Pennywise
Pennywise
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- Username
- Pennywise
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Comments
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Have the new Ruin regress at x2 speed like it does now if only one survivor has been repairing that gen when the killer chases them off it (or they leave it for whatever reason). Increase that regression speed x3, x4 and finally x5 depending on how many survivors were repairing it before the killer chased them off, for example the regression would be x5 if all four survivors were chased off that gen, if there were 3 survivors chased off the gen it would be x4 regression. Have this accumulated debuff reset when one or more survivors start repairing the gen again. Just an idea, maybe it is too much. The current new Ruin doesn't have much "reward" for the amount of risk a totem carries.
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The problem is gen speed in general. This Ruin rework would be fine if the devs acknowledge gen speed is being looked at as well. I think this has always been the issue.
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@slammizzle said:
First off I would like to say thank you to BHVR. Yeh your game has bugs and so on but your game is fun,addictive and original.
I'm so bored and tired of seeing posts along the lines of "the Devs don't know what they are doing" or "the Devs are survivor/killer biased". Have you people who moan and ######### actually thought to yourself hang on maybe the game is 90% exactly how the DEVELOPERS AND PROGRAMMERS want it to be? Stop slagging people off just because matches don't go how YOU want 100% of the time.
Imo there are problems in how the devs communicated the PTB changes back to the player by the notes being worded with a heavy survivor bias. The devs are communicating to survivor AND killer players and more care needs to be taken with stuff like that because those patch notes were all about what makes the game more fun for the survivor. This was made worse when another dev posted a message further explaining their rationale saying Ruin is now an endgame perk, which it isn't and never has been.
I can see some heated arguments and some players take it too far but I also see where BHVR went wrong with their messaging. Killer players were never going to be happy with a change to Ruin but BHVR made life much harder for themselves with their communication. I don't know any killer player that enjoys taking Ruin but it is seen as necessary in high rank games and that is where the problem is, BHVR should start from there. Acknowledge the real problem and not the perk covering it up.
And no, people won't just "stop bitching and moaning and just enjoy the game". That attitude does not acknowledge their point of view and will just make things worse.
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Lol, I wouldn't be surprised if BBQ gets another nerf. The devs have sent a clear message on what language to use to get nerfs, just say "perk/killer X is frustrating to play against" and your wish will be granted, eventually.
It is similar to when they nerfed Freddy a week after release to stop the disconnects. That sent a clear message to survivors that if they disconnect, then changes will be made and BHVR have never found a way to stop that resulting behaviour that they unknowingly encouraged.
I think their latest patch notes and how survivor biased they have been worded, will create another monster.
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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!
Since when is this game balanced around new player onboarding? All the top tier killers oblitarate new players, I would say even mid tier killers as well.
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@Almo said:
We do play it. To varying degrees on the team, but me personally... I play a lot. The new Ruin is designed to be something that ramps up in power over time. If that totem isn't cleansed by the time there are 3 gens left, the Survivors will be in huge trouble. That's how Hex Perks work.
How many times do I see a Killer get moris off Devour Hope? Not often. But when it happens... oh boy there's some panic lookin' for that totem. :)
Survivors aren't notified of DH until the killer gets the one hit down, if they were notified of DH as soon as the game starts (which is the case with this new Ruin I assume, as soon as they start a gen?), DH would be a joke of a hex totem. This new Ruin is more comparable to Huntress Lullaby, which rarely makes it to endgame if the survivors act quickly enough on the notification which they will get on the first hook.
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You could argue that the new Ruin is a buff for traversal killers but it is the regular/normal killers that needed the old Ruin, now it will be very hard for them to capitalise on the new Ruin but great for traversal killers who didn't need the old Ruin in the first place. Most of the traversal killers are the most powerful in the game and didnt need a buff to perk they didn't need anyway, now they are just more powerful and regular killers will probably not take the new Ruin and resort to NOED instead.
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What gets me is how inconsistent the devs are when they communicate their reasoning for changes. Okay, Doctor and Legion are annoying to survivors, but Hillbilly with his spammable one hit down traversal power isn't?
They give Spirit a vault animation because the devs say they dont want the survivors feeling they have to make a blind gamble when trying to loop her at the killer shack, but say nothing of the blind gamble at regular loops?
The latest patch notes are hilarious, they have been written from the perspective of survivors having fun and say nothing for the killer, as if the killers job isn't supposed to be fun.
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I doesnt help that the patch notes sound like they have been written by a survivor main, you could have done much better there and just read the patch notes before you released them.
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The new Ruin is useless so I have no idea why survivors would even try to cleanse it anyway except for points. As for Thrill of the hunt, I see that more as an opportunity to mess with the killer only now there is much less risk in not cleansing the totem. SWF teams will be like "keep messing with the killer, we'll do the gens, no need to cleanse the Ruin just keep the killer busy".
New Ruin is literally useless.
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I've played her plenty, got her to P3 and in my view unless you have black incense she is weak. In theory it sounds great to have a full team that won't cleanse but it isn't as effective as having a killer that can expose the team like GF or Myers because the survivors will see your fountains at the start of the game and dedicate one or two good loopers to get your attention while they repair gens like crazy.
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Most times I find NOT tunnelling a DS survivors means they can use DS in the end game and/or empower them to body block you when you are not tunnelling them, so I try and force them to use it asap.
As for not tunnelling an unhooked DS survivor. Maybe you could slug them or leave them, but then you are allowing them to use the perk later in the game. Facing DS survivors as killer means you are damned if you tunnel and damned later on/in the end game if you dont tunnel. It isnt a well designed perk imo.
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You highly doubt, based off what? I know I haven't done any of them yet.
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@Usui said:
The funny thing is i've seen multiple killers running basement builds because this bug is actively ruining games. Go figure.
Archive basement hook challenges exist. Go figure.
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QA has taken a major hit in BHVR as of late, no excuses.
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Myers is powerful because he can pop his ability when the survivors least expect it and he is in complete control on when to do that. Ghostface on the other hand can be knocked out of stealth, which can deny him his 0 terror radius and insta down for a bit. If Myers T1 moved at 115% movement speed, what reason would you have to tier up? I would gladly take 115% T1 over T2 and even the short lived T3.
I think the Pigs stealth could do with a buff. She needs more added to those ambush attacks, like maybe give the survivors 20 seconds exhaustion when hit with an ambush attack. Her stealth is slow and I find the ambush attacks lack an incentive to do them.
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Once Billy gets his long overdue nerf, I will be happy.
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How does something like this get passed QA? I get that mistakes happen but this seems to have never been been quality tested.
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Waiting at a pallet is still a blind gamble (it isnt a mindgame), so I dont think the devs nerfed her in the right way. Okay, you can either slam the pallet down or run away, you are still doing the same thing you would do at the killers shack if the Spirit didnt have her window fault nerf; it is still a blind gamble. I think that is the problem with this killer and the nerfs wont change that.
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It is a tough call, I enjoy playing both of them but Myers stronger when it comes to his addons and (imo) applying pressure to the game as a whole. If we are just talking base kit, I have more fun with Ghost face.
When the devs add "undetectable" to ghostface's night shroud, which should make him immune to aura reading perks like Object of Obsession, he maybe the better option than Myers but right now Myers is the better killer overall.
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I've been saying this for ages, at least a year ago, xeno is perfect for this game. BHVR should go all out and have the hooks as mini egg chambers, where the survivor gets face hugged on their last hook.
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The biggest problem with Spirit, and I say this as a Spirit main, is her prayer beads. There is no reason to have them be so powerful with very little counterplay other than if a survivor has Spine Chill. My suggestion would be to change how Prayer Beads work, have them do either of these:
- The Spirits phase always emits a sound, even within terror radius but all phase hits are put the survivor into the dying state
- The Spirits phase emits a global sound to all survivors on the map but the Spirit can pass through pallets and windows while in phase.
These are just ideas, the current way Prayer Beads work is no fun to play against and I don't even use them, I must have well over 50 of these built up because it is so toxic to use.
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Something very weird there, I get them every 2 blood webs and when I do get them I get 2 per blood web.
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Is it cool? All I am seeing here is a killer that cant stalk in stealth (red mist and terror radius music) and looks to be very loopable.
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OP it sounds like you want hatch standoffs to return but that is exactly why this new endgame has been introduced and maybe you just need to, you know, git gud "kid".
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This sounds like it was in the PTB and I am fine with it. If the killer finds the hatch first then all credit to them, ofc it should be harder for you to escape at that point.
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Maybe these leaks are intentional? Leaked content for popular games always seems to make the headlines faster than announced content, because everyone wants to beat others to the story. Also, I don't know how they can go from keeping stuff secret to leaking their next 2 DLCs, just like that.
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You wasn't the only one that could have discovered it OP.
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What is concerning about this "warning" is this is happening completely random and to my knowledge no one knows how to replicate it. I've been in one of these games as one of the killers and everyone stuck around out of curiosity.
If BHVR are going to start dishing out bans for something players never intended to happen and have no control over, I think that is a very poor way of dealing with the issue.
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Myers is so well designed, whoever came up with the stalking mechanic at behaviour did a pretty good job.
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Neod can be countered quite easily, just cleanse all the totems. Self care on the other hand is taken by 99% of the survivors I play against, in fact I am more surprised when a survivor doesn't take it. The majority of survivors taking the same perk means there is something that needs reworking.
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I reg'd this account ages ago, but I have up to this point posted on Steam. I am being serious. The Hag, Huntress and Spirit can either close the gap quickly or can hit at ranged, which is why they have a slower movement speed of 110%. So why then does the Clown and Hillbilly have a walking speed of 115% like the other killers but they also can quickly close the gap? Bad design.
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The devs really have dragged their feet on this issue. It is must be at the bottom of their list of things to do but the community keep on having problems with it.
I'm on the side of the killers, SWF gives a team an unfair advantage. Why would any killer do a game with a toxic SWF group, have the game be over in minutes and get a load of abuse in chat when you can just get a bunch of solos and have a fun game? I was in an SWF game the other day, 3 of them ran DS, 2 with insta heals, 2 flash lights. I killed 2 of them and the other 2 said it was an easy game for them. Well ofc it was.
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Both the Clown and Hillbilly should have their walking speed reduced to match Hag, Huntress and Spirit.