Runcore
Runcore
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Yeah, as killer im so frustrated to play vs BT, DS and Adrenaline and its very annoying. When do you nerf it?
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@Peanits said:
The worst that comes to mind is combining it with Surveillance. Any time a generator is being worked on, I would know. The instant you get off it, I'd know. Normally cleansing Ruin is the only way to counter that, so removing the hex aspect means that the killer always knows where you are and has no counter.
You created "late game" hex and its nonsense. At higher ranks no burning totem survive 3 minutes. When do you realize that creating "late game" hex is useless. Only way to keep that hex is sit on it and dont move.
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After recent changes I give up this idea. As we all see there is no chance to balance game for killers, instead we are getting one nerf after one. My idea was only wasting of my time. Sorry.
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Maybe yes and its no suprising. Devs are not listening and want us to try and accept nerfs. I plan to run around gens letting survivors win game without effort coz this is exact future of the game with current way of nerfs headed towards killers - easy games for survivors with lot of "fun" and without "frustrating" killers a their perk. These DCs you are experiencing may be form of protest and I fully support it. Hope that more killers join this.
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/974838#Comment_974838
I wasn't impressed by the leaked notes either, believe me.
But we should also remember that, although the source may have proved reliable in the past, those patch notes are not officially confirmed, and so until the official version is released we can't really blame the developers for something someone else posted.
If that stuff is in the official patch notes when they release, then that's an opportunity to start asking questions and offering feedback or complaints. But let's not count our Doctors before they've hatched 😋
I really doubt that devs gonna postpone that knife in backs of killers. Ruin is 99% going live and there will be no feedback. I dont play ruin, Doc changes are fine, but I hate style devs are pampering rank 20 survivors. Its crazy.
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@BadMrFrosty said:
They will do what they always do. Here, I've developed a step-by-step guide of the process. I warn you though, if you don't feel like being pissed off, maybe don't read it.
- Announce and explain changes.
- Gauge outrage.
- Tell people to try the changes before condemning them.
- Changes are universally panned as ######### and players request a delay or change before release.
- BVHR releases the subpar thing in spite of feedback.
- A week later, the thing that was already under performing is nerfed.
- ??????
- More cosmetics.
Point 8 got me 😂😂😂 For me I dont buy any more cosmetics until BHVR starts balancing game for killers too, not only for survivors.
There should be some survey after PTB, discussion and feedback. Take feedback from pro players, streamers and red ranks. Not not only make game easier for 20 rank survivors. But lets be honest, this never gonna happen, I consider this patch already implemented.
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They know it they expected it but they are ok with it. Just shu* up and deal with it policy. They are expecting that miracle happens after PTB testing and suddenly all killers will be fine with destroying their only early slow down perk that uses 80% of killers. BHVR should try play vs red ranks survivors without ruin and show us how much "fun" they have. Another good idea is find out, why 80% of players are using ruin. Maybe hex was fine but necessary evil to counter insane gen rushing speed.
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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.
You expected it and you ignore it, like all killers opinion and suggestion. We forget that you are siding with survivors. But you do nothing about crazy gen rushing speed. We all realized how BHVR works.
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Just take away killer perks and powers and sit in the corner of map a let play survivors their Gen simulator and have "fun".
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@kurgan8282 said:
https://forum.deadbydaylight.com/en/discussion/comment/974215#Comment_974215
totally agreed.
I dont hide the fact that I am addicted to this game.
But this news totally downed me.
I see the potential disaster coming making the game unplayable and not worth going on, probably will remain just some toxic surv or try hard guys in swf mode and in few months there will be no more killer base and the game will totally collapse.
On my side I decided to suddenly stop every purchase I planned to do.
I wanted to bud some skins for killers, I wanted to have at least one for every killer, but now I doubt I will buy it. Now I dont know even if I want to continue to play. All we now get is fast game with 4 teabegging survivors in gate.
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@kurgan8282 said:
tjey really dont get it, if it s FRUSTRATING or ANNOYING, means the game is challenging.
what is the point to keep on wasting money on a game that will just bring me frustration when i play killer and resulting otherwise to easy if I play survivor?
But its too late. I have bought all killers with real money and devs are constantly undermining killers and their perks. I would like to get my money back that I have spent on killers. I bought some product with some quality and developers lowered that quality so I deserve to get back my money. I think that it will solve this ridiculous nerfing coz devs will have to think twice before they release such nerfing patches with fear of refunds.
I would like to ask devs to play for example 20 games for killers in red ranks and try how hard is playing vs gen-rushing SWFs without any early slowing down perks. Would like to see video of their success. Maybe you will open your eyes finaly and stop beeing so survivor oriented.
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Im thinking about this game more and more and dont know if I should stay or better buy RDR2 and bury DBD. Im investing almost every evening to playing DBD, trying new builds (as killer), but I feel that this game is very survivor sided. Bad that I have bought all killers and unlocked almost all perks. If I know that game is developing this way I will not invest money. If there is refund option after these nerfes, BHVR will be refunding so much money and reconsider twice every "nerf" they do.
I was suggesting ideas how balance game and add more fun objectives here https://forum.deadbydaylight.com/en/categories/suggestions but instead of reading opinions of killers players and moving game towards better experience for BOTH sides, BHVR is making only changes in survivors favor (or at least I see it as 85% of nerfs are against killers). i cannot believe my own eyes when I was reading developer notes. My friend sitting next to me (not player of DBD) read it as well and told that this patch is headed against killers. We are discussing about this game and we share opinion that killers are unfairly gutted by game developers.
Lets have a look on dev notes:
Doc:
"He's been a polarizing figure since his release, and we felt it was time to revisit his kit with an eye to making it less frustrating to play against him."
"It's the lack of action needed on the part of The Doctor to find nearby Survivors that makes it feel annoying to play against."
"One last thing we've addressed is the frustration of using Snap Out Of It to drop from Madness level III to Madness level II."
Ruin:
"We took a close look at the perk to identify what makes it so frustrating to play against."
As we see game is balance around survivors. Personaly I dont play Ruin so it will have no effect on me but still game is getting harder for killers. And must say that "balancing" game around 20 rank survivors is nonsense. Game should be balance around mid to high ranks, around players that knows basics of game. This is another great mistake that is BHVR doing. Killers are too "frustrated" and some survivor perks are annoying to play "against" and nothing is done.
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Yeah, survivors will have more fun, not killers. And I would reconsider name it as "couple". Its more, a lot more ppl. But I understand that this nerfs are comfortable for survivors.
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@Mellow7 said:
Killers find DS, Dead hard and BT annoying to play against when are those getting gutted BHVR? Oh wait I forget killer's don't get privileges.
Im frustrated after I read this insane dev note.
Doc:
"He's been a polarizing figure since his release, and we felt it was time to revisit his kit with an eye to making it less frustrating to play against him."
"It's the lack of action needed on the part of The Doctor to find nearby Survivors that makes it feel annoying to play against."
"One last thing we've addressed is the frustration of using Snap Out Of It to drop from Madness level III to Madness level II."
Ruin:
"We took a close look at the perk to identify what makes it so frustrating to play against."
Every sentence is one big slap in the face of killer players. What about killers frustration about constant gutting of killers and their perks? Oh I forgot that this game is survivor sided a must be be "balanced" in surv favor to maximalize their comfort when facing killers.
Results: playing survivor is peaceful and calm meanwhile playing killer is stressful like hell. When Im playing killer my real heatbeat is louder then hearbeat of survivors in-game.
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Yes I agree. Its time to start camping and tunneling to ensure at least 1-2 kills. With ruined Ruin there is no possibility to slow down extremely fast gen-rushing so I will better ensure 1-2 kills by camping and tunneling. I will take Noed as well and every game take Moris that I was saving. BHVR is giving killers no other option then playing this kind of "toxic" builds.
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This change is gonna make more mess than good. First you can forget about synergies with Surge or PGTW (all perks that needs kick gen). So if you pick new ruined Ruin with these perks, you will be playing literaly with 1 perk until Ruin is cleansed. Then you can use kicking gen perks. Second this will make easier games for survivor not only on rank 20 but across all ranks and god knows that red ranks dont need easier games. Old ruin was teaching new survivors how game works, skillchecks and finding totems. Now? They dont need even bother themselves. Third, BHVR changec this from early game hex to late game hex and late game hexes are nonsense coz hexes will not survive first 2-3 minutes.
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Ssshhhhhhh or BHVR will find out Corrupt intervention "frustrating" and not "comfortable" for survivors and nerf it. You dont know BHVR mentality? They must pamper survivors.
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@OmegaXII said:
https://forum.deadbydaylight.com/en/discussion/comment/973796#Comment_973796
Just delete killers already. Then survivors can finally have fun playing "Dead by Simulation"
Exactly, lets delete killers and rename it to Dead by generator where 4 players can repair gens and then run. Survivors will not be frustrated and can have comfortable games with lot of "fun".
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@Rivyn said:
DS, BT, Arenaline. You see them in nearly every match, right? Clearly there's an issue there. So, when do we expect them to get nerfed? I mean, what about the new killers? And SWF? How are new and inexperienced killers supposed to get around a 4 man on comms teabagging their way out the gate? Surely something needs to be done there.
Cannot say it better. Key perk of killers was destroyed so now it time to destroy some survivor key perks coz new killers can be frustrated to play vs SWFs and good survivors.
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@Almo said:
Hi!
Just wanted to address one common concern I've seen from the community. "They nerfed Ruin so it wouldn't be hard for new Survivors."
That's not quite what the intention was. This is subtle, but bear with me.
New Ruin is in fact really brutal for new Survivors... because it is insidious. They have no idea what's happening, and they struggle to get gens done at all. That little zap effect when you take your hands off a gen? Barely noticable to a new player who's panicing because of the L3 Terror Radius they are hearing. It's not even noticable that the gen is regressing twice as fast as if the Killer had damaged it.
What we wanted to do was not "make it easy for new players" but "make it less frustrating for new players". In playtests with newer Survivor players, it was 4k with 4 or 5 gens up almost every time. But they didn't hate their time in the game as much because those red skill checks weren't in their faces.
I'm looking forward to playing on the PTB with some of you tomorrow; see you in the Fog!
Little poor creatures new survivors. Tears are streaming down my face. You are building game around new survivors and ruin game for the rest of killer players. These precious survivors you are now protecting by nerfs will become teabegging toxic garbage coz you are teaching them that game is easy vs killers from the beginning and total disrespect against killers. Great job.
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@Peanits said:
I'd hesitate to call the Doctor and Lery's updates nerfs, especially given you haven't had a chance to play them first. I would say give it a try once the PTB is live. That's the point of a PTB, after all.
I hope you are reading forum and see what have you done with these changes. I want to ask you if is totaly ok for you reading dev notes:
"He's been a polarizing figure since his release, and we felt it was time to revisit his kit with an eye to making it less frustrating to play against him."
"It's the lack of action needed on the part of The Doctor to find nearby Survivors that makes it feel annoying to play against."
"One last thing we've addressed is the frustration of using Snap Out Of It to drop from Madness level III to Madness level II."
Ruin "change":
"We took a close look at the perk to identify what makes it so frustrating to play against."
Do you see that whole patch is heading against killers and comforting survivors??? Have you read that notes twice before releasing??? Its big slap for killers.
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Majority of game are survivors so they are balancing upon opinions of survivors ==> survivor sided game. That explains these notes.
"He's been a polarizing figure since his release, and we felt it was time to revisit his kit with an eye to making it less frustrating to play against him."
"It's the lack of action needed on the part of The Doctor to find nearby Survivors that makes it feel annoying to play against."
"One last thing we've addressed is the frustration of using Snap Out Of It to drop from Madness level III to Madness level II."
Ruin "change":
"We took a close look at the perk to identify what makes it so frustrating to play against."
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@underlord99 said:
https://forum.deadbydaylight.com/en/discussion/117670/you-are-overreacting
just like survivor's who cant live without DS or borrowed time.
I wanna see survivors here on forum if DS or BT get nerf. That will be hundreds of crying posts. 90% of survivors is using BT and DS so most of survivors rely on these two perks. Like killers rely on ruin.
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@PalletOrWhat said:
https://forum.deadbydaylight.com/en/discussion/117697/reason-why-nerfing-ruin-is-the-problem-for-me
It think it is all about fun. They once said that their goal is not to make strong killers.. Their goal is to make fun killers. Fun for who is the question here.
Where is fun to play killers that can hardly 2k and watch only teabegging survivors next to gate? Its fun for survivors maybe but not for killers.
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That devs note is pure tragedy. You can translate it as: "Many survivor are finding playing vs Doctor uncomfortable and frustrating so we decided to nerf him and make our precious survivors pampered. And because we did totaly nothing about insane gen-speed, lets nerf only perk that is slowing down gen-rushing and make this perk late game Hex (aka useless). We are planning to make all killers comfortable for survivors as much its possible. We are watching forum for every survivor suggestion that can make killer life harder and trying to implement it asap."
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You took my words from my mouth with whole post. Every paragraph of dev notes are heading towards pampering survivors and make killers comfortable rainbow unicorns that will not frustrate survivors. I feel that BHVR devs are playing survivors only and not trying to play killer coz they dont know how hard and stresful it is. Im "frustrated" of gen-rushing, for me is "annoying" to play vs SWFs and Im "frustrated" that 80% of nerfs are headed toward killers. What about killers "frustration"? When I play survivor Im calm, when I play killer Im totaly stressed. It should be to the contrary. I suggest option to refund money for nerfed killers and nerfed perks related to that killers. BHVR will reconsider twice every nerf if they are scared of huge money refunds. I have all killers and now I want my money back for Legion, Nurse and Doctor. Can I have my money back? I bought strong killers with my money not some weak dummies.
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@Colton147 said:
Early game, slightly more survivor-sided. However, come late game, with less generators, killers would be able to patrol generators much easily and the generators will end up regressing. It will allow killers to locate survivors much easily.
You are forgetting that hexes will not survive until late game. So its useless perk until you camp your totem. Making some hex perks "late game" is stupid and mindless.
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@Peanits said:
I'd definitely suggest giving it a try first. My initial reaction is that remove the hex condition would make it far too strong. Combining it with Surveillance means you can see exactly which generators are being worked on at all times, and you can tell exactly when someone gets off the generator. If you aren't able to cleanse it, you wouldn't stand a chance.
Have you considered to rework totem spawn locations to make them harder to find first before reworking hexes? How do you want to try new interesting builds if hex cannot last more then 3 mins? Are you supposing to camp hex totem? What about make all totems burning so survivors have to cleanse blindly totems and dont know which is exactly enchanted? Or at least make cleansing time longer or give signal to killer without hex: thrill of the hunt when survivor start cleansing? You are changing perks that are working on nonfunctional basis. You should build "house" from base and not from "roof".
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@MrsGhostface said:
“We identified a major source of irritation to be his Static Field”
Are you serious? Isn’t that the point? He isn’t even close to a popular killer so I really hope these changes aren’t a nerf. I’ve been playing him since I started and I take pride in being able to play him well. I don’t mind learning his new set up as long as he doesn’t become another nurse. So sad.
I think all time that killers are supposed to be irritating for survivors but as we all see devs are nerfing killers and their perks to make them no irritating and comfortable for survivors. I dont believe my eyes when im reading these notes.
1) "He's been a polarizing figure since his release, and we felt it was time to revisit his kit with an eye to making it less frustrating to play against him"
2) "The problem is that The Doctor gets periodic notifications of Survivors' locations in his Terror Radius due to their Madness levels increasing passively. It's the lack of action needed on the part of The Doctor to find nearby Survivors that makes it feel annoying to play against."
3)"One last thing we've addressed is the frustration of using Snap Out Of It to drop from Madness level III to Madness level II."
4) "We identified a major source of irritation to be his Static Field"
Do you see? Every single change is make to make him "less frustrating" for survivor, "less annoying to play against" and "frustration" of using Snap Out Of It.
PAMPERING SURVIVORS IN EVERY SINGLE PARAGRAPH OF THEIR NOTES. Legion, Nurse, Spirit and now Doctor. Every killer nerfed to make him/her less frustrating, less annoying and less irritating. Not speaking about ruined ruin. Its only me who see high survivor siding?
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@Kagari_Leha said:
https://forum.deadbydaylight.com/en/discussion/comment/969672#Comment_969672
Thrilling tremors will force survivors to give away their positions and regress the other gens
Surveillance will give you total gen information all the time
and im sure there's more i just didnt think of yet, this perk wont be useless at all
You are still not getting that its still hex. It will not survive until late game and its supposed to be late game hex. They changed it from early game hex to late game hex and we all know that no hex will survive until late game. As old hex it was adding precious time to killer to apply pressure and prevent poping 2 gens in first 3 mins. Now it will not help early.
I was predicting some nerfs to ruin coz survivors are constantly crying about it so Im not using it for more than half year so it has no effect on me but Im dissapointed that BHVR is highly survivor sided.
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Difference is that old ruin was supposed to slow down early game (first 1-3 minutes) until totem stays. It was helping to add little time to find survivor and apply some pressure. Now? This perk is useless coz its supposed to be late game perk (as devs stated) but no hex totem will survive until late game (until you play vs potato team). Plus you cannot use this perk in combination with PGTW. Where si benefit for killer? Im getting used to this new trend of pampering survivors and destroying killers and their perk.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/968770#Comment_968770
In case the killer pushes you off. If they show up at your generator and start chasing you, it's going to regress (and fast). The only way you can prevent that is by cleansing the totem, otherwise you're taking that risk for the whole game. Otherwise if they hook a survivor, you need to choose between getting the unhook and losing progress or finishing the generator.
Have you ever played vs high rank survivors? With current stupid locations of totem spawn this new hex will be destroyed until mid game and not surviving until late game like its supposed. You changed it from early perk to late per but hexes will never survive until late game. Do you get it??? What about do something about gen speed instead of ruining only one perk that prevents gen rushing?
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@Almo said:
New Ruin is extremely powerful late game. It must be a Hex Perk, or it would be OP as hell.
OP like hell? Its HEX so it will be easily destroyed in first 1-2 minutes - totem will not survive until "late" game so you killed this perk. It was used to slow down insane gen-rushing early. Now killers has no tool to slow down early game but has late game hex that will never survive until late game + great totem locations is giving totem +-2 min of life. What about think about why so many killers use this perk? Coz gen-rushing is insane and it was only tool to at least slow down fast games.
Instead of solving generator speeds that are ridiculous you are cutting one killer after one and destroying their perks. Change my mind that this game is whole survivor sided and pampering them? Sorry to say but this is stupid decision.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/968849#Comment_968849
We are planning on reviewing other items in the future like we have for medkits. When that will be, however, I can't say.
I hope it will be early coz now you are killing only killers and their perks. Highly survivor sided game.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/968776#Comment_968776
The PTB will start tomorrow.
Gj on ruining one of the best killers perk. Pamper survivors more. N1
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@Levitika said:
I'm relatively new to this game, but more and more frequently I'm becoming the target of Survive With Friends groups of players who make it their goal in life to make mine as miserable as possible for the crime of playing the Killer. Why are there no preventative measures to stop flashlight spam, generator rushing, teabagging, hookbombing, and bodyblocking? Why are players allowed to queue up with their friends for unfair communication advantages over the Killer, with absolutely no incentive to play alternatively? When are developers going to try and make the game actually enjoyable for Killers at all levels of play, instead of making it feel more like an uphill struggle the longer you stay?
Reporting has done nothing. I run into the same toxic people, sometimes even multiple times in the same day. It's genuinely discouraging, and making me regret playing the game.
As killer main I can say that 80% of survivors are toxic and dont know how to behave. If you win you are considered camper, tunneler, noob, kid, idiot...etc. If you lose game survivors are teabagging you near gate and you are called noob, bad killer or looser. No matter if you win or lose, you are insulted anyway. Im automaticaly skipping engame log with chat to prevent reading toxic chat. Problem is thah if you dont report toxic player immediately by report button, you cannot demand action from BHVR throught ticket.
My example: I was playing vs 3 SWF team and 1 solo. Standard game. I killed whole SWF team and solo escaped via hatch. After game I skipped chat as usually. Suddenly I notice that someone wanted to add me on steam. I noticed that it was member of that 3 man SWF. I declined což its common that frustrated player want to add you and insult you personaly on steam chat. It was twitch streamer so I watched his stream and I was horrified by his behaviour. During replay of our match they were constantly insulting me whole game (I understand their lang). As I saw on replay they were insulting me aftergame on chat that I skipped. But I continued watching and this group was insulting every single killer opponent after every match. No matter if they won or lost. I got insults like "Czech idiot", "fuc*ing camper, tunneler"or 8yo kid. Other killers got wish of cancer, die soon or fuc*ing piece of sh*t tunneler. 15yo streamer is insulting all around with his same year old group. After this I sent ticket with screen but I got answer that they cannot take action coz I didnt report him after game.
Survivors are extremely toxic and there should be some automatic system that detect insulting and automaticaly take action like chat ban or game ban.
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@bomb1720 said:
i'm sure killers would like another objective too. i'm not saying give them another to counter balance survivors extra objective. i'm saying
x1 to killer=contaminate petrol tank
x2 to survivors= find and fill petrol cannister, pour petrol into gen
if ruin is took away put more time onto gens until they power up 😋😉☺️
Yeah, why not? It will be only better if ruin will be deleted and replaced with this new objectives. Sadly nowadays is Hex: ruin some kind of must have perk to at least have better chance to counter gen-rush times, but sadly its high risk perk that is usualy cleansed in first 1-2 minutes (for me often destroyed in 30s, before I even find first survivor). So for killers its must have and have only 3 perks left to create decent build and not to mention that after 1-2 minutes killer play with 3 perks for the rest of game and this is problem.
One solution is delete Hex: ruin and add my idea for refueling gen, that prevents 3 ppl on 1 gen at once early game or change Hex: ruin from hex to standard perk with little nerfs as compensation for keeping Ruin working whole game. Second option is good if BHVR doesnt want to interfere to game mechanism with adding another objectives. Second option is not adding more fun with objectives but can help with gen-rusing by lowering % with good/great skill checks.
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@Yuyukoyay said:
I'm all for adding more objectives as long as very little changes are done to the core balance of the game. I still think the easiest change is to just remove SWF's though from the lobbies and give bloodpoints to custom games. So you are rewarded for playing SWF fun mode.
I agree but coz BHVR will not prevent playing with friends there is no other option but adding objective that prevent SWFs jumping with 3 ppl on single gen and finish it in first minute and finish it before killer can even find first survivor. Other option is adding fake generators that are not connected to gate. Last option is buff some killer perks to allow more pressure vs SWF groups but this buffs will only raise huge wave of crying from survivor side and we all know that BHVR is sided with survivors to make their game comfortable and it will end up by nerfing killers again. Mb 5th perk slot can being new interesting builds. Killers are now limited to 3 perks literaly because hex ruin is must have to slow down crazy gen rushing time. Plus another advantage is that killer players will try to play more characters if there is no so big gen rush pressure.
My idea si perfect to prevent 3 ppl jump on gen coz only single person can refuel gen and this solves SWFs advantage. Im not against adding killer objective as well to counterbalance adding refueling objective for survivors. I dont want to add huge killer advantage but add little disadvantage for SWFs that are huge problem for healthy games. Sure there are other problem like crazy matchmaking (as rank 10 I got 3 ppl SWF rank 2-3 with one solo survivor 9 rank - its really not fair matchmaking playing vs so much better players), endless loops with 3 pallets next to each others etc.
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@Xerge said:
No, I don't think the game is great. As a matter of fact I wouldn't recommend it to anyone.
I play more survivor games, because killer isn't very fun, so I guess that makes me a survivor main, although I would play more killer games if the game had better map design.
I'm rank 2 survivor and rank 5 killer atm.
Yeah. Im playing as killer mostly (survivors only for rituals or challenges). Bad map design is only one of all problems. Endless loops with 3 pallets next to each others, The Oni map is hell for killer coz high grass where killer can hardly chase survivor that literaly blend with surroundings. Bad matchmaking that is placing vs you much higher ranks (for example when I was rank 10 I was placed with 2-4 rank SWF survivors - how the hell is this fair??). Gen-rushing is thing, usualy before you find first survivor, one gen is done. There should be some objective that prevent jump 3 ppl jump on gen early game and finish it before killer has even chance to find some survivor (for example another objective or add fake generators). Sure, current state is ok for survivors and developers are ok with that coz 4 ppl are satisfied and 1 (killer) not so its more profitable for them. When playing survivor Im most of time totaly calm but when playing killer Im constantly stressed coz its hell playing killer. Some killers are balanced (killers that have chance to kill enemies) and some are useless (like Legion or Nurse thx to huge nerfs). Sad is that balanced killers are considered OP by survivors but not coz they are OP but coz they have even chance vs survivors.
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@ppo8820 said:
I play killer and there’s nothing worse than watching survivors breeze through gens with their nifty toolboxes. Should gen time be increased to 3 min for regular repair and 1.5 minutes/90 seconds when using a toolbox?
I also saw devs mention creating “dummy” gens on map that appear to be normal gens, but once completed fizzle and explode, and do not count towards an actual completed gen. So each map starts with 9-10 gens and 3 are not real, thus fooling survivors. Thoughts?
Perfect idea :-)
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Love it ❤️
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@Zoldyar said:
https://forum.deadbydaylight.com/en/discussion/116859/refueling-generators-objective
This is good, but you do have to understand that survivors will have to get buff in order to keep this balance. This is because killers are shown to be performing well like survivors in games. So by making the game longer would just benefit killers. And if the devs were to balance solo survivors they will just end up buffing swf team which would just lead us to the same situation as before. That being said, I do like your idea of making the game longer and more interesting.
Yes, as I told, there will be some balancing work around this idea. Survivors can get buffs but just small buffs to make this idea beneficial. This idea is made to balance some biggest problems the game is now suffering like gen-rushing and SWFs. Some bigger buffs will put game to same state like now - unbalanced. Developers absolutely dont need to buff SWFs coz SWFs are main source of problems around game balance. Well organized voice comm SWFs have huge advantage and their communication is simulating some perks like empathy, bond, kindred...etc. so its members dont need to waster their perk slots with these kind of aura reading perks. My idea will make games longer but not so much longer. Its kind of symbolic objective that will prevent well organized SWF groups to jump in 3 ppl on single gen and finish it before killer even has chance to find single survivor and apply some pressure.
I know exactly how hard is to make pressure to well organised SWFs on higher ranks and its almost impossible coz you dont know where to go first. Go chase someone first? Go hook someone or let bleed? Camp or go kick gens? While you are kicking gen, others are finishing gen on the opposite side of map and unhook hooked one. You go catch them and meanwhile other gens are done. Its very hard to play vs these premades groups and killer can start prefering camp, tunnel, taking perks like NOED or moris to ensure at least 1-2 kills. If killers has more gametime and space by adding another fun objective, they will avoid using these tactics that are considered by survivors as dirty. This is another benefit of this idea - less camping, tunneling or NOED (NOED is crucialy important if you playing vs gen-rushing SWFs to take at least 1 kill).
Yes, on lower ranks games are now slow but its coz new players are learning mechanics of game and how to play properly. But from rank 12 games are faster and faster and on higher ranks are ridiculously fast and before killer even find one survivor 1-2 gens are done. This is making games extremely stresful for killer, not for survivors. We should not care so much about lower rank game because its easy to achieve rank 13 and higher. I was playing survivors only for some archives challenges, lvl 1 with single basic perk, no items or addons. I escaped 8 of 10 games and get to rank 11 without much effort. This is reason why we should focus on balancing around medium and higher ranks because if some player learn basic mechanics of game its easy to climb to medium and higher ranks. I consider low ranks as some kind of tutorial ranks from where you can easily get out if you understand basics of game. This idea is made to balance game time from medium to high ranks.
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@TheEntity03 said:
I think this awesome as a second objective the only thing I probably change is that survivors can see the gas cans auras unless the time for putting the gas in compensates for the ability to see the auras.
Yeah, why not.
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@CLAUDETTEINABUSH said:
https://forum.deadbydaylight.com/en/discussion/comment/959412#Comment_959412
Interesting,so you suggest a double item mechanic, the survivor will carry the fuel on their backs and can hold one more item at their hand. I imagine that this should have an active key in order to change between the two items (like Ctrl). Indeed interesting.
Tho one objection, the refueling should work as an interaction that when it's stopped,it doesn't reset. Meaning that it will work more like healing/repairing gens than cleansing a totem. Also there should be imo 7 active refuel canister instead of one,and they should all spawn at the same time instead of making them appear one at a time,without the aura reading ability. Maps can track the canisters.
It sounds more like a new killer passive power idea but I like it xd
Not double item mechanic like carry 2x medkit or 1x medkit + 1x toolbox but only possibility to carry canister while keeping your normal item. In addition there can be bright new item called funnel that can shorten refueling time by X%. This can help to involve another survivors, add more cooperation between survivors (SWF + solos) and brand new builds. And because only 1 survivor can refuel 1 same generator at once other survivors can decide if they gonna wait until 1 surv refuel or better go hunt for totems or refuel another generator better. For example: 1 survivor is refueling gen but is distracted by killer (he/she can drop canister while running) and another survivors can continue refueling. 1 canister will contain amount of fuel for 1 generator so survivors will have to pick another canister before refueling another generator (or they can partialy refuel more generators with 1 canister). Auras of fully refueled gens are highlighted for all survivors so they will know exactly which gens are ready for repairs.
This idea help fix some problems that are object of many complaints across forum and game.
1) SWFs are prevented to 3 ppl on 1 same gen early before refuel gen
2) genrushing is slowed down by adding another objective
3) bring more cooperation between survivors and more involve solos
4) longer fun games with more objectives - no more longer waiting times then game alone
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@CLAUDETTEINABUSH said:
https://forum.deadbydaylight.com/en/discussion/comment/959261#Comment_959261
Now,I am at purple ranks (I have reached red ranks but this season I got unlucky ;-;) that's why I always run my no gens doctor builds,it slows the game down a lot imo.
If I see that my strategy isn't working,I'll change to Freddy/legion/plague with their own respectable forever builds that slow the game down moderately. I can't necessarily prove/say you are wrong so I ask you this; what is your idea of making gens harder/slower to complete without hurting the low ranks?
If you have an idea that will only affect the 15-1 ranks only without hurting the lower ranks then I'm all ears (a little dbd pun xd)
My suggestion is smaller maps and better totem spots
This game is about objectives and interacting between killers and surv not about speed to end game. If killer get 4k fast it means depip and almost no bloodpoints. Same for survivors. My opinion is that games should last longer so adding some new objectives should solve problems with gen rushing and ridiculous game speed. I like idea that I have read here on forum to add objective of refueling the generators before you can repair. Survivors will see auras of canisters with fuel on map. Canisters should have capacity for refueling 1 full generator. After gen is fueled all survivors will see its aura. Only one canister can be used to refueling gen at once so there wouldnt be long refuel time - around 15-20s is enough to refuel one gen. Canister will be additional item so medkits/toolsboxes/keys/maps/fleshlights will stay on survivor hand/backpack so there is no need to "drop" it before using canister. Rest part of game is same.
This idea will solve crazy gen speeds early coz you need first take canister and one person at once can refuel one gen so there will be no 3 survivors working on same gen in first minutes (no generators done in first 1 minute) so other survivors can focus on refueling other generators, finding totems or lure killer. Other benefit it that SFW groups will have to split early to refuel generators and not going in group of 3 for one gen - sure, they can go to one gen, 1 will be refueling gen and others wait but this will waste their time. At the same time it will prolong game times and there will be more interaction between killer and survivors which means better bloodpoints and pip/depip results. Keys and Moris can be deleted from game to prevent finishing game early.
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@KuromiStarwind said:
Wow. What a great argument! Because perks exist to manage the speed of gens, that means the current rate at which gens are done is balanced. You're so smart. Jeez, thank you for listing all of those perks and creating a solid argument.
Hey, did you know that no perk currently exists in the game to counter Head On or DS? Therefore, those two perks are actually overpowered and should be nerfed, if we're applying your logic.
Thank you for this argument :D I cannot agree more :D (no sarcasm)
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@CLAUDETTEINABUSH said:
https://forum.deadbydaylight.com/en/discussion/comment/958526#Comment_958526
Yes finding and cleansing a totem gives the killer precious time,in many cases hexes last for more than 5 minutes,maybe not be cleansed at all. Thanato pairs great with other perks such as dying light and is honestly a decent addition to the forever builds. Noed forces the killer to play with 3 perks BUT if the last gen is popped right as you chase someone can result in a kill.
I dont know which rank you are playing at but from 15+ ranks my hexes last up to 2 min max in better case. Thanato has very low numbers and needs to have injured at least 3 survivors to be barely noticeable. Dying light need too at least 3 survivors hooked to be noticeable. Both perks have no effect early. Only perk that helps early slow down is ruin and this is nowadays only wasting of perk slot and Im avoiding using it. Killers are forced to waste almost all perk slots with weak slow down perks coz gen speed is ridiculous and prevent 3 gens pop up in first 2 -3 minutes. Killers cannot experiment with other perks build coz "gen rush meta" is forcing them play same and same slow down perks to have even chance to get some kills. Survivors are crying about NOED but this perk is MUST HAVE in these times of gen rushing to achieve at least 1-2K same as hex: ruin a PGTW. All other slow down perks are weak with low numbers and makes now difference in gen speed.
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@CLAUDETTEINABUSH said:
https://forum.deadbydaylight.com/en/discussion/comment/958150#Comment_958150
https://forum.deadbydaylight.com/en/discussion/comment/958193#Comment_958193
Ok let me explain;
Hexes,yes can be cleansed but waste a decent amount of time for the survivors to find them,plus the extra time to cleanse.
Sloppy butcher with thanatophobia,dying light has to be one of if not the best combo for plague and legion,it slows the game a lot.
It is also godly for the "forever Freddy build"
Overcharge with pop have great synergy (I can admit this combo is one of my guilty pleasures). Overcharge stacks with huntresses lullaby (would be great to stack with ruin too....tho it doesn't)
Surge,pretty bad,I just added it because it is a generator interaction perk...
Plus some perks that I was bored to write so I put etc;
Corrupt intervention (sorry if I spelled it wrong) one of if not the best slowing the game down perks, godly on the trapper and the hag because it allows them to set up their traps with less stress of gens pop.
Surveillance,pretty decent information perk,goes well with overcharge and pop.
Discordance (again sorry if it is misspelled) again an awesome information perk,goes great with mobile killers (freddy, Billy)
Thrilling tremors, decent information and slowing objective completion perk if you play a killer that can easily down a survivor,also great information perk.
Then there are perks that gives you bonuses if a gen is completed;
Bitter murmur,decent information perk,good for everyone tbh.
Rancor,decent information perk,only downside is that it gets countered by swf because of the information that the obsession gives.
Tinkerer,the only perk that can make the oni silent,tho I can say pretty useless since it can pop mid chase.
Unnerving presence,good on low ranks but imo it just helps the survivors hit great skillchecks xd.
Franklin's demise,doesn't slow the game down a lot but it forces them to search for their items (also one of my guilty pleasures)
Hex;no one escapes death (noed) best clutch perk.
Plus all the builds to slow the game down;
Forever plague,legion,Freddy
Impossible skillchecks doctor
Etc.
If you want to slow the game down,pick one of these builds. I personally love my no generator builds on doctor (overcharge,pop,ruin,Franklin's demise) or (destressing,unnerving presence,ruin,a perk of your choice)
I don't know if you guys are console players or PC players,but as a PC player I can tell you that if I get gen rushed,is probably because of my own fault,not the game's.
What do you think? Let me know by quoting on this comment.
Hexes wastes decent amount of time? 1-2 minutes is not decent. On higher ranks its less then minute. I dont think that 1 minute slowdown worth perk slot. Thanato slowdown is not worth. Noed is forcing killer to play with 3 perks and can be cleansed. Skillcheck perks are nothing vs skilled survivors.
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@The_Meh_Teh said:
Yeah I think gens are pretty slow to be honest. They are fast if you are up against 3 toolboxes. But big deal. Hex is a perfect way to counter balance this.
Also I've been trying to get Pop goes the weasel for Freddy but it hasn't come up in the bloodweb yet. Is this not a Freddy perk? Is it teachable? Maybe it comes after prestige?
Hexes are useless coz if you dont play vs potatoes its destroyed in first 1-2 mins and then you play with 3 perks for the rest of game. Hexes are not solution for insane gen speeds.
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Nope, killer with this perk is playing with 3 perks and it can be easily countered by doing totems.