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Poochkips

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  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1305789#Comment_1305789

    Ok, not like I was suggesting anything else. Thanks for the ammendment I guess?

    Oh I'm not against you lol there are a lot of biased forums here for sure. I'm one of those "give it time before we pass judgement" kinda people o:

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1305677#Comment_1305677

    But then they wouldn't be flexing their bias and generalizing nature to the entire community.

    To be fair, both sides are bias. Killer for thinking nothings wrong (tending to put a blindfold over their eyes when a problem is in their favor, survivors do it too) and survivors for thinking that its too broken without it being even a day. From what I've watched, he can ignore a lot of mechanics in the game. Blinding, flashlight saves, carrying to the hook, ds, borrowed time, walls, loops, bodyblocking. This is kinda a lot for one killer to negate. So I can see a lot of the worry. In a general forum though, everyone here spreads their bias.

  • @Traslogan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1304707#Comment_1304707

    SWF is everywhere at high rank, I think most solo's are down at the early ranks these days. Frankly also if SWF can ignore mechanics, killers should get to as well.

    He can hit you through walls but he's got a charge time and then has to guess especially since his camera moves about a bit as he preps the attack.

    AS a huntress player who is used to a charge/windup time and predicting movement patterns, this seems like a wider hatchet without a throw arc and the ability to hit more than one person. I would hope it feels satisfying. And I can only really see it being useless to an extent in open areas. He seems like a loop ender. Which isn't much new for anyone with a projectile. As we can ignore that factor most times if we aim good enough. I'm well aware the SWF side as a good portion are pretty problematic at high ranks.

    I'm curious how strong overall he will be. Any killer is really scary in the right hands.

  • @StutteringSpartan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1304688#Comment_1304688

    Lol....

    ”What makes SWF a problem is gen speed and communication”

    What counters SWF? Pressure. If SWF are unable to combat team mates getting hooked pressure starts to build. If no survivors are around get the hook for bbq and pop.

    If they’re altruistic send them to a cage.

    Pressure kills all.

    I can see this being a potential problem though. It's kinda similar to the complaints with old nurse and that she bypassed mechanics in the game. It can become a potential issue as it is, as it renders a lot of things practically useless. Which I suppose can be fair in some areas, and cheap in others. I'm one for trying it first before 100% judgment. Just on paper, I can smell a nerf.

  • Can seemingly hit you through walls? (Someone confirm this please) can mori you as fast as a Freddy without a actual mori (doesn't look like its hard to even get to go off to be honest) slow? But dunno, if he really can negate loops then it balances out to an extent. If people think he's gonna be a "swf stimper" you've literally just made it worse for anyone not in swf I suppose. I dunno. I'll try him, but if he feels OP to a point its unfun due to low effort I'll just go back to huntress and nurse. Waiting for my boy clown to get his rework. Also, he looks like he literally can ignore half the mechanics in the game which in theory sounds as dumb as old nurse in terms of how they work. I can already see a potential nerf. Mind you I've only seen a couple clips on him and thats without addons.

  • From being forced to play survivor fornarchive I've learned this. Just always run calm spirit. Literally. It's good for other things like freddy and clown. You don't scream...that's his hard counter. Problematically he can be extremely powerful on maps like hawkins where all he has to do is stand in the middle of the map and use his shock to find everyone because its multiple floors. And while playing with people that didnt have calm spirit, yes he literally almost always knows where you are. I find a lot of them running ruin and survalence because they can find out where you are 100% of the time. Hes become the easiest tracking killer because not everyone wants to run calm spirit just to stop him. And I noticed even around rank ones, probably due to the ruin change, but a lot of doctors seem to camp the first survivor they get now. If its SWF obviously this wont work, but he is stupid strong at the moment. Only thing I could suggest if they wanted to change him would be a slight nerf to the radiance that he has with his shock because it actually is pretty huge. Instead of only having the old doctor's, 1 and done, inside the terror radiance for a 1 time free find on anyone not in madness, he now can spam it every minute for a quick find if people dont have the right perk to counter him. And most survivors dont want to stop running the adren/deadhard/DS/borrow time builds. Honestly, it's on them to an extent. It's literally a massive hard counter.

  • @DeathBeam said:

    https://forum.deadbydaylight.com/en/discussion/comment/1065443#Comment_1065443

    Billy is far better than Bubba and one of the top killers. Bubba can down more than one survivor at a time, but the survivors would have to make some really stupid mistakes for that happening.

    Billy has great mobility when using the chainsaw and can sprint double the speed across the map and down a survivor if it hits although it can take a few matches to get used to steering.

    I think I'll try billy. Thank you. How often would you say bubba gets more than 1 down at a time? Like 1 out of 10 games?

  • @roburocki said:

    There is nothing unique about his power to me, Hillbilly and Cannibal are almost practically identical although Hillbilly is better.

    Would you reccomend billy over bubba by far?

  • @Pulsar said:

    Camping will almost never allow you to pip, unless the Survivors misplay.

    Bubba's chainsaw is a liability. It slows him down, locks him into an animation and is very punishing. Plus, the charge time is atrocious. Basically, you are better off M1 competent Survivors. I would recommend Bubba for his amazing perks, not his gameplay.

    Can you get addons to speed him up while charging? Not 100% familiar with him aside from his tantrum and chainsaw.

  • @Mringasa said:

    https://forum.deadbydaylight.com/en/discussion/comment/1059462#Comment_1059462

    Not every person has that unlocked on the Killer(s) they play. It's also a DLC Perk. Telling someone to run a paywalled Perk is unacceptable as a means to balance the game. The game should never be balanced around Perks.

    If it is required to run specific Perks to have a reasonable match, those Perks should be in the basekit of every Killer, not limited to DLC purchases. It used to be this way and the devs have gotten away from reasonably balancing around the base game's content. It's now "Run Ruin + Surveillance", one Perk which is cash only, or run Thrilling Tremors a cash only Perk, or run Corrupt Intervention another DLC Perk, run Dying Light a cash only Perk, or run PGTW another DLC Perk.

    Thanatophobia, which is really only a placebo unless you stack it with others, is the only "free" Perk out there if you level the Nurse, a Killer that many people dislike because she has such a high skill level.

    Oooookkkkk....ruin before nerf had the same issue...soo what would that argument be here? When I changed over to PC a few months back I had to unlock ruin but before I could do that I had to buy the damn thing from hag expansion...so yeah...unless you wait for it to be in shrine of secrets, you're SoL...and i'm a killer main myself, I'm just telling you the idea of what to do as a fix, as this fix worked for me...for now at least till they find a way to butcher it. I'm not saying the gen speed "is acceptable" and it's annoying as hell when everyone automatically jumps to that conclusion when you arent spitting out piss and vinegar that something needs a change. I would say run pop, but pop is locked behind a damn paywall to. So what are you suggesting here because half the crap in this game is locked behind a paywall....

  • Make ruin not a hex perk just built in with less regression. 75%/100%/125%

    Not only that make corrupt intervention last a bit longer. It will limit what gens can be done drastically. Also make kicking gens give more regression for the kick would be helpful. And buffing Pop to have a 2 minute duration might be nice...but eh

  • Gens dont take that little of time. Run corrupt intervention. It limits what gens are available....

  • Hmmmmmm the only thing I find dumb about freddy is his hitbox is dummy huge for a tiny glove hand...

  • DS and BBQ. A true game of hide and seek

  • Uhh gen rushing survivors dont give a damn about NoED until it comes into play. Soooo yeah, noed is a 2nd chance perk. Rancor is a decent one too. Takes a survivor out immediately. Although I think survivors shouldnt know they're rancor target until it hits them....

  • @OperationMintyHippo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1037037#Comment_1037037

    Even if ruin was gone first thing in the match it kept one person off a gen for a bit, whether it was to run around looking for it (potentially giving killers their first chase), cleansing it cause they spawned on it, whatever it may be. Ruin didn't always matter, but it did help, even for a few seconds, and seconds really matter as a killer. Everybody is looking at the ruin nerf and asking for it back. I don't even care to have it back. I want them to figure out a way to fix the reason everybody needed to run it. Killers didn't run it because it was a fun perk to use, but rather to help them slow down anybody they could so they could breathe at the beginning of the match lol.

    And if they did the ruin nerf cause 80% of people used it then is there going to be a DS nerf next?

    They've messed with da several times. I'm not sure howd you nerf the ability further without making it useless. That's about the same line as any meta perk really. If we go by that logic, they'd start nerfing things like nurses calling and BBQ because 80% of people use them due to meta perks. Same as adrenaline and deadhard.

  • @HookCampingBubba said:

    https://forum.deadbydaylight.com/en/discussion/comment/1037162#Comment_1037162

    And I agree with the sentiment "don't rely on it" because you shouldn't. Old ruin would't do everything for you, it only worked if you had skill. Clearly you didn't.

    At the time? Hell no. I'm a bit more confident now where I run pop and overcharge and do just fine. Back then I protected it to a point I would sooner let a gen pop than leave ruin unattended. I had to get better though. To which I feel I have.

  • Just make a mode that is "free for all" and one that allows SWF

  • @Raven014 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1037056#Comment_1037056

    They said you shouldn't rely on it, not that you shouldn't use it. All it was supposed to do was buy time for you to apply pressure to where you don't need it.

    But then they changed Ruin to a late game hex. Let that sink in.

    I do not think that the new ruin should even be a hex park anymore I think it just needs to be a Built-in perk with a slightly lower regression penalty. Because at the moment even with the 200% penalty that it has, it's not nearly as useful as it can be and ruin still gets found fairly quickly in a match. I think either that or they need to make it so that you can start placing your own hex totems on the map because quite frankly they just get found way to quickly most of the time

  • @HookCampingBubba said:

    https://forum.deadbydaylight.com/en/discussion/comment/1037056#Comment_1037056

    Completely ignorant to how many killers depended on Ruin to be viable, but continue to be a useful idiot for Survivor mains.

    By all means then please elaborate. Because quite frankly I'm not the one getting extremely toxic over somebody else's point of view. You think a perk that lasts 1 minute most times is "viable"? If not doesnt even work on skilled players. I literally made a topic complaining about how my ruin always got found early and every other killer told me "dont rely on ruin" the big idiot here is you. If you have zero to contribute on this subject aside from salt, then be on your way.

  • Deadhards not nearly as common to new players nor nearly as hard to deal with as new people trying to get the timing for a hex skill check. Ruin could break games for new players because most new survivors had to start looking for ruin and would spend anywhere between a minute to the entire match looking. Deadhard is a lurch forward one time that can save you but even as a new killer it's easy to catch them off of unless you're up against someone much more experienced. DS was a problem with new killers and an annoyance to old killers (still is to the ones forced to tunnel or go for them when gates are up) more than deadhard and it was balanced fairly well. Deadhard is fine.

  • Sooo, let's put it this way. If 80% of survivors carry this ability. Why wouldnt you expect it? Or do you just swing at survivors the second they get in range? This ability hardly effects good killers. If you watch any of them you literally see them ride a survivors butt and say "deadhard?" It's so freaking obvious it's almost worthless. Occassionally you see a good play like lurching to a pallet to drop it or vault a window, but that's it. If that's the case, you might as well merc every perk that's commonly used for all characters. That's like saying "is NoED annoying for new players?" Yeah let's nerf noed because new players have a hard time with it. If we're going by that logic, oh boy

  • Meh, my experience with ruin...it was found in a minute. If you look at my history and see a topic I created a while back. All killers told me not to rely on ruin. Then the second its nerfed they're the most hypocritical people acting like it was the wall stopping the game from breaking. The loudest wheel gets the oil. Ruin didnt make a difference then, it really doesnt make a difference now. Only difference now is you are forced to commit to a gen or it regresses so fast. I like new ruin better than old because it didnt bother people in lower ranks. People just like to whine

  • I mean, any side using meta perks cant complain ever. Killer or survivor. Both sides double standards eachother

  • @OperationMintyHippo said:

    I tested it as a killer on Thompson House and this survivor was just literally running from pallet to pallet, throwing each one down and leaving. No mind games, nothing. And 4 gens had popped before I had gotten him lol. Maps are so bad. This ruin nerf came at a horrible time.

    As survivor, I just sit on gens while one dude gets chased. Too easy. Too boring. Not fun to play either side anymore imo.

    If ruin is gone in a minute in most matches what difference does new ruin make vs old? Also, if you had old ruin, most people above a certain rank dont even get bothered by ruin...so I really only seeing this as a noob stomping hex :x my ruin ALWAYS gets found within a minute to 2 minutes of a match. Sometimes before I can even down someone. Ruin is not and was not the saving grace of perks. It did little to nothing often, especially in high ranks. It was basically a bandaid to a grenade wound

  • They need to just weaken ruin a bit and make it an active perk that isnt a hex. Like scale it to 75%/100%/125% regression. It would be much more useful

  • @MigrantTheGreat said:

    Not really! I just glance at the post game chat. If they are making jokes, I laugh with them, if they are being salty with each other I just move on

    I feel like I get salt when I win, ggs when I lose

  • @Fleece said:

    Mori's don't need a nerf considering you actually have to do something to gain the right to mori a survivors unlike keys.

    Uhh keys you need to do gens for them to even appear or be the last survivor and find hatch. They both have easy prerequisites. One hook, tunnel and kill is definitely not hard. Neither is doing a gens. In order to even use the key first you need 1 survivor dead and 4 gens done for it to even appear on the map

  • @EZ5k said:

    It's not really a matter of "proving killers right", as the patch notes do that well enough on their own. People are just tired of being told they don't matter as part of the playerbase, it's happened time and again for years now with the different generations of killers. Hell it took a killer strike last time to even get the Devs to acknowledge the severe imbalance issues back in 2017.

    I wanna know why they screwed legion so bad and refuse to rework him properly :x

  • They could just make ruin NOT a hex....Change the regression instead to 75% - 100% - 125%...This would actually make it viable and probably extremely meta

  • @princeharlequin said:

    https://forum.deadbydaylight.com/en/discussion/comment/981091#Comment_981091

    I don’t consider them toxic it was just the vibe I was getting from the OP who refused to provide a TLDR for the guy that asked for one. Possibly misinterpreted. Meh.

    If you're too lazy to read the two minutes it takes to do so then eh, it's on the person who refuses to read it. He refused to read, i'm in my right to refuse a TLDR. And why i bring up that the mori seems toxic is because the community is protesting by saying that they're going to be bringing mori's so in this sense, yes it makes it toxic because the way they're going about it is wrong. They're looking to be as rude as possible to survivors that didn't even do anything but play the game. Unless they teabag. then idk

  • @Elena said:

    If you had been given the opportunity to fix what YOU think doesn't go well in dead by daylight, what would you tweak/change?

    This crappy toxic community

  • @AAAAA said:

    https://forum.deadbydaylight.com/en/discussion/comment/980940#Comment_980940

    So you so agree it should be changed! Glad to hear it. I personally think it should last until you get in a locker, get healed, get on a gen/totem, or until someone else gets hooked. This might seem like a lot, but it will prevent it from being 60 seconds of no consequences.

    Oh definitely. I think there should be more reasons am survivor could lose it. Maybe being healed to full should automatically remove the DS effect, or hopping in lockers makes it go. It would fix 2 pretty big problems as it is.

  • @csandman1977 said:

    Its not a buff when you need to use other perks to make it useful. Ruin was annoying and needed a change. This, while i think is a good perk, is not ruin.

    This is a little ironic to be honest. It's called syngery. And with how short of a time ruin lasted, i seriously think that it's probably better then if it had even that. The biggest issue killers face is not having information as to where survivors are. If you run surveillance with it, you should generally always be able to tell where someone is. That would actually make it really strong, stronger than it currently is where someone see's you have it and will go to find it. Effectively losing it within 30 seconds to a minute of a match starting.

  • Maybe having the ability to grab her traps from the box's and repair them? That would also give them an indication as to which box they were at. Give her a que. :x She just has no map pressure often. Still fun for me to play though.

  • @AAAAA said:

    https://forum.deadbydaylight.com/en/discussion/comment/980911#Comment_980911

    But it's not getting changed, so does DS justify tunneling?

    Hmmmmm, I don't think so. I think if a survivor hops in a locker they should lose DS. This is one of the easiest ways to even tell someone has DS. That would stop people from abusing it to a god mode level. I think that would be a good nerf. It was a step in the right direction with taking away the infinity of when it could be used. For me, most of the time, i honestly slug off hook. Not everyones gonna do that though :x

  • @AAAAA said:

    https://forum.deadbydaylight.com/en/discussion/comment/980878#Comment_980878

    There are some problems that can't be solved with perks. Pig is always gonna have bad map pressure until she gets changed. And you don't have to crouch the whole way.

    I'm just trying to give helpful feedback and useful suggestions to someone who asked for it. How would you deal with a gen being done on the other side of Mother's Dwelling as Pig?

    I personally think they should by default give her 5 traps and take away the long cast time of her charge. Make it a lot less. at least a second of casting, maybe go a bit less of a distance to balance it. It would make people actually use it lol

  • @AAAAA said:

    So one thing I've seen a lot when a killer complains about getting DSed (whether a legitimate complaint or not) is there will always be someone who says "just don't tunnel lol". So my question is, should killers just tunnel and say "just bring DS lol" if anyone complains?

    No from my perspective i've noticed most of us killers just whine that it needs to be removed or nerfed. with a lot also saying DS rewards you for playing poorly. These same people then say it takes no skill to loops or run from killer. Also those same people just want it to be removed because "There should be any second chance perks" Then you look at NoED which is a last chance/ Second chance perk lmfao. Sooooo

  • @Iron said:

    I joined the forum maybe 2 weeks ago, I've given up on the argument threads already since logic is a liability in them

    There's a lot of hypocrisy in the argument threads. One side always says get good, at the other side. Literally from both sides.

  • @Raccoon said:

    After the next patch, NOED will become meta.

    Reasons:

    -Punishes Gen Rush

    -Requires survivors to prolong the game to deactivate

    -Can turn a game where the killer is Gen Rushed around

    I'm almost 100% certain that it will see a huge increase in pick rate.

    I thought NoED was already pretty meta. I mean, PS4 every killer runs NoED for some reason, less so on PC.

  • @AAAAA said:

    https://forum.deadbydaylight.com/en/discussion/comment/980828#Comment_980828

    If you don't like Corrupt, then I'd probably take Surveillance or Discordance on Pig so that you know where to approach stealthily, Iron Maiden or Bitter Murmur on Huntress dor fast reloads or sniping, respectively, and for Clown, I hate to say it but your best shot might be Franklin's Demise since he's a M1 killer and really weak.

    I should definitely try Iron Maiden. Maybe Iron Maiden, Corrupt, Discordance and surveillance? Or i can replace it with Pop. ( I kinda wish pig had like 6-7 traps to make her stalling a bit better, but sucks to suck lol) I'm guessing when people see corrupt most would just rather wait it off. Haven't tried it since the first couple times then got upset i couldn't find anyone and threw ruin on lol. So these ideas are a nice one for me :D Thank you!

  • @Nubgutter said:

    Yes this is about the new update, the fact that the devs found ruin more of a problem than DS, KEYS, HATCH AND HIT DETECTION TELLS YOU ALL YOU NEED TO KNOW ABOUT WHO THEY REALLY FAVOR, especially their wording for the new update, please go take a look at it if you havent already but their wording just shows their clear bias for survivors over killer, literally when they were going to explain how this new ruin has more benefits they LITERALLY only gave benefits for survivors when ruin is a killer perk, how do you not see a clear problem with that? Yeah let's just serverely nerf one of the best killer perks for killer while explaining the new benefits of ruin but only using survivors as an example, just imagine if the devs did the opposite with killer lmao and you know what i'm actually glad the devs did what they did cause now things like noed, blood warden, haunted grounds and devour are about to become meta and if you thought the tunneling, camping and bad que times were bad already just wait until this patch officially releases, you're literally killing your own game day by day with these clear decisions based on survivors fun but not killers, I honestly can't believe the devs really destroyed ruin first without even touching even more broken things like keys, DS, hatch, and hit detection, the devs have lost all credibility.

    Where were you all last year? Literally a bunch of nerfs and fix's to survivors and buffs to killers except legion xD Poor poor legion.

  • @princeharlequin said:

    https://forum.deadbydaylight.com/en/discussion/comment/980740#Comment_980740

    Basically don’t be toxic to people because you’re mad and advising survivors if they run into a killer being toxic due to the ruin change, just hide all game and don’t touch gens

    Also add that i said it was somewhat of a joke with the hide all game comment. And come on, if they're to lazy to read even that, which takes all of 2 minutes at best, i doubt they'd contribute anything useful aside from toxicity. :x

  • @Hag.is.Dtier said:

    https://forum.deadbydaylight.com/en/discussion/118750/dead-hard-should-be-nerfed-to-compensate-ruin-rework

    Dead hard needs a complete rework. Even average survivors will use it to get to pallets/windows and it punishes the killer anytime they outplay survivors.

    Or you could be like any high rank killer who thinks properly. Since it's almost in every single build, almost everyone brings it. So you could just ride their butt for the literal 2 seconds to see if they're going to use it. Because most people do...

  • @AAAAA said:

    That seems like a good build except for Overcharge. I'd put Corrupt Intervention instead, especially for Pig, so you'll have time to get your first helmet before the first gen.

    I tried corrupt back when i first started playing as a killer, I think i just sucked at the time (Might wanna run whispers or something) everyone just hid from me until corrupt was gone :c I think corrupt will be a good replacement to ruin in a sense though. (It lasts about as long as ruins lifespan so lol)

  • @AvisDeene said:

    If the Devs nerf moris without touching toolbox speed nor keys, it will show that killers were right and that devs care more about survivor fun than they do killers. This will just end up alienating more killer players.

    Devs can’t expect the game to be healthy when they cater to one side of the player base, while leaving the other side to rot in the stress inducing environment that they provide.

    As for what the new Ruin changes are, just take a look at the patch notes, YouTube or one of the many threads complaint about it to see how they butchered it usefulness (and the reason why killers used it) in the beginning of a match.

    This will just cause killers to make the game less fun for survivors since they will now have to tunnel and camp. There is really not much choice if they want to get a kill. Even good killers like Otz have to slug, and tunnel. God help you if you brought a key into one of his matches.

    I kinda slug in general. Usually if i find a survivor as soon as they're taken off hook (I feel bad. Although some think it's because I figure they have DS. Which isn't normally the case) It's a tactic albeit not the best one sometimes. Gives nurses calling a reason to exist xD I think for the last year of watching, they've been doing a good job to buff killers -Except legion...lol However, someone pointed out they seem to cater more to anyone who is survivor sided and sees something unfun. So i'm not 100% sure

  • @TAG said:

    I'm gonna try using Ruin and Surveillance together with PGTW as a fallback for when Ruin inevitably goes.

    Ohhhhh i like this one. I didn't even think about this. o:

  • @ASAPTurtle said:

    TL;DR

    Fine by me. If you don't wanna read it don't. No one's gonna force you too.

  • I actually had a good laugh from OP. I needed that. Thanks xD

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