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Rivyn

Rivyn

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Rivyn
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  • 'Instead, we want to focus on the skill-based gameplay and put an emphasis on using your chainsaw effectively...'

    This line came off as ironic. Wasn't one of the reasons given for the Ruin nerf due to survivors not being skilled enough to land great skill checks? Isn't that a bit hypocritical?

  • I wouldn't mind preset builds available for killer, so they can swap out depending on the situation.

  • @youarewronglol said:

    who cares

    Survivors switching really isn't a problem

    'Survivor switching really isn't a problem to me.' There, I fixed it for you.

  • Or just dodge, and let them sit in the lobby for another ten minutes.

  • @JephKaplan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1409075#Comment_1409075

    Lol killed off nurse? Why she requires skill now so she is F tier? An actual good Nurse has absolutely 0 problem getting easy downs all the time. Making a character skill based doesn't make them F tier it makes ppl learn how to use it

    The fact that you don't consider Nurse skill based shows your rank. She's still good, but she's no fun. Just a stun simulator now, with a heap of bugs devs ignore on top of it.

    Billy is the latest example. I won't judge yet how well he'll do, I haven't tried him out with the changes, but slapping cooldowns on strong powers, instead of coming up with another mechanic? It's boring. I don't know why the devs think this is the route to go.

  • Probably because of how they killed Nurse off with her rework.

  • These are the same devs that thought a cooldown on a cooldown for Nurse was fun, and that Clown is underrated as he is.

  • @Aven_Fallen said:

    The forums will be full of tears until everyone realized that they are not that bad. Of course there will be the usual "Leatherface is OP now" Threads.

    I will forever use Nurse's ridiculous 'rework' as the bar of stupidity the devs will fall over when adjusting characters.

  • It's funny how a stealth perk tells everybody you're using a stealth perk.

  • O look, an addon rendered useless by SWF. Nice.

  • I disagree.

    'Killers can control the pace and have more advantages over survivors.' This right here only applies to A) low ranks and B) weaker groups. Killers can only control the pace if they outmatch the survivor group by a fair margin, or if the group makes continuous mistakes.

    In high ranks, where survivors 'usually' know how to loop, spread out gens, and effectively waste killer time? The roles are reversed. It's the killer that has to play by the pace of survivors, not the other way around. Just look at how fast early gens go. Two can pop before the second hook, easy, when against competent survivors. Killers are always working against the clock, which again, is set by survivors.

    DS is complained about because it gives 60 seconds of hook immunity. I can go through a chase, hook somebody, break two pallets, PoP a gen, and pull a survivor out of a locker, and still get hit with DS. Outright tunneling? It's good for. But when it allows for objective progression with a safety net? That's the issue.

    Face camping is a strategy. It's cheap, yes, but a strategy. Remember, killing is the objective of the killer. They're punished in points, but it is their objective. Though, I figure you don't play killer all that often, if you brought up 'they should be punished in BP.' They are.

    Survivors earn less points in a trial because it's 4v1. Killer is the harder role, since you're juggling four people, their objective, and the time pressure placed on them.

  • @PureHostility It's 32? . . . I've been under the assumption it's 24 for all this time. . . man, I'm out of date. Thanks for clearing that up

  • It really depends on the killer. I like to use it on my Pig, paired up with M&A. Since M&A shrinks her TR to 16m, and Whispers is almost twice that, I can save a lot of time running around, crouching only when it lights up.

    On most killers, though, I find it a waste of a spot. I suppose it could work on Huntress, though.

  • @Almo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1403016#Comment_1403016

    Here, https://forum.deadbydaylight.com/en/discussion/117488, we explained why we changed Ruin. Here is the short version, quoted from that article. It's quoted, but the order of these reasons means nothing. They're just randomly ordered. So the claims that "we changed it because the noobs screamed about it" isn't really true. :)

    --------------

    We took a close look at the perk to identify what makes it so frustrating to play against. Three key issues were identified: 

    1. Its punishment of new players or those who can't hit Great Skill Checks. Newer players trying to help veterans with generator repairs tend to make the situation worse rather than better. 
    2. The passive nature of the gameplay pressure it provides means that there is a huge amount of potential with very little effort or risk on behalf of The Killer. 
    3. Its inconsistency due to the random nature of the appearance interval of skill checks. 

    I will always love the fact that one of the reasons given was because new and inexperienced players couldn't hit great skill checks, at a time when the matchmaking places new killers against vet survivors. Six months and still going with that.

    I'd also like to know where you're getting the 'Ruin lasts until the end of the match 50% of the time.' Are you pulling this from higher ranks, or is the majority of that from lower ranks. I can imagine it being the case on reworked Lerrys, and maps onward from that update, but older maps? Yeah, don't buy it. Most totem spawns are out in the open.

  • @Kabu said:

    They're working on it. They won't tell us when it will be released until it is closer to its release date.

    Probably in four years.

  • It's a Hex, thus nearly pointless. It either spawns in front of survivors, or on top of a gen. I find it a waste.

  • Why not just let Hex perks respawn at a random dull totem? That would give incentive to do totems, and also give a layer of defense for the Hex.

  • I haven't had that yet, but I figure just staring in a corner near the gate would do the trick. You really can't counter OoO on that map, and since it's usually used in a SWF, well, no need to put any amount of stress on yourself with that. Just alt tab and watch cat vids, then open the gate when all gens pop.

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/comment/1398367#Comment_1398367

    You do realize that 99/100 times, bodyblocking is beneficial for killers? You get free hits, you can instadown a lot of players by having them cornered and because hitting them makes both of you phase through each other, it means you can easily hook someone without them being able to block you.

    Besides, you wouldnt realize how often having a body blocking your path allowed you to find a survivor you otherwise didnt see. I've had many, many games where the killer being stuck on my butt gave my location away, while otherwise they would have walked onwards and I could've easily broken their Devour, finished a gen or unhooked a survivor without them even realizing.

    Body blocking is one of few mutual mechanics. It will hurt killers a lot more than it will hurt survivors if you remove it. Yet, I assume, you are one of those who only want survivor sided body blocking gone, arent you?

    You seem to be mixing apples and oranges here. There is a difference between normal body blocking, which, as you say, 'can' be beneficial. There's another when they're body blocking because they have BT active. Two different actions. A 'free' hit will only give the BT survivor a free sprint burst, wastes three seconds of the killers time, and allows the savior, who they were body blocking, time to get to a strong position that they wouldn't of had.

    I didn't flesh out the idea behind removing body blocking removal. Just that it would be the easiest way to counter the playstyle behind BT. Maybe only healthy survivors can body block, where as injured survivors get booted out of the way? I dunno, just something I threw out. It would make more sense lore wise, since we're talking about 3 meter tall killers who break pallets like cardboard, being stopped by a tiny waif of a Feng. Still an idea to mull around, but that's for another thread.

  • Stop complaining about tunneling. If you can't escape the killer in a reasonable amount of time, you can blame yourself for being B A D, not killers for doing their objective.

  • angry.png

    I felt this. . .

  • I'd give up cage auras if Trail of Torment had it's gen aura removed. . .

  • @Terra92 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1398426#Comment_1398426

    BT can only be applied when the unhook happens within the killer's Terror Radius. Many killers run Monitor these days, it's a really good perk to keep survivors on their toes. But that almost always forces a trade when that happens, especially when the killer tends to proxy-camp anyways, is already in range as the survivor is being unhooked. So the killer then will likely go for the savior, since they know they don't have anything to cover them in an escape(unless they had Mettle of Man). Likely that's why the unhooked survivor runs in for the block, it's so they can try to get everyone out.

    I read your whole post, don't assume otherwise. But I don't have to respond to every point you make.

    '..why the unhooked survivor runs in for the block.' That's exactly my point. The perk should not be weaponized in such a way. It's meant to get a survivor out of harms way, not be used to shield somebody else. When multiple survivors run BT, that just compounds the problem. At least with DS, you can slug and move on.

    Yes, the killer should 'try' to go for the savior (if you want to play 'fair'), but when a BT survivor sits in the doorway, forcing you to either hit them, or spend precious time going around the structure, then it's an issue. When a survivor runs up to a hook and pulls somebody off while you're cleaning your weapon from a swing, allowing the now BT survivor to body block the savior, then it's an issue. When the killer is given no chance to actually leave the hook before it's bum rushed and BT spammed, then it's an issue.

    The fact that BT has no limit and can be spammed across multiple survivors with little punishment, aside from a good killer and decent latency that allows for a grab, is a balance issue. Do I want BT removed? No. I like the idea behind it. But is it balanced? No. Either give it a limit, remove or change body blocking, or transfer some debuff/damage to the savior, to add risk.

  • @Belzher said:

    https://forum.deadbydaylight.com/en/discussion/comment/1398382#Comment_1398382

    Wait, I thought it only works when used in that way...

    Nope. Survivor can see the killer without the killer looking at them.

  • @Terra92 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1398367#Comment_1398367

    It's not "bad plays," you're equating a known risk with poor judgement.

    I'd rather see my teammates get off the hook and gain some distance, maybe if you even realize I gave them it you leave them alone completely and go after me instead, they get to live and continue to play, I can run you for hopefully a decent amount of time.

    It's a good perk, it forces you to waste an attack on someone, creating more distance between them and you, whereas you would have just downed them and left them there assuming they had DS.

    It seems you only read one part of my post.

    'I'd rather see my teammates get off the hook and gain some distance.' That part doesn't correlate with what my main problem with the perk is. My issue is when the survivors DON'T use it to get away. They instead use it to body block for their savior, knowing that I either waste ten seconds trying to get around them, or I hit them, give them BT, and let the savior escape to a stronger position.

    The other issue is when they fail the body block, and instead follow you as you chase somebody else. They can either body block if they manage to get in front, or camp a pallet, looking for the save/stun. Again, because they are invulnerable.

    These issues would go away if damage was transferred, or at least some kind of debuff applied. There, the BT survivor would NEED to escape as best they could, instead of trying to hinder the killer, as the perk was meant for. Survivors wouldn't simply go in and play hook hot potato. An element of skill would be involved.

  • Yes. I had the 'crazy' idea awhile back that it be reworked into an exhaustion perk.

    At the very least, I'd actually make it so the survivor cannot see the killer if the killer isn't looking in their direction. You know, like the description alludes too.

  • How is it balanced when it encourages bad plays? I'll have survivors follow me to hooks to get the BT save, knowing their buddy will then body block for them. Or they'll follow me as I chase another survivor, in the hopes they'll be annoying/hinder/threaten me enough for me to hit and activate their BT.

    If body blocking wasn't a thing? Then it would be in a more balanced state, Or if the damage transferred to the savior, so they actually run a risk for using the perk. Heck, make it so you need to take certain actions to gain use out of it. Say, heal two survivors and get one ticket, which can then be used for the save.

  • Longer cooldown on Nurse. . . big oomph.

  • @morph888 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1396025#Comment_1396025

    Hey thanks so much for your reply. That's some good advice and I'll look into it.

    Also since I'm new I'll have to look into all those words and acronyms you mentioned lol

    Killing is usually brought down to 1 - 4k. Kill all four, 4k.

    Pipping: Your score is counted at the end. How you do determines if you pip. Better you do, higher your score, better chance of a pip. Pips determine your rank. Five pips for each rank, so you rank up by doing well. The higher your rank, the better your score needs to be in order to attain pips during a match.

    I generally think 16k score at the end of a match should be the minimum on whether you did a fair job. Shows you put in some good chases, had some downs, hit gens, broke pallets, etc. Other people think differently, so will you.

    What platform are you playing on? On PC, post game lobby has a chat screen we can use.

    Mindgaming is outmaneuvering survivors at a pallet or vault. A simple mindgame is to just turn around and walk backwards, or moonwalk, to hid your red stain. It may trick the survivor into backtracking, allowing you to land a hit when they're out positioned. It gets more detailed, but you learn it as you go along.

    MMR, as in matchmaking. Technically, you 'should' only be placed with players 6 ranks above/below you. But the system has been busted for over eight months now. A new one is being built by the devs, but it's. . . slow. You'll find a lot of changes in this game are slow. So, you can be a rank 20 killer, and face red ranks, which are far, far above you. Shouldn't happen, but does.

    SWF is Survive with Friends. It's the group portion of the game, where survivors can call in their friends to play with. Most of the time, they'll use third party voice chat, such as Discord. to communicate with each other. It's a huge advantage, something I myself detest. But you'll have to learn to live with it.

  • Look at their ranks. If they're red, and you're spanking them left and right, then yes. You're doing fantastic.

    If you're constantly getting 0 or 1k, then you can improve.

    Are you pipping?

    Is your score above 16k?

    In post game chat (If you're on PC), is it filled with survivor tears about tunneling/camping? I'd say that's a win.

    Can you win mindgames?

    A lot goes into determining whether or not you're doing well. The problem is the poor MMR system in place right now. You may get a few fair matches, you may get a ton of poorly mismatched ones. You may run into SWF time and time again who are out to bully you, or you may find a team of potatoes who sandbag each other. It's hard to say.

    The real question you should ask yourself, though, is 'are you having fun?' If you are, I'd say that's a win.

  • No, it's not. At least, not in most cases.

    A scenario earlier. A Meg pulled a Claudette off hook near me, while I was chasing a David. Three gens were done, number four was nearing it from what I heard. I switch targets to the Meg, as she would be closer. Except, she runs for shack, which still has god pallet and a jungle gym nearby, while the Claudette ran into a wall looking behind her. Of the two choices, which would make more sense to a killer on the clock?

    I understand the instances where a killer will tunnel each and every person out of the game. There, I can get behind. That's crummy (unless it's a 4 man teabagging SWF). But a lot of cases where tunneling is screamed, it's either A) Not your fault or B) the more logical choice.

    Killers are on a clock. Survivor players, at least a lot of them that scream and rage over playstyles, don't seem to understand this. If a killer wants to win, they need to play as effectively as possible. If 'tunneling' is involved, within reason, then go for it. Why spend an extra 45 seconds in a chase that you might not win, when the easier target is making mistakes near by, that you CAN deal with?

  • Lower end of the middle spectrum. She has little in the way of map pressure, can be looped, limited traps, and can be gen rushed. Sure, you'll come across your potato team every now and then, allowing you to stomp, but that isn't often. She just can't put enough pressure down consistently . Indoor maps help her, so there is that.

  • Three, usually. Two if they're saved after they hit struggle. One if, well, their team allows it.

    I know the feeling, though, especially those nasty SWF players that use the same outfits.

  • I mean, it's only unavoidable if you're caught. And by then, you're already on death hook, so the only thing it saves is the time to pick you up and carry you.

  • This is why I've stopped using Hex perks. Too much risk, not enough reward.

  • Yes and no. Rank does show some skill and knowledge involved. You can't get into red ranks by being a complete potato (though some teammates I've had make me question that). However, SWF does negate a lot of that skill needed. It's not hard to be carried by a friend, for the sake of 'fun.' There does come a point where rank becomes moot, but to get there, it takes time, knowledge, and skill.

    Now, that really only applies to survivors. Killers can't normally be boosted via friends, so killers in general, at higher ranks, will 'normally' have the skill to back it up. It does apply to survivors, but usually, only those hardcore solos.

    Just my opinion.

  • @dangitben said:

    https://forum.deadbydaylight.com/en/discussion/comment/1395386#Comment_1395386

    great to know they've "expressed interest" rather than actually doing anything

    I mean, on the flip side, killers have to deal with failed grabs, even if the animation plays through. It's down to latency. If they can fix their servers, it 'should' be an improvement.

  • @SnakeSound222 said:

    You score points for the number of generators remaining in the trial at the end, if both gates are closed, and for the first nine minutes, you'll earn one point for each generator that hasn't been repaired.

    It sounds like they got the first four gens off quickly and then Adam opened one of the gates.

    They did. Three gens in under five minutes, four gens in maybe seven, eight minutes. It was the final gen that took nearly fifteen minutes. Managed to down Steve at the end, which gave Adam time to escape.

    So, first nine minutes is where it counts? I'll have to remember that, thank you.

  • @Kellie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1393616#Comment_1393616

    That's why you're teammates are here to support you. Its different when you need to rely on yourself.

    And that's my point. If they pull you off the hook while the killer is near, without BT or body blocking, who's at fault if the now rescued survivor is slugged and/or hooked? The killer, for doing their objective, or the rescuer, If they sandbag you, or SB to a nearby pallet, or, again, leave you to your own devices, why should the killer go out of their way to play 'fair,' when an easier target presents itself?

    I'm not saying real cases of tunneling don't exist. I know they do, happen more often than I'd like, and dislike it when it happens to me. Yet a lot of times, I know that when I'm tunneled, it was on me. I'm not the best looper, I have terrible luck against stealth killers, and run tilesets wrong. That's on me. The same applies to everybody else.

    Again, I'm betting at least half these 'tunnel' threads weren't actual tunneling, just the survivor being played wrong by the team or themselves. It's not up to the killer alone to make a 'fair' match.

  • @Kellie Same can be said about tunneling, then. If you're tunneled out of the game, half the time it's down to your own skill failing, or your teammates making bad calls.

  • @BigBrainMegMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1393598#Comment_1393598

    Not even the same....not even relatable.

    Literally has nothing to do with a killer tunneling, targetting a survivor and ending his match in the first 2 minutes.

    Want help with gens? Use Corrupt, Pop, Thrilling, Surge, you have perks to help with gen rushers but you don't have as many perks in the survivor arsenal to help with a killer who's tunneling a survivor down.

    And before you say "bUT HE hAS DS!!!!!"

    Yeah....DS, BT and what else?

    Why aren't they the same? Doing gens and getting out is an objective. Killing survivors and stopping them from escaping is an objective. Why is it okay to dictate how killers handle their objective, but the same can't be said for survivors? It is NOT the killers job to make sure survivors have an enjoyable match, be it by the survivor rule book or their own.

    Besides, we all know that at least half these 'Killer tunneled me!' posts stem from bad teammates, bad looping, and being outplayed. Which can also apply to gen rushing posts.

  • Do something about survivors tunneling gens. I had a match earlier where four gens popped in under four minutes!

  • The problem I see with Tru3's 'underrated' series, is that to make bad killers 'better,' it requires a specific build, both perks and addons. Plus, it requires survivors to be unable to connect the dots as to what they're up against.

    I respect the mans opinion, but claiming a killer is 'underrated' while using the only setup that can make them remotely viable, relying on survivor rng, and being as skilled as he is, doesn't make them suddenly good.

  • Don't camp/tunnel gens.

  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1388454#Comment_1388454

    So how do I know how many totems I have left when im playing solo? And wasting time cleansing totems instead of doing gens when you have sub par team mates isn't good you need to be progressing the game and handling chases at the same time cleansing totems doesn't help neither, it just adds more weight to your back you can't even be sure you cleansed them all.

    I don't know what more you want me to say on the matter, as now I'm simply repeating myself. You either use perks that help find totems, you go off memory by learning spawn points, you look for the lit totem after all gens or done, or do nothing and try to escape. The fact that you consider cleansing totems as 'wasting time' says much, however.

    So, as everybody else says: Do bones. Don't do them, risk NOED. There is no middle ground here, nor is it that hard to do.

  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1388366#Comment_1388366

    So I have to run these low tier perks on the off chance that I run into noed? I rather run my meta build which helps my survability so no.

    Then don't complain about totems if you're unwilling to make room for them. That would be like killers complaining about survivors bringing in a plethora of items, yet ignoring Franklins. Or Sloppy.

  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1387990#Comment_1387990

    So how do I how many bones are left when playing solo? Maps like lerys are hard to find totems and in solo you cant tell if anyone broke any or not.

    Bring Small Game or Detectives Hunch. Or wait till all gens are powered, and run around looking for a lit one IF you realize NOED is in play.

  • The answer to your first question? No difference. This is a game about killing and escaping. Sexuality has no place in it. Why it's suddenly a big thing is just odd.

    Second, she wants a daughter, like her mother and her, so she kidnaps girls. How that translates into 'o, she's a lesbian!' seems a bit twisted.

  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1387476#Comment_1387476

    So punish survivors for doing their objectively effectively?

    For not doing the secondary objective, yes. Do bones. Don't do bones, run the risk of NOED.

    Because, you know, the killer is out to kill you. It's in the name. It's the killers objective. Don't blame them if you took a gamble and lost.

  • It's a good perk to punish gen rushing.

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