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Rivyn

Rivyn

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Rivyn
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  • If they wanted to look at gen times, they would have disabled toolboxes as well. This isn't a serious attempt on their part, this is just catering to their cash source.

  • @Apple2o said:

    https://forum.deadbydaylight.com/en/discussion/comment/1003092#Comment_1003092

    I don't really like infectious fright on plague without running an apple as well, because even if everyone is still injured, really good survivors are going to make you fight for an M1 hit, and you won't be able to chain slug them without your power up.

    She is also not very mobile, so BBQ is a waste for the most part unless you want points. I would get pop into your build, so that they have to keep working through the 16% thanta slow multiple times. I usually do bamboozle + corrupt + thanta + pop on her.

    O, I know. I've been playing Trapper recently, needed the break, so I've been toying around with builds on Plague. Saw some streamers using IF, thought I'd give it a shot. I agree with you, I tried it for three games, doesn't fit. I actually hadn't thought about her mobility with BBQ. . . you have a point there. I just like knowing where everybody is, but still. I'm thinking of adding Blood Echo (if it ever comes up in the web!) as a replacement.

    Still, back to the OP, I think the growing trend of toxicity is the lack of Ruin. A lot of killers are dropping it in favor of other builds, just so we're in the practice when the actual change drops. It makes survivors overconfident when they don't see that curse mark. When you do get around to spanking them, or they spank you, let the sore winner/loser fest begin.

  • @Apple2o said:

    I don't think I can play a match without getting salt.

    https://us.v-cdn.net/6030815/uploads/612/OIG6VT6O1P3C.png

    Look at this dude with a key complaining about devour hope of all things.

    I'll counter yours with mine from last night. Was gen rushed to the max, popped in a little over five minutes on the Wretched Shop. Some pretty good loopers, though they did keep gunning for the infinite. Finally got one in the basement, and he wasn't happy. It's not shown, but he was using the N word before hand.

    DbDreport3copy.png

    On a side note, when are we nerfing those meta survivor perks? They're used in 80% of the games, which is a basis used by the devs, right? /s

  • Because the issue revolves around Survivors, and we know how biased the devs are to their cash cows.

  • Ruin is gone. Maps are the size of California. I don't use Nurse/Spirit/Billy. I play Trapper, Plague, and Wrait, so this can go for most M1 killers. We don't have a way to really slow the game down unless the survivor groups are complete potatoes, so slugging is indeed acceptable. It makes the survivors drop their gens to help.

    Now, slugging all four and letting them die on the ground? That is unacceptable.

  • @Almo O, I'm with you on learning gen placements. It took me some time to actually examine the gens and notice the flashing lights stacked on top, so yes. Learning process. But my point is that you don't stay 'new' for long. It only takes a few games to start picking up on things, sparking gens being one of them. Then they'll start searching out why, and come across Ruin. This change will really only affect said new players. How big of a turnout does this game have to justify changing a top end perk for the bottom half? Not to mention that it's still a Hex perk.

    The 'passive nature' point isn't all that strong, seeing as Ruin is a Hex perk. High risk, arguably high reward. Saying a Hex perk is 'very little effort or risk' is counterproductive. Not only do you have to defend the Hex, but if it goes, you're down a perk. Seeing how often Survivors will literally spawn on top or near it, or even how often it spawns right there in the open, just makes that point moot. I will agree with the rng nature of the thing, though. There were times I was fixing a gen solo and only had two skill checks, while other times a dozen back to back.

  • @Almo said:

    I'll just repeat that when we say we wish to "reduce frustration" against X, that does not mean "make X easier to play against." Less frustrating is not necessarily easier. Often it means shifting the focus from a mechanic to a strategy.

    Notably new Ruin is actually really hard on new Survivors. They have no idea what's happening.

    For two matches. Then they learn what's going on, and New Ruin becomes a wasted perk slot. Honestly, I don't see why you keep pushing this narrative that new players are idiots. A few matches is all it takes to learn what perks are in effect. A quick google search will lead them to the wiki and forums giving indepth descriptions. We all did it, so will they. Not to mention the 'it's a late game Hex' spill.

  • To BHVR, killers are just bots, and they're fine with that.

  • So if I post a vid of me stomping an inexperienced killer in under six minutes, will that mean what the forums are backing is true, and Ruin is required? I mean, that's what you're doing here, right?

  • I'd like that myself, but tweaks and balance changes don't bring in money, at least from the devs viewpoint. So, have a dozen new cosmetics.

  • I've been playing Trapper almost exclusively for the last few days, and without Ruin to boot. It's brutal. I've just come to accept that, in order to set up, I need to let three gens pop.

  • @justaSpirit_phase said:

    Lmao #########? Ruin is good and you guys haven’t even seen it released yet. How about you try instead of thinking the worst. People have been complaining about ruin of both sides for a while now and they changed it, so suck it up.

    Yellow rank spotted.

  • @gantes said:

    This is probably the only game I've ever seen when each side shames the other for focusing on their objective. Truly an interesting community.

    Because of play time. There is no 'respawn' mechanic. You don't die, then pop up at a safe zone and play again. When you're tunneled, or gen rushed, it's done. You need to move on to another match and do it all over again.

  • @gorgono1 said:

    I love how they balance everything around low rank, but when it comes to Nurse, they talk about high rank.

    Because Survivors are their cash cows and Killers are their bots.

  • @Soultiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/998516#Comment_998516

    Sounds like a perfect time to release some new stats on her, Almo has said her pick rate is already down 3 to 4% from pre nerf on all platforms.

    4% isn't much if only 1.2% of the Killer playerbase is actually playing her.

  • @johnmwarner said:

    Seriously, I know it's the cool thing to say but people literally copy paste that nonsense.

    End game chat against a trapper he said "gen rushing is sooo fun," and yes he had been using Ruin. I asked politely, "instead of doing gens what should we have done?" and there was never a reply.

    Keep in mind we basically unhooked each other instantly, healed each other and then worked on gens. All solo survivors too BTW.

    So for anyone that says Gen Rushing is a real thing, I ask you the same question. What else should we have done? Also for the record, I think gen speed is too fast, but we can;t fix that so again what should we have done?

    You're missing the point. Gen rushing is real, but it's not exclusively at the fault of survivors. It's the basic game design. The fact that you only have one objective to complete is an issue in itself. That's only made worse when you have perks and toolboxes that can speed that up even further, and in some cases, even actively encouraged.

    We as Killers know you only have one objective. Those that see the big picture don't blame you, Survivors, for completing it. But using your example with Trapper, he has to transverse the map several times in order to access his power. Now, tag on maps the size of Nebraska. By the time he actually gets set up, three gens will pop. He'll get two, maybe three decent chases, and the other two pop, gates open, entity displeased.

    Again, a lot goes into gen rushing. Most of the problem is on the devs and how they balance. Some is on Survivors, who will run builds for the most efficient gen popping strat, at the expense of the killer player. So, take of that as you will, but just understand, if you don't bring four toolboxes, you're not to blame for gen rushing.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/998077#Comment_998077

    If you mean in the Q&A thread, that's because the Q&A post is for the 3.5.0 update only. We put it right at the top stating that only questions about the update are going to be selected, and others are going to be deleted. This is the same thing we do for every Q&A thread, or else we'd end up with a bunch of off topic questions.

    We are not currently looking into removing the blink recharge mechanic. The changes seems to have had the intended effect and experienced Nurse players are still able to do very well with her.

    Ah, 'experienced.' Why is it with survivors you folks coddle and hand hold (Ruin), yet with killers, you focus on 'experienced.' Killer players are just bots to you all, eh?

  • Not anymore, since you're only placed back on color rank. I went from rank 8 purple to rank 9 green.

    Though, doesn't this just mean that everybody will be red rank in two or three months?

  • Not for a long time. You can tell with the whole Ruin fiasco that they don't care what players think.

  • You can't change a stop gap measure to a bigger problem and expect things to go your way.

  • My most recent '#########' moment came as I was Trapper. I set a trap at a good pallet, then found that one toxic survivor who had been hounding me all match either vault spamming when I wouldn't chase, or teabagging when I would. Went through a chase of maybe fifteen seconds, downed them, went to pick up a nearby trap, then returned and picked them up. Except they had crawled on top of my previous trap. . . yeah. Trapped myself, they got free, dropped the pallet on me, teabagged, made it to the gate. I was so incredibly angry at myself for that;. . .

  • @TragicSolitude said:

    https://forum.deadbydaylight.com/en/discussion/comment/995675#Comment_995675

    https://forum.deadbydaylight.com/en/discussion/comment/996285#Comment_996285

    The problem with Corrupt Intervention is that it's on a timer. CI doesn't force the survivors to do anything to make it go away. Survivors have no time pressure, so they don't have to work on gens while CI is active: they can stealth around the outskirts of the map, doing nothing, and it doesn't matter. Killers can't go searching around the outskirts of the map, because they can't risk the open gens being worked on in the meantime.

    Corrupt Intervention is only good for trap killers who need set-up time. They can benefit from two extra minutes in the game where the survivors do nothing. For other killers, that's just two minutes of boredom where they don't gain any ground.

    I haven't had luck with Corrupt on my Trapper. Due to the scattered nature of his traps, and map size, you usually need to go to the other side of the map to get two or three traps, and by then, corrupt is nearly over. Personally, I want them to get the far gens done. While they're doing two or three, I can set up around the three closest. By the time those pop, I'm ready.

  • Hate when they do this to me, especially when I'm in the middle of a chase. I've had some tell me they wanted my attention because they were bored, others because they were in a SWF and just wanted to get under my skin.

  • @Hag.is.Dtier said:

    I'll agree with the exception of thana. That perk is trash and is ruined by people who bring we'll make it and med kits.

    My Plague would disagree with you. Slap in Dying Light, and you have incredibly slowdown. If you manage the hooks, of course.

  • I've never understood why Survivors think the hatch is something to gloat about. You found/camped the second chance escape route, congrats.

  • Right, now, moves between 8 and 9. I made it to rank 4, once, but then a very long string of bad games as my Plague bumped me back to six, then rank reset. I haven't really tried ranking since.

  • A lot of people don't want to acknowledge it? I thought the general consensus that he's in the middle. He's a jack of all trades. Decent at all, but not good. It's rather sad when his shred is used more as bait than anything else. His addons are an issue as well.

  • Lol. He called you a nerd.While playing the same game. That cracks me up.

  • It's sanctioned cheating, I suppose you could say? The game is designed about lack of information, to gather what you can and work as a team. SWF just blows past that. What one learns, they all learn. Again, against the design of the game. But since the devs say it's okay, it's not cheating. Even though, on paper, it is.

    But that goes elsewhere from the topic OP has. I do think the devs read what we say, I just don't think they care. What we get is what we get, so here's another cosmetic for you to buy.

  • @Huff said:

    https://forum.deadbydaylight.com/en/discussion/comment/993430#Comment_993430

    But it's not cheating. Then it wouldn't be a feature in the game.

    It's not cheating, as the devs say it's fine. It does go against the very nature of the game they developed, however, which is just weird.

  • DbD15.png DbD16.png

    I mean, look at this. It's all over the place. These are my last two matches.It's either this randomness, or it's solid red ranks. Months with this, and they still haven't figured out the issue?

  • So, instead of just rebuilding the whole matchmaking system from scratch, they keep patching the holes and hope it lasts longer than an update? Okay then.

  • I've picked up NOED due to Ruin. I honestly find it amusing. Survivors seem to completely forget about totems when no cursed effect pops up. 'O, no Ruin? Sweet. Gen rush.' Four minutes later, gens pop, they go crazy at the first down. Again, I'm amused.

  • I think when Tru3 did that alternate playstyle for Ghostface, people swarmed that. Then Freddy Forever was found, and he became a favorite. Basically, a few interesting playstyles were discovered, and players gravitated toward them. Let the Ruin nerf take hold, let killers feel the pressure, and I'm betting Billy comes back.

  • @GHOSTfaceP3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/991123#Comment_991123

    She’s still better then him if you can hit your blinks lol

    Devs don't want you to hit her blinks, which is why they don't fix her bugs.

  • Depends. I use it on Huntress and Hag, mostly. Started using it on Trapper, along with sloppy and mangled addons.

  • @grayon444 said:

    Are you THAT killer that dc's when their ruin is gone in the first 5 seconds of the match by any chance?Good killers shall adapt, bad ones shall whine.

    Unless you're a survivor against a strong killer, then you whine until they're nerfed.

  • @DepressedClownMain said:

    https://forum.deadbydaylight.com/en/discussion/119791/now-that-moonwalking-isnt-a-thing-whens-teabagging-being-removed

    Might as well remove pointing, flashlights, waving, turning your character, vaulting, dropping and every single survivor action so people can't be "toxic"

    Why not? It's overperforming. If the majority of the playerbase does it, it obviously must be removed.

  • @Wubsyy__ said:

    Ruin was never necessary. I'm a purple rank killer and I play killers like wraith and legion without ruin all the time and still get 3-4k's. People who need ruin to slow the game for them are either getting outplayed by well-hiding survivors, chasing the same one person for too long, or not playing to their advantages

    So what you're saying is that killers with less skill/experience than you required Ruin to have a decent game at their level of play? Wouldn't that mean, to them, it was. . . necessary?

  • For me, it depends. If they bring two, I'll grab Franklins. If they bring three or four, I bring an ebony and tunnel.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/988875#Comment_988875

    You can't have both: "Devs killed her. She's still strong"

    Make up your mind, it's either "Devs killed her." or "She's still strong".

    I'll clear it up. Devs killed her 'fun' factor. Her addons needed the change, I back 100%. But the cooldown placed on her upped her difficulty even more, especially for those looking to start her. One mistake and you lose all momentum unless you're skilled with her. The skill level required before was high, now it went up another level. Her base kit already has a lot of restrictions, adding another? It's pushed a lot of players away from her, and there aren't many new players willing to pick her up beyond a few games. It's why I attribute so few players actually using her, and of those, using her effectively.

    When used effectively, she's strong. The ability to bypass most Survivor defenses will always be fantastic. Yet again, the level required to actually make use of her kit (excluding potatoes, of course) is incredibly high. You can get more bang for your buck from other killers with far less work.

  • Devs killed her. She's still strong, theoretically the strongest, but the amount of pressure needed to actually play her at that level? No. I've only faced her three times in December, when I played mostly survivor for the battle pass. Just from that, I know much of the community dropped her, at least from my experience.

  • @KillermainBTWm8 said:

    Nurse and Billy don't need em plus the ultra rare symbol is just a symbol at least for me many killers have trash add-ons at Ultra Rare especially Nurse she already needs an add-on rework (not her as a base killer).

    It doesn't matter if they 'don't need them.' It's the system set up by the devs, they should follow through with it.

  • Not so much a buff, no. Ruin was used, for the most part, to give that early game pressure. What's the point of having a forth perk slot if three gens pop in two minutes when you're still in your second chase.

  • @not_Queen said:

    @Rivyn 😑

    Your feedback is valid but starting with an insult won't help you get your point across. I am sure there are better ways to say what you said and still convey your frustration without insults.

    Here's what I can undestand from your comment and I am sure you can express it better:

    *I am frustrated that the Devs changed Hex:Ruin before looking at map sizes, I think it should have been done in that order*

    EDIT: Typo

    I apologize, my annoyance at this whole cluster duck has me on edge.

    There are issues that needed to be looked at and resolved, before or at the same time, as the Ruin change. Changing it now, and leaving the previous issues unresolved, is just going to promote even more toxicity.

    New Ruin shouldn't be a Hex. It's strong when used right, yes, but considering map size, and how quick it's destroyed most of the time, it'll rarely make it into the late game, as the patch notes imply. And even if it does, what's the point? Survivors bring their toolboxes and perks, combined with the map size, one decent chase and two gens pop. Unless you manage a three gen, New Ruin won't do its job.

    Then comes Surveillance. A good combo, but you need a second perk to make the first worthwhile? A perk should stand on its own, not have to rely on a synergy with another to make it worth its time.

    My point is, either decrease map size in order to justify New Ruin as a Hex, or keep map size and remove the Hex. With smaller maps, low tiered killers could patrol more effectively, and New Ruin's mojo could be more beneficial. With the current map size, there will be cases where New Ruin will be destroyed before a killer can even walk across the map. No point. Remove the Hex, decrease the effect from 200% to, say, 175/150%, just so it's not stronger than other perks.

  • Remove the devs who thought it was a good idea to rework Ruin without at least reworking California sized maps first, or at the same time.

    Seriously, you have these massive maps, and depending on spawn, you can spend a gens time worth just getting from one end to the other. If maps were smaller, more well designed, I could see where Ruin wouldn't be as necessary. But no, that's not how things are right now.

    I'd also remove the current Hex form, just make it a perk. Maybe tone it down to 1.5 instead of 2 at max, but still. Hex totems don't last into late game. Whoever thought of making Ruin into a LATE game hex perk is delusional, or doesn't actually play higher tiered matches.

  • I swapped out Ruin for NOED. It's a little depressing at just how fast these gens are going. The only way my matches have been stretched out is if I slug, and doing it a few times in a row makes me feel dirty. I hate when it's done to me when I play survivor. Then I have to hear the standard salt at NOED use in post game chat. Nice job devs. Splitting the community even further, why don't you.

  • It's late, what's Solidarity do again?

    My thought on the perk is to just split it. If you're injured and it activates, you get one health stack back. If you're at full health, you get the sprint boost.

  • I've dusted off NOED. Actually, I've removed Ruin from my builds, just to get me into the habit of playing without it. I'll be honest, I'm actually surprised, both at how fast gens go without Ruin, and how focused survivors are on said gens now that they aren't running around looking for Ruin. Hence, NOED has been putting in some serious work the last two days. I think I can build a Trapper sized statue made of the salt I've garnered so far.

  • Please, become a red rank killer. Then, come back to me and tell me how much you 'enjoy the game' without using meta perks.

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