Outland
Outland
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I would think David would be super hard being that one of his perks is No Mither, and that one is a Killer magnet.
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@Jukenobi said:
https://forum.deadbydaylight.com/en/discussion/comment/979308#Comment_979308
There is no enjoyment at Red ranks as of now, it's not going to change that much. Everyone in Red ranks play like it's an E-Sport. Killers sweating 4k's like they are going to die in Real life if they don't get it. People just need to take a seat and enjoy themselves, have some fun and don't take the game so seriously.
In red ranks Killers pretty much need to 4k in order to pip. So its hard to play a game and enjoy yourself when you are forced to play for the 4k each game just to maintain your rank.
Killer game play should be where you can enjoy the game and let 2 escape without it wrecking your rank. A Killer who lets 2 get away every game will never hit rank 1.
Maybe that needs to change so that Killers CAN slow down and enjoy the game?
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@28_stabs said:
https://forum.deadbydaylight.com/en/discussion/comment/974740#Comment_974740
Well, inexperienced killers shouldnt rely on Ruin to win. I guess, inexperienced killers will go to inexperienced ranks now. :P
Inexperienced Killers don't have RUIN, unless you are Hag, everyone else would need some playing in order to get RUIN.
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@Archimedes5000 said:
https://forum.deadbydaylight.com/en/discussion/comment/975105#Comment_975105
Not many people play her, but because she is hard, not because she is bad. Fatigue is needed to balance loop breaking power. Hag's teleportation requires surviviors to be dumb or 15 second cooldown. Thats way more than Nurses fatigue. And dont forget chain blinks.
I didn't say the Nurse was bad, I said the FUN factor to playing her was tanked. And people want to have fun playing a game, not spend 10-20 minutes getting frustrated. So the dves took a Killer many people played and had fun playing and made her almost disappear from the trials.
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@Mc_Harty said:
I'm not playing a multiplayer game that barely has 300 players, stop advertising it on the forums.
How about you ignore the ad, in this day and age you should be able to just shrug off unwanted ads. And let everyone else decide for themselves. After all, frustrated players might appreciate another option for a game in the same genre.
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You are disagreeing with me that the frequency with how many Nurses still play is way down? Honestly try to think back to how many nurses you vs before the change and how many you see now.
Her power is powerful, but the change to the base kit, made her more frustrating to play, to the fun factor is way down, and people have made it clear by playing some other killer.
The Nurse Killer player spends a crap ton of time WAITING, waiting after she blinks for exhaustion to clear, waiting for her blinks to regen. The Nurse spends a lot of the match time, actually stupified or gimped.
And there has been little Dev acknowledgement that they reduced the fun factor of the killer to a point of extinction.
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Could be? I wouldn't recommend doing it too much as it is a bannable offense. But its pretty much the only thing some players can do to express themselves, that the devs react to.
The devs still don't seem to care that the only Nurses we see are some poor person trying to grind out a daily. The player base for her has almost disappeared.
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@Black_Fence said:
https://forum.deadbydaylight.com/en/discussion/comment/971251#Comment_971251
Yes because every new person to the game was going against ruin and was not hitting any skill checks, ruin only really effected low ranks, red ranks can consistently hit greats and no totem spawns, tier 3 ruin against a rank 20 team is an easy win for anyone.
How about we then look at how rank 20's are facing a rank 3 ruin, in the first place. If they are SWF in, then too bad, play at your rank.
Don't skip to the experienced level and then complain everyone is better then them.
There is two sides to RUIN, if you are experienced, you can choose to ignore the totem and crush the skill checks, if you are new you go find the totem. Thus teaching the new players about the maps, and making their game knowledge greater.
Spoon feeding the newbies in a higher rank, is just dumb.
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"slowly" ... nope I think they are helping increase the speed adjective to "quickly"
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You know when people take a break from something, it often means they just stop playing, which is bad for the health of the game. For every Killer that leaves 4 more survivors are now queing for the remaining Killer pool.
Its not a great way for a company to maintain a game.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/974623#Comment_974623
So that people can complain for 2 full weeks without testing it? Sure...
btw. even the PTB test will not be enough to see the consequences, only the Live Server can give that insight.
We don't need to try the changes, there is no way the new setup can do as much as the old does. The more forward thinking people of this forum, can already forcast how greatly less effecive its going to be.
The core reason for why 80% of red ranks gameshave ruin is not being addressed, they are just making it less annoying for one side, at the cost of making the game play crud for the other.
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@28_stabs said:
https://forum.deadbydaylight.com/en/discussion/comment/972340#Comment_972340
IMO, it is the only viable killer, but I get bored of the same killer. We all like to change killers. Thats why we dont play only the same killers. If there will be no viable killers, survivors will likely get nerfs again.
Devs change map designs. They reduce windows, pallets and change survivors perks. They improve quality for both sides.
But this wasn't a fix for either side, it was a fix for inexperienced players. Players who shouldn't be trying to do the checks, they should be finding the totem. And inexperienced players become experienced players, making this fix for the smallest posible slice of the population.
BHVR messed up with this change.
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@DBDfan12 said:
https://forum.deadbydaylight.com/en/discussion/117951/killers-its-time-to-voice-for-our-rights
rights? you bought a game for $15. you have no rights
You are 100% right, if you actually read the legal document you checked I Agree on. You don't actually OWN the copy of the game. You have paid for the right to access and play their game.
But that being said, If BHVR expects to keep making money from their baby, then at some point they have to start listening to the voices of the killer population, because they are skating a very fine line right now. More and more Killers are becoming so discouraged with the game they are either switching roles, or just switching games.
And when one side or the other just stops playing its bad news for everyone.
I'd argue losing a Killer is worse then losing a survivor because of the math involved.
1 Killer gone makes 4 or 5 more survivors now waiting for fewer Killer lobbies. 4 if the Killer just quits the game and 5 if he switches sides and becomes a survivor.
Where as if one survivor quits, well they are currently a dime a dozen. And their spot is usually filled in , in seconds.
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@DBDfan12 said:
https://forum.deadbydaylight.com/en/discussion/comment/972333#Comment_972333
you did the right thing. i play survivor and killer
But do you play Killer in Red Ranks, because I bet you'd have a different spin on it then.
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@Almo said:
We expected outrage when doing a fundamental change to a perk used in such a large percentage of games. However, after playing with the new version, we're much happier with how it functions in the game as part of the whole system.
Well we are glad you like your changes, the question remains just how many Killers will you have once you ram it down our throats and tell us to smile.
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@28_stabs said:
https://forum.deadbydaylight.com/en/discussion/comment/972291#Comment_972291
If you play with Rancor and NOED, you can always secure at least 2 kills. If both sides are strong, 2 kills are balanced to me.
https://forum.deadbydaylight.com/en/discussion/comment/972294#Comment_972294
I play Spirit with Stridor, Bamboozle, PoP and BBQ. If Im mad, I add mori and 3/4 players are doomed.
Well, if you allow toolboxes, yes, they can "mori" you, too, but you can dodge it, if it hurt you.
Many Survivors want NOED removed as well. And many Killers think that perk rewards Killers for not being good during the match. Your defense examples all use (according to survivors) OP Killers and/or perks that are crutches.
And your way is 100% valid, and others who like to play differently like to use different perks then you. How boring would the game be if the only viable combination what the one you just defended yourself with?
Game after game of the same killer running the same perks? How long before the Survivors and Devs found an OVER PERFORMING stat in your game to justify another nerf to shut down your alternative build?
There should be many different ways of playing this game, not just the Killers being forced to keep switching to the next best killer/perk combo once the one they like to play has been gutted.
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Exactly, why was RUIN used by 80% of Killer matches, what about the game made that an almost required PERK?
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@28_stabs said:
It was newbie bully perk. You will need to get over it.
Unless those NEWBIES were against a Hag, the chances of them running into RUIN, unless they are SWF (and if that's the case TOUGH CRAP) were slim. And those newbies are not supposed to be able to power through tough skill checks, they were supposed to go find the TOTEM. Only experienced players could ignore the totem and crush the gens anyways.
Now any player can IGNORE the PERK and a HEX PERK at that. And cleanse it later when they happen upon it by accident, and since they got their easy start portion over, then can feel free to remove the perk before it becomes of use in the late game for the Killer.
It wasn't a newbie bully perk and if you played any time into Killer at Red Ranks you'd understand the issue more. I'll get over it , when you get educated about why 80% of Killers ran the perk.
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@altruistic said:
Nobody cares if you leave the game.
80%+ of players using the perk, just as Self Care did. It needed to be nerfed, sorry to bring you back to reality.
It sure as hell didn't need to be nerfed. If you couldn't hit a tough skill check, then your option was to go find the totem, and cleanse it. Its a time sink that is required in red ranks in order for the Killer to not have to be balls serious if they want any kind of advancement.
80% of the games had ruin because 80% of the people wanted to have a sliver of enjoyment in the game. The other 20% comprise themselves of truly awesome players, hex haters, and masochists.
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@Science_Guy said:
Imagine being so boosted that you refuse to even play the game without your crutch perk.
Its more the last straw, my friend. And your smug comments won't be so funny when you are in lobby simulator 2020.
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@CrummyCookie said:
Stop crying you babies it's a game. Don't like it don't play it. The devs are devs for a reason. They know what they're doing so stop moaning about every little thing. It's getting boring now
Hello, you must be new here.
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@Alice_pbg said:
Disclaimer: There's way too many threads already about how it's effect isn't good enough for hex or how this was a bad idea etc... this isn't the thread for that.
I have just one question that I can't find an answer to.
By behaviours own admission, ruin was used to slow down gen progression in the early game.
Quote: "Beyond the obvious desire to slow down generator repair, Hex: Ruin functions as one of the very few perks effective as slowing generator repair in the first couple of minutes of the Trial."
But, the change to ruin makes it weak early game, but strong late game
Quote: "It is less useful in the early game, but very useful in the late game."
So here's my question. Why change ruin to be better late game instead of early game, since that's what it was used for? Specially considering how rarely hex perks survive to the late game in the first place.
One might think its designed to hose the Killer, since the perk will be easier in the early game for survivors. And then once they have gotten their part out of it, they can freely destroy the hex, robbing the Killer of what would be the useful part of the perk for him in the end game.
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@konchok said:
https://forum.deadbydaylight.com/en/discussion/comment/970436#Comment_970436
Ruin isn't going to be a staple, it'll just be a part of a build. That's healthy for the game.
What would have been healthy for the game my friend, is making it so that RUIN was not needed at all to make the games last. Not killing the perk.
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New players with little map knowledge , yes get hosed. But those are the only players it is devastating against.
The perk was supposed to be a time since, go find the totem. Only good players should have been able to ignore the totem. Now anyone can ignore it.
If nothing else the RUIN helped newbies learn the maps, and possible spawning points. It also taught them there are other point sources out there. There are even perks to help you find totems.
This RUIN change is heavy handed, as per usual, RIP Nurse , no one wants to play you anymore.
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@Almo said:
Yes, we do ask the question about what's fun for Killers. Hence the changes to insta-heals, Decisive Strike, and some others. :)
The ones you mentioned, all had instant rewards that undid minutes of a killer progress. They were very unbalanced from the beginning. The changes to ruin are, not well thought out at all. The point of ruin was to force people to go find the totem, only pro players that had the ability to hit good skill checks could ignore the PERK. Now anyone can ignore the PERK until they happen upon the totem.
Since you are tapped in here, we'd appreciate it if you took it up the chain and had this crap squashed.
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@Peanits said:
I'd hesitate to call the Doctor and Lery's updates nerfs, especially given you haven't had a chance to play them first. I would say give it a try once the PTB is live. That's the point of a PTB, after all.
Well... atleast you didn't even try to defend the RUIN mistake.
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@Venom368 said:
Stop overreacting. You will be fine lol.
He's gonna be fine, because he's joining the survivor side, so yeah sunshine and rainbows!
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@LetsPlayTogether said:
You are not supposed to 4k. Just get that into your head.
The problem here is , a 4 survivor survival happens more then a 4k at red ranks, and thats not supposed to happen either. Just get that into your head.
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@Colton147 said:
Early game, slightly more survivor-sided. However, come late game, with less generators, killers would be able to patrol generators much easily and the generators will end up regressing. It will allow killers to locate survivors much easily.
Its still a hex perk, which usually gets killed early in the game. So its stronger for survivors in the early game so they can get the benefit out of it before its removed before the Killer get their benefit out of it.
Did I miss anything?
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@HauntedMandalorian said:
I'm completely against the idea that Killers need to have Hex: Ruin to have a good match. I don't understand the complaints; I feel like the only people complaining are literal weak gamers who lack the ability to apply map pressure and play skillfully.
I never, ever run Hex: Ruin. The Hag is still Level 1, and I never bothered unlocking it. They could remove it from the game for all I care. 🤪
Weak donkey players.
Congrats superman, but maybe everyone else other then you and your particular game style differ. You are the exception in this argument, not the norm.
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@senki527 said:
https://forum.deadbydaylight.com/en/discussion/comment/970189#Comment_970189
wrong, new players should be included too, and hex:ruin destroys new players from the game!
New players were supposed to use the GO FIND THE TOTEM part of the perk. They were not supposed to be able to hit those skill checks. Only pro players should have the option to ignore the totem.
Now anybody just ignore the perk like it doesn't exist.
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@DeadByGayDwight said:
Killer main's input: if y'all can't live without Ruin, then you probably need to reconsider how good you are at killer.
A completely uninformed statement. It holds zero worth, thanks for the troll post.
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@Exxodus21 said:
https://forum.deadbydaylight.com/en/discussion/comment/970037#Comment_970037
Survivor is honestly so easy I don't see how anyone can complain. I only play solo survivor and I rarely use 2nd chance meta perks (typically run kindred, detective's hunch, spine chill, and a random perk) and I have no problem staying at red ranks.
I had a friend who upon just loading into a match got called away IRL, and left the game just running, when he got back, his score was like 6000 ish and he almost pipped, just one section away.
The game has been dummied down so much an AFK person can almost pip!
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2020 The Year the Devs decided to make Killers just plain stop playing.
The whole point of the hard skill checks in RUIN were to make you go find the totem, thus the time sink Killers need. If you were good at checks you could say screw it, and power through. But if not you needed to go find it.
Now any schmo can just ignore the totem, until they happen upon it by accident.
Who ever wrote up that dev document, definitely didn't try to make it sound like a balancing, it sounded, like a survivor love fest. "Oh you guys don't like this, and that is annoying to play against, well here lets us just shaft the other side and bend them over for you."
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@Seangar1 said:
https://forum.deadbydaylight.com/en/discussion/comment/911744#Comment_911744
I don't think you understand the point of the Player TEST Build. It's just a beta for new killers and perks to find any issues. If you want them to release new stuff all shinny and ready then you'll just have to wait until release date.
I fully understand TEST builds, you however don't understand CUSTOMER SERVICE. What purpose does releasing anything (that is GOING TO CHANGE FOR SURE!) to the public for testing?? Its a lesson in futility.
What good does it do, except provide a place for people to like how it is now and then be upset that it changed and is completely different upon release.
And BHVR is on their own release timing, they can choose to release or not. So I'm saying if its not finished , don't release it. Perks will always need a TWEAK here and there, and that's what a test build is for. But the work should be mostly done.
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@PrettyFaceKate said:
https://forum.deadbydaylight.com/en/discussion/comment/911675#Comment_911675
Every game is a 5-piece. If you lose 1, killer or survivor regardless, there are 4 other people who can't play.
The point is....
One survivor is easily replaced by another, or even a killer turned survivor. Where as 1 Killer gone makes the wait time for four people maybe 5 longer.
You might say well one killer is easily replaced by another, but the whole point here is we are losing Killers because the rank 1 Killer game can be fun, but it can also be a nightmare, that often leads to people taking the rest of the night off, and play something else.
And what makes the Killer game a nightmare is all the changes that fall on Killers because survivors don't want to learn to play differently. They complain about over powered Killers until their one trick pony game style is all they need. Pallet Loop ... repeat
You can lie to yourself and think that 1 Killer = 1 Survivor but they are not. There is a reason that when Killers have had enough frustration, they change over to survivor, for a easy breezy game experience.
I'm going to guess you main survivor, try playing both. I used to be a killer main, but switched over to survivor because I wanted to enjoy what limited game time I have, not slowly work myself into a state where I don't even want to play anything. And yeah I get tunneled, camped, and slugged, just like the rest of the survivors here, only thing with me is I know why these things happen and it has nothing to do with bad killers, and everything with unbalance in the game.
And to those people who would say "Its just a game , don't let it get you worked up" you are right, it is just a game, and if it upsets people they should take a break from it and play something that does give them enjoyment. But that's the issue here isn't it? Killers are choosing to not play and for every one that doesn't play, 4 survivors players have a que increase.
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@Science_Guy said:
https://forum.deadbydaylight.com/en/discussion/comment/911790#Comment_911790
Well that's a new one.
The Public Test Build is not a Public Test Build. Even though they constantly buff and nerf perks, addons, and powers in between testing and live, it's all just for show. Wow.
You people need to listen yourselves. You sound insane.
When they put out a new Killer with a known bug they are going to change for sure, 100%, no doubt about it, why do it? Why not postpone until that issue has been fixed? That way there is zero room for people to make assumptions about the Killer.
Otherwise they are showing off a lie.
I'm saying holding off things like this would make the release much smoother. People would have a good understanding of what they are going to get.
You know most people are lazy and do not read the release notes, people just want to get in and play. They are excited for new content, want to see it, want to see the new mori, they want to know the latest lore.
Its getting to the point now however, that people do not have trust in DbD. Instead of these PBT showing off the new content and getting people charged up about it. People are becoming cynical , "why bother trying it or buying it, they'll just gut it anyways!", so instead people are starting to wait and see, and if that happens, I can't see people wasting money on the flop dlcs anymore.
So it would be for BHVR's own well being that they start and deliver what the show off. If that means having an extra PTB between show off and deliver, so that they can fine tune everything, they should do that, instead of disappointing the people who were originally stoked for new content.
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I want Trappers to be able to trap pallets with a trip wire. If a survivor passes through a pallet without disarming it, it drops the pallet behind them as they pass.
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@Science_Guy said:
https://forum.deadbydaylight.com/en/discussion/comment/911744#Comment_911744
Then those people don't understand what the point of a TEST build is.
When they release a NEW CHAPTER version of the PTB, its not a TEST build but a showcase for the new content. They are just too lazy to come up with another Showcase Build server to they multiuse the one they have.
I bet you knew this, but wanted to white knight BHVR anyways.
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@not_Queen said:
It was noted day one of the release under Known issues
- The Oni can rotate faster than intended with the keyboard or joystick during Demon Dash.
Which basically says it wasn't intended.
Then how about you guys NOT release a PTB until known issues that are definitely going to change the game play of a character are addressed?
I'm sure a lot of people would rather the PTB be a representation of the final product, as far as base play-ability is concerned, otherwise, all you are really doing is a fun art show. "This is what it'll look like, but don't get used to any of the game play because we aren't actually done with it."
BHVR has been at this for 3 years now and you sure as heck should know your player base by now. Name once where you actually made changes like this (regardless of how well documented you made them) that didn't blow up in your face?
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@LetsPlayTogether said:
Killers are still scared of SWF even though the majority of them doesnt tryhard like those redrank killers with their ebonys and OP Addons. They wouldnt even understand that they would get done in by solo players ######### just better skilled. Also killers are highly sulky to any kind of change which doesnt benefit them. Survivor are just adapt to changes, while killer quit. Looks like mental problems on killer sides.
Survivors do not adapt, they complain until all aspects of a killer are nerfed to the point that they are easily pallet looped. If a different tactic is needed for the killer to be avoided, survivors do anything but adapt, they in fact complain until that mechanic is basically gutted, and the Killer becomes yet another M1 killer.
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@Myers_Is_My_Dad said:
People on the forums always come with this complaint and even say things like "killers quitting playing killer is going to be bad for the game!" Wrong. Four people have to pick survivor for every one person who picks killer in order for matchmaking to go quickly. If anything BHVR should look at removing things that are frustrating for survivors, like being camped or tunneled. The survivors are the life blood of the game, not the killers.
I don't know why people think survivors want to sit and hold m1 for even LONGER in order to finish a game. If anything gens should go faster since they are the most boring objective of all. The survivors should be rewarded more for interacting with the killer, since that's the most interesting part of the game for everyone.
I disagree with you on most of your post.
One killer allows 4 survivors to play. That means if we lose say 5 Killers due to frustration, that is at least 20 people waiting longer for a match. If those killer switch to becoming survivors, then we now have 25 people waiting for fewer lobbies.
You can see how losing even one killer makes the lobby time crappy for much more then himself. Where as you would need 4 survivors all throwing a hissy fit, to effect the same number of people.
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@Rin_is_my_waifu said:
Because survivors are more and if they don't find the game fun, BHVR will lose money
Here's the problem with your view.
One Killer stops playing and becomes a survivor player, you now have 5 players waiting longer in lobbies.
Stress out all the Killers so no one wants to play, then BAM, the game dies. Survivor privilege needs to be reined in a bit.
You may notice that any time a Killer main streamer has enough of the bullcrap they switch over and become survivor mains without a hickup, but you get a survivor main who gets a Killer daily, they can hardly wait for the nightmare to be over.
Killer game play needs to be fun, not stressful to the point that it ruins people gaming for the night. And this game for sure has that ability.
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So if you are running Lucky Break, there is little room for people to complain about being tunneled.
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The game is grindy, and the Killer wanting to maximize his BP's to get through the grind is fine. If they need to slug Survivor 3 to get Survivor 4, then so be it.
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I'm gonna have to side on the "tough beans" side of this.
DS need no love.
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@LetsPlayTogether said:
So youre really complaining that people are outdoing game mechanics, while you do literally do the same? Iam not saying thats its right do plug out the cable, but you shouldnt be so entitled to get you 4k, cause thats not how the game is designed.
What are you talking about? The Killer was using game mechanics to obtain the most points available, the right of every player. People pulling shady practices to rob him of those points, is NOT EVEN CLOSE TO BEING THE SAME THING.
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@Sleephartha said:
A 50% kill rate would be balanced. Meaning half your games are 4ks, half are 0k. Or, 2ks per game. Instead not a single killer is at 50%. All are above 60. And the highest, most complained about killers are in the 75% range. Is this not crystal clear now why survivors complain about OP killers? And now imagine if we had detail that showed 4 solos vs 4 man swfs. I’d reckon it looks even worse for solos. Probably 80-85% or worse. This game is heavily skewed toward killers.
75%!! This is a full 25% higher than it should be. And people wonder why survivors like to derank... it’s because the game is more balanced when higher level survivors play lower level killers. Thanks for releasing these stats Behaviour. I’m vindicated.
Its because, anytime the Killer gets a legit 2k the other two often just give up trying.. "IT TOO HARD".
Once the easy becomes a little more difficult, survivors don't want to play anymore.
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@thrawn3054 said:
Jesus. This again. If they first hook suicide it sucks. Get over it. There is nothing to be done about this. If you managed to get first hook suicides banned they'd just go afk. If going afk became banned they'd find a way around that. There is nothing you can do to stop people from getting out of a match they don't want to play.
This person gets it!!
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@Mellow7 said:
https://forum.deadbydaylight.com/en/discussion/comment/862304#Comment_862304
It's still an exploit and shouldn't be allowed just because it's in the game.
Not really an exploit. The self dehook is a legit attempt to continue the the game. And the failure to struggle, is iffy at best. I have a friend who legit screws up his struggle all the time.
So I'll fall on the "nah its not" side of the fence.