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ReviloDBD

ReviloDBD

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ReviloDBD
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  • @Freki said:

    https://forum.deadbydaylight.com/en/discussion/comment/1485624#Comment_1485624

    this happened a few patches back where the auras were like this and it was fixed once they identified the issue.

    Although this time it states "Aura Rework" in the actual patch notes..

  • @alaenyia said:

    Why did they change the auras anyway?

    Yeah I don't understand this either I've been playing DBD for a few years now and have never had any issue with the previous auras, nor have I ever seen anyone else complain about it.. if anything the only complaint I ever seen before is that even the previous version was too difficult to see sometimes, specifically on totems.

  • @Hippie said:

    I actually like the new auras better than the old, because they seem more appropriate. Immersive, too. I play on High graphics and I can see them just fine, and they're not as jarring as the super brightly-colored old auras. I like to use Windows of Opportunity a lot, so I'll have to see how they look with that, but judging by the generator aura I'm sure they'll be fine as well.

    I think people will be fine with the new auras once they get used to them (and quit complaining about them, just enjoy the game).

    https://us.v-cdn.net/6030815/uploads/NCJ2J2FYVYAB/screenshot-1.png

    https://us.v-cdn.net/6030815/uploads/DXA7DE8HUN45/screenshot-2.png

    https://us.v-cdn.net/6030815/uploads/JIT5I6IWY1K9/screenshot-3.png

    Honestly..

    They look really hard to see in my opinion. Auras shouldn't be this difficult to see, for me personally, even the previous auras were a little hard to see at times.. this is significantly more difficult.

  • @Salty_Pearl said:

    While I understand that it is for the new matchmaking system, it is a very bad change. Now that Killers are locked, you can't switch to a Killer that will help you face certain survivors. An example of this is that all survivors could have medkits and Plague would be a good option to switch to but due to locking, you are stuck with whatever Killer you chose.

    Also, Survivors can easily swap to another survivor that has a fully kitted item and perks at the last second of lobby meanwhile Killers are now stuck and can't do anything at all. Not to mention that there is an exploit that allows you to see who the Killer is which screws them over even more.

    I understand that BHVR wants to measure Killer stats individually but I don't think that locking them in the lobby was a good change at all. This will cause much more lobby dodging and unnecessary problems for Killers.

    My actual biggest concern about this is that I often spend time using up my Bloodpoints on a "Different" killer that I am leveling instead of the one that I am actually playing while waiting in the extremely long 10min Killer Ques that I face frequently. So that was at least a way to kill some time while I wait, now I won't be able to I guess..

  • @MalEducado said:

    Bullying, genrush, YouTubers lie about the game , killers rank 15 Vs survivors rank 1...

    360 in ps4 is broken , cause auto aim , auto aim gets crazy and don't let you take aim on survivor ...

    Queue of 30 min to play as a survivor ...

    Devs need to do something ...

    Devs get bots in rank 1 dbd ...

    Well on the contrary Survivor que is INSTANT on PC and I am faced with 15-30min Killer wait times on PC every time just to get a lobby =/

  • @Shiartu said:

    Just played a game as Hag, completely destroyed the team, 5 gens left, 3 dead in 6 minutes, I closed the hatch, and the last one, managed to open the exit gate, and then teabagged me, and said ez afterwards, and that she won.

    Would you consider it a win, if it was you exiting in that way. Just curious, as I wouldn't.

    Have fun in the fog

    I mean obviously for the one that got away that was a win.

    Perhaps they were playing Solo Q and they got stuck with terrible teammates. That just means it was even harder for them to survive and get away because they didn't have good enough teammates to cooperate with.

    So if they truly did all that they could to get out and they managed to, even if by themselves, that could definitely be considered a win in their book!

    Though bragging about it or saying things like "ez" etc are just poor sportmanship and toxic behavior in my opinion.

  • @Mew said:

    killer queues are usually a couple seconds for me, any time of the day

    Survivor queues range from 2-4 mins from the morning to the evening, then throughout the night it can be 10+ mins

    btw, im on ps4

    Hm it must be a PS4 thing, for PC it is the exact opposite for me.. Survivor que can be almost instant (but I don't feel like playing survivor) and Killer Ques are so long now that I generally have time to go make a sandwich in the kitchen, start eating and watching my show, before a que even pops into a lobby o.o

    It's pretty bad. Rank 15 now and still that slow.

  • @ThisGuuy83 said:

    Not for me on ps4. It's the opposite. I get matches w killer within 20 secs. Survivor tho... That's YouTube time.

    Interesting, I'm on PC.

    Huh, seems like different answers, not sure what's going on for me then.. its really bad, game is practically unplayable as Killer with these que times.. (I'm also not even super high rank since I haven't been playing I think I'm only Rank 17 or something) not sure what gives.


    Though maybe the crowns do have something to do with it as someone suggested.. but does that actually mean there are THAT many more Killer players online than Survivor players right now?

  • @Sylorknag said:

    Day after day we see a couple of new thread talking about how someone just had it with the game/playing killer, and is either, taking a break, or sticking to survivor.

    Now, don't get me wrong. I understand there are plenty of stressful things when it comes to playing survivor as well.

    I personally despise moris and NOED, as they do not reward skillful play by the killer.

    We know the game's balance is kind of whack, and that the devs have no idea how to fix SwF vs solos skill gap, tunnelling, camping, map (yes, there are still some maps that need more work),

    Yet, the majority of posts concerning frustration, comes from killers. I myself have taken two breaks from the game in the spam of one and half year ish (I joined a couple of months before plague)

    And I've seen plenty of people talking about doing the same, taking breaks from playing killer or altogether.

    A despite a plethora of "killer meltdown" posts, they seem to focus "mostly", on fixing things that are frustrating for survivors, all the while, neglecting the other side of the community. Looking at the doc, ruin, nurse (this one in particular) legion.

    I know the game is not dying, and I'm glad for it. I love the game, and I believe most of us who are pretty vocal around do. I just think that this kind of stressful experience, having people quit, take breaks can't be healthy for any game.

    Thus my question, are the devs proud of having people quitting/taking breaks every single week? Wouldn't it be better to sit down with the "whole" community and listen closely to feedback (frustrating outdated mechanics, items, strategies, balance). You know, trying to improve the lasting experience, not only for the average player like me, but also for the k plus hour vets, and specially, the new players?

    TLDR: devs need to sit down with the community, and figure it out a way improve the experience for both parties, mostly killers, as they seem to be the ones quitting the game more frequently due to frustration.

    Hmm... I haven't played much lately, but one thing I don't understand is why there is such a LONG Killer que?

    I'm getting average of like 15min wait times to get a single game as Killer, and I've been trying at different hours of the day. What's going on? Is Killer que this bad for everyone?

  • @Lofepramine said:

    Having more time on my hands under current situation, I decided to write down details regarding trials as a red rank (solo) survivor and share the results with you. Might not be relevant, but it was fun to observe. Here goes:

    Most popular killers: Deathslinger (13), followed by Spirit, Billy, Doctor and Trapper (8 trials each)

    Most popular survivors: Claudette (42), Meg (37)

    Most popular perks:

    • Killer: BBQ (56) and PGTW (39)
    • NOED was used in 29 games, Ruin in 18 games
    • Survivors: Self-Care (203), Iron Will (199) - *** I used IW in all my builds
    • As for the most discussed perks:
    • BT - 156
    • DS - 109
    • Adrenaline - 88
    • DH - 61

    Shortest game: 5 minutes

    Longest game: 20 minutes

    44 games ended with 4K.

    3K - 20 games

    2K - 11 games

    1K - 15 games

    4 escape - 10 times

    12 killers brought Mori (1 was Cypress, the others Ebony)

    8 games where someone brought a key

    Now after seeing these results, do I think survivors get destroyed because killers are overpowered? No. I think that is very easy to get to red rank as survivor, while as killer it takes much more. I have no problem admitting that I do not belong in red ranks (I'm still not very good in chases - not against skilled killers anyway - and prefer a stealthier style - no, that doesn't mean I hide the entire game and do nothing - I just focus on gens, totems and saving others) and I think there are many others like me, who don't belong there. But for killer, if you got to red ranks, you worked more and probably deserve it. On paper, sharing the same rank color with your opponent means your skill levels are similar. In reality, they're not.

    That'd be all for now. If you're interested in more details (such as other perks, maps, how many times we faced campers etc), check the attached Excel doc. (make sure you also check Sheet 2)

    Additional notes:

    Staying near a hook while you know/see other survivors are near does NOT mean you're camping. Camping is when you're staying close to the hook despite knowing no one else is near.

    Bumping into the recently unhooked survivor shortly after they've been saved does NOT mean you're tunneling. Tunneling is when you deliberately ignore other survivors just to get the recently unhooked one.

    So where you see notes stating the killers were camping/tunneling, it means they were doing what I've stated above, not other actions that people would define as "camping/tunneling|".

    See you in the fog! :)

    https://us.v-cdn.net/6030815/uploads/674/N35YREUF14W7.xlsx

    very well said and written!!

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/1205505#Comment_1205505

    The game is moderately survivor sided when both sides are at their best (not even accounting for things like comms, just individual skill.) It is moderately to heavily killer sided when killers are better. It is unanimously survivor sided when survivors are better.

    The rest is all variables like map, items, addons, offerings, etc. In terms of simple skill floors and ceilings, they favor survivors as that is the best way to balance the game since it has the most variability (4 survivors can have 4 different levels of skill, while the killer is just one person)

    This type of game, by design, will ALWAYS have situations that will be unfair. Determining comes from differentiating "unfair" with "exploitable"

    remember, the balance target is to have a 2k be the average.

    Agree with this.

  • @NursesBootie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1166748#Comment_1166748

    "Autodidact" works best without additional healing speed, because you need to get three skill checks to get value for the first time. It's godlike with five tokens. :)

    "Solidarity" pairs well with "Autodidact", because the healing buffs from "Autodidact" give "Solidarity" progress. Me like this!

    The combination of "Kindred" and "We'll make it" is really good, i agree.

    Sorry to ask you, but does that mean that you wouldn't recommend running Auto-Didact together with We'll Make It?

    In which case I would imagine that a build such as: Empathy, Auto-Didact, Solidarity, Botany Knowledge/Resilience/Spine Chill

    would actually be BETTER than a build using: Empathy, We'll Make It, Kindred?

  • Actually been playing around with Spine Chill...

    Empathy, We'll Make It, Spine Chill, Kindred... surprisingly not bad, Spine Chill is always good to have, and the extra 6% speed at certain times is a nice little bonus.

    Will be trying it out with Autodidact soon though, almost got Adam Francis to 40

  • @NursesBootie said:

    My favourite support healer build is:

    • "Empathy"
    • "Autodidact"
    • "Solidarity"
    • "Botany Knowledge"/ any exhaustion perk

    As item you can use a medkit to fill your solidarity heal full if you need it.

    That actually sounds like a very nice solid build, I might have to work on unlocking Autodidact so that I can try it out! Is Solidarity really that good though?

    I just recently started running Kindred again after someone suggested it above and it's pretty amazing for unhooks actually.

    I was thinking of maybe trying Empathy, Autodidact, Kindred, We'll Make It.

    Does Autodidact just work in a way that when you have tokens each time you get a successful healing skill check it automatically jumps progression of the heal slate by a certain %?

    Like example, "Great Skill Checks" typically increase the heal slate by like a small % immediately, does Auto-Didact essentially work the same way?

    I'm bummed I didn't pick it up when it was in the Shrine recently, now I'll probably have to level Adam Francis to 40 to get it haha :(

  • @Blackhouse said:

    Here's a little game I like to call Tag Hag: Iron Maiden, Infectious Fright, Nurse's Calling, Bitter Murmur, Rusty Shackles and Willow Wreath.

    As repetitious boredom easily sets in, it's important to create your own fun as a killer. Tag Hag is a simple game of tag with the survivors, with the only rule being that nobody can be hooked until everyone is lying on the ground (undoubtedly laughing and exhausted from the hilarity).

    That sounds interesting, so it's overall a Slug build? But for fun? I might have to try it out for sure

  • @[Deleted User] said:

    Definitely don’t underestimate Botany Knowledge. Having that extra healing speed (and medkit efficiency) at all times without any further conditions required is extremely handy. Stacks awesomely with Autodidact and/or Solidarity when without a medkit.

    Thank you all for the suggestions! Although I was expecting to get a few more haha..

    That being said, to respond to what you said about Botany Knowledge.. I am curious, what would you replace in one of the builds that I was using above from my OP for Botany Knowledge?

    I don't have Autodidact, I do have Solidarity though, is there a better Perk combo that I am not thinking of?

    I was thinking based on the other suggestions to perhaps try out using: Empathy, We'll Make It, Botany Knowledge, Kindred/Second Wind.

    The thing is, I like Empathy because it gives me the largest range of Aura Reading and for all injured Survivors, so I would pick it over After-Care personally. I also prefer We'll Make It to almost any of the other Speed Increase options because I will certainly be going for Unhooks so I plan to have it activated as much as possible, and in 90 Seconds I can really heal a ton of teammates up pretty quickly, I've healed someone completely off the ground to full + 2 more people from injured to full before in that 90 seconds. So I don't want to get rid of those 2 perks because I find them too valuable..

    Which means that I only have 2 more perks to work with to interchange and test out.. so I'm trying to figure out what the best possible other 2 perks would be to run for this type of "Support/Healer" build that I am running. I'm sure all of the options that have been listed, including the ones that I listed myself, are probably viable, but is there a "best" or "most efficient" version of it?

    Again, with the sole purpose of saving and healing other Survivors, even if that means getting myself killed in the end. (Which often does happen I noticed after I save everyone else multiple times and then I get hooked once and they just leave me to die and escape without me) haha. Funny how that works out isn't it? XD


    EDIT:

    I thought about it some more and I would run a few interesting arguments toward why I think some of the Perks I am choosing are better than others, in case this may help determine if I am on the right path...

    1. I prefer Second Wind over Solidarity possibly because of a few conditions. If I am healing someone and already have full health, as far as I know Solidarity will not be helping me at all whatsoever. If I am healing someone at all, chances are I am healing them for a full health slate, which means that Second Wind will actually activate which ends up giving me a Full Health Slate (after 30 seconds) rather than only a 40% Health Slate which is what Solidarity would do. The Major difference here being that Second Wind only activates after I am unhooked, where-as Solidarity could heal me 40% whenever I am healing someone, although typically I might not be running around injured unless I just got off of a hook. (If the Killer is good they will down me and end the chase) so in my case Solidarity would give less advantages overall and be more beneficial only in a situational circumstance.
    2. Empathy I've already mentioned I prefer over After-Care as they are both Aura-Reading perks but I think Empathy provides much more.
    3. I do not have Auto-Didact so I am actually not really familiar with how it works to be honest, could use some information on this, but not sure if it would outshine other perks such as We'll Make it which is a definite must for me. Similarly, while Botany Knowledge gives an all around 11% increase to healing speed which is quite nice and beneficial, it does not stack with We'll Make It (if I am to understand 100% is the maximum speed allowed for healing) and while I won't always have We'll Make It active and available, I would argue that with 90 seconds of activation and me going for regular Unhooks, it is going to be active over 50% of the game or at least in 80% + of situations where I have to be healing someone. So I would also prefer We'll Make It over Botany Knowledge as well, though the 2 can be used together.
    4. While Resilience does give an additional stackable 9% increase to healing speed while injured, if I'm running around healing people all game long (especially if I am using Solidarity) then I highly doubt that I will remain injured myself long enough throughout the game to be able to really take advantage of the 9% increase from Resilience, so I would argue that perks is no good for me.
    5. As for the rest that have been mentioned I'm honestly not really sure, still trying to figure out what works best with what I got.
  • I've tried GhostFace so many times and failed :(

  • @SoylentPixie said:

    Empathy - Kindred - we'll make it. For the fourth I switch between Solidarity or Better together.

    Empathy and we'll make it are self explanatory, but Kindred gives you great information if you are the type that doesn't kamikaze run for the hook. It also gives you the added benefits of letting you see which direction the killer leaves the hook in if you are on a gen in their path, and which direction to head for healing if you are coming off he gen.

    Solidarity is useful but I find better together more useful for he fact that an injured survivor knows to run to the yellow gen for a heal.

    This build gives you a LOT of information to work from if you are prepared to be patient, and you can swap that end perk for things like Botany or borrowed time, or even the exhaustion perk of your choice.

    I don't rely rely on items or addons, but a couple of tips i would add is save your medkit for non hook heals unless you find yourself in an emergency. Also if you have an injured friend on a gen or are injured on a gen, stop at 99% to heal. Hope this is somewhat useful

    Ooo I actually have thought about using Kindred, to help with the unhooks. Worth mixing that in for sure, although I had not thought about using Better Together. Interesting, I'll have to try that out, ty for the suggestion... I honestly only Repair gens if no one is being hooked or needs healing with this strategy, which hasn't been too much given that Rank 17-20s are constantly being hooked and need saving/healing.. but I can imagine that with better teammates it may be useful to have Better Together to get them to come to me easier. Like you said, between all these Perks there is definitely a lot of information being given which is nice.

  • @ausanimal said:

    https://forum.deadbydaylight.com/en/discussion/comment/1163309#Comment_1163309

    Couple problems though and even you admitted to it one was the thought of "I had DS so I felt comfortable after being hooked to play a little unsafe just knowing I can land DS and potentially get away" and the other "when I got tunneled I was careless (intentionally) and the killer downed me", because you had DS you felt comfortable to play unsafe which backfired on you and you got mori'd now what would off happen if you played it safe.

    So why should a survivor be able to use DS to stop a mori when they make the choice to play unsafe like you did because they know they have DS?

    Yes, however, one problem that you are not addressing is that the Mori 100% removes the Perk as if the Survivor didn't even have a Perk Slot equipped at all. That's not quite fair either, given that it is taking up a Perk slot and we had no idea ahead of time that the Killer was going to use a Mori.

    I think this would be less of an issue if we could see the Mori offering ahead of time so we know not to waste a Perk slot with DS, but as it is it makes DS 100% useless if the Killer decides to Mori off the first hook.

    Also, there is absolutely no guarantee that if I wouldn't have played "unsafe" that I would have survived longer. The killer still did Tunnel me, granted I felt safe so I wasn't worried about it, but had I not felt safe and still tried to escape there is definitely no guarantee that I would have managed to escape, as the Killer did 100% tunnel me after I got unhooked, and clearly intended to Mori me right away. I'm not the best Survivor (as I play Killer more - also I have never yet in my life used a Mori as a Killer before, simply because I prefer to save them for who knows when) so my chances of getting away were rather slim either way.

    If the point of DS as a Perk is to help prevent tunneling, then when a Killer runs a Mori they have the ability to continue to Tunnel while also completely 100% disabling the use of DS as a Perk. It is a legitimate 100% Counter to DS, without any counter back, at least not one that I can think of.

  • While many will probably disagree, even as a Killer main, I still think this would be fair for DS to work in that situation.

    Mainly because once the DS is gone, the Killer can still Mori you the rest of the game.. it only prevents it that one time you were being tunneled and were about to get picked up if they weren't about to Mori you.

  • @FireHazard said:

    @gezza123

    I mean, I guess...?

    But Decisive Strike isn't a perk you can use freely anymore, it's only used when you're downed and picked up after you were previously hooked beforehand. So having it stop a mori doesn't really do anything. Would it stop them from being mori'ed all together? Can they be mori'ed after the stun? So many questions and not a lot of answers.

    It would make sense that it does stop a mori, but it's not really practical in the grand-scheme of things.

    I've had it happen before where I didn't see that the Killer brought a Mori, and I had DS so I felt comfortable after being hooked to play a little unsafe just knowing I can land DS and potentially get away.

    I was first person to get hooked, and when I got tunneled I was careless (intentionally) and the killer downed me, to my surprise I got Mori'd and the game was over for me, this all happened within like the first 2min of the match lol.

    I was upset because I knew I had DS up and that was the only reason that I was playing "unsafe" for the moment. I had DS and technically 2 "hooks" left before I would have normally been dead, but due to the Mori I died immediately right away. First person to die.

    In this situation I did wish that DS would have been able to stop the Mori, if I had a chance to land it, and at least worked like DS works when you get picked up. I'm not sure how unfair it would be, but I think it would still be fair in this specific situation.

  • @SpaceCoconut said:

    A killer whose special ability disabled all survivor perks while leaving him only with M1 attacks would be interesting.

    That would be really fun/interesting actually, I would love to try it! haha

  • @ReviloDBD said:

    https://forum.deadbydaylight.com/en/discussion/comment/1134684#Comment_1134684

    This is exactly how I feel.

    I wouldn't call myself a Killer main, I always played about 50% / 50% to be honest, but I just genuinely preferred playing Killer more (as a mostly Solo Q Survivor) so therefore I was better at Killer and got my highest rank on Killer as well.

    That being said, I honestly didn't expect the recent changes to the game to discourage me from playing as much as they have.. but I don't really play anymore. I even forget to log in to check the weekly Shrine of Secrets, which is something I NEVER failed to check before just in case there is something juicy that I want (although I have merely every single perk unlocked already) still waiting on "Make Your Choice" that's literally the last perk I need or want.

    So yeah, idk what to say, DBD was all I played and was seriously into it for a full year or so, and it's lost its touch for me.. I check the forums every now and then to find out what's happening and if there are any changes being made that would entice me to come back and play more.. but so far there hasn't been and I still see the same things every day.. people complaining about Gen-Rush speeds and how Killers don't have a chance against Survivors and Survivors calling all Killer's entitled.

    Nothing new or interesting happening to pull me back into the game.. I hope there will be soon, because I really miss playing DBD.

    Haha WOW ... LOL


    WHAT A COINCIDENCE... I happened to log in just to check Shrine because I reminded myself when I wrote this post earlier, only 17 hours left on Shrine .. guess what was there? MAKE YOUR CHOICE!!! Wooooo


    Picked that up along with Object of Obsession, now I've got 2 new Teachables that I've been waiting for a long time to have haha. Unfortunately it's not necessarily going to make me want to play anymore though, but now I don't think I have any reason to check the Shrine of Secrets any longer either.. XD

  • @yobuddd said:

    While I wouldn’t call myself a killer main, I do lean slightly more in that direction. But to answer your question, no. I’m not hanging on. I played through the entire first rift. Lvl 70. Never paid for rift progress, just $10 at the very end to get all premium rewards.

    Since then, I’ve played 2 matches (Last week). 1 survivor. 1 killer (wanted to try Oni.). That was enough. Looked for other things to do. Then I discovered The Office on Netflix.

    Forums are still fun tho!

    This is exactly how I feel.

    I wouldn't call myself a Killer main, I always played about 50% / 50% to be honest, but I just genuinely preferred playing Killer more (as a mostly Solo Q Survivor) so therefore I was better at Killer and got my highest rank on Killer as well.

    That being said, I honestly didn't expect the recent changes to the game to discourage me from playing as much as they have.. but I don't really play anymore. I even forget to log in to check the weekly Shrine of Secrets, which is something I NEVER failed to check before just in case there is something juicy that I want (although I have merely every single perk unlocked already) still waiting on "Make Your Choice" that's literally the last perk I need or want.

    So yeah, idk what to say, DBD was all I played and was seriously into it for a full year or so, and it's lost its touch for me.. I check the forums every now and then to find out what's happening and if there are any changes being made that would entice me to come back and play more.. but so far there hasn't been and I still see the same things every day.. people complaining about Gen-Rush speeds and how Killers don't have a chance against Survivors and Survivors calling all Killer's entitled.

    Nothing new or interesting happening to pull me back into the game.. I hope there will be soon, because I really miss playing DBD.

  • Doctor gets wrecked even now at Mid to High ranks.

  • @mike4156 said:

    This isn't a post to complain about NOED, but rather just to question why bad killers use it as a crutch. Most of the time resulting in their only kill. It's just certain days I go on this luck streak of killers who are SO BAD, i literally just ran an oni for 5 minutes around 1 pallet, we all **** on this guys life, tbagging blinding pallet slamming lmaoo. Then mister no skill killer has the audacity to be running NOED. lets be honest that you aren't even going to get far with that when 4 survivors are better than you. You're admiting you're a bad killer seeing as half the killers have 1 shot abilities they can get standard (M2). Needless to say he didn't kill anyone.

    Next match, boy was this a funny one, a trapper with NOED who couldn't even loop. Every time he wanted to try to swing at the pallet and let me slam him. It's hard to take this guy seriously and then he gets 1 hook all game, guess what perk he's playing with? NOED LOL

    Go ahead keep using it it's rather amusing, rules of survival, unless the killers complete garbage just let the random die on NOED, OR take a look in the most immediate areas to check really quickly, don't feed these bums, I'm perfectly fine with killers not developing skill through means of NOED to get 1 - 2 kills .

    A major issue in this game is how people prioritize killing someone even if it means on the first hook. This I don't understand unless you truely don't care about even bloodpoints. Pips don't stand for anything unless you like having a challenge every single time in red ranks, even at purple ranks now u get gold and gray killers on ps4. Hell you even get linked with gold and gray survivors who would rather watch you loop for 5 minutes instead of doing generators. Even so with dumb survivors and a dumb killer with NOED 1-2 experienced survivors is all it takes to change those matches.

    This perk is the biggest hurdle in the game toward survivors , to be fair it always has been, i think I'd rather have this reworked than ruin, ruin was bareable, although admittedly it was the cause of disaster in a lot of games. Why should No One Escapes Death work on every survivor multiple times until its cleansed, depending on what level of NOED you have should be how many times you can use it;

    MY PROPOSAL ON HOW N.O.E.D. SHOULD BE:

    ( NOED Tier 1 - You get a 1 hit down on 1 survivor, only works 1 time)

    (NOED Tier 2 - You get a 1 hit down on 2 survivors, only works 1 time on each selected survivor)

    (NOED Tier 3 - You get a 1 hit down on 3 survivors, only works 1 time on each selected survivor)

    There's absolutely no reason u need a crutch bigger than 3 free M1 1 shots.

    Please I hope the Devs see this idea, its much more balanced, especially for super low rank noobie survivors who don't know where to look for totems, or that the situation calls for them to just escape rather than rescue.

    I don't understand why people even bother bringing up NOED as a thing...

    Honestly, I very rarely face it, Idk if it is just because I'm good at cleansing totems or if Killers don't use it all that often in the Green/Purple Ranks but even when I face it I think I've only died to NOED a handful of times total in my 400+ hours of playing DBD.

    It's never been something that worried me, and I've always personally thought any Killer wasting a Perk slot on it is basically giving up a free game (unless their entire build revolves around using NOED endgame)

    Just my thoughts..

  • @FogLurker said:

    Probably doesn't help that the tree's and rocks were part of the swf group as well.

    ROFL

  • @Umbrae_pk said:

    So, there are some killers from movies and franchises that aren't particularly horror.

    The best example I can give you is someone like "The Other Mother" from Coraline, who was technically a killer just the movie isn't horror (believe it or not, it's actually a thriller children's film)

    So can something like this happen, or is it too far fetched?

    I freaking loved Coraline!!!

  • @[Deleted User] said:

    Mostly the same. I stopped using Ruin once the changes were announced. I did however see more Toolboxes being used. I still get 2-4 Kills as Legion at rank 1.

    Hello,

    May I please ask you what your favorite perks to use on Legion at Rank 1 are?

    I was able to play Legion successfully until Purple Ranks and then started to lose a lot more, trying to figure out if maybe I need to change my perks for something better, especially now with the new ruin changes. Thanks

  • Seen this happening in the PTB on a stream, then in-game I noticed it as well.

    Blinds almost instantly even though the light looks normal at first, I believe it must be a bug as well if you all noticed it too.

  • @nyan_painbow said:

    Well, last 2 months I couldn't get into the lobby quickly, I waited 20/30/40 minutes

    and today I set my personal record: 2 FREAKING HOURS! THANK U DEVS TEAM!

    Don't you think you should fix that kind of issues 1st?!

    Finally someone else besides me!!

    For me this was actually some kind of bug/glitch that came with the last update, and it has since then maybe fixed itself I think..

    The only way I could ever get matchmaking to work is if I went ahead and did "Verify Integrity of Game Files" under Local Files in Steam. Otherwise matchmaking never took me into any lobbies.

  • @Hex_KillerMainBTW said:

    https://forum.deadbydaylight.com/en/discussion/comment/996305#Comment_996305

    Sure the devs want a 50% kill ratio in each match. But then killers won't get past rank 8 or probably not even pass the green ranks. Meanwhile survivors will be able to reach red ranks.

    So, at that point why even have a ranking system if it defeats their own system if you normally just black pip getting 3 kills at red ranks

    Well, to be fair..

    1. Pipping at the moment gives absolutely no reward for killers so therefore it is quite pointless to begin with.. especially when once you hit Purple Rank as Killer 90% of your matches are against Red Rank Survivors already.
    2. If they truly want a 50% Kill Ratio for "Balance Purposes" they should definitely rework the Pipping system so that Killers that get 2K but overall do a good job defending objectives etc. can still Pip and gain Rank Progress (for those Killers who actually care about Rank for whatever ego boost reasons I imagine exist)
    3. I've heard from MANY Red Rank Killers before that while it is difficult to Pip at Rank 1-2 even WITH getting a Full 4K, at the same time if you play like you are supposed to and actually aim to gain pips during the match you can definitely Pip with just 2K's which would be a 50% kill ratio. I'm not saying it is easy, and I'm not saying that it should be easy, but I am saying that it is not impossible, at least if what others have claimed is true.
    4. As of now my current point and in this case argument is exactly what you are stating, within the current state of the game I believe that most NON Top Tier Killers with Top Tier Perks have significantly LOWER than 50% Kill Ratios in Red Ranks or at least against Red Rank Survivors (including Purple Rank killers) .. and the fact that if statistics say a Killer has a 60% Kill Ratio it is including Rank 10-20 Killers which probably skew those stats severely. I highly doubt that an average low tier killer possibly has close to a 60% Kill Ratio in Red Ranks vs good Survivors.. the game is just not balanced in their favor at all.

    I go back to my first point in the original post, I believe it should be more difficult for Killers to get 4K in Ranks 10-20 against newer Survivors, but at the same time it should be easier for Killers to get 4K in Ranks 1-10 against Red Rank Survivors. Right now this is the root of the problem of balance issues in DBD.

  • @smappdooda said:

    I would never leave un-ranked mode becasue I give two shits about rank. I play this game to have fun and as of late... it hasn't been.. again. Thus I have backed off and scan the forums for hope of improvement. I don't want/need a 4K, I want to feel like I am not wasting my time by turning the game on.

    I want frustration in my life, I would take out student loans and attend math classes.

    Well, I'm actually still very surprised that for this long there has literally been 0 reward given by "Ranked" play in DBD.

    Almost every single game I have ever played, if not every single game, with Ranked play has had some kind of reward system in place. Whether that was credits to use for stuff like skins in game, or currency, or actual cosmetic rewards, etc. Something to prove once you've reached top Rank that you can show off for others that you've done that, and/or something you can use in game like currency bonus or something like shards bonus would be nice in DBD.

    For having only forced Ranked game-play modes and no Reward system in place whatsoever for reaching even Rank 1, DBD has held on to this for a very long time surprisingly. I'm not really sure what the reason behind it is exactly, I think at least a small reward, even if just something purely cosmetic, would be nice to receive for putting in all the time and effort required to Rank up.

    As the way it stands now, I really can't think of a single reason to WANT to be Rank 1 in DBD, besides maybe if you are a Survivor as we pointed out in this thread it might potentially actually be easier games at Rank 1 due to better & more competent teammates. But for Killer? Purple / Red ranks are horribly un-fun for Killers and give literally 0 reward or benefit for competing and trying.

  • @TheOptimiser said:

    https://forum.deadbydaylight.com/en/discussion/comment/996336#Comment_996336

    Sorry I've contradicted myself, I said it's not easy to master this game, then I said how easy it was for a couple of my friends, I meant the opposite, it's not hard to master this game, my bad..

    At least for me personally the survivor side was not hard to master, the killer side on the other hand, I'm struggling massively out there, but at the moment I still lack some perks on most of them, which is understandable...

    Well, to be honest after reading your post I was rather impressed by both your and your friends results.

    I myself play Survivor and Killer both Equally, but usually by myself as a Solo Q player. (I think the fact that you helped your friends and probably often played together must really help) because I play with 0 communication in my matches with any of the teammates as I have, as a solo player.

    So for me personally, I have over 450+ Hours played on DBD but yet I am FAR from mastering Survivor. I am certainly closer to mastering Killer. Neither were easy at first, I think both have challenges, the hardest challenge is farming the right Teachable Perks for what you want to play. But I still think that it is easier for Killers to play (at least on PC version) than it is for Survivors up until Purple Ranks.. then once you hit Purple Ranks it's much harder for a Killer than a Purple Rank Survivor.. I would actually argue that AS you increase Rank on Survivor the game just gets easier and easier because your teammates actually get better and better... where-as the complete opposite is correct for Killers and it is extremely noticeable and discouraging.

    Regardless though, I think being able to "Loop" successfully, as some Survivors can do for minutes straight, often time giving enough time for 1-3 gens to be complete before a Killer can down the Survivor (because I have seen and faced survivors that were that good before, some even running no mither), is a truly very difficult skill to acquire for Survivors. I personally after having tried to learn how to do it effectively for so many hours, believe that it is a skill that I will never ever learn. I am simply unable to loop, if I am lucky I can get like 2-3 pallets before the Killer downs me after being spotted. Usually less, often times I am downed nearly instantly around a corner. And I swear that I'm not playing like a complete idiot either lol, it's just really hard and difficult to pull off.

    My 3 RL Friends that began DBD with me all quit within the first two weeks of playing because it was so hard. I was literally the only one that stayed, because I was enjoying the challenge and thought it was going to get easier, which it barely did, it's still very difficult for me.

  • @ppo8820 said:

    https://forum.deadbydaylight.com/en/discussion/119734/the-gap-between-avg-pro-survivors-is-too-big

    I think this is too long for a casual user to read, but I applaud the effort and dedication.

    Perhaps you are right, but thank you very much for reading/commenting!

    Thank you as well to @EmpireWinner & @TheOptimiser

    Hopefully this will at least gain a little more traction now so people can see what I wrote! Cheers.

  • And this I'll just try to use as a more clear example of what I am trying to describe in my Original Post for people, as long as my thought process behind this is correct, but feel free to correct me if I am wrong:

    Example:

    They might say that Doctor (randomly picked Killer) has a Kill Rate Statistic of 60%

    Okay, so you assume, wow, Doctor is in a great place because he gets over 50% of Kills per match.

    However, 60% Kill-Rate throughout ALL RANKS is the Statistic (I Believe) therefore the breakdown is probably more closer to something like -

    Doctor has Kill-Rate of 80% in Ranks 10-20 & Doctor has Kill-Rate of 20-30% in Ranks 1-10.

    These are not accurate stats, just trying to explain something with examples.

    The problem is that the game should be balanced in a way where the Doctor SHOULD have 50% Kill-Rate at ALL ranks.

    Why is it so much easier playing Killer Rank 10-20 and SO much harder Rank 1-10? The game is obviously not balanced properly if that is the case.

    Ideally, said Doctor should not have as high as 80% Kill-Rate at any Rank, and Should also still have a 50% Kill-Rate at Rank 1 and any other Red Rank as well.. I believe that this is not the case, and why the statistics are being misinterpreted.

    Ideally, if the game was actually "Perfectly balanced" but no game truly is anyways so that's likely impossible, but all Killers on the list should have a 50% Kill-Rate at All Ranks including Rank 1, and similarly All Survivors should have a 50% Escape Rate at all Ranks.

    Either way however, this should be THE MOST close to accurate at Rank 1 for BOTH Killer and Survivor because those are supposed to be the "Best Players" in the entire game, whereas it is reasonable to assume that players that are Rank 10-20 will make more mistakes and probably skew the stats one way or another.

    So with the above taken into consideration, changes should be made to bring the Rank 1 stats closer to 50% all around for both parties, rather than focus on the Rank 10-20s as much as they have been.. which is okay, but again my issue I pointed out in my original post is every single change that helps Survivors against Killers Rank 10-20 will ALSO help Survivors in Rank 1-10 where Killers are actually struggling more than the Survivors are most of the time.

  • Haha wow, not a single comment? :(

    And here I thought I was helping explain something valuable to people that a lot of misunderstandings are being had about.

    Oh wells

  • @kid187em said:

    https://forum.deadbydaylight.com/en/discussion/comment/988727#Comment_988727

    You must be one of the lucky ones, I've been stuck around rank 11-12 this month on PlayStation and every match is mostly red rank survivors. I can hold my own against people my rank or slightly above me but i get smashed almost every game because of the red rank swf groups they have me going against. I've more or less given up on killer for this reason even though i was a killer main now I'm a survivor main rank 3 atm. Survivor side is sooo much easier and i always play solo. Killers need buffs not nerfs to mediocre perks like ruin.

    Ah, I cannot speak for Playstation as I have only played DBD on PC.

    I apologize, my references in my Post are all directly related to the PC version.

    I guess Playstation probably has even less higher ranked killers than PC and that is why you are experiencing the issues you are stating at that Rank.

  • @Psypho_Diaz said:

    https://forum.deadbydaylight.com/en/discussion/comment/988727#Comment_988727

    Man I agree, even at rank 9 green rank I've seen 4 rank 2s against me. I'm not afraid to admit it but I straight DC until I'm rank 11 or 12 because like you said I'm trying to have fun or play with a new killer and I don't feel like I should have to try hard, or deal with teabags because some DBD lifer knows exactly where and when to go to be safe.

    And no matter what, red ranks always message some toxic ######### after a match, win or lose it even if your wraith invisible in the basement the whole time, they still have to respond with something.

    This is why I don't care about DCing, 90% of the time I'm right on the money, all red ranks with 2-3 DS, BT, DH perks between all of them. When they sling toxic crap my way, I just say "thanks, deranking anyway going to return the favor to the yellow and brown ranks and ruin their game" which gets a "that's pretty pathetic man", setting me up for "says the red rank to the green rank who just wants to have fun". Usually they shut up at this point or they just say blame behavior.

    Bottom line is ######### red rank survivors.

    Personally, win or lose, frustrating or not, I still always play the match because I like the practice and the challenge. Facing against good players, even players far better than me, is in my opinion a great way to get better at the game, regardless of how terrible of an experience it is. And I am a bit of a masochist in that regard, improving my skill in the game is more important to me than my own "Fun" haha. So therefore I have never DC'd once in any game I have ever played.

    But regardless, it doesn't change the fact that what I said seems to be true for most players, and the problem ends up being that Red Rank Survivors (especially in SWF) are just simply too challenging to face for a Killer, almost any Killer, unless the Killer is INSANELY good and/or gets very lucky.

    I do think that in reverse though, playing Killer against all other Survivors like Green Rank or worse is far too easy and requires almost no skill at all. This is why it is so difficult to balance this game.

  • @Poweas said:

    https://forum.deadbydaylight.com/en/discussion/comment/988842#Comment_988842

    I appreciate how strongly you thought about this to write me such a detailed response, thanks. I'm sorry, but I still disagree. I do agree with some bits, like hunting for totems is engaging and fun, but if we got all the survivors searching for one well placed totem, then that would be a mess. The snowball potential would be huge if we got a killer like Spirit, Billy, Trapper, Plague (to some extent) protecting the totems. Now, I don't think Ruin should have been reworked anyway, because most killers really do need it, and it keeps weaker killers more viable, but in the Devs defence, 'Ruin' can really ruin (no pun intended) the experiences for low rank players, so reworking it is sort of reasonable, but again, worse killers RELY on Ruin to have a chance.

    I'm not sure how I feel about it honestly, I do main Spirit, and even after coming back from a break (It's been a while, returned yesterday, my survivor skills are like rank 20 level, but my killers haven't lessened as severely) I still rather easily won without Ruin.

    But this is creating a slugging meta, which is no fun. Honestly, the more I think about it, the more it's a lose-lose, isn't it? Gens should be reworked to be more engaging in general, and have maybe mini activities to make them longer? Ruin is a bandaid for the gens being bad, so the devs reworking it, is actually a good sign. This may mean they're reworking gens anyway, and pre-nerfed the current Ruin since it's obviously become an issue.

    I personally think finding parts would be the best solution, but you can still repair gens anyway, but with a time of maybe 100 base time? And parts (which must be well placed so it's not easy) can knock off a solid 25% of a gen. That would be a solid rework in my opinion. The parts when applying it to a gen, could perhaps just be an instant 25%. That would open up a whole new world of fun for both survivors and killers, since killers get a lot of extra time if the survivors run around looking for parts, and survivors would have fun.

    But buffing a bandaid will NEVER work, so I therefore think your idea is flawed, but again, I admire your dedication to it, and respect your idea. This is coming from someone who DOES play both sides, has no problem with Ruin, and was a rank 1 quite consistently for both sides. This knowledge is from then, by the way, since the game hasn't changed much, I believe it's not too outdated.

    Thank you for the more thorough response. Appreciate the effort back!

    Actually I do agree with you on many things, when I had stated in the previous reply "EVERY" Survivor could be looking for Ruin, I realize that wouldn't be optimal.. but again, even if 2 Survivors were looking for it and 2 were doing Gens at lets say 20-50% decreased speed (whichever ends up being most fair) in the early game it might still end up making ruin feel the same way it felt before this rework for both Killers and Survivors.

    I understand that Ruin is not the issue, the issue is Gen Speeds, and as you mentioned how boring Gens are to do in the first place, along with other underlying issues as well I am sure. But that's a lot to fix, and I've heard many devs clearly state that Gen Speeds are not going to be increased.. so therefore if we are just looking at the Ruin Rework alone, without ANY other factors involved, I still think you would possibly agree with me that MY Version of the Ruin Rework that I suggested is a better Rework than what they are currently offering, for both Killer and Survivor in many ways. This being said under the circumstance if nothing else changes, only Ruin. Does that make sense?

    As far as your idea about having Gen Parts that Survivors could find and install to gens for example for "Instant 25% Progress" with perhaps like 2-3 difficult Skill Checks to succeed, I think would be a great idea and fun way to make the game more exciting for Survivors, at least for those of us that prefer "Searching for Totems" vs doing Gens as I do, then I could search for Gen Parts as well and actually feel like I am an effective part of the team without constantly sitting on a Gen. The only part of this I think would be unfair is if this allowed Survivors to complete all 5 gens without ever having to sit on one, therefore with Spine Chill and Urban Evasion they could possibly hide all game just collecting Gen Parts and almost never get caught so the Killer would waste insane amount of time searching for stealthy players. Perhaps they might do this but only allow it for the first 2 gens, so when there are only 3 gens left it means they would have to go back to completing them the old fashioned way. This would still potentially help slow down the early game and make it more interesting for everyone. Killers I think should be able to see the Gen Parts as well so they know where they are on the map and can keep track of them, not necessarily with an aura, just visually like dull totems are now. All that I would certainly agree with and I believe would keep it fair and balanced, although I think OVERALL Gen speed progress should be slowed down then, like maybe 20% decreased gen progress speed for the first 2 gens repaired on the map but allowing Gen Parts to be assembled, and then back to regular 100% normal gen speed for the last 3 gens on the map as it is now but no longer allowing Gen Parts.

    I can see the above working, or even (while this would be less fun it would be easier to accomplish) just making it so when a match starts there is an automatic 30% Decreased Gen Speed, and each time a gen is completed give it 10% boost to Repair Speeds until it reaches Regular 100% normal speed again. Another way to slow down the early game slightly.


    I will also add that I too play Survivor and Killer equally, and have no preference either way which is why I am trying to find solutions that are genuinely fun and balanced for both sides in my opinion. I have never been in Red Ranks as either Killer or Survivor, but since I typically play alone, I do better as Killer which I have been to Rank 5 with multiple times. I have gotten as low as Rank 6 once before on Survivor but typically sit in Green Rank. Solo Q has a lot to do with that, and my inability to loop killers. I think that playing Killer is easier until Purple Rank, but then all you face is Red Rank Survivors and I think it's too challenging especially vs SWF, where I believe killers are at a huge disadvantage at least in those ranks.

    On Killer I mained Spirit or Nightmare most of my games thus far, and I never used Ruin on either of those killers, so honestly the Ruin rework doesn't really effect me all that much either to be honest, and the reason I created this post surprisingly was NOT for myself, it was not because I loved Ruin for any particular reason, I rarely used it only on certain Killers such as Legion (who I believe really does benefit a lot from Ruin unfortunately), but I do believe that the new Ruin "Rework" is unfair and doesn't accurately provide the same benefit at all whatsoever that the old Ruin was used for.. so now there is nothing that is great to use in replace of it for others who relied on Ruin, and that's why I created this post because after reading probably hundreds of ideas that were suggested in other threads on the topic of Ruin recently I still think my solution/suggestion really is the best and I haven't found any logical issues with it yet!

    That being said, I genuinely am surprised at how little positive feedback I have gotten about it, and I wonder why that is, when other far worse suggestions got much more attention. Perhaps I just joined the conversation too late, because by now people are just simply tired about talking about the Ruin Rework in general. This is fair, but I still think my idea is ultimately the simplest and best solution for the current problem that was presented by the rework for players.

  • @PrettyFaceKate said:

    I had suggested rework as a hex that adds 20 secs to gen repair and doesn't affects skill checks, or at most it disables great skill checks. I'm sure other people had similar ideas and I mirror the sentiment that it would be the no-brainer rework to be new-player friendly and to slowdown the early game. I get it that gen repair is boring, but it would be still a hex and gens would progress rather than regress like current Ruin. It would also be more balanced than new Ruin, which is potentially op on killers with high map pressure when by miracle it stays up and in 3-gen situations.

    Yes lol, I feel like the people that are getting me understand how easy of a solution this really is and keeps ruin close to as effective (where it needed to be) as before but still a fair balance for both Survivor AND Killer.

    In fact it would be even MORE balanced than previous Ruin, disregarding the skill checks, because survivors would still be allowed to progress without any regression on gens, and at the same time it would still slow down gen speeds for killers EVEN against pro survivors that hit “Great Skillchecks” all the time where old ruin didn’t do anything against them at all...

    I literally seriously cannot see or find a problem with this solution, it just screams easy balance to me! And no crazy complicated additional things necessary.


    @Peanits hate to bug you with this, but can you see a problem with this that I am not seeing? So far for every scenario I can think of this would be pretty well balanced and still giving both killer and survivor something useful compared to the old ruin. Like I mentioned before in a counter argument, even providing more exciting gameplay for survivors, but keeping it very similar to how it used to be before still.

  • @ad19970 said:

    I feel like devs tend to rather stay away from flat action speed debuffs. I personally really like the new Ruin. It can still be quite good, but you do have to apply more map pressure to make it work. So you get rewarded for applying good map pressure. It is a nerf though, no doubt. But I don't think it's a big nerf.

    I do think Ruin needed a nerf, it's just that with all the unbalanced maps, it might have been to early. But personally I'd much rather see them nerf Ruin and then maybe increase objective time slightly in general, so you don't need to use a specific perk to do so. If they'll ever do that. Of course, a second objective can only come hand in hand with a nerf to tunneling and camping, and a buff to solo survivors to even out the gap between them and swf survivors.

    The problem isn't just that its a nerf to Ruin but that it doesn't help with the one thing Ruin helped with any longer, it basically completely changed the functionality and reason for the perk, early game pressure / gen rush assistance.

    Unfortunately from what I have read, Devs have already multiple times mentioned that they are not going to increase Objective times at all. Without doing so, the new Ruin change really does effect the game play for many Killers quite heavily.

    There are Killers I never used Ruin on, Nightmare and Spirit just to name a few for example, they didn't need it. But Legion I hate playing without Ruin honestly, and I'm sure many other Killers would agree, some of them need that early game assistance, Trapper and Hag are another example.

  • @Huff said:

    I've been accused of being in favor for the new hex: ruin even though I have no opinion on it; and that's exactly the thing. I have no real opinion on it, because I never use ruin so my whole viewpoint thus far has just been to wait and see how creative people can get with it.

    That being said, seeing the viewpoints of those who seem to be vehemently against it, this might solve a lot of the frustration. Maybe not for the people who think it shouldn't be a hex, but I feel like that's a complaint mostly because people just don't like the PTB ruin's effect either way, so they feel like it being a hex just makes it that much more useless. If the regular slowdown was implemented though it would still give the early game slowdown. I wouldn't even mind if the progress ended up being slower than ruin is on live servers, because I personally just found the red skill checks to be annoying. Not because I couldn't hit them (although I wasn't perfect), but mostly just the inconvenience of having to just let go of the gen and have the progress stop if i didn't hit it, or having somebody else stop my gen progress because they couldn't hit the skillchecks. That wouldn't be a problem either if the gen speed itself was just slowed, and I would still be encouraged to hit greats as it would get me that instant 2% bonus, which would be more valuable with a slower gen speed.

    Not a bad idea.

    Thank you! Yes! You completely understand where I am coming from! This would potentially make both sides happy and still keep things similar as it were before, but less frustrating as a whole for Survivors!

  • @Poweas said:

    It'll make the survivor side boring, and gens are already completely lame.

    My Counter-Argument to this is the following:

    Right now a Survivor is claiming that doing a "Gen is Boring". So they want to get it done faster. But Killers are saying that the "Gens are being done Too Fast" which is also accurate without the old Ruin.

    This change does not effect gen speed. It effects how a Perk works that used to slow down gen speed.

    My Argument is that if the change I mentioned above takes place, it would make the Survivor side of the game LESS BORING. Why? Because instead of sitting on Gen all game trying to Gen Rush, you would have a "second objective" to do = Find the Hex Totem.

    This honestly was already the case with the way "Old Ruin" worked, because most of the time even if someone stood on a gen at least one teammate if not more would be out looking for the Hex Ruin totem. It honestly wouldn't change the game very much from the way old ruin worked, which is the point. The main reason Old Ruin is being changed is because of the "Great Skill Check" issue new players had. If this is true, then my solution would not hurt those new players.

    But the main reason Killer's are complaining about the "New Ruin" is because it offers literally no early game slow-down at all, which was the whole purpose of bringing Ruin in the first place for a killer.

    If you don't play Killer, you don't understand how huge of a difference it is to start the game with 1 hook at 5 gens vs. 1 hook at 3 gens, basically if its 1 hook at 3 gens it might as well be GG for the killer already and at least 3 survivors are escaping that match, especially if you don't tunnel or camp.

    That's all I am saying, so this potentially could make both killers and survivors happy.

    Again, as for you claiming it would make the game "More Boring", I completely disagree. In fact, WHEN I play Survivor, I enjoy searching for Ruin MORE than I enjoy sitting on a Gen. I ALWAYS prefer / choose to be the teammate that searches for Ruin BECAUSE sitting on a Gen really is boring.

    Perhaps with a Ruin that works the way I proposed.. EVERY player on the team could choose to search for Ruin, it creates a new objective, it makes the game more fun and entertaining for the Survivors, and it still gives Killers a little bit of time for early game pressure before all the sudden gens start popping left and right.

  • Haha a bit surprised more people aren't having a similar reaction as me, I honestly thought it was kind of like a "no-brainer" epiphany! XD

  • @Farshad7913 said:

    Is it a 4k, is it a double pip? what should i consider a win.

    what do other killers consider a win?

    i havent seen anyone answer this question before, what should be my main objective as a killer?

    I don't think that the problem is Killer's wanting 4K, I personally don't care to get 4K as a Killer and this isn't the balance issue that we should be looking at, the issue which I explained in another similar thread just a moment ago is the following:

    (One thing I will add is I have heard before from Killers at Red Ranks that it is extremely difficult to pip without getting 3-4K, I cannot speak to this because I have never even gotten to Red Rank as Killer before, probably because 100% of my matches in Purple Ranks are against full on Red Rank Survivors) Please Continue Reading to understand the bigger issue at hand:

    "The statistics are an issue that causes this problem of perception.

    Truth is, Killer's are really easy to get 4K's with throughout the "majority" of ranks. Probably all the way to about Rank 8 or so it is very easy to get 4K as a "decent" killer with practice.

    But once you hit Rank 8, all you end up facing are Red Rank Survivors. Rank 8-5 every single one of my matches had at least 3 Red Rank 2-4 Survivors and most of them were in parties of 2 or more SWF.

    Once this happens, and you start playing against those type of Survivors.. all of the sudden you start seeing constant 4 Survivors escaping.

    The bottom line, and truth of the game, is that once you get into "Red Ranks" which is the "End-Game" of DBD technically, especially for a Killer who automatically pips whether they try to or not because of EASY 4K's in Ranks 20-8 .. all of the sudden the game becomes EXTREMELY Survivor sided.

    I really honestly wish we could just play an "Unranked" game mode for fun whenever we don't feel like playing like a "sweaty try-hard" or want to practice a new Killer, but there is NO SUCH GAME MODE... which means, we go from literally having to not try AT ALL to get 4K against bad Survivors to all of the sudden having to constantly try our HARDEST and still get wrecked by Pro Survivors.

    A lot of this has to do with skill and the extreme learning curve and skill cap of DBD unfortunately, I suppose for both Killer and Survivor.. but there just really isn't a good middle ground.

    Green ranks you would think is the middle ground, but it is still too easy for Killer.

    Purple ranks is way too hard because you are now facing Red Rank survivors. Red Rank survivors are honestly too good at the game, and have too many tools to succeed in safe looping Killers and Gen rushing and working as a team.

    This means that in the END. ULTIMATELY the BEST KILLER in the entire game vs. THE BEST 4 SWF SURVIVORS .. will never really have a chance, unless he just gets super lucky. At 100% optimal performance, Survivors will ALWAYS win, because its 4v1.


    This is the problem for Killers, and EVERY single time there is a new Killer Nerf to help "New Survivors" because it its TRUE that it is WAY TOO EASY to KILL Inexperienced Survivors.. it just Widens the gap even more for Killers to do well against the "Pro Red Rank Survivors" that are already dominating them.

    At least this has been my experience thus far, and in my opinion the biggest issue with balance in DBD. Somehow Balancing has to be done in ways that make it more challenging for the "Pro Survivors" and yet easier for the "New Survivors" in order to be fair for the Killer. But as of now any Survivor change or Killer change effects ALL Survivors ability at the same time."

    And by the way, I am only a Green/Purple Rank Survivor and I think Killers are WAY too strong against me, but I also happen to know that I am NO WHERE NEAR as good of a player as Red Rank Survivors who can do ######### I have never been able to do before ever.. and maybe never will be able to.. which means yes I WANT Killers to be weaker against "newer survivors or less skilled survivors such as myself" but at the same time KILLERS NEED to be Stronger against the pro best of the best Survivors that can LITERALLY bully Killers all game long and escape with 4 without even seemingly trying.

  • @VincentRedfield said:

    https://us.v-cdn.net/6030815/uploads/345/S0Y70OD1LESK.jpg

    The real reason killers mains despise SWF or adrenaline or toolboxes so much is that they loathe the game being balanced around 2 kills and 2 escapes per game. (Ideally.)

    They ignore that just as 3-4 escapes per game balance would screw over killer players and be messed up, balancing for 3-4 kills per game would screw over survivor players and be messed up.

    Survivor players aren't bots here for your pleasure. Maybe the ruin rework will sway the stats too much towards escapes and need to go who knows. But yes, the game needs to be balanced so survivor players have a decent 50/50 shot at escaping as well. #survivorsarepeopletoo

    I don't think that the problem is Killer's wanting 4K, I personally don't care to get 4K as a Killer and this isn't the balance issue that we should be looking at, the issue which I explained in another similar thread just a moment ago is the following:

    (One thing I will add is I have heard before from Killers at Red Ranks that it is extremely difficult to pip without getting 3-4K, I cannot speak to this because I have never even gotten to Red Rank as Killer before, probably because 100% of my matches in Purple Ranks are against full on Red Rank Survivors) Please Continue Reading to understand the bigger issue at hand:

    "The statistics are an issue that causes this problem of perception.

    Truth is, Killer's are really easy to get 4K's with throughout the "majority" of ranks. Probably all the way to about Rank 8 or so it is very easy to get 4K as a "decent" killer with practice.

    But once you hit Rank 8, all you end up facing are Red Rank Survivors. Rank 8-5 every single one of my matches had at least 3 Red Rank 2-4 Survivors and most of them were in parties of 2 or more SWF.

    Once this happens, and you start playing against those type of Survivors.. all of the sudden you start seeing constant 4 Survivors escaping.

    The bottom line, and truth of the game, is that once you get into "Red Ranks" which is the "End-Game" of DBD technically, especially for a Killer who automatically pips whether they try to or not because of EASY 4K's in Ranks 20-8 .. all of the sudden the game becomes EXTREMELY Survivor sided.

    I really honestly wish we could just play an "Unranked" game mode for fun whenever we don't feel like playing like a "sweaty try-hard" or want to practice a new Killer, but there is NO SUCH GAME MODE... which means, we go from literally having to not try AT ALL to get 4K against bad Survivors to all of the sudden having to constantly try our HARDEST and still get wrecked by Pro Survivors.

    A lot of this has to do with skill and the extreme learning curve and skill cap of DBD unfortunately, I suppose for both Killer and Survivor.. but there just really isn't a good middle ground.

    Green ranks you would think is the middle ground, but it is still too easy for Killer.

    Purple ranks is way too hard because you are now facing Red Rank survivors. Red Rank survivors are honestly too good at the game, and have too many tools to succeed in safe looping Killers and Gen rushing and working as a team.

    This means that in the END. ULTIMATELY the BEST KILLER in the entire game vs. THE BEST 4 SWF SURVIVORS .. will never really have a chance, unless he just gets super lucky. At 100% optimal performance, Survivors will ALWAYS win, because its 4v1.


    This is the problem for Killers, and EVERY single time there is a new Killer Nerf to help "New Survivors" because it its TRUE that it is WAY TOO EASY to KILL Inexperienced Survivors.. it just Widens the gap even more for Killers to do well against the "Pro Red Rank Survivors" that are already dominating them.

    At least this has been my experience thus far, and in my opinion the biggest issue with balance in DBD. Somehow Balancing has to be done in ways that make it more challenging for the "Pro Survivors" and yet easier for the "New Survivors" in order to be fair for the Killer. But as of now any Survivor change or Killer change effects ALL Survivors ability at the same time."

    And by the way, I am only a Green/Purple Rank Survivor and I think Killers are WAY too strong against me, but I also happen to know that I am NO WHERE NEAR as good of a player as Red Rank Survivors who can do ######### I have never been able to do before ever.. and maybe never will be able to.. which means yes I WANT Killers to be weaker against "newer survivors or less skilled survivors such as myself" but at the same time KILLERS NEED to be Stronger against the pro best of the best Survivors that can LITERALLY bully Killers all game long and escape with 4 without even seemingly trying.

  • @Sixnno said:

    Going off the last public information they stated (that I know of).

    They aim for games to generally end with 2 survivors living and two survivors dieing.

    I feel like BHVR needs to more address the feeling that letting survivors escape does to the killer. I mean you are the killer. It sucks and feels bad when anyone escapes. You're supposed to be this terrible monster. Yet the game is designed around having at least half of your prey escape. There needs to be more ways to communicate to killers in game that it's alright to let one or two people escape.

    I don't think that the problem is Killer's wanting 4K, I personally don't care to get 4K as a Killer and this isn't the balance issue that we should be looking at, the issue which I explained in another similar thread just a moment ago is the following: 50/50 Balance doesn't work when balance is different in every rank...

    (One thing I will add is I have heard before from Killers at Red Ranks that it is extremely difficult to pip without getting 3-4K, I cannot speak to this because I have never even gotten to Red Rank as Killer before, probably because 100% of my matches in Purple Ranks are against full on Red Rank Survivors) Please Continue Reading to understand the bigger issue at hand:

    "The statistics are an issue that causes this problem of perception.

    Truth is, Killer's are really easy to get 4K's with throughout the "majority" of ranks. Probably all the way to about Rank 8 or so it is very easy to get 4K as a "decent" killer with practice.

    But once you hit Rank 8, all you end up facing are Red Rank Survivors. Rank 8-5 every single one of my matches had at least 3 Red Rank 2-4 Survivors and most of them were in parties of 2 or more SWF.

    Once this happens, and you start playing against those type of Survivors.. all of the sudden you start seeing constant 4 Survivors escaping.

    The bottom line, and truth of the game, is that once you get into "Red Ranks" which is the "End-Game" of DBD technically, especially for a Killer who automatically pips whether they try to or not because of EASY 4K's in Ranks 20-8 .. all of the sudden the game becomes EXTREMELY Survivor sided.

    I really honestly wish we could just play an "Unranked" game mode for fun whenever we don't feel like playing like a "sweaty try-hard" or want to practice a new Killer, but there is NO SUCH GAME MODE... which means, we go from literally having to not try AT ALL to get 4K against bad Survivors to all of the sudden having to constantly try our HARDEST and still get wrecked by Pro Survivors.

    A lot of this has to do with skill and the extreme learning curve and skill cap of DBD unfortunately, I suppose for both Killer and Survivor.. but there just really isn't a good middle ground.

    Green ranks you would think is the middle ground, but it is still too easy for Killer.

    Purple ranks is way too hard because you are now facing Red Rank survivors. Red Rank survivors are honestly too good at the game, and have too many tools to succeed in safe looping Killers and Gen rushing and working as a team.

    This means that in the END. ULTIMATELY the BEST KILLER in the entire game vs. THE BEST 4 SWF SURVIVORS .. will never really have a chance, unless he just gets super lucky. At 100% optimal performance, Survivors will ALWAYS win, because its 4v1.


    This is the problem for Killers, and EVERY single time there is a new Killer Nerf to help "New Survivors" because it its TRUE that it is WAY TOO EASY to KILL Inexperienced Survivors.. it just Widens the gap even more for Killers to do well against the "Pro Red Rank Survivors" that are already dominating them.

    At least this has been my experience thus far, and in my opinion the biggest issue with balance in DBD. Somehow Balancing has to be done in ways that make it more challenging for the "Pro Survivors" and yet easier for the "New Survivors" in order to be fair for the Killer. But as of now any Survivor change or Killer change effects ALL Survivors ability at the same time."

  • @Seltas0208 said:

    Because bloodpoints, believe it or not the sacrifice scoring event gives the killer a boatload of points they need to keep getting add ons.

    Add ons that are concidered a challange to not play with any.

    In the same way playing with no mither is seen as a challange for survivors.

    But this issue can't be solved. As if you could max out she sacrifice category without killing two survivors it's theotoetically possible to max out all your blood point categories, and at that point survivors would start to comparing that killers are too strong because those optimal killers up at the higher ranks who want to get as many BP as possible do this. Then derank. And then will get paired against lower skilled players

    Personally aiming for the 50/50 balance is kinda, dull. From what I understand in the perfect scenario if this balance is achieved no matter how good a killer plays 2 survivors will always escape no matter what. Then again this assumed every player plays optimally. And that assumption counteracts the ideaologu because a killer will never get more than a 1k against a team this 50/50 balance envies. Because if 3/5ths of their objective is able to be completed before a killer can achieve 1/12 of their own. That's a problem. Because then the kill ratio becomes 25/75, which won't solve the problem of balance.

    Hope you as the reader is having a good day

    I don't think that the problem is Killer's wanting 4K, I personally don't care to get 4K as a Killer and this isn't the balance issue that we should be looking at, the issue which I explained in another similar thread just a moment ago is the following:

    (One thing I will add is I have heard before from Killers at Red Ranks that it is extremely difficult to pip without getting 3-4K, I cannot speak to this because I have never even gotten to Red Rank as Killer before, probably because 100% of my matches in Purple Ranks are against full on Red Rank Survivors) Please Continue Reading to understand the bigger issue at hand:

    "The statistics are an issue that causes this problem of perception.

    Truth is, Killer's are really easy to get 4K's with throughout the "majority" of ranks. Probably all the way to about Rank 8 or so it is very easy to get 4K as a "decent" killer with practice.

    But once you hit Rank 8, all you end up facing are Red Rank Survivors. Rank 8-5 every single one of my matches had at least 3 Red Rank 2-4 Survivors and most of them were in parties of 2 or more SWF.

    Once this happens, and you start playing against those type of Survivors.. all of the sudden you start seeing constant 4 Survivors escaping.

    The bottom line, and truth of the game, is that once you get into "Red Ranks" which is the "End-Game" of DBD technically, especially for a Killer who automatically pips whether they try to or not because of EASY 4K's in Ranks 20-8 .. all of the sudden the game becomes EXTREMELY Survivor sided.

    I really honestly wish we could just play an "Unranked" game mode for fun whenever we don't feel like playing like a "sweaty try-hard" or want to practice a new Killer, but there is NO SUCH GAME MODE... which means, we go from literally having to not try AT ALL to get 4K against bad Survivors to all of the sudden having to constantly try our HARDEST and still get wrecked by Pro Survivors.

    A lot of this has to do with skill and the extreme learning curve and skill cap of DBD unfortunately, I suppose for both Killer and Survivor.. but there just really isn't a good middle ground.

    Green ranks you would think is the middle ground, but it is still too easy for Killer.

    Purple ranks is way too hard because you are now facing Red Rank survivors. Red Rank survivors are honestly too good at the game, and have too many tools to succeed in safe looping Killers and Gen rushing and working as a team.

    This means that in the END. ULTIMATELY the BEST KILLER in the entire game vs. THE BEST 4 SWF SURVIVORS .. will never really have a chance, unless he just gets super lucky. At 100% optimal performance, Survivors will ALWAYS win, because its 4v1.


    This is the problem for Killers, and EVERY single time there is a new Killer Nerf to help "New Survivors" because it its TRUE that it is WAY TOO EASY to KILL Inexperienced Survivors.. it just Widens the gap even more for Killers to do well against the "Pro Red Rank Survivors" that are already dominating them.

    At least this has been my experience thus far, and in my opinion the biggest issue with balance in DBD. Somehow Balancing has to be done in ways that make it more challenging for the "Pro Survivors" and yet easier for the "New Survivors" in order to be fair for the Killer. But as of now any Survivor change or Killer change effects ALL Survivors ability at the same time."

  • @princeharlequin said:

    I think 50 percent is a bit too much but I absolutely love this idea I think 20/25/30 would be fair. It is actually the simplest solution. I like how your brain works.

    lol thank you!

    You may be right! They might have to do some testing on what the most fair % would be.. the reason I suggested 50% is because as of now usually my average Killer game with ruin goes like this..

    I get 1 Hook and 5 gens are still up by the time Ruin is found and destroyed.

    ^^ The above is true for the majority of matches where Ruin isn't found immediately before I can even make any use of it, which wouldn't change either way since the way Hex Totems work.

    But, I do believe in order to keep the same level of "Power" that Ruin had, where I can get 1 Hook and still see 5 gens up as I have been getting thus far with Ruin, it would have to be closer to 50% decrease in gen repair speeds. 90% of my matches though Ruin is found and destroyed by the time I get 1 hook, probably 5% of the time I get 2 hooks out of it, and very very rarely it isn't found for most of the game because it was hidden so well. That's like only 2% of the time probably.

    Anyways, to keep the same level of strength as it was before, the gen speed reduction would have to be enough in my opinion so that on average a killer could hook at least 1 person 1 time before Ruin was found and destroyed, while still keeping 5 Gens up during this early game.

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