Pulsar
Pulsar
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As much as I would like to believe otherwise, the evidence says when push comes to shove, Survivor's get priority
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@Aura_babyy said:
https://forum.deadbydaylight.com/en/discussion/comment/972585#Comment_972585
This is a passive regression, meaning you can still kick the gen. Now you have a regressing generator that will go down nearly as fast as a survivor can do said generator
Also yes. Hex perks will sometimes go down in 30 seconds, sometimes they last the whole game. That's their point.
No, you cannot kick the gen when it is already regressing
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@Almo said:
New Ruin is extremely powerful late game. It must be a Hex Perk, or it would be OP as hell.
It will never get to the late game.
How many Hex perks last until the End Game?
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@Aura_babyy said:
Regressing generators sounds to me like surveillance is gonna see an increase in use :eyes:
Let's not forget we can,
Easily use Thrilling Tremors, to guarantee a regression rate equivalent of a RED RANKED survivor failing 2-3 skill checks if used effectively. (Can match with Iron Grasp).
Dying Light/ Nemesis is a thing. With Thanatophobia you have plenty of slow down as is.
Corrupt intervention has always been a decent enough alternative to Ruin anyway.
This kind of outrage doesn't surprise me. Yet it seems to have exceeded the outrage that came from the Balanced Landing, Decisive Strike, and Instantheal Medkit nerds.
Really peeps? Survivor Bias? What a long overdrawn misconception. Both sides get nerfed and buffed EQUALLY.
The Doc rework is amazing. I love it and I haven't even played it. The gatekeeper update is also MAJOR. A lot of killer mains determine success in a match if they pip. (Looking at you Tru3.)
It is NOT a buff. Gens regress at 1/4 the speed that Survivor's repair them at. This new Ruin will be useless at Level 1, at Level 3, it will cause the gen to regress at 1/2 the normal speed.
Also, it is a Hex perk, it is still going to get destroyed 30 seconds into a match
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/971321#Comment_971321
Id guess Corrupt will be meta on trapper, ruin will be replaced by PGTW. And noone will play ruin anymore as it does not stack with PGTW.
And about the combination Ruin+Surveillance: Surveillance+Thrilling Tremors and maybe even + Surge works equally good as tracker without being cleansable. You could exchange Pop with Surge or both. Poor slow M1 killers, that have 3 perks already set to survive...
I would agree
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/971297#Comment_971297
Not officially.
I know we shouldn't be talking leaks but we will see the patch notes officially tomorrow anyway.
The leaks also said that they are removing any ability to see rank, instead of fixing the MM
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Where is this announced?
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Extremely doubtful.
I have detailed why it is a fundamentally badly designed perk.
I'll make it brief.
The effect it gives is alright, it isn't good, not bad either. It is supposed to be for late game pressure. Sure, I can see that. It pairs well with Surveillance. Yup, seems like it. The only problem is, IT IS STILL A HEX PERK. It will still be out of the game in 30 seconds. Its effect no longer warrants the Hex status, it simply isn't powerful enough. Even if you do get to the late game and it is still active, you would've been better off taking Devour.
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This is clearly a bait post.
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I won't quit, but I really won't be having much fun as I don't enjoy sweating every game.
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@Steafanmc said:
So with thee Ruin changes is the gen regress going to apply automaticity when survivors are not on the gen or do you need to kick it first and then the gen regress 1/1.5/2 times faster ??
Yes, the gen will regress automatically.
I think the maximum regression speed is only half as fast as Survivors repair.
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@theriko said:
Gen rushing is the real problem that needs to be fixed here, we don't take ruin for the emblem, we take it so the game doesn't end in 3 minutes
I do think BHVR completely missed the point of Ruin.
Everyone takes it for early game pressure knowing full well it will be cleansed fast. It allows Killers to get a foothold in the match and not have 3 gens pop in the first chase. It isn't for lategame pressure at all and redesigning it to make it an EndGame perk without removing the Hex status is just silly.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/970737#Comment_970737
I never use ruin. And i like the change because using ruin was a direct cause for killers to not have to improve their skills by getting more creative. Ruin was just a game staller and a fun kill.
Okay, well, the strength of Ruin isn't the question.
The main alarming part to me is that the Devs now seem to have decided to balance around fun and new players, except when it comes to Killers. Now, maybe they are getting around to it, I don't know, I do not work at BHVR. I would like to continue to believe that the Devs aren't being Survivor-biased, but they aren't giving me much to go off of here.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/968870#Comment_968870
That's probably because there's a second objective coming very soon!
Last roadmap we got the EGC, so we might get a second objective! 😁
Oh #########, man I HOPE you are right.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/970286#Comment_970286
I really don't have anything to add to the explanation that bhvr already published in their post. They thoroughly covered all the points, which make complete sense to me.
Alright, well, I was more asking why you like the change.
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@[Deleted User] said:
My two cents are that the ruin change sounds better than any of us could have imagined, i am absolutely thrilled about it.
Why? I am genuinely curious.
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@johnmwarner said:
https://forum.deadbydaylight.com/en/discussion/comment/968841#Comment_968841
So you are confirmed that the passive regression will work with Surveillance?
Yes, it will. It will not work with Overcharge.
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@Kycer said:
https://forum.deadbydaylight.com/en/discussion/comment/968913#Comment_968913
Are you kidding with me right now??? Why is it even still a hex perk??? Omg I love the devs of this game!!!
Cut them some slack, they are people too.
Everyone is upset, let's give them some time.
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@Shirtless_Myers said:
https://forum.deadbydaylight.com/en/discussion/comment/969054#Comment_969054
I'd agree with this if it wasn't for the fact that it's a one sided argument, you're removing training wheels while giving them to survivors. Ruin already had multiple counters to begin with if you weren't any good with hitting great skill checks and Pop is generally stronger than Ruin currently.
Ruin was pretty balanced.
If you can't hit skill checks, cleanse the totems.
If you can, don't bother.
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@Alice_pbg said:
https://forum.deadbydaylight.com/en/discussion/comment/970158#Comment_970158
☝️ this.
Come on behaviour, I want to believe but at least give me something to warrant that.
I truly really do. Just give me a little nugget, just somethin
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I would say old DS was more counterable than it is now, but way worse in terms of game health.
BL would've been better off being like Q&Q and reducing fall staggers every 20 seconds.
MoM was uncounterable.
BT got its 4th buff.
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I WANT to believe that the Devs were trying their best to make it fair for everyone, but it is getting hard.
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@Almo said:
https://forum.deadbydaylight.com/en/discussion/comment/969723#Comment_969723
Peanits is right about this. We've played with the new Ruin (and tested it with some external expert players), and it is much more powerful than it sounds on paper (or in forum pixels, as the case may be). :)
Why would you say it is strong?
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/970005#Comment_970005
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.
Hmmm. I'll be testing this out on the PTB, my first time yay! So I'll post my thoughts then.
Biggest problems I currently see is that totems are still unreliable and the effect is gives is not all that strong, especially in the early game, as you've said. Survivors WILL cleanse it as soon as they see it. The odds of it making it to the late game are very slim, as they are with every Hex perk.
I suppose we will just have to wait and see.
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@Rizzo said:
https://forum.deadbydaylight.com/en/discussion/comment/970045#Comment_970045
I don't make the changes, I'm sorry, I don't know what to tell you.
We have the PTB to try it out, then we can draw the conclusions.
I know, I'm sorry. I imagine you are on the receiving end of a lot of this. I really do apologize for that.
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@Peanits said:
I'd definitely suggest giving it a try first. My initial reaction is that remove 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.
Information is good. Info is great!
That doesn't change the fact that Killer do NOT have time to chase people off of gens, you cannot get downs fast enough to compensate for that, loops are too strong.
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@Rizzo said:
https://forum.deadbydaylight.com/en/discussion/comment/969258#Comment_969258
Well that's just up to you, almost like you have to push them away from gens.
Why is it still a Hex perk?
The effect no longer seems strong enough to warrant it, ESPECIALLY because a lot of the Dev responses cite EndGame as it strength. Why have it be removable?
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/969876#Comment_969876
It doesn't trigger Overcharge as Overcharge is based on kicking while Surveillance is based on regression (regardless of how it was applied).
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?
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@MyNamePete said:
https://forum.deadbydaylight.com/en/discussion/comment/968841#Comment_968841
get ready for the wave of protesters and quitters
ggwp
If it wasn't a Hex perk, it would be a decent perk. Not great, not bad tho.
However, its still a Hex perk. This perk will never win you a game, it will only make the games you win more lopsided.
I'm just so glad they change all the annoying stuff for Survivors. This has definitely shaken my confidence in the Devs, that they list that as a reason, but they haven't addressed a lot of the issues Killer's have. Maybe I'm entitled, but I play both sides and Survivor feels a LOT better to play then Killer.
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I honestly think this is going to turn away a ton of Killer players, which will negatively affect Survivor players by increasing their queue time.
In my opinion, this update will be a negative impact overall. Killers got one of their best perks nerfed, without any sort of compensation in the form of buffs AND they got the Doctor who looks to be only marginally better.
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@Alice_pbg said:
https://forum.deadbydaylight.com/en/discussion/comment/969212#Comment_969212
How do you kick a gen that's regressing?
Does it automatically apply regression?
If it does, isn't that a nerf to PGTW and Surge?
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/969133#Comment_969133
I actually missed that part myself when I first read it. Peanits gave a decent idea with using it with survallence. You could do a lap around the map with Billy to scare survivors off the gens, then know which ones theyre on. Would be similar to discordance, but youd know which gens have even 1 person on them. Big downside is Pop would probably be useless until Ruin is broken.
So, if you kick a gen, does it still apply Ruin?
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/968997#Comment_968997
But the best Survivors were not affected by Ruin anyway?
They were, kinda. They couldn't hit great skill checks anymore, which slowed them down slightly. They would also occasionally mess up.
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@crossboy said:
https://forum.deadbydaylight.com/en/discussion/comment/968822#Comment_968822
Because people were using it way too much. People like to act like it's necessary to win games when it's honestly not. I hate using it as a killer and I hate playing against it as a survivor. Nothing about it is fun or creative and there's practically no risk or involvement from the killer needed.
Passive effects should never be overwhelmingly hard on the other side. If something is always active (until hex totem destroyed), it shouldn't be something that is extremely powerful.
No perk should ever have as high of a usage as Ruin does. Granted, this isn't an easy feat and I don't think this is a realistic expectation. However, I'm glad BHVR is remaining open minded to reworking perks like this and even emblems that could be directly affected by it.
There is a reason Ruin is used so much. It can slow the game down to a point where a lot of Killer's have a decent chance.
It isn't required, but it is extremely helpful.
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How quickly are Hex perks usually destroyed? The first minute? The first two?
Point is, it RARELY lasts to the EndGame and at that point, you'd be better off with Devour.
EDIT: I re-read this, it sounds super angry and confrontational, did not mean it that way, genuinely curious, if you wanted to promote more active gameplay, wouldn't Devour be more in line?
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@Peanits said:
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.
Is it still a Hex perk?
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@crossboy said:
Good
Why?
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@humanbeing1704 said:
is devour hope the best totem perk now lmao
Unfortunately.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/968750#Comment_968750
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.
PGTW is good, Thana is awful, Dying Light is alright.
So I have to take 3 gen perks in order to have the same effect as Ruin and the game will still end faster.
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@Mew said:
https://forum.deadbydaylight.com/en/discussion/comment/967553#Comment_967553
if a survivor teabags then they want the killer to chase them, so they do it to taunt the killer into chasing them over their teammates
Is the intent of the Survivor to be aggravating or toxic?
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@LetsPlayTogether said:
How is surviving as survivor toxic? The only things may be flashlight spam, which doesnt really do harm cause blinds can be avoided pretty easy, and teabagging, which doesnt do any harm to your gameplay just yourself if youre mentally that "unstable" to get triggered so easily. Gen rushing, literally doesnt exist cause thats survivors objective, bodyblocking is for rescueing the survivor?
But you know imagine people playing together online games with comms. Hilarious. OMG
Why do people generally tbag the Killer?
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/966710#Comment_966710
Firstly, I want to commend you for reading my post and seeing where I'm coming from, it's really difficult to have a conversation in these types of subjects. 😁
Here's how my system would work, it's really simple and to the point. The reason why your idea won't work is because you can't always remove every vantage point with line of sight blockers — you have to completely surround the Exit Gates to do that!
That's why I made this since there's no way the killer can stand at one point and keep both Exit Gates in view:
https://us.v-cdn.net/6030815/uploads/535/L3V103VUVBUO.jpg
Then, you can tweak the distance based of a calculator. The calculator will decide whether or not the survivor gets favorable gate spawn (25% chance) or not.
Here's a quote where I explained this more clearly:
That's why we have a calculator that determines whether or not the survivor gets a chance to escape, assuming they do everything correctly. The calculator will roll the dice and see if they get a favorable gate spawn or not.
There's a 25% chance the survivor will get a favorable spawn and a 75% chance they won't get a favorable spawn.
Favorable spawns will be around 8 seconds apart.
Not favorable spawns will be around 5 seconds apart.
Now, you may ask, "Well if the survivor gets the 25% chance... Does that mean I automatically lose?"
To answer that question: Absolutely not!
Here's what the survivor has to do after they get the 25% chance in order to have a chance to escape:
https://forum.deadbydaylight.com/en/discussion/comment/966307#Comment_966307
Feel free to correct me on the quote above, I'm willing to discuss this with you! 😁🤗
Now, I think the EGC should be Killer sided, I mean, the Survivor's failed to escape at EVERY opportunity. However, it seems a little too hard to escape.
I am always open for some good ol' civil debate and friendly discussion, especially on these subjects! That's how we get really good ideas, like this one!
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@gamerscrybecauseofme said:
https://forum.deadbydaylight.com/en/discussion/comment/967350#Comment_967350
I play both sides, rank 1....anyhoo
Yes, just because they're popular content creators, doesn't mean they're god's gift to DBD. I have seen them all camp, tunnel and play like trash to win.
I am willing to bet, I take less DS hits than any killer in the game. The most times it happens, is the rare times I get to end game collapse or if a survivor manages to unhook themselves when they're the last survivor to be hooked, while other survivors are on hook. Sometimes I will be hit with it because players wear similar outfits and I get confused. But I don't get hit with it anywhere near as much as I did before they changed it.
Just to add, DS is NOT just an anti tunnel perk, it's a perk to be used however the user wishes to, be it aggressively or defensively. Honestly, if you're getting hit with DS in lots of matches, then check your gameplay, I am not even sure i have been hit with DS so far this year, but players have definitely been running it.
The whole, I'm better than everyone else attitude is kinda sickening.
I'm not even debating on whether or not you are, but, jeez, pompous much.
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@Zoldyar said:
https://forum.deadbydaylight.com/en/discussion/comment/966606#Comment_966606
Yeah, but a killer shouldn’t just be able to kill a survivor as soon as they get unhook.
Good survivors who does that usually always end up with short chase time, especially if the killer is a Ghost face or wraith. This would just lead to matches with killers such as wraith or m1 to be a lot easy and efficient to win. So even good survivors know that if they are injured and doing gens, they will suffer short chase time.
Ruin is also always coming into to play because even if the survivor cleanse the totem, it is preventing them from doing gen (and if the killer uses other slow down perk build such as thrill of the hunt it is unlucky for that to happen immediately). Another thing is that even if a survivor hits the skill check (which is unlucky that they always will) it doesn’t increase the hen progress. Usually when a survivor hits a skill check, the gen speed increases and if they hit a good skill check it last longer. With ruin, it prevents any of that from happening so it is still slowing down the time it takes for a surivior doing gens.
That’s untrue because the last time the devs release a graph of perks used often, self care was one of the top perks. It is also rated highly for most experienced players as well.
I think sloppy adds more than 4 seconds, but let’s say it does. What if the killer uses other perks to slow down healing and gens as well? A lot of time can be consumed with ds.
Good Survivor's who do that usually win.
You can see GhostFace and Wraith coming, you can get to a pallet. You have Dead Hard.
Self-Care may be used a lot, but it isn't a good perk. Make a post asking if it is. Make a poll, I challenge you.
Good Survivors who hit Ruin, if they have a friend, one gen will take 44 seconds. A single gen will take 80. It is the normal time. They do waste time looking for it, but they could also spawn right in front of it. It just depends.
Sloppy does add 4 seconds to regular healing, it adds way more to Self-Care since SC heals at 50% the normal speed.
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@sk1913 said:
https://forum.deadbydaylight.com/en/discussion/comment/966510#Comment_966510
BS, some map are killer-sided, think about Gideon Meat Plant, Léry's Memorial Institute
And what about the Underground Complex. The last catastrophic map. I never saw such a killer sided map. Every time I play killer, never, and I say never, a survivor team opened the exit gates.
That mas is a shame
I actually think The Game is Survivor sided.
I think Hawkins is pretty balanced. The sheer number of pallets makes up for their unsafeness, imo. I usually escape on that map.
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How would you feel if the Exit Gates spawned on the wall had LoS blockers, preventing the Killer from watching two at once?
Additionally, if the gates spawn far apart, create a long LoS so that Killer's aren't out of luck.
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Not according to the messages I get from people post-match 😉
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I think it's okay right now.
High risk, high reward.
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The short answer is no, absolutely not.
