Runcore
Runcore
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@DepressedClownMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1008184#Comment_1008184
The salt in this made my pc crash
And you are surprised? There is not even Ruin nerf released and survivors are starting to cry for another killer nerf.
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@Unicorn said:
Everytime I face this Killer its a nightmare. (No pun intended)
Go cry to forum for nerfs. Its works 99% of times and all survivor mains do it already. Join them in their crying club.
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@Horror_Gaming said:
Change My Mind
Give yourself big slap over you face, better from both sides before you write this trash topics. Killers are gutted by devs every single patch. Its time to watch gen speeds now.
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@underlord99 said:
a lot of survivors complaining about the big man lately, how long do you think till BHVR kills him?
A lot of killers complaining about Ruin nerf so hush.....
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@Peanits said:
I'll let you all brainstorm, but I would generally argue against having larger rewards for prestiging. On a personal level, I would prefer prestige stays optional for those who have loads of time to play, rather than encouraged for those who might not.
That said, having slightly cheaper nodes wouldn't be too crazy, in my eyes. Granted, you would have to play that one killer or survivor a ton to make up for the three times you prestiged.
Would be nice to keep item rarity chances same for every prestige level (so you will not be forced to prestige get better items) but for example lower BP costs by 0/10/20% + I really appreciate if you can delete note that pops up every time you finish bloodweb on lvl 50 and dont want to prestige. Just show it once you level up from lvl 49 to 50 and then not.
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Better swap for survivor,because: easy wins, no stress and anxiety like if you play killer, full BHVR favor a big variety of op perks that bully killers and you can teabegg killer in gate. No benefit of playing killer.
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No way, face-camping is legit strategy of killers. If killer camp, just do gens and you have free time with no pressure, killers will have proximity penalty, depip and less kills - its enough. Killers are not here for survivors fun but to get some kills. There are a lot of "penalties" for camping, adding anothers will only disbalance game, killers will have disadvanatage and it will be huge favor for survivors. Killers will camp less after devs reworks maps, delete god loops and rework totems.
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It pollutes only survivor item pool? Killers will be damaged much more. Exit gates have very low opening time and lower it more dramaticaly damage killers coz survivors will open gate in a blink of eye and killers will have no way to counter it. We all know about problematic gen speeds and if you raise speed of gates it will damage game balance. Exit gates should stay same + add regression to prevent 99% exit gates which serve only for toxic survivors that wait for killer and then teabegg him/her in safe zone. if you want buff for surviviors you must suggest buff for killers as well to keep balance. You suggestion only favors survivors.
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@ChronoSeth said:
No thanks, it pollutes survivor item pool and you have to hold it for the whole 5 gen or ECG. Which means your item would either be wasted since you died or it could have been a toolbox repairing generators.
It pollutes only survivor item pool? Killers will be damaged much more. Exit gates have very low opening time and lower it more dramaticaly damage killers coz survivors will open gate in a blink of eye and killers will have no way to counter it. We all know about problematic gen speeds and if you raise speed of gates it will damage game balance. Exit gates should stay same + add regression to prevent 99% exit gates which serve only for toxic survivors that wait for killer and then teabegg him/her in safe zone.
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@Peanits said:
We are not. We have mentioned multiple times that if something needs to change about gen times, we're happy to take a look into it. Unfortunately we cannot do that when 80% of red ranked killers are using a perk that covers it up- it makes it impossible to tell what actually needs to be done. We'll keep an eye on it.
One good advice for next. Write it down to developers notes. I think you would prevent a lot of anger if you write it immediately and not now. If you say that you are reworking ruin to look at gen times, it will be much better then reasoning this rework with "frustrating" gameplay of new survivors.
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With implementing of your idea of stopping timer you take away strategies of killers. Its not about low skills of killers but enviroment of game. With god loops, bad map design and insane gen times more and more killers prefer to camp and ensure at least 1-2 kills then risk X chases with unsure results. If developers balance maps, endless loops, totems and gen times then less killers will camp and tunnel. Best solution is not punish killers by stopping timers and force them to leave hook but maps rework. As killer main I was rarely camping but with current state of maps, gens speed, toxicity of survivors and nerfs of killers (and Ruin) Im starting to prefer ensure at least 1-2 kills by camp/tunnel then let all escape while teabegging me in gate. For me the fault is on developers side that are ignoring main problems of game and better nerf perks that was countering these problems (ruin countering fast gen speeds). They are reworking perks around bad basis game layer (maps design, gens, totems). First they have to rework all maps and then they should try balance problematic perks and it will result in better killers gameplay without tunnel/camp strategies.
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@YehBoiGoku said:
https://forum.deadbydaylight.com/en/discussion/comment/1000488#Comment_1000488
Lol yeah it is fun when the killers don't realize that. Not so much for the camped survivor though :/. Plus the killer doesn't pip and neither does that survivor so even bigger sad
Its legit tactic and its balanced. By camping killer loses so much time that rest of team can finish 1-2 gens so its fair trade + hook proximity. Plus survivors has perks to counter it like DS, BT or deliverance. Any playing with this mechanism will lead to huge nerf of killers again.
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Campers are totaly ok. Its kind of trade. If He is camping one survivor, you can progress gens. It will buy you a lot of time. Totaly fair.
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@Chrisko said:
Does anyone think this would be a viable item?
There are perks that help fix gens faster and items (toolboxes) that repair gens faster. Interestingly, there are no items that open exit gates faster... With the EGC, an item like this would be worth considering.
Thoughts anyone?
Like opening gates is not fast enough -.-
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/997927#Comment_997927
Again, I don't mean to say that nothing should be done, but you can't know how much needs to be done when the supposed issue is being hidden by a perk. It's hard to say for sure. While yes, a lot of people use it, there's also killers out there who don't use it and still do just fine. Adding extra time to objectives would only stand to be a massive buff to them.
I've seen the gas suggestion a few times. I'm a bit of a fan, personally, but my only concern is that it removes points of contention from the game. Right now, if I'm not chasing a survivor, I know I can go between generators until I find someone. If I instead have to search every inch of the map looking for people who might be scavenging for gas as well, suddenly I lose my best way to find survivors.
Im not afraid about loosing best way to find survivors with gas scavenging. They still need to refuel gens so if you dont find them scavenging for gas tanks, you will find them refueling gens so there will be almost no diference. This is not intended as massive buff to killers but prevention of 4 ppl jump on single gen and finish it before killer can even apply pressure of find survivors.
Just to say that I was never using old Ruin but I dont like that problem with gen speeds is real and something has to be done.
Now imagine that you are playing killer, you find first survivor and chase him for 15s when suddenly 2 gens pop. How do you want apply pressure if youl lose gens before applying pressure. Killers then rather go camp or tunnel single kill coz they know that there is literally no way to pressure it.
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@Peanits said:
We are not. We have mentioned multiple times that if something needs to change about gen times, we're happy to take a look into it. Unfortunately we cannot do that when 80% of red ranked killers are using a perk that covers it up- it makes it impossible to tell what actually needs to be done. We'll keep an eye on it.
Maybe fact that 80% of red ranks are using old Ruin can indicate that something is wrong with gen times. Question is WHY there is need of using 1 perk every game. WHY ppl waste their perk slot every game and taking risk that hex will dissapear in 1 minute. Because they need to slow down game early to prevent beeing gen-rushed.
I was suggesting adding refueling objective (https://forum.deadbydaylight.com/en/discussion/116859/refueling-generators-objective) which can prevent gen-rushing (especialy SWFs gen-rushing) early without any need of changing gen speeds. It would make game healthier and bring more fun for both sides.
You should bring Ruin change and gen speed change at once - not first delete Ruin and then study what gonna happen. You put killers to weaker situation until you finish studying consequences and make gen speeds fixed.
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@csandman1977 said:
You can END all this vitriol and hate and frustration so easy.
All you have to do is answer these with the simplest of answers. No details. No nda legal issues. Just 1 word answers.
1) Are map sizes getting looked at since certain maps make it near impossible to patrol gens for certain killers
2) Are gen speeds getting looked at?
Simple yes/no answers could end this all.
Or, you could make a statement like
'Hello children of the fog. As you know we just passed our 3 year anniversary and are quickly inching towards our 4th.
Since the game's release we have made it a priority to adapt and make changes in an attempt to create the healthiest atmosphere for all players.
That being said the overall assymetrical nature of the game makes balancing difficult. But because we have the most dedicated and awesome community of players, we doggedly strive to maintain your approval.
However, sometimes, in an attempt to help the game we must make decisions that will greatly upset the player base. Nothing pains us more than knowing that players are going to be angry at our decisions.
We make these changes, not to upset, but as a precurser to future balance changes. Certain perks and features make overall balance, an already difficult task, nearly impossible.
Just know that while these changes are hard, they allow a better and brighter future for our dedicated players.
Thank you for sticking with us for so long and we look forward to seeing you all in the fog for years to come.'
Knowing there are relavent changes coming in the future would help the backlash now.
Unless of course there isn't?
Dont even try. I was asking in many posts here, marking @Almo and @Peanits and asking them directly IF and WHEN they are doing something with insane gen speeds. Simple question but never get any answer. They are able to respond only to compliments and make statements about their "strong confidence" while facing anger and insatisfaction of players 🤣
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@sorrowen said:
https://forum.deadbydaylight.com/en/discussion/comment/997534#Comment_997534
I’m honestly shocked they think PTB means anything. No one plays them really so the data won’t be accurate but we are talking bhvr here so...
BHVR can just skip PTB phase and just release it live. Its clear that they ignore any feedback and survey results.
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BHVR: "Your PTB feedback is very important for us but we dont care and do whatever we want. We know that there is anger and ppl dont like it but we will still implement it regardless on feedback (that is very important for us)"
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@Leachy_Jr said:
https://forum.deadbydaylight.com/en/discussion/comment/995830#Comment_995830
I'm going to try to say this as peacefully as possible. When you say the first gens go fast, you are referring to the first 3 gens, which is 60% of a survivors objective. In this time the killer can get 1 or 2 hooks. In comparison that is 2 gens left and either 1 survivor on death hook or 2 survivors on second hook.
It is borderline impossible to recover from that, even if all your chases are like 20 - 30 seconds long, survivors can just power through the last 2 gens. To put it simple we cannot kill the survivors at all in just 2 gens. Its just too easy for them to get them done. This is due to so many things getting in the way, mainly map sizes and god buildings/loops. However even if these weren't a problem gens would fly by anyway.
Us killers didn't care that it was passive, what we cared about is that it had pressure at the start of the game. I bet you if it had killer input it would still be used 80% of the time.
This i don't think you are understanding: Old ruin applied pressure EARLY game, when 60% of the survivors objective is being done. We do NOT want a perk (specifically a hex perk) that applies pressure LATE game. That is not what we used ruin for. We needed something to battle the early game and ruin was the only thing we had.
And... please, we honestly don't care about our gatekeeper, that's not why we used it. We used it to prevent 60% of the survivors objective being done in under 90 seconds.
Finally, the fact that you can stand strong against so many complaints doesn't show your confidence, it shows a sign of a massive disconnect between the community and the dev team. And if you think this change will be "good in the long run", then you have HEAVILY misunderstood the core mechanics of dead by daylight and what the community wants.
You are wasting your time. Devs will ignore all arguments. They have some kind of god complex. If 99% of players complains they will say that its still good change still ignoring gen speeds, god loops and problematic survivor perks. They are not confident but only childishly stubborn.
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Here is direct question, just answer it:
When do you gonna fix gen speeds? Simple question, just give simple answer. Nothing hard. If you are so confident about healthier game for survivors, when are you planning to make it healthier for killers.
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@EverflowingRiver said:
https://forum.deadbydaylight.com/en/discussion/comment/995830#Comment_995830
3 problems with this post.
1. Even if the gate keeper points are changed, gens still get done too quick. You say killer's power grows as gens are done and the first few are expected to go quick. You are assuming easy chases here. If a survivor is half good at looping this leaves three others to hammer out gens. Unless you tunnel and kill one survivor straight away there is no way for killer to win.
2. You say ruin was too passive and required no killer action. What about DS and borrowed time? These perks require zero skill on the survivor part and encourage reckless play by survivors. Where is the fairness?
3. The most important point: what is the purpose of a PTB if you don't care about the feedback? This is twice now you have said the team expected outrage and are going through anyway. That does not come across as confidence, it seems arrogant.
Devs are not capable of facing reality. They will never admit that gen speed is problem, that god loops are problem, easy totems are problem and same about some problematic perks like DS and BT. They will never admit it and never directly answer if and when they gonna solve these problems. Every time I directly asked them, nobody replied, only still same trash talking about "why is new Ruin good...bla bla bla".....not mention that they totaly ignore feedback. Ppl hate new Ruin but they will still release it even nobody wants it, so why the hell you are creating feedback category and some PTB surveys??? WHY?
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@Almo said:
This is why the Gatekeeper emblem was changed with Ruin. In terms of emblem points, it's no longer important to keep 5 gens up the first two minutes to get all those points.
In terms of the game's power curve, it's expected the first couple gens go fast. 4 Survivors, one Killer... several chases to get one Survivor out. But as the number of gens to patrol decreases, it becomes easier for the Killer to patrol, and their power rises. As the Survivors die off, the Killer's power increases more as there are fewer Survivors to work on gens.
Old Ruin gave people who depended on it the idea that it should not require input from the Killer to keep the first couple gens from popping in the first couple minutes. But that is not how we intend the game to work. My apologies for leaving old Ruin in place as long as we did; it was hard to find a good update, and we knew there would be a huge outcry from the players when we did the change, no matter how good it was. The moment I joined the project in August 2018 I knew Ruin was something I wanted to change. It took a lot of time and a lot of discussion with the other designers to find something worthy to replace it.
New Ruin requiring Killers to act in order to get its benefit is by design. Its lack of large impact in the first minutes is by design. Its subtlety is by design (by subtle I mean that one of its large benefits isn't mentioned in the text: no need to spend time kicking gens). Because we recognized Ruin's impact on the Gatekeeper emblem and Killers' ability to pip, we made the alteration to that emblem.
We can easily understand players' frustrations with this deep change to one of their core tools. But the opinion of all of us on the design team is that the new Ruin will make the game healthier overall. Our willingness to stand by it in the face of such anger over the change is an indication of our confidence in the new design and the benefits it will have in the long run.
I would like to see same confidence in healthier gen speed. I like how you are doing unnecessary changes but completely ignoring gen speed problem. At least once do something for killers and not only for survivors. You are just proving that you ignore players feedback and even players hate new Ruin you are stubborn and defend it at all price.
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@Almo said:
I've been in a few games where new Ruin stayed up the whole match (both PTB and internal tests). It has a humongous effect on the game if it remains. It's just too much power not to be a Hex.
One thing I think people are missing is they consider themselves, their gen, and the Killer. 1v1 it would not be that good. But when Ruin affects several gens at once because there are more than one Survivor, it's can be a huge amount of regression.
If the Survivors are three-genned, its effect is really nasty. No need to kick gens while pushing Survivors away from them.
Ppl dont like it, just take this reworked Ruin and give us back old. Its incredible how stubborn you can be.
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@johnmwarner said:
Is this a new thing, because I’m the past two days I’ve been told this during DBD game chat while playing as... Spirit... Ghostface... wraith... Hag... Billy and Oni
Please tell me who am I allowed to play?
Real killer = useless killer with 4x escape. Maybe try Legion or Clown and dont forget - survivors must have fun :-) Other killers that can have 1K are not allowed by survivors. Also you must obey survivor rules book a say thx for teabegging.
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Expecting decent patch that will not punish killers exclusively.
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@MegaWaffle said:
BHVR - The aura reading of BBQ rewarded killers without much effort and survivors found this frustrating. To remedy this we have removed the aura reading ability from BBQ.
After all "its just for BP" as we hear oh so often.
Survivors found frustrating to play vs killers with perks so we decided to remove all perks for killers and raise number of perk slots for survivors to 6 so they will not be "frustrated". This "balance" patch will make game more comfortable for new and present survivors and much easier to achieve 4 escapes with teabegging in gate.
BHVR
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@NullEXE said:
Add a Voice Chat to the game to balance out SWF to Solo. I know it's not exactly the same, as many may not even use this feature, but at least then it would be easier to balance the game across SWF to Solo - that way we can actually make Killer less stressful to play.
I'm honestly reaching the point of not even caring about the changes anymore, at this point I only want to see this game succeed, and so far one thing BHVR has shown is passion, so that's enough hope for me to see them turn this balancing around and make Killer fun to play again in the future.
Remove Shadowborn, and add a FOV slider.
Yes, add voice chat to the game and balance survivors around it coz voice chat is literaly free Bond, free Kindred, free Emphaty.... Voice chat is replacing these perks so its huge advantage for survivors so there should be some buffs for killers around it.
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@dizbruhlikesthering said:
I would say a fun and long game (not a long where the game is held hostage or something) but a game where you get to do a little bit of everything, and therefore pip. I would count 3 kills as a win, hence you have no control of if the last survivor gets the hatch (unless you have slugged them, of course).
Problem is that games are not long enough to pip. Survivors are capable of finishing game in 5 mins and this is not definitely enough to pip.
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@Murcielago said:
https://forum.deadbydaylight.com/en/discussion/comment/992402#Comment_992402
You're basing your entire arugment on most people not even trying to get better and just play like potatoes therefore we should balance it for potatoes we shouldn't even try to increase skills according to you
Agree, but they are balancing it for "survivor" potatoes that are lazy to try increase skills. Killers are required higher and higher skill cap with every nerf patch.
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@Quiet_Observer said:
Does that mean these are next then? You know, to make it more fun for killer?
No way, these are perks of precious SURVIVORS. Devs will never nerf their perks. They need to pamper them as much as possible. Sure devs should nerf it as well coz these perks by almost every survivor every game so it will be fair to nerf it as well. Killers are "frustrated" by these perks and its "annoying" to play against it (dev notes). So do your job devs.
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@Sally55 said:
So i just was on steam and it seems that Killers are Review bombing Dbd over the Doctor/Ruin changes. Like seriously guys? Could you not? I may not like these changes but this is getting ridiculous.
This is not suprising coz developers overdo it with last patch.
1) BHVR is constantly nerfing killers and their perks mainly.
2) BHVR doesnt care about problems like crazy gen speeds and instead they make this problem worse by nerfing Ruin (the only early slow down perk).
3) BHVR is reasoning with "frustrated" survivors, "annoying" play against...etc. - this is more then prove about survivor-sided developers. These notes was one big slap in killers faces.
4) BHVR is not listening to killers, only to survivors and continue gutting one killer after one and their perks.
5) BHVR sees that 80% of red ranks is using Ruin and instead of solving source of this need they nerf perk. Instad of balancing gen speeds they destroy only perk that can slow it down and little.
Killer player are costumers, they bought game and they have right to state reviews about product they bought. And if they are not satisfied they have right to warn potentional costumers about it. I did review as well. As killer main I bought every killer, some skins, invested time to unlock almost all perks and BHVR is making killers with every patch more useless and their perks as well so I made review where I warn about survivor-sided policy of developers to save money of potentional costumers that may want main killers.
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@Unicorn said:
How do Killer mains do it? I swear I'm on edge 90% of the match, there is way too much pressure. I'm pretty bad so I guess thats a portion of the reason why. How do you guys keep map pressure?
I feel that killers are required to prove higher and higher skill cap with every patch meanwhile survivors has more and more comfortable and no stress games. Map pressure literally doesnt exist. If survivors are capable of finishing gen in 1 min, there is no way how pressure all gens and be on 5 places at once.
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Its clear that you are survivor main so its those changes are ok for u. What about survivors? They can adapt and improve...oh....I forgot that they are frustrated and because of this we got Ruin nerfed for more comfort. Instead of learning new survivors, BHVR is rather nerfing killers and their perks. And it only because ppl like you are frustrated and cannot adapt and learn. And gen times are far from ok.
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There should be definitely something done about crazy gen speeds asap. Very unhealthy for game.
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You are not alone.....
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@Endstille said:
https://forum.deadbydaylight.com/en/discussion/117560/haha-yessss-no-more-annoying-ruin
Imagine to be so bad that you are unable to hit a skillcheck. You are the very reason why survivors have a bad rep.
Ppl like him are tragedy. Unable to hit skillchecks or find totems. He only wants come to gen, press M1, wait 30s, repeat and run while teabegging killer in gate. What about delete gens and skip just to gates. Survivors will spawn and gates will be powered so they can just escape. Im playing survivor only for challenges/rituals and I had never problem hit skillchecks when Ruin up. If you dont have reflexes of 100yo granny, you should not miss it but no, lets nerf Ruin coz newbies are "frustrated"....unbelieveable.
Such a players are reason why this game is becoming trash for both sides - hell for killers and boring for survivors.
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@DBD78 said:
Damn have to start playing more dirty as killer now. Semi camping is a must rather than always follow survivors "rules" about no camping and tunneling.
Yeah, Im now every game camping and tunneling to ensure at least 1-2 kills coz gen pressure doesnt exist anymore and I will not bother myself to obey some survivor "rules"....
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I would be ok with current Hex: Ruin rework if:
1) totems are hidden and not spawning literaly next to survivors
2) increase durability of totems e.g. longer cleansing time, protection against cleansing for first 2 minutes (something like Corrupt intervention for totems) or make all totems burning so survivors dont know which one totem is enchanted a must cleanse more totems
3) rework gen speed and toolboxes to prevent necessity of using old Hex: Ruin
4) after destroying related hex totem let killer "enchant" another one dull totem to regain perk effect so killers will not be forced to play with 3 perks for the rest of the game after destroying Hex.
5) implement "Thrill of the hunt" to basekit of every killer so killer has chance to even protect it without wasting another perk slot
There are so many solutions just BHVR is too lazy to implement it and balance game one time for both sides and not only for "frustrated" survivors. Everything they do is only for pampering them. Biggest problem is need of old Ruin coz crazy gen speeds and durability of hex totems which are 1-2 minutes. Late game hex is really stupid idea!
JUST DO SOMETHING FOR KILLERS AS WELL AND NOT ONLY FOR NEWBIE SURVIVORS!!!
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Return it back and make all totems invincible for 2 mins (can be perk, something like Corrupt intervention). Other option is to make all totems burning so survivors will not know which one is enchanted (can be perk as well). Best and last option is rework gen speeds, toolboxes and connected perks so survivors will not repair gen in 30s. Killer cannot even apply pressure before find first survivor. Problem is not within Ruin but in need of using Ruin to prevent crazy gen speeds. Here is my idea to add secondary objective: https://forum.deadbydaylight.com/en/discussion/116859/refueling-generators-objective
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@JC316 said:
It's what makes them OP. Nothing can be done with discord or teamspeak, short of removing SWF, which they will never do.
As I told before, Comm is literaly free Bond, Emphaty, Kindred...etc.....most of aura reading perks.
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@Peanits said:
It could be interesting. If it does, surely that would encourage survivors to slow down and do totems to prevent that from happening.
So you can nerf it in next patch coz it will be "frustrating" playing "against" these builds... Survivors need to have as much fun as possible.
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@Sluzzy said:
Imagine nerfing a perk because a skillcheck is annoying and a totem is too hard find. Honestly, the devs are pouring baby powder on the survivors at this point.
Nerfing ruin coz its hard for new survivors is (sorry for that word) extremely stupid. Rank 20 is like tutorial for new players where both survivors and killers learn basic mechanics of game e.g. skills checks, loops, hexes and totems, gen repairs, pallets, windows...etc. And only because for new survivors is "frustrating" finding hex totems to remove Ruin, BHVR is going to nerf it. So instead of learning newbies we have comforted newbies that sit with M1 to gen and sit. No totems, no tactics but so much comfort. But they didnt realize that its ruining higher tiers that are extremely prone to gen-rushing. Best is that current matchmaking is putting green killers vs red/purple survivors so there is literaly no chance apply some pressure or prevent gen-rushing. Killers are not "frustrated" vs gen-rushing? But BHVR cares only about survivors comfort. They are still raising cap for killers how win game while making eden garden for survivors. Building game around ranks 20 is extremely silly.
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@adsads123123123123 said:
Apparently the new Hex Ruin will cause all generators to immediately start regressing if they are not being worked on. Surveilance perk is:
"All regressing Generators will be highlighted by a white Aura. Once regression ends, Generators will be highlighted by a yellow Aura for 8/12/16 seconds."
So the moment a survivor leaves a generator, you get information from it going white. This is better than just running Surveilance alone because you get additional information of someone leaving a generator. You also get all the other benefits of Surveilance such as knowing when the generator is being worked on again for mostly free.
Nobody wanted this new hex, Most of killers wanna back old version so join this peotest and you dont have to face this.
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So if I want use high risky hex Ruin I should take another risky hex Thrill of the hunt so I have to defend 2 totems instead of 1, that will help so much + wasting another perk slot for another 1 minute of Ruin is not worth. I was trying this tactic and when I got signal that someone is cleansing I run to totem and it was cleansed before I arrived. Its hard to def totems and chase survivors at once. Surivors are not potatoes and go destroy totem when killer go far from it. Def = camping so you suggest to camp totems. What about removing "hex" from Ruin and instead it can take 2 perk slots to counter its power?
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@johnmwarner said:
https://forum.deadbydaylight.com/en/discussion/comment/977824#Comment_977824
@Peanits made the comment that if you can't win as a killer without Ruin you would find yourself deranking to an appropriate level for your skills.
I find it funny that we could say the same thing about survivors, if you can't work through Ruin you would find yourself deranking to an appropriate level until you practice and learn. But of course he didn't say that because you know...
If you cant win as killer without Ruin you would derank but developers stated that Ruin changes was made for 20 rank survivors (aka noobs) so why dont nerf some survivors key perks like DS and BT to make game less frustrating for 20 rank killers (aka noobs)??? They admit that game is balanced arount rank 20 so opinion of red rank killers and survivors should not be listened.
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@underlord99 said:
"killers that depend on early game have been buffed"
What buffs has trapper and hag gotten in the last 6 months?
Yeah, I have exactly same question. I see that if survivors are crying on forums for example about freddy forever build patch was done in 1 week but when killers want some changes there is no response only another nerfs for killers. Everybody is argumenting with insta-heal nerf or balance landing - but its 2 nerf for 100 nerfs of killers and their perks. Its not equity.
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I like how many account that are defending killers are banned immediately. I smell black magic.
