Rivyn
Rivyn
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- Rivyn
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@Yung_Slug said:
https://forum.deadbydaylight.com/en/discussion/comment/982775#Comment_982775
We know because they were rank 20 survivors.
If that's the case, then yeah. Pretty embarrassing performance. If this is the level they play at, it's no wonder why we get the nerfs that we do.
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How do we know they were actual BHVR team members? Can't anybody change their name to something like that?
But IF they were actual devs, then yeah. It was funny. Doc will probably see harsh nerfs soon due to overperforming.
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@MrsMaliciousX said:
https://forum.deadbydaylight.com/en/discussion/comment/981852#Comment_981852
No one is hiding anything right now.
The PTB doesn't even hid the ranks. And Im sure that they aren't just gonna randomly throw it in there without telling everyone about it. I've been hearing this alot, where did yall hear it from?
Leaked patchnotes. I do hold them with a grain of salt, seeing as they're leaked and all, but seeing was how much the devs are butchering their own game, I wouldn't put it passed them.
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@Peanits said:
We are looking into matchmaking issues at the moment. We'll keep you posted as new info becomes available.
That's why you lot are hiding ranks, eh? So you can pretend the issue isn't an actual issue.
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@Widden said:
https://forum.deadbydaylight.com/en/discussion/comment/981044#Comment_981044
Did you see the Tru3 video? Survivors can't even do gens when ruin is active
You realize nobody plays seriously in the PTB? Since nothing matters, people play how they want. A lot of survivors i saw in his vids were dicking around looking at the rats in the stalls.
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What @FriendlyGueri said. They won't change anything. Somebody in another thread said this is the Public Test server, not the Public Feedback server. What's in is almost the same thing that'll be published. The only change I see that they may do is Docs 3 second stall. Other than that, everything else will be put to live. They don't care, that's the thing.
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Because they don't care what are thoughts are on the matter. They are set on making the chase, and to hell with community feedback.
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Except for, you know, the sparks flying from a regressing gen. All you need to do is tap it and watch. Sparks fly? Ruin. Sparks don't fly? No Ruin.
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@twistedmonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/976367#Comment_976367
You don't see those other changes which made them all weaker than they were as nerfs? Doesn't that mean the killer ones would also be just changes then?
True bias only comes from seeing one side and not acknowledging changes to the other.
https://forum.deadbydaylight.com/en/discussion/comment/976369#Comment_976369
So what were those survivors nerfs done for? Balance and fun always go hand in hand.
It wasn't fun for killers to face certain things ergo they nerfed them.
The devs have always used fun and balance when talking about the game. The issue is alot of the community only sees what happens to the side they play and ignore the others made.
And the fact that Ruin was used to slow the gen rush is 'balanced?' I understand that Ruin could be annoying to new players, I remember my first few matches against it. But you learn and adapt.
That's not saying us killers won't do the same with the change, but Ruin was the end result of a bigger problem, not the other way around. All this change is going to do is increase match speeds. If gen rushing was an issue before, we're going into hyperdrive with this.
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@twistedmonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/976297#Comment_976297
Every change is done for a reason to balance.
Do you think changes done to Vaults, Pallets, Insta heals, exhaustion, self care, MoM etc etc were all done for the survivors benefit?
Except the devs themselves say they are using the current nerfs for the 'fun and frustration' of the survivor, not balance.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/976257#Comment_976257
Naturally. But if that's the case, those who can't play at a high level will derank to a place where they're more comfortable. That is the point of a ranking system, after all.
Except your ranking system right now is all over the place. I'm getting all colors in my matches, be it survivor or killer. So your point is moot at the moment.
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@Aura_babyy said:
Then explain how killer mains like Otz do well without Ruin?
You can't expect every killer to be at the level of Otz.
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Imagine if all, or a majority, of killers took a break. Where would that leave the survivor mains. . .
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My last match last night was against four rank 1-2 vs my green rank Trapper. Wiffed two swings, and for the remainder of the match, they moonwalked on me. I feel this is karma at work. Thank you, karma!
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@thrawn3054 said:
Jesus. Can we stop this already? Yes, the Ruin change is dumb. Calling for ridiculous nerfs to perks that are fine (with the possible exception of Ds) is pointless.
I'm pointing out the stupidity of the Devs in this regard. Instead of looking into the core issue, and WHY Ruin was used to much, they simply look at it from a surface level. Considering how bias the patch notes were written, it greatly annoys me. So, if I simply turned it around on meta survivor perks, shouldn't they, by their own logic, do something about it? New killers get frustrated. They need some hand holding when facing said meta perks, same as new survivors, right?
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@CrummyCookie said:
Ds and bt need no nerfs. Just don't tunnel and camp and they're a waste of a perks. I run both because killers can't help but camp and tunnel so it's your own fault if they activate
The point has completely gone over your head. This isn't about how to logically use the perks. This is about the devs feeling the need to handhold new and inexperienced players, and cater 'fun and frustration' over balance. Their reasoning, being as lackluster as it is, is that Ruin is frustrating to new players, that it requires little effort on the killers part, it had to fit with their new emblem, and was overused.
So, that can be applied to just about anything. DS, BT, and Adrenaline are three of the most used perks. You can't go one match in higher ranks with at least two people using two or more of these perks. By the devs own admission, that goes against their beliefs. In light of that, following their logic, they should be nerfed, because they're 'frustrating' to new killers, and aren't fun to go against. Their words.
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@JawsIsTheNextKiller said:
DS, BT and Adrenaline you say? What about Self-Care? So many red-ranks are running that now, surely that should be nerfed first?
Or Botany Knowledge? That's a simple perk who's passive nature provided offers huge potential with very little effort or risk from the survivor.
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@altruistic said:
DS and BT have both been nerfed.
DS has been changed now 3 times.
BT was changed a long time ago.
And yet, amazingly, they are still top perks picked by survivors. By the devs own logic, Ruin was nerfed, among other reasons, because it was used to much. Plus, 'survivor frustration.' Killers are people too, what about the new ones? They get frustrated, why not nerf what frustrates them?
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@Rlabotath said:
Doctor isn’t powerful. His one good skill is that he can “stun” you from vaulting a window/dropping a pallet. If it’s a relatively safe pallet, drop it early, GG Doctor still has to bloodlust. If it’s the window vault, just run away so his shock misses.
Literally, the Doctors kit was MADE to be annoying, and Survivors are complaining that the annoying guy is annoying. Like... really? What made you think that?
Except he can't even do that. You stun for a little over two seconds. But you can't swing until 3. What's the point of stopping a pallet drop when they can still stand right by it and drop it before you can swing?
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Lets get rid of your DS and BT and Adrenaline and such. That would mean they cannot stack on your stack that stacks the odds in your favor.
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@Almo said:
https://forum.deadbydaylight.com/en/discussion/comment/972538#Comment_972538
It doesn't combo with Surge at the moment. This is something that's being debated.
https://forum.deadbydaylight.com/en/discussion/comment/972565#Comment_972565
It's 0.25 charge per second, not %. A gen is 80 charges, so it takes (at normal speed) 80 sec to repair it, as normal repair rate is 1 charge per sec.
So if you repair a gen for 10 seconds, and leave it to Ruin for 20 seconds, it will be at zero again. Ordinarily after a kick it would take 40 seconds to regress all the way.
Ya'll nerfed Ruin. . . and don't even allow New Ruin to synergize with other perks? You folks can't even get your own nerf right. . .
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So instead of one perk required, you need two. And on maps that are the side of California, by the time you actually get to that gen, it's mostly completed. Unless you camp that gen, New Ruin can't do its thing, so what's the point?
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@Almo said:
We expected outrage when doing a fundamental change to a perk used in such a large percentage of games. However, after playing with the new version, we're much happier with how it functions in the game as part of the whole system.
Except you all ignore the very reason why Ruin is needed in the first place, instead falling back to 'gatekeeper emblem' and 'new player experience' as valid justification.
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@Seanzu said:
Good! I look forward to playing good killers that don't run a Noed/Ruin/Pop combo 👌🏻
I also look forward to slugging builds. I've stuck with gen slowing for awhile, but not that that isn't an option, just gonna 4k slug to slow things down.
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@BloodMoneyMerc said:
If they want to make the game fun for survivors by all means do it. But do not leave killers in the dust to suffer as they always have. What you give/take from one side must be done to the other side as well. So fine, change Ruin devs. But there better be a change to DS or Borrowed Time soon.
That's what gets me. The way the post was written, you'd think the killers are bots, while survivors are human players, and that the changes were meant to make the ai easier to go against.
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@samination said:
Did you read the notes on why it's being changed? It makes sense and I welcome it as a survivor. As a killer I stopped wasting my time with hexes a long time ago.
Right. . . finding a brilliantly lit totem on dark maps was difficult. . . . it's not like Ruin lasts more than three minutes most of the time.
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Because map size. By the time I make one rotation around the map, my kids going off to college, graduating, has four kids of her own, and I just retired. When I make it back after chasing a survivor through two loops and a god window, I'm buried and my grandkids had to play the remainder of the match.
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The kill rate also doesn't take into account rank, or suicide on first hook.
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Insta heals and Balanced Landing were recently nerfed, though not to the extent as Ruin, granted.
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No. Unless survivors enjoy slugging. Because that'll be the slow down route now.
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You can. At yellow ranks. I take it that's your current survivor rank?
It's cool. Enjoy either the constant slug builds, or the twenty minute survivor queue times.
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Devs are in their bunkers right now, only popping up with a 'just try it' whimper.
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They aren't lying. They're survivor biased, and so work from that perspective. That's not lying.
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@konchok said:
https://forum.deadbydaylight.com/en/discussion/comment/970436#Comment_970436
Ruin isn't going to be a staple, it'll just be a part of a build. That's healthy for the game.
'Healthy for the game' would mean they looked at gen speed, made changes, and applied them WITH new Ruin. That would be healthy. Not nerfing Ruin because of their silly emblem change and low rank survivors finding skill checks 'frustrating.'
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Except PoP is useless while the new Ruin is active. And to get any use out of new Ruin, you need Surveillance/Discordance. That's two perk slots gone.
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No, they do know what they're doing, at least in this regard. They're catering to their cash cows.
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@Science_Guy said:
There never has and never will and never should be a rule that every time BHVR makes a change to killer or survivor, they have to make some "equal" change to other side.
(Not that Survivors have anything close to Ruin, anyway)
There shouldn't, no, and I don't agree with OPs DS. However, in this regard, Ruin is the equal to gen speed. Most killers run Ruin due to how fast gens go. This is one of the cases where one side should come with a balancing act on the other.
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@luka2211 said:
I honestly don't know why they aren't adressing the main problem,the gens and are instead saying killers use it cause of a dumbass emblem
I've said it before, it's because it would require them to put in some work. Why do you think they haven't touched maps? It requires them to sit down and work from both sides, survivor and killer. It's easier to just look at what their cash cows, survivors in this case, are complaining about, and go from there.
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@Exxodus21 said:
https://forum.deadbydaylight.com/en/discussion/comment/969723#Comment_969723
Why weren't totem spawns improved before or with this change then? I mean, we have totems that spawn in the middle of open fields and right next to generators. It seems like not only will ruin still be cleansed during the early game, but now it will encourage survivors to rush gens faster. Why would they leave a gen if walking away will cause it to regress? They need to be encouraged to do something else to naturally slow the game down, but this change is probably going to speed the games up.
Because that would require work on the Devs part. Just nef a core perk, it's easier than thinking up a new adjusted system.
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@Murcielago said:
At this point I don't care about pips I'm just gonna slug every game
Pretty much this. Knockout is going to make a resurgence.
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@Peanits said:
I would definitely say give it a try first. Having played around with it, it can be pretty nasty once you get some pressure. Combine it with Surveillance and you also get some outrageous tracking (since generators automatically regress). You'll always know which generators are being worked on.
Ruin WAS the pressure. You remove that, and there's nothing stopping the three survivors on the other side of the map completing four gens in two minutes.
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@DeadByGayDwight said:
Killer main's input: if y'all can't live without Ruin, then you probably need to reconsider how good you are at killer.
Lemme guess. You're at max green rank, and thus, don't require Ruin against your potato groups.
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@TunnelVision said:
Of course it's not cheating! They wouldn't have ingame voice comms otherwise...
Oh wait....
That's why, when the devs say that SWF was always in mind when creating the game, I roll my eyes. If SWF was meant to be with the game, they would have implemented ingame voice chat.
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Remove SWF. I guarantee if you removed that mode, you'd remove a huge portion of the toxicity. I've found that swf players are much more toxic than solo, because they have friends that can bail them out when their skill fails. Usually they only bully when they have somebody that's laughing beside them. A solo doesn't have that, and needs to use their brain most of the time.
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/967445#Comment_967445
I’ve beat swf on comms as Trapper
I'm not saying you can't. But there's a lot of info comms gives that solo doesn't. Watching your solo team mate walk around carefully to an unhook eats time, where somebody on comms can simply say 'yeah, he placed it in the grass off to my right.'
That's what it all comes down to. Information, and how easily that can be accessed. SWF with comms have a huge advantage in that area. For a game created around not having much info on either side, comms blows past a lot of that build up. To have it implemented on a game such as this, while not cheating, is pretty stupid.
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It's not cheating, because the devs say it's not. They own the game, made the game, keep up on the game, so what they say, goes. Doesn't mean it can't be exploited. Comms make some killers pretty obsolete. Trapper, for instance.
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I do, at the very start of a match. I have this odd issue where the game needs to 'warm up' after a match starts. The game chugs for the first 20 seconds or so, and the easiest way to get around that and not make mistakes it to simply chill in a locker for a half minute for the game to get going.
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Doubt it, seeing as the devs don't come back till tomorrow.
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Matchmaking has been horrid for the last few weeks.
OhTofu made a pretty interesting vid on the issue, if you wish to see.