I dont think this ia the correct change. I see an issue of players not wanting to save until the gen is finished. My fear is more players going into struggle on their first hooking in solo queues. Saves are viable if close by but if you arw on a gen far away you can lose most of your progress.
that's a very good point - which could pass on as a "see? killers are now buffed!", but it's in fact a detriment to the player experience of the solo survivor(s).
It promotes gen rushing (exactly the definition I gave: repairing generators at the expense of the rest)
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ok, you successfully trolled me buddy, good job :)
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1005054#Comment_1005054
You said Ruin wasn't required to make the game balanced?
I haven't said neither that Ruin is required nor that it is not required to balance the game, what are you talking about?
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1005041#Comment_1005041
You'll learn to walk without the crutch eventually.
and you'll learn to read a reply in its fullness, maybe ;).
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As a survivor of course I'm happy Ruin is gone, and the new one can be a little more engaging, even though as a stealthy survivor I'll have to adapt a bit to Ruin + Surveillance builds.
Still, I honestly think I'll be facing even longer queues and lower ranked killers, which basically means game will be a camp/tunnel fest, Blendettes self caring in corners and Neas urban evading in the basement.
As a killer, the last week I played without Ruin since I'm not going to use the new one anyway, and I can say that games will be much more frustrating against competent players, but more dynamic against worse ones. That's also the reason why I will probably bring with me some Green Mori, just in case gens pop too quickly. It sucks, but that's where we stand right now.
Overall, the change to the perk is good, but the lack of simultaneous changes to gen speed or the addition of side objectives make it a very bad change for us high rank players.
I guess we'll see how the game goes in 6 months, when they'll maybe address the issue.
Luckily Tome 2 is coming so I'll have something to do other than be frustrated :)
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from the rules by @Peanits :
Please keep your questions on topic (related to the 3.5.0 update). Any off topic questions will be deleted.
Both of your questions are not related specifically to 3.5.0 updates, that's probably the reason.
They wouldn't have answered them on stream for the same reason anyway, so it's not like you're missing opportunities :P.
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On a side note regarding rushing, I remember a survivor game where me and another player were already at the opened exit gate, he was injured and I tried to heal him, but he ran and escaped.
I asked him about this, and his reply was (exact quote): waste of time.
That's the gen rushing mentality some survivors have :).
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@ReallyBigShoe said:
https://forum.deadbydaylight.com/en/discussion/comment/1004545#Comment_1004545
I got your facetious point just fine.
Gen rushing is not a thing because it's survivors only objective. They have nothing else to do. Tunneling IS a thing because kills have to patrol gens in addition to killing survivors. They have more inherent objectives, therefore, choosing to ignore one to go after one specific person is tunneling. It's a balance issue, since the power role should have, in theory, less to do.
killers have only to kill survivors, exactly as survivors have only to escape.
If you say that killers also need to patrol generators, then I'll say that survivors also need to heal and save team mates from hook before second stage, it's exactly the same concept.
So yeah, tunneling exists, exactly as gen rushing. Probably you just have a too wide definition of gen rushing, I'll just quote mine from my previous reply:
Gen rushing is not simply doing generators, it's doing generators at the expense of the rest.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/1004332#Comment_1004332
I'm more or less of the same opinion, barring 4 toolboxes (often with BNPs). Same goes for tunneling as well. There's a difference between the killer choosing to go for the same guy and getting unhooked and doing a gen, then expecting them not to go for you. They both get thrown around a lot and it really starts to make them lose all meaning.
Gen rushing is not simply doing generators, it's doing generators at the expense of the rest.
For example, if you repair generators while injured (but other survivors are nearby and you could heal yourself), not cleansing totems (except for, maybe, Ruin), repairing generators even if someone is going to reach second stage on hook.. that's gen rushing.
It's a very valid strategy for surviving, but it's really non-sensical from a bloodpoint / pipping / gameplay variety point of view though.
...and it's very frustrating for the killer :P.
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@Fibijean said:
The way I perceive it, the midgame starts after the second or third hook, or after the equivalent of two generators has been completed. Anything before that is early game. (The reason I say "the equivalent of two generators" is because the generator counter can be deceptive as a game stage indicator if significant progress has also been made on uncompleted generators).
Mid-game lasts until there are only 1-2 generators left, or until the killer has achieved about eight hooks. At that point, the game enters the late game.
The late game lasts until either three people are dead, or all generators are completed. I refer to anything from that point onwards as the endgame (which includes, but is not limited to, the EGC).
Again, this is just the way I perceive it in my head, other people may have slightly different definitions for each stage.
I think you are completely right, and there’s a reason for that: momentum shift
the Early Game phase is when survivors and killers are still placing their pieces on the board - survivors are trying to push the first generators and the killer is trying to find them, understand their play style and possibly break a few pallets. The momentum is revolving around discovery (of the generators, of the survivors, of the totems, of the rng spawns..).
in the Mid Game almost everything has been discovered, and it’s time to be more tactical in which generators to complete to avoid a 3 gen situation, which survivor should be chased to optimise the team hook states, which survivor the killer should chase to avoid wasting its time. The momentum is about resources optimisation.
in the Late Game every mistake is paid with blood, since survivors are on their last hook and/or if a key generator is completed the last one will be nearly impossible to defend. The momentum is about defence over offence.
Every momentum shift happens more or less when you stated: first couple of hooks or generators / survivors on last hook or last couple of generators / time in between
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/1002877#Comment_1002877
1) This game is not COD. You really REALLY do not need the precision of a mouse to be effective with killers, except Huntress and Nurse. Additionally, WASD has nothing on a stick. I can moonwalk while hugging a loop super tight with a stick, looking in any direction I want. You can't exactly do that with a digital input that only allows 8 directions. As for survivor, there is no difference. You don't need mouse precision at all for anything, and it's easy AF to turn your camera in a chase and keep running in the direction you want.
2) Irrelevant at this point. I have friends that have almost 5k hours. One friend has almost 12k escapes. Another has almost 13k kills. The first year the game was out this would be a valid point, but the game has been out so long that the extra time the game has been out on PC makes no difference.
3) This is a valid point. However, killers that overcome this limitation can be said to be more skilled than their PC counterparts. Also generally speaking the frame rate is not that bad. It's only very specific things like notifications or certain actions or killer abilities. Bloodlust causes frame drops too. But take any player that has been on console, put them on PC with a consistent frame rate I guarantee they will outperform majority of PC killers even with a controller in their hands.
4) You obviously do not play on Xbox. Xbox is FULL of sweaty try hards in every PVP online game. People that don't play on Xbox refuse to accept this but red ranks is like 70% 3-4 man SWF groups. Just scroll through the DBD page on Mixer. Every. Single. Survivor. On. Xbox. Is. SWF. And I know a lot of the best players on the platform, there is literally ONE person that plays solo at red ranks regularly, and he is considered by most of us to be the best survivor on the platform because of it. If you seriously think players on console, specifically Xbox, are casuals you are just being elitist pure and simple. This platform is full of sweat, it's part of the reason people choose Xbox to play online against other players. Your statement may be true for low ranks, who would be casuals on ANY platform, but is definitely 100% false for red/purple ranks.
PS. Note I'm talking specifically Xbox. I've heard PS players aren't very good, IDK how true this is, but I'm only speaking on behalf of Xbox players. Maybe a PS player can come and validate my points for their platform.
No, it has been proved time and time again that PS players are the strongest overall, while I hear that Xbox players are not that good.
:P
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everyone moves on and play another game, this doesn't mean that what you/we faced wasn't a frustrating situation.
It's not a matter of 4k or winning, you can win and 4k and still be frustrated at how the match went. If this doesn't happen to you, well, good for you, but again: play only Legion and Clown for a couple of weeks, then come back :P.
Maybe you are just exceptionally Zen, who knows.
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@MegMain98 said:
https://forum.deadbydaylight.com/en/discussion/comment/1002897#Comment_1002897
Depends on what killer you are talking about and how easily you get frustrated.
I personally don’t get frustrated easily as killer because I just don’t care enough about the 4K.
Playing Clown and Legion won’t be as fun as a killer like Spirit or Billy. They’re not as good and their powers are just boring. I find Clown and Legion to be boring as hell to play. The only reason I find Clown even mildly entertaining is his laugh.
It’s a game, it has no effect on me personally. Whether I win or lose is irrelevant. I’ll forget about it the next day. You think I’m gonna care about the Blendette that butt danced at the exit gate a week ago?
I think that yes, you do care (well, not for a week, duh!), since you just stated that playing Legion and Clown is masochistic, it's just that you play killers that are strong enough for you to not face too much the frustration :).
In fact, you see as an example of fun killer not other than Hillbilly and Spirit, which are arguably two of the strongest killers in the game.
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@MegMain98 said:
https://forum.deadbydaylight.com/en/discussion/comment/1002884#Comment_1002884
Only a masochist would play only Clown and Legion. Who wants to be in pain that badly?
Well, apparently playing killer is not frustrating so...!
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@GrootDude said:
I play both sides at high ranks and rarely get frustrated on either side, I’m also playing without ruin or noed currently (preparing for the nerf) I still manage to get 3/4ks consistently and have fun, I really don’t get the fuss.
Play only Clown and Legion for a couple of weeks (no Ruin, of course), then read this topic again :P.
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@Almo said:
At the risk of getting into an argument, I'll point out that when I was a new player (so speaking for myself, not anyone else), Ruin would have really thrown me for a loop.
For my first... I don't know... ten games or more, I couldn't even reliably find generators. I just assumed everyone else knew where they were because they had memorized the maps. I didn't know about the procedural map generator.
I am certain that in the panic that ensued when the Killer approached I would not have noticed that little "zap" effect when you leave a gen under new Ruin. I did not know generators regressed over time; I thought a kick caused instantaneous damage, not damage over time.
So I stand by my assertion that many (maybe even most) new players (let's say for their first 10 games) will have trouble with new Ruin, partially because they probably won't even know it's happening. At the very least, they'll underestimate its effect.
It's very easy to forget as an experienced player how shallow* the learning curve is for this game. It's especially easy to misunderstand how hard it is to learn for some players if you're an exceptional type who read all the perk text on the tally screen their first couple games and came up to speed more quickly. :) I regularly see posts like "Man, I been in this game for 2000 hours and I just figured out that the perks are alphabetized in the menu!" (true story, that one)
Even so, this was not the only reason we changed Ruin. Let's recall that I gave three reasons in the dev notes. Two of them were "The passive nature of the gameplay pressure it provides means that there is a huge amount of potential with very little effort or risk on behalf of The Killer," and "Its inconsistency due to the random nature of the appearance interval of skill checks."
*When people say "Steep learning curve", that's backward. Learning curves are time spent on the X-axis, and skill on the Y-axis. If you have to play a long time to get good, then the improvement line is not steep. If it is steep, it means you get good with little time investment. :D
But really, who cares if new players (meaning: in their first 10 games) don't understand how Ruin works?
You said it yourself: as a new player you struggle even to find a generator, once you hear a Terror Radius your heartbeat in real life follows it in rhythm, if you successfully throw a pallet you feel accomplished, and so on and so forth.
Ruin. Whatever?
Even Old Ruin wouldn't have been a problem at all for those new players - because don't tell me they realise that they need to go cleanse a totem to remove the hard skill checks.
...that's of course assuming that rank 20 survivors will even face a killer with Ruin, a teachable perk. Oh, yeah, I forgot that right now match making is all vs all :P.
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"Your skill as a killer only goes so far. At the end of the day no matter how good you are, if you go against optimal survivors you are finished."
The very high skill-level Killers would probably disagree... for example the streamers like Fungoose, Ralph, or Tofu who regularly 4k without addons against top Survivors
...I think they would disagree with you, though, since the sentence At the end of the day no matter how good you are, if you go against optimal survivors you are finished is absolutely true, even for them. That's assuming they are playing with all the killers, obviously, if we are talking about Spirit / Nurse then things change.
But, again, let's ask them, maybe starting with one of the top players that read the forum: @ScottJund ?
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@Endstille said:
You can not punish people for playing with their friends which is what you would do when you ban the perk for SWF.
Perk needs to be reworked as it is a completely broken tool but hey great skillchecks are probably more frustrating.
I don't see how this is punishing: just use something else, since the perk is objectively broken in swf, but it's an interesting but risky concept for solo players.
EDIT: in any case, my first proposal affects solo and swf players equally, did you read it?
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@PB182 said:
With ruin being reworked and some people threatening to stop playing because of it, just thought I'd ask if either of these were done would you be more accepting of the rework.
Both things should be addressed:
Toolboxes
I'd like to see them reworked so that the higher their efficacy, the lesser their charges, with no toolbox having more than 80 charges. this would lead to something like
- Brown - slight increase to repair speed - 65 charges
- Yellow - slight increase - 80 charges
- Commodius - removed and merged with Mechanic's Toolbox - moderate increase - 65 charges
- Engineer's - tremendous - 50 charges
note that brown and yellow toolboxes now repair with a slight increase in speed, instead of moderate.
Gen speed
Make the early/mid game slower by increasing repair speed of those first generators, or, in other words, decrease the charges needed to repair a generator the more generators are completely repaired:
- 5 generators to go: 90 charges to fully repair (→ 90 seconds without add-on/perks/items)
- 4 generators to go: 88 charges
- 3 generators to go: 86 charges
- 2 generators to go: 83 charges
- last generator: 80 charges
New Early Game Slow Down perks
Lastly, there is always the band aid solution: add new perks that are oriented to slow down the early game.
I copy from one of my previous topics (here's the full post: https://forum.deadbydaylight.com/en/discussion/119348/a-new-early-game-slow-down-perk )
Isolation
While repairing a generator alone, you suffer a 28/32/36% penalty to repair speed. For every generator completed, the penalty is reduced by 7/8/9%.
(Note: current numbers are just a suggestion, point is that the penalty will come to 0 once only one generator remains, and the more generators the team completes, the lesser the impact of the perk)
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What was the reasoning behind making Snap Out Of It bringing you back to Madness Tier 1 instead of Tier 2?
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@Coder said:
I forgot to add:
-More killer ragequitting.
I just had a match, spirit, 2 gens and ruin destroyed in 2 minutes, 1 hook. Ragequit. This is going to be insane when the PTB goes live.
No DC penalty,
no Early game slow down,
no nerf to toolboxes or big maps..
Yeah, ragequit would be a very rational outcome, especially after what survivors have done to killers ;). Not that I condone it, let’s be clear, but thst’s where we stand.
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@JawsIsTheNextKiller said:
Bhvr have acknowledged the problem with gen times and I think the Ruin nerf is stage 1, followed by a fix for gen times and and hopefully at the same time, a fix for survivor and killer rank disparity.
We are definitely going to get 6 weeks of killers struggling to 3 and 4K at all ranks until the next chapter.
Where did they acknowledge it?
From what I’ve read they said the complete opposite: since with current Ruin there was no problem in game speed, they would change things only if some issue arises after the update.
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@crazycenobite said:
Is he/she/them viable I really like playing them?
yes. the killers that are very difficult to master on console are the ones that need a very high precision in aiming and/or quick turning, like Huntress and Nurse.
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@Apple2o said:
https://forum.deadbydaylight.com/en/discussion/comment/993398#Comment_993398
A good killer is going to be dropping survivors left and right. Either by playing someone overpowered, or by actually using a good build on a regular killer.
Half the people complaining here are probably just tunneling some guy through god windows with an M1 killer, not knowing you could/should be running perks to cover those kinds of weaknesses.
The last 5-6 purple rank killers I faced all just tried to down me no matter the cost, even though I was prepared and in an extremely strong position. It usually costed them multiple generators to get a down. The last few red rank killers I faced all dropped those kinds of chases with 10-20 seconds and found better ones. Notice a pattern?
the pattern is that a killer is able to a̷̢̛̟ṕ̶͕͆p̵̹̍̊l̶͚̓͝y̶̙̋̔ ̵̤͒p̵̙̓͗ŗ̵͂e̶͈̚s̷̲̈͊s̴̝̗̀û̴̳̼͂r̵͎̓e when survivors unable to properly loop exist, otherwise you'll just drop chase after chase.
The other solution is properly balanced maps, not too big, not too many safe pallets, not too many connected loops.
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@PrincessPoop said:
https://forum.deadbydaylight.com/en/discussion/comment/993143#Comment_993143
I mean it already has a huge counter with lockers, I just feel like the generator counter feels excessive. Plus if auras are constantly getting blocked that will just make killers camp more since they will think all the survivors are nearby.
to hide your aura behind a generator you have to be very careful on your positioning, and no more than one survivor is able to do it in a single generator - maybe you won't see all of them, but you should be able to spot at least one survivor.
Still, it's not like you have no counters as well: as I said, if this is a huge issue for you try running Thrilling Tremors, either you'll see the generator aura active, or you'll block the gen for a while if they hide behind it without touching it.
Plus correctly hiding behind a generator is somehow advanced, it's good that there are things in the game that reward more experienced players.
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@PrincessPoop said:
Why is this even a thing? Now that lockers block auras it doesn’t really make sense that gens can block auras as well.
Nah it's fine, BBQ is a very strong perk and the more the counter plays to it, the better, at least we are not risking a Ruin-nerf.
Try Thrilling Tremors maybe.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/993117#Comment_993117
OMG, YOUR TRU3TALENT!!!
Yes, and stop giving me poopy builds.
Thanks for the 100 bits By The Way.
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hey that's mine, where are my royalties! :P
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@johnmwarner said:
https://forum.deadbydaylight.com/en/discussion/comment/992574#Comment_992574
Again you say this, but if it becomes meta for everyone to wait that is the same as All 4 survivors searching for Ruin for exactly two minutes and doing nothing else. True then you would be down to three perk slots but Even in its current state I think most killers would count that as a positive.
People searching for ruin are not hiding, they are... searching for ruin.
Hiding means that you won’t ever leave a scratch mark, stay in the open or make a sound, have fun with that :)
and by the way, if a survivor is found anyway, well, at that point the other survivors can come out of hiding and start repairing generators.
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/990465#Comment_990465
Lol, that's fair, I'll cop that. I generally choose naivete over cynicism if I have to go one way or the other when it comes to doubting someone.
I edited the last sentence of the post you quoted, because it wasn't meant as an insult or anything - it's a good thing ^^.
Better to be wrong but be kind than to be right but acting rude, let's put it that way.
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@Daddy_Ding_Dong said:
https://forum.deadbydaylight.com/en/discussion/comment/990414#Comment_990414
You'll have to excuse me, but I'm new to these forums (from a posting standpoint), but I've lurked for a while. I notice a pattern of people with the "Trusted" tags making a lot of excuses for BHVR and giving them endless "benefits of the doubt". Never anything critical comes from you guys, when there's never been a company that deserves criticism more. That's my experience here.
...yeah, that's exactly what I was talking about one post before yours :P.
You should read more of their discussions - they give the benefit of the doubt to everyone, not just BHVR. If anything, they are a bit naive at time :P, but let's be clear - that's a very good thing, it promotes a good environment for everyone.

