Peanits
Peanits
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The worst that comes to mind is combining it with Surveillance. Any time a generator is being worked on, I would know. The instant you get off it, I'd know. Normally cleansing Ruin is the only way to counter that, so removing the hex aspect means that the killer always knows where you are and has no counter.
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You can find a quick guide here: https://forum.deadbydaylight.com/en/discussion/26/
Although you won't be able to download or play the PTB until it goes live later today. Keep an eye on Steam, we'll let you know when the PTB is going live.
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@Dr_doom_j2 said:
This was my favorite part:
"if a Generator is not being worked on, it regresses at [1/1.5/2] times the normal regression rate. "
So let me get this straight, @Almo @Peanits
Is this saying that level 1 ruin does nothing? Like buying level 1 ruin is just a waste of BP until it's tier'd up? Because I'll tell you, as long as I've been playing, I still have level 1 ruin on some of my newer/prestiged killers, and I thought you guys addressed useless level 1 perks a long time ago, so why did you make level 1 ruin absolutely pointless?
No. Tier 1 Ruin will still make generators regress the instant they get off the generator.
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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.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/969985#Comment_969985
So, Surveillance will be active on every gen?
Is this why it is still a Hex perk, because of the potential synergy?
Also, am I correct in assuming that if you bring Ruin, you cannot use PGTW, Overcharge or Surge?
Part of the reason, but not the only reason. It works very well with Surveillance, but it's still pretty solid on its own. As for other perks, you probably won't want to pair them with Ruin. They can still be used as a backup if Ruin gets cleansed, but they're not ideal together.
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@RIP_Legion said:
https://forum.deadbydaylight.com/en/discussion/comment/969723#Comment_969723
Maybe instead of removing a perk why not just try it out on the PTB only and see the feedback then. Instead of forcing the changes down our throats and then never touching the perk again for months once it hits the live server (it's been 8 months and Legion still isn't even done being reworked, his addons are completely worthless for the most part). Not to mention why not improve totem spawns first if you want this totem to even have a hope of reaching the later half of the game.
It is going to the PTB first, and that PTB starts tomorrow.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/969660#Comment_969660
The announcement on it states theres a "brief pause" after using shock therapy (the normal shock) before you can hit somebody with your weapon. Do you know how much this pause is?
It's comparable to the existing time taken to switch modes, but I don't have the exact timing handy. Basically like the Huntress where you can't attack immediately after sheathing a hatchet. Only the blast has an actual cooldown, though.
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It doesn't trigger Overcharge as Overcharge is based on kicking while Surveillance is based on regression (regardless of how it was applied).
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I'd definitely suggest giving it a try first. My initial reaction is that removing the hex condition would make it far too strong. Combining it with Surveillance means you can see exactly which generators are being worked on at all times, and you can tell exactly when someone gets off the generator. If you aren't able to cleanse it, you wouldn't stand a chance.
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@Bjario said:
https://forum.deadbydaylight.com/en/discussion/comment/969660#Comment_969660
Wait, you still have normal shocks? I thought you only had the static blast.
Nope. You have normal shocks still. You don't even have to switch modes to use them anymore, since the treatment and punishment modes were combined.
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@Anverto said:
https://forum.deadbydaylight.com/en/discussion/comment/968918#Comment_968918
@Peanits Imo the new Ruin should either not be a Hex perk anymore (0.3125% taken from the Wiki * 2 = 0.625% Gen progress per second for a perk that could get cleansed after 20 seconds is pretty low), or the Survivors should not get any kind of indication that the perk is active, other than the Generator slowly becoming queiter and the things moving slower. Regarding the "lack of information for Survivors" with the latter suggestion, I will gladly point to Devour Hope which works perfectly fine and also doesn't give an indication of it's existence until it's "too late" (other than the burning totem ofc).
I am generally all for changing Ruin (playing both sides equally) as it is a boring Perk that requires no interaction from the Killer to do its job, but not until something has been done about the Gen speed or balancing maps / weaker Killers.
As with just about any other perk, the idea is that you get a notification when you're affected by it. It helps newer people learn the game (they can figure out why that happened), but experienced players wouldn't need it. You would know once the generator sparks. It's purely a QOL thing for new players.
Whether or not it it should be a hex perk, though, that is something that's best left to PTB testing. I do think it's pretty strong in the right hands, so I'd be hesitant to remove the hex condition.
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The cooldown is only on the Static Blast, which covers your entire terror radius and gives any survivor hit by it a full madness tier (guaranteed scream). The normal shocks do not have a cooldown.
If it didn't have a cooldown, it would quite literally break the game. Find three generators within 32m of each other (or further with Distressing), stand in the center, Static Blast forever and nobody can possibly finish them and the game never ends.
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I believe they are once they let go of the generator, but I'd have to double check. In any case, they would find out once the generator starts sparking without the killer kicking it.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/968841#Comment_968841
Is it still a Hex perk?
Yes.
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@USELESS said:
Is there a new ptb that I don't know?
The PTB will start tomorrow.
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@NurseMainBTW said:
https://forum.deadbydaylight.com/en/discussion/comment/968823#Comment_968823
I don't use ruin anymore but I can see why people are concerned about it.
We'll be seeing changes to repair speed in the future? Or changes to tool-boxes? I don't want to cast misfortune on anyone of you but... you already know how most killer players react to this kind of changes.
We are planning on reviewing other items in the future like we have for medkits. When that will be, however, I can't say.
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I would definitely say give it a try first. Having played around with it, it can be pretty nasty once you get some pressure. Combine it with Surveillance and you also get some outrageous tracking (since generators automatically regress). You'll always know which generators are being worked on.
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@S_Panda said:
https://forum.deadbydaylight.com/en/discussion/comment/968764#Comment_968764
Honestly this would make it worth using when pairing with other perks - If all you need to do is continue working on a gen (something you're doing anyway) why would you waste time looking for a totem + 14 seconds working on it when that time could be spent finishing the gen you're not being pressured on.
In case the killer pushes you off. If they show up at your generator and start chasing you, it's going to regress (and fast). The only way you can prevent that is by cleansing the totem, otherwise you're taking that risk for the whole game. Otherwise if they hook a survivor, you need to choose between getting the unhook and losing progress or finishing the generator.
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@inferjus said:
Ruin was the only perk that slows down gen progression. Now killers don't have such a perk. Devs murdered most of the killers with this nerf, because the only killers that will be able to stop early game gen progression will be those with teleporting/fast travelling abilities. Top tier killers are still top tier, and low tier killers just got removed from competetive play.
There's also Pop Goes The Weasel, Thanataphobia, Dying Light, and others to help you out. The new Ruin also helps slow things down by regressing generators, although you'll need to put in some effort to keep them off the generators. Whenever you hook a survivor, people have to make the choice between leaving the generator and having it regress or committing to the generator and risk getting pushed off (BBQ, for example)/the hooked survivor losing a hook state. I'd strongly suggest giving it a try, it's actually very good.
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@Witas said:
https://forum.deadbydaylight.com/en/discussion/comment/968669#Comment_968669
Then make it so you can ONLY commend people, and you can prop people for different things "A Usefull Distraction" or "A Helping Hand" for example, Overwatch uses a system like this and it works great there, I see no reason for it to not work in dbd aswell
Overwatch is also a symmetrical game. The people you're playing against could be your teammates in the next match. In DbD, on the other hand, it's asymmetrical, and a lot of people only play one side. There ends up being a lot of animosity because of that.
But more importantly, having it influence matchmaking in any way would have the same effect, even if they are only positive. You'd still be reliant on people using the system (and using it correctly).
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In a perfect world, that would be great. Although I've seen people report each other for incredibly petty things, or accuse killers of camping or tunneling when they were playing perfectly fairly. I wouldn't want to see someone get bad matches just because they played against some people that didn't like the way they played.
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The roadmap goes up to ~June 2020. A "year" in terms of our roadmaps go from anniversary to anniversary.
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@CLAUDETTEINABUSH said:
I play on PC and I don't see any of it. Tho if you also play on PC and have Windows 10,there is an Xbox game line that allows you to record. For me it's Ctrl and ~ or -
Not sure if you have it rebound, but it should be Windows + G by default.
You can also set it up to record retroactively for ~30 seconds or so. That'll make it so you don't have to record constantly and delete clips that you don't want to save, you just press a button when something happens. Depending on your video card, you may also have something that records longer (ReLive or Shadowplay).
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They'll be getting ultra rare add-ons when we get around to reviewing their add-ons. They were created before there was a standard for add-ons (4 common, 5 uncommon, 5 rare, 4 very rare, 2 ultra rare).
The Hillbilly one sounds like a bit much to me. Since there's no cooldown on the chainsaw, that would mean being able to see every survivor's aura whenever you want. Combined with being able to cross the entire map in a matter of seconds and being able to instantly down survivors, it would be overkill.
The last one for Leatherface also sounds very confusing and out of place for him.
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@CakeDuty said:
My profile pic basically tells you who I think the most underrated survivor is. His perks may suck, he has no store cosmetics and his face is like Gollum on drugs, but I love his clothes and his voice. So adorble, he sounds like a lost puppy when hurt.
Underrated killer is Piggy. Most people think she sucks cause they can't do endgame Piggy with her anymore and her dash attack doesn't count as a M1 attack. I main her and think she's an incredibly strong killer. Dash attack to use at loops, stealth to sneak up on survivors and traps that slow down the game. If she had better addons and better map pressure she'd be a top tier killer.
TIL McLean is a lost puppy.
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For killer, probably Pig. A lot of people don't think too highly of her, but she's pretty good when used well and her RBTs slow the game down a lot more than you might think.
As for survivor, Quentin. Dude's a dreamboat.
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@CLAUDETTEINABUSH said:
https://forum.deadbydaylight.com/en/discussion/comment/968499#Comment_968499
I didn't know Devs run tox1c head on builds xd
Also I'm trying to learn huntress so....any tips?
For Huntress, best tip I could give is to charge your hatchets more and be patient. If they can't get to cover in time, take advantage of that by charging up. It'll be harder for them to dodge, and you can get a feel for how they're going to try dodging it.
Otherwise, if you're chasing along a long wall (e.g. shack), throwing away from the wall a little will usually get you a hit. Most survivors will try to dodge your hatchet, and if there's a wall to one side, they can only dodge one way. Very few people will stick to the wall and try to avoid your hatchet.
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I wouldn't say so. They're perfectly manageable on their own, and only become a problem when they're next to other similarly strong tiles. (Suffocation Pit, for example, has a bunch of maze tiles clustered together in the center.) Although at that point, it's more of an issue with the map than the tile itself.
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None yet, but you just reminded me that I need to spend them before they expire.
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Sooooo much. Then again, I play mostly Huntress and almost always run Head On as a survivor, so lockers are hugely important for me whenever I play. Not many people tend to use lockers against me though since I run Iron Maiden on my Huntress.
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As you've said, STBFL is the main reason. Otherwise there's benefits to both.
Hit them
- They fall out of the trap. You can immediately reset the trap, or pick it up and bring it with you.
- You can choose to slug them and go for someone else without worrying about them freeing themselves.
- STBFL (or other perk) stacks.
Pick them up
- Faster.
- More points.
The big one is being able to grab the trap before hooking them. It saves time.
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We did mention that it's on our to-do list, yes. We're looking into the interactions of different perks on dedicated servers.
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We are looking into increasing the maximum sensitivity for controllers, which should in turn help you keep track or survivors and adjust your aim while blinking.
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Blocking at the hook works by standing where the hook prompt is. If that space is occupied, the killer can't get to the hook and so they don't get the option to hook the survivor. When they hit a survivor, they lose their collision and the killer can walk through them (and vice versa).
What likely happened is that the first survivor was standing directly under the hook. When the killer hit them, they were able to move through them and get inside of the hook prompt. The other survivor(s) were out of position and not obstructing the hook. Typically the mistake people will make is standing directly under the hook, which doesn't actually stop the killer from hooking them.
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You can always do the challenges and claim the rewards. The Tomes never expire. You won't, however, be able to get Rift Fragments from older Tomes. Only the most recent Tome will give you Rift Fragments.
Short version is, there's no point in saving them unless you're just holding onto the bloodpoints.
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It comes with the next mid-chapter, so we've still got a PTB to get through first.
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I can't say I'm passionately against it, but as someone who plays a ton of Huntress, it's not really necessary. You start to get a feel for where the center of the screen is after a while.
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@luka2211 said:
https://forum.deadbydaylight.com/en/discussion/comment/968193#Comment_968193
Your nurse rework ended pretty well and wasn't a complete nerf at all xD
I feel like you're neglecting the part of that very same update that reworked instaheals.
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I would agree if it were like Leatherface, where you can instantly cancel the charge. As is, though, he has to wait for the charge bar to slowly empty before he can attack. It serves basically the same purpose, so having an additional grace period afterwards would be overkill.
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I guess it depends on whether or not we're considering using it with other add-ons. I would say Iridescent Head if you're using it with an Infantry Belt, but otherwise I'd go with Fragrant Tuft just on its own.
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A rework doesn't mean a buff or a nerf, we aim to make it more fair for both sides. We are not picking favourites, that would be silly.
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It was made by a very talented community member, Adeloo. I'd highly recommend checking out her work: https://twitter.com/adeloo_art
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I'd probably go for BBQ right away, get the perks I need for Huntress, then focus on survivor perks (mostly Head On). Most of the perks I use on my Huntress are available right away, so I wouldn't really need to get the teachables immediately.
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For looping, I'd say no. It's more to help you learn maps and keep track of which pallets your teammates have used. As far as looping goes, Dead Hard is probably your best bet. It'll cover up for some of your mistakes and get back around to the pallet before the killer can hit you. I wouldn't recommend using it to dodge a hit, the killer can bait that out.
Although ultimately, there's not really any perks that will help you improve that. Dead Hard will cover up mistakes, but you don't learn by covering up your mistakes.
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@Dreamnomad said:
How many of the codes are out there? I found around 6 but they were already claimed. Either way this is a really cool idea and a good way to reward the most devoted players. Hopefully you guys will do this again some time =)
10 in total.
@The_Meh_Teh said:
https://forum.deadbydaylight.com/en/discussion/114370/holiday-code-hunt
Can these codes be used on consoles??
These are just for Steam, sadly.
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@Perelie said:
https://forum.deadbydaylight.com/en/discussion/comment/932488#Comment_932488
lol you guys have never cared about making killer fun to play as.
I get the feeling I won't be able to convince you otherwise, but intentionally making the game less enjoyable for a ton of people would be a ridiculous move for any developer to make.
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I haven't given it a try myself yet, but I've heard from a bunch of people that it does work.
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@Dreamnomad said:
https://forum.deadbydaylight.com/en/discussion/comment/932629#Comment_932629
I don't think anyone is asking for it to become some super meta perk. Not every perk will be powerful. But at least don't insult us. For example if the perk did the following:
Furtive Chase- You become obsessed with one Survivor. You lurk in the shadows, eliminating your victims one by one. When your Obsession is hooked, Furtive Chase receives a Token. Each Token decreases your terror radius in a chase and for 4 seconds after the chase ends by 4/6/8 meters. When a Survivor rescues the Obsession from a Hook, the rescuer becomes the Obsession. You lose all Tokens if the Obsession is sacrificed or killed. You can only be obsessed with one Survivor at a time.
That would still not be overpowered or problematic in the slightest. But at least a player could justify using it as more than a means to change obsessions.
By no means is it meant to insult you, it's just a perk in a video game. You're free to not use it if you wish. If you don't, hey, that's fine too, there's 65 other killers perks out there to choose from.
I do think that reducing the terror radius by 8m per stack would be a bit much. That would mean having no terror radius the entire time you're chasing someone. I'd be more in favour of a lingering effect if anything.
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It's surprisingly doable, actually. Toss on Bond and try to work on generators with others. You don't need to be on the generator from start to finish, you only need to be there when it goes off. It might take a few tries, but you'll get it.
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/932454#Comment_932454
If the game did end in 40 secs, this would be the fault of the survivors. They should FEAR his fury and hide, not boldly beg for attention. I really dislike the handicaps you put on killers such as nurse and Oni that pentalizes the killer. Your direction and killer changes tend to imply survivor pampering.
To play devil's advocate:
https://www.twitch.tv/zubatlel/clip/HyperMagnificentSkunkBuddhaBarWhat should those survivors have done? They weren't running right up to the killer trying to get chased. This is one of many clips like it, and this one only has three downs.
In any case, saying that the survivors should hide and try to never get caught in the first place isn't exciting gameplay. We've all had games where the last two survivors do nothing but hide for 10+ minutes, and I don't think you want that to be a regular thing.