Snow_Lep
Snow_Lep
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@Science_Guy said:
https://forum.deadbydaylight.com/en/discussion/comment/1036514#Comment_1036514
It's funny because a simple recolor of her track outfit for Meg would work better, but Adam could use any excuse for a new cosmetic at this point.
.... I feel like the joke went over your head
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@VoodooChild said:
Even the people on here that know nothing about basketball knows what "kobeing" is. Its slang cemented in the culture of the game. Today I will be damned im running deliverance and playing with the sole purpose of kobeing
PS. They should give Adam a lakers skin
Why does Adam have to get a Lakers skin huh?
Why not Meg? The survivor who already has basketball and athletic type clothing?
Huh?
What are you implying here?
Read this in the most sarcastic and overacting voice possible for the best results.
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So without ruin you just get yourself gen rushed harder while face camping. What a pro gamer move my dude. Slug them instead. Forces them to come off a gen to try to get them up and the bleedout timer keeps them out of the game longer. Bring Knock Out for extra spicyness in the game.
If you're gonna be a toxic killer, be the MOST toxic you can be.
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Nah. Chapters based on Emotes. Each chapter adds a new emote based on the personality from the backstory of the survivor and killer.
Each chapter gives a new killer and survivor emote.
Can't wait to get teabagged by a Ghostface as he dabs on my bleeding corpse.
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@ppo8820 said:
I was chatting with my friends and one mentioned they feel Freddy needs a nerf. I stated I thought billy and Freddy both, and possibly doctor now too. Who do you think needs to be nerfed a bit in the near future? Let’s make our voices heard so the nerfs will be more likely to happen.
None of em. Buff and rework a few, maybe tweak a perk here or there. But none of em.
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@ProfessorDunwich said:
Survivors bring Keys with the goal of finding the hatch. It has absolutely nothing to do with Killers face camping. With how fast gens are going now, Keys are ridiculous. The devs pretty much suggested letting certain gens go. Killer expects it, sets up a 3 gen strat and...survivors find the hatch, bust out some tbags, "LOL EZ Baby Killer."
See I don't get this remark. Unless 1 person is dead, then the hatch doesn't spawn with 1 gen left to complete.
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@gatsby said:
https://forum.deadbydaylight.com/en/discussion/comment/1030297#Comment_1030297
Huntress and Nurse aren't all that common on PC from my experience as a rank 9 survivor. Maybe mouse and keyboard would be a nice buff for them on console. I just think you're kinda over exaggerating how much it would matter
Oh boy you've never gotten huntress 10 games in a row before then.
None of them were the same person just requeueing. No. All a different player each game.of the (roughly) 50 games I've played this past week, 20ish were huntress. Had the 10 in a row in a night. Then saw at least 1 every other night, and 2 a couple of the other nights.
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No offense to the devs. But they play like rank 20s.
You can watch it on stream after stream they have played, and it is always equal to rank 20 playstyles. They balance the gane around the new players because they inherantly ARE new players.
For them make comments and remarks about skill level and tactics is... Well its trashy.
I have no remorse for my statements as I probably speak for a majority of longer-standing players when I say this.
To be given advice and tactics through a developers eyes is never accurate. They know how it was made and base all of their statements through the assumption it will work. It was designed to work that way, and when tested by other devs or even people who are aware of the changes, the results will continually show it works; not entirely because it was made correctly, but made to work from the players because they subconsciously know it should.
The developers should be the last people to give advice on tactics involved in the game and just give little tips. Hey, remember that reverse skill checks are a thing now against doc. Hey, remember that Lery's now has pallets that are less safe than before where the safe ones were.
Leave the skill and tactic talk to people who have 5000+ hours in the game. To the people who have the game so engraved into their mind that they could do better than rank 20s while blindfolded.
Please Devs, just because you designed it to work that way, doesn't mean it will work that way or that people would even want to play that way.
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Eyyyyy
More of it. People complaining they are OP. No. They aren't.
Functionality is iffy at best, and unless its a 1v1 at end game they probably are only going to get themselves and maybe 1 other person out with them.
Gens still need to be completed to get multiple people out, and unless you see someone with a map, chances are it will take them a bit to find it. If all the gens got popped and all survivors are still in the match, chances are that you weren't getting any kills anyway.
Yes keys can open the hatch after it has been closed, but okay. 1 person escapes. You closed the hatch so that means you more than likely already got a 3k. Unless you did it too fast that is still probably a pip. You can even double pip while still giving someone the hatch voluntarily.
Moris work in a similar function as the inverse.
Can't mori without hooks, an effective survivor squad will go through a match avoiding being hooked and still getting the gens done in the process.
The common factor in this is skill level.
For a good killer:
Good survivors + no mori (no camping or tunneling either) + no key = balanced match
Good survivors + mori = tryhard survivors who dont get hooked and mori is pointless
Good survivors + no mori + key = ez escapes
Bad survivors + mori = absolute slaughter
Bad survivors + no mori + no key = still gonna demolish
Bad survivors + no mori + key = maybe the last person getting hatch during end game but not likely
Why do we complain stuff is OP when it really isn't?
Potatoes can't bring moris and keys and expect to win every match.
Good players are the worry but wait... The game isn't balanced around people with experience. Only around the new players.
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@ZoneDymo said:
idk why you care so much about 1 game...
Mainly just on the fact I didn't exactly believe how upset killers were over ruins changes and the 100+ forum posts saying how keys needed to be nerfed until I actually got to experience the salt it caused.
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I'm like 60% Killer btw. Don't think I'm some survivor main coming to just [BAD WORD] for attention.
No I understand both sides of the coin, and I understand how keys can be seen as toxic.
I still am unable to wrap my head around it even in the most killer-biased mindset I can possibly put myself into. Toolboxes are the target, keys are collateral. Take the box, they don't even get the chance to use the key. Priority of survivors.
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Just put on some Noed and hope they gen rush.
Jk. Actually haven't played since the update came out yet. Darn work.
I'll still keep Ruin on, but I wanna pair it with Surge and Thrilling Tremors. Double regression for 16 seconds if it actually does work.
But my choice in replacing Ruin is probably gonna be corrupt. Unless the survivors just sit hiding for the first 2 minutes (and lets be honest, they have before) it works somewhat well to give a jumpstart on pressuring the map.
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I'll run it if I am also running Botany Knowledge and Resiliance. All together its healing at 92% of a regular heal. And if I 99% myself it allows me to get the 9% buff on doing gens in the process.
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@Peanits said:
It does not, no. Any perk that specifies that you need to kick the generator does not activate when a survivor leaves a generator while Ruin is active.
Do you know how Thrilling Tremors works with new ruin? Does it effectively regress a gen at 200% for the 16 seconds if they stop working on it? Can it be paired with Surge and Thrilling Tremors for extreme amounts of gen progression being lost?
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@Carlosylu said:
What do you guys think needs attention? Have in mind it would not be fixed as soon as we'd wish.
For me it's the ranking and pipping, I can 3k+ and the last gen was never made but I got a black pip or even de-pipped cause I got gens done in the early game or I didn't stop to kick gens. I wan't to focus on the kills more than in participating in other events as killer.
The one big thing that needs fixed in the game is the ranking and matchmaking system overall.
Survivors can level up off of nothing (I've seen red ranks with less than 100 hours in the game) and killer is about the same as it has been fit a while.
That puts a mass amount of survivors in ranks above their actual playstyle and puts them against killers who can dominate against that. Combine that with matchmaking being broken to a point where a rank 2, a rank 18, a rank 5 and a rank 11 can go against a rank 10 killer without being in a swf group, just shows how broken it is.
Now if and when they implement crossplay it will open up more players and can offer more room to balance the matchmaking, but I don't see that happening for a while.
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@LemeTheMeme said:
https://forum.deadbydaylight.com/en/discussion/comment/1012692#Comment_1012692
You don't have to downplay someone else's experience because it happens to other. Both of those situations are evidently unfun and frustrating. Except the first one should not be a thing, there should be a minimum distance based on heartbeat as well as distance. If Doc is running Distressing and both heartbeat addons, he shouldn't be able to hear you scream off the bat.
Nah i just think i set a new dbd speedrun record for 'fastest death without commiting suicide'
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@raulblideran said:
https://forum.deadbydaylight.com/en/discussion/comment/1011950#Comment_1011950
Didn't call it OP, i called it unfun. Its unfun when it is used properly to get that tiny gap to escape so you can go to the next loop. Happens a lot of times at red/purple ranks survivors.
And majority of survivors call Moris, Noed, *insert all killer perks* unfun.
Its in the game
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@raulblideran said:
Since the very fair reasoning behind the remo- wait, sorry, rework for ruin was "fun" let's address another perk that can receive the same threatment.
Dead hard. Why? Personally I find dead hard very frustrating to go against, and you know that moment, that moment when you are about to smack in the ass the survivor that abus-, wait, sorry again, made great use of some very fair loops, and gets either another run or escapes and gens are done in mean time. And I am not the only killers that finds this perk that fun to go against.
Speaking of how over powered is, it is not that big of a deal to be totally honnest, but it is totally UNFUN to go against, and since that seems to be a rational and good reason for something that is quite important to use, I suggest remo-, crap not again, reworking dead hard. Rework ideas? I don't know, something to make it equally as good and viable as HEX, saying it out loud, HEX, Ruin is. Maybe when you activate instead of dashing forward and have that immunity frame you could I don't know, do a mario type of leap but for a short distance in the air. Or make it so it is 1-time use/game. Or make it so you do a Michael Jackson type of spin. Something to be in line of how ruin is going.
Thank you.
You are aware how busted Dead Hard is right?
Unless using it to make it to the next loop and get that tiny extra needed distance, you will still get hit 99% of the time. The perk doesn't dodge hits, there is footage from streamers, content creators, and anyone who just records gameplay where you get exhausted from using it and still get downed because it doesn't work properly.
Honestly, I don't believe that Dead Hard ever had the intention of being used for dodging hits when it was first made. Many people used Dead Hard for the distance even before servers made it hard to use.
Tips for Dead Hard; wait on it, force them to use it by getting close then just closing the tiny distance. Or swing earlier so it takes them by surprise.
The game absolutely doesn't need to nerf a perk that the servers already have nerfed. Just because you haven't learned how to outplay it and use perks other than ruin to force pressure on the map doesn't mean we need to rework every "OP" survivor perk in the game.
Oh just to clarify here. I'm technically a killer main but my games are about 60% killer and 40% survivor. This isn't some biased survivor talking about keeping a perk.
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@The_Daydreamer said:
https://forum.deadbydaylight.com/en/discussion/comment/1005434#Comment_1005434
Just bcs he is harder to loop, doesn't mean he is unwinible. He has 0 map pressure and survivors above rank 8 understand how to loop against clown. Thats why he is the weakest killer.
To say survivors above rank 8 is a little off. There are red rank survivors with under 50 hours in the game because the ranking system is so borked. It is more accurate to any survivor with more than 150 hours probably knows how to loop him.
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Fine
Let's end the fighting. No difference between B and C as there was only a little to begin with.
Updated list lol
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@USELESS said:
Why is trapper so low??? I got rank 1 with almost only him
As his power is very limited and other than a power that can be disarmed or sabotaged, he is an M1 who needs the addons to really make those bear traps effective
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@Acesthetiic said:
https://forum.deadbydaylight.com/en/discussion/comment/1005271#Comment_1005271
Well you don’t understand the power of Hag then. Because UE (a perk people rarely use mind you) doesn’t break her power. Not even close. Neither does flashlights. Hags speed doesn’t hurt her at all. You’re talking about her 4.4 speed, but what about Huntress, Nurse and Spirit? All lower speeds that have GODLIKE potential. Hag is included in the conversation. Plus again, Hag isn’t add on reliant.
And just because clown can get a bottle down quickly, doesn’t mean he’s complete anti loop. Survivors can waste time by doing correct distances on loops, putting pallets early and moving to another loop that’s close by.
Huntress is one of the least add on reliant killers in the game. You can dominate without add ons.
Clown at a B just because you find him annoying shouldn’t be included in a tier list. He has no pressure at all. A lot loops counter his power entirely (which is what his power is about. If you aren’t getting survivors down at quick consistent rate all game, you’re going to lose since 3 survivors can just pressure gens while you’re in a chase.) , if the survivor is a good looper which I believe is what we should measure upon.
I play a lot of survivor. Clowns bottle don’t do anything visually. You can see through them easily.
https://forum.deadbydaylight.com/en/discussion/comment/1005277#Comment_1005277
With this, you think Clown is a B TIER against a SWF? He’s probably the worst against a SWF.
Read my newest addition. And yes Huntress, Spirit, and Nurse are 4.4 as well, but spirit and nurse can both close distance in mere seconds, and huntress is addmittedly pretty well off without addons, the issue is in hitting hatchets. Many players can't and especially not newer ones. The most useful thing huntress has for closing loops is the hitboxes working in her favor at 90% of them. Nurse can ignore loops, and Spirit can just mindgame the living daylights out of them.
For Clown, it very well might be a visual bug on my end, but even in watching survivor gameplay it is still more distorted than prior, and while playing Clown, it does have more effectivity than before if you make sure the bottles intoxicate and blur the vision.
Run a No Perk, No Addon hag and watch how well it works. Many players suffer as the dificulty in closing loops with such is increased by 100%.
To end loops with a no addon Hag is going to be about triple the difficulty of ending them with a no addon Clown.
I understand your defense, but this is also opinion as stated. They could both be S tier to one player, and both be F's to another.
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I have noticed something interesting. Many people have the most issue with Clown, Legion, Hag and Freddy in the list.
The reason Freddy is a C is due to his slowdown nerf and the fact his puddles are wildly ineffective as a survivor strat is to just run over any puddles they can while not in danger to remove them, and pallets require an addon to use (which dubs it as addon reliance).
I have stated in many comments that Clown earns B due to his annoyance factor and busted intoxicated effect. He truthfully is a C tier, but since they unintentionally buffed the bottles he went up a tier.
Legion has a couple choices when being played against. The choices are playing injured, similar to plague, and being one hit away from death, or to take time to heal over doing objective. Healing just gives more incentive to frenzy and repeat as it shows you would rather be protected over doing the objective.
Hag is a C tier as her base kit, no addon, no perk self suffers from 2 main, essentially 3, survivor counters; Flashlight, Urban Evasion, or crouching in general. Her main power is in the form of her addons, as a no perk hag can dominate running Mint Rag and Rusty Shackles. Made stronger through perks that benefit from this. Yes survivors don't know where the traps are, most of the time. If not in tall grass or darker ground, they are able to be seen if positioned poorly and can be triggered by survivors who aren't in a chase/not in danger while you are chasing another survivor and force you to mis-teleport. Yes. It does happen, and yes it is hilarious to do to Hags.
Little addition, I find it funny how nobody has really disagreed with sadboi demogorgon down there.
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@Apple2o said:
https://forum.deadbydaylight.com/en/discussion/comment/1005271#Comment_1005271
I would put hag as one of the best killers in the game, even against SWFs using flashlights. They can only disarm your traps if they know where they are, and you should really not be following someone around spamming traps at loops anyways.
Once you get your first hook with her, you can either camp ridiculously hard; laying 10 traps around the hook. Or you can use MYC and basically force people to set off the traps or they will get 1 shot as you return to the hook from 32m.
Most SWF are going to be using the meta builds, and not urban evasion.
Fair points, but camping against a swf just results in gen rush. And as you said, running the meta they will do just that, for MYC all coordination will result in 2 people moving in for saves and the non-exposed body blocking/acting like they got the save while the exposed goes immersion 9000. If they crouch to the hook because it is communicated that you trapped the hook, then the only way to get back as fast as possible without them having a chance to escape is Mint Rag, which is addon reliance.
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@Acesthetiic said:
https://forum.deadbydaylight.com/en/discussion/comment/1005248#Comment_1005248
All killers are more than sufficient against solos.
That as well. Part of conisideration for placement was how effective against a swf group they are. With S tier being "it doesn't matter" and F being "well this match is over from the start".
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@Acesthetiic said:
Hag at C Tier is a travesty. Especially when you place Clown at B tier and say “if played right..” on Oni and Legion. If played right, Hag is no doubt a top 5 killer. She honestly doesn’t really need Add ons.
Just noticed Freddy too as C tier. Why he if below Clown of all killers? What is your obsession with Clown? He’s a terrible killer.
I understand this is your opinion, but your reasoning confuses me.
Addon reliance vs skill.
Hag can have her power essentially removed by flashlights and urban evasion. Clown is only B due to the broken visual while intoxicated. Other than that he would be a C tier as he is addon reliant as well. The Huntress fits the same boat, would be a C if not for hitboxes working in favor of the hatchet over the survivor. She is addon reliant as well with many using exhaustion hatchets or iri head with infantry belt
The Hag also moves at 4.4 compared to Clown's 4.6. Combine that with the power to close loops, you have to slow down much more to place a trap at a loop as the Hag over just quick throwing a bottle as the Clown.
As I said, Clown truly only gets B due to annoyance level.
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@Apple2o said:
https://forum.deadbydaylight.com/en/discussion/comment/1005231#Comment_1005231
How is legion in F tier? You are basically the same as plague, only needing a single M1 hit to get a down. You can slap spirit fury or bamboozle on him/her and shut down any loops if you can't mindgame or don't want to deal with god windows.
Plague is insane against SWF since you can camp with impunity if people don't cleanse, for the same reasons as legion. You can't save against a camp if you are injured.
Clown is also beastly if built correctly and using some good add-ons. It is almost impossible to do anything except feed pallets to a bleach clown who can land his bottles. I would not take him against a SWF, but against solo Q he is more than sufficient.
With what you said on Clown. He would truthfully be C if not for the intoxication visual being borked. Since they adjusted it in some way, its stronger and more effective at making it harder to see
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@ClickyClicky said:
Freddy below legion, plague and clown?
Well I guess everyone has their own experience. Very unique tier list there. DBD can be so weird sometimes, with people putting Pig and Doc really low and then others putting them really high.
I say if you do well with a killer and enjoying using them then more power to you. It's nice to go against a variety of killers as survivor so its good that everyone has their own different tier lists, meaning all the killers will get used in games.
Right. This is based off of my experience and viewing of both sides how their power works against me and how well I can play it
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@Blueberry said:
Clown and Legion are both way down in F tier.
Also regarding Legion, "but if played right can even take strong swf to their knees.". Not even remotely.
Clown is as high for his annoyance. His power (like most) is busted. They updated visuals and for some reason his smoke is more effective now.
As for Legion. I've never seen someone who is a good dbd player have any issues against swf as a legion. His power is built in detection and benefits off of not chasing the same person for 20 minutes. Rather stabby stab and move on
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@Carlosylu said:
The problem here is that people have different perceptions of a win...
Most Killers feel survivors are OP or favoured cause they THINK a win is a 3k+ and they can't get that in 50% on the games (which would mean they "win" 50% of the time), whyle on the other hand, survivors have different understanding of a win, weather if it's based on if you pipped, you managed to survive alone, how many survived, etc.
Take me for example, red ranks both killer and surv, xbox.
For me, if 2 got killed on both sides it's a tie, but, as survivor, a win is when 3 or more escaped, not if I escaped, not if 2 escaped and I was one of them, and as killer, a 3k+ is a win, but not if I didn't get at least a black pip so....
It's more complex than a 50/50 survival/kill rate.
In my OPINION, as a red rank in both roles, survivor is WAY easier than killer, don't get me wrong, I still pip and 3k+ almost every game as killer, but it takes more of an effort than when I'm survivor.
Real balance could be perceived in this community as soon as they manage, I don't know how, to get a 2k average per game with a Rank Study of Normal Behaviour Variance of 1k, which means that the average of 2k would be produced by a normal behaviour where 50% of the games the killer gets a 3k and on 50% of the games the killer 1k
My win as a survivor is based on if I can do enough when getting chased to let them do gens, and maybe escape as a bonus. If someone is being chased, then my win is getting as many gens done as possible why they are being chased.
For killer; Did I have fun? Did I avoid tunneling? Did I avoid being trashy and tunnely? Did I play well and keep the game fun for all sides?
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@VincentRedfield said:
Does anyone see Nancy or Steve around?
Anyone use their perks?
Anyone bumping into demogorgons? Or playing Hawkins lab much at all? I feel like i never ever see it.
If I get Hawkins, I am happy, at this point I know where the stupidly strong loop rooms are. As for the perks; Inner Strength, Head On, Quick and Quiet are fun together. Steve doesn't really have that many useful perks for MY play style. Nancy though, Fixated is a good perk, especially for knowing where and how I can skew my scratch marks through Coldwind corn, and the gen one (don't know the name off the top of my head) is useful when other people are running it, I just never run it myself.
I like Surge for as underrated as it is. Combine it with new Ruin, Surveillance, and Thrilling Tremors and you have yourself the most solid detection of gens being worked on.
As for playing any of them, Demogorgon gets played when I do random killer and dailies. But I am a Meg main and will continue to be for some time now.
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@PhattyBubbacake said:
I am just gonna insidious bubba in protest. Been saving up fast saw add-ons.
Insidious, whispers, NOED, and BBQ. You took my ruin, I take your fun.
OOOO are we talking about retaliation with ruin?
I'm just gonna run my basement ghostface. Think insidious Bubba but sneakier, and teabaggier.
Sit where you can hide from people walking by, but have a good view down the stairs; wait for someone to go in for some reason (or just down someone near the basement and take them in); then repeat process as you can't get BT'd while in stealth and can always sit far enough away to not be spotted by Kindred. GGEZ Lemon Squeezy
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@goat10em said:
https://forum.deadbydaylight.com/en/discussion/comment/1001750#Comment_1001750
Where in my post does it look like i'm talking about retaliation for ruin?
Because I have the skill and accuracy of a rank 20 huntress and clicked the wrong quote button for my remark
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I would be fine with something similar to Rocket League, where your rank at the end just gives some random little cosmetic/charm/whatever that shows the rank you had at the end of the season. Just a small little thing to it.
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For the killers complaining about Ruin.
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@goat10em said:
I have been a ruin crutch leaning, baby killer for two years now and looking for advice on a new build for my wraith.
Thinking corrupt, thrilling tremors, discordance, and pop. Or, corrupt, surge, surveillance, and something else... Maybe pop? Seems weird running that work surge though.
Give me suggestions please.
OOOO are we talking about retaliation with ruin?
I'm just gonna run my basement ghostface. Think insidious Bubba but sneakier, and teabaggier.
Sit where you can hide from people walking by, but have a good view down the stairs; wait for someone to go in for some reason (or just down someone near the basement and take them in); then repeat process as you can't get BT'd while in stealth and can always sit far enough away to not be spotted by Kindred. GGEZ Lemon Squeezy
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@Nutty_Professor said:
You know there is a counter to the current version of borrowed time.
It's called not camping the hook.
Well.... Not exactly. Insidious counters Borrowed Time if you don't move until after they save.
Perfect for Insidious Leatherface
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@ASAPTurtle said:
https://forum.deadbydaylight.com/en/discussion/comment/994379#Comment_994379
No. It doesn't make sense either, why would I be tired from lifting a person off a meat hook. I'm not that weak. And can we stop with unnecessary exhaustion, like the ones with add-ons, Mindbreaker, and Nemisis.
You are aware my remark was about as serious as them ever getting better servers?
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@MakoaKeo said:
Change my mind.
And if it should be an exhaustion perk. It should work for both survivors again. Change MY mind.
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@SpaceCoconut said:
I just had this thought while reading another thread.
Survivors know that one of the biggest factors in "winning" the match is to have a good team.
Now that the matchmaking system is messed up there's no guarantee that a solo survivor is going to end up with a team of survivors that are of equal skill.
Add to this the new rank reset system and we have a situation that more and more survivors are going to dislike.
Because of this, I think that more and more survivors are going to group up so they know the skill level of their team.
Eventually, I think the majority of matches at red ranks are going to be groups of survivors rather than solos as they currently are.
This is just a thought from a Killer who hates playing the survivor role. Thoughts from survivor players?
Boy am I upset I'm on my phone. I have plenty of screenshots. Matchmaking is completely broken. I've had rank 12 killers against a team of red rank survivors. Had rank 18 survivors with one (at the time) purple rank survivor (ME) going against a rank 10 killer. The list goes on and on, truly. I normally play with my GF so we are a solid duo. We do have friends we play with that can make it a 3-man or a 4-man, but most of the time its just the 2 of us.
You are correct, at least on PC where discord makes meeting and inviting new people rather easy. It is better to play with people who you know can actually play the game, than to get the rainbow of players that solo queueing gives.
I do play both sides, and I see where swf can hurt a team more than help. As a killer, swf are my favorite. More altruistic than the average group, but if they actually know how to swf properly, the game can get ducked up real fast as a killer.
Overall, swf is a good thing, and even as a killer, just learn to read the way survivors are playing and any swf group just becomes fun.
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@Seanzu said:
We're all here arguing about the changes to ruin, but what would really make you be ok with it?
The developers have already stated that an increase of gen time is unlikely, so throw your other ideas in here
Firstly, I think Ruin should at least increase the amount of skill checks, with the removal of required greats when ruin is up I think it would be fair to increase the amount you recieve, and while checks aren't hard, they still do get missed, and they still make an alert.
Secondly, permanently make generator skill checks smaller, and decrease the size of great skill checks, as the boost from those is pretty significant if you get a lot, and they are no longer required to be large so you can hit them during ruin.
and Finally, a toolbox rework.
- Remove the increased speed of generators
- Make it so it reduces skill checks/increases their size
- Make up for the removal of gen speed, by allowing them to break dull totems quicker, this prevents them from countering thrill/hexes but encourages people to go for totems to remove the chance of NOED, thus wasting time
Addons can be reworked to make skill checks appear slightly/moderately/considerably less. BNP could remove the chance of skill checks up to 50% of the generator, it then expires. Keep all sabo features as they are
Thoughts, ideas? Too little? What are YOUR ideas?
Personally. That sounds horrendous, anyone with a good anount of hours in the game can hit great skill checks with no issues, no matter the size. It would just weed out the less hours, not good at skill check players. The one thing that would mess it up is Huntress Lullaby, but that can be cleansed out of the game.
I said it before but I'll say it again. If they want Ruin to be useful in the lategame as they said; the perk needs to be built in and NOT a hex. I am almost certain that the percentage of totems that stay lit until all gens are complete is around
Rank 16-20: 40%
Rank 11-15: 15%
Rank 6-10: 2%
Rank 1-5: <1%
The perk needs to either have its regression nerfed so it can be justified as not being a hex; along the lines of regressing (1 / 1.25 / 1.5). Or it needs to be buffed to allow kicking into the ability with it.
Granted, the one major thing now is Surveilence + Ruin. But that forces you to use 2 perk slots for efficiency, and 1 of those can be cleansed out of the game.
They did need to rework Ruin, but they essentially killed a perk that many people buy that particular dlc for. We all know the Hag is a little... Weak... But her main perk that people got her for is Ruin. It would be similar to nerfing BBQ into oblivion, nobody would really get Leatherface anymore as he is the most underwhelming of all the killers so far (insidious camping the basement is fun though).
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@Vampirox said:
Paulie Esther released a video of upcoming cosmetics and Im truly dissapointed 2 look cool and others are RECOLORS like why.
Well, lets put it this way. If you were to buy all the skins in the rift, it would easily total up to over $10. Now, I know plenty of people who made it to 70 with time to spare and didn't buy any rift levels.
It actually is cheaper to buy the rift and get more cosmetics than if you were to just try to buy them out of the store. Combine that with wearing a rift exclusive cosmetic that is near the unlocked near the end shows that you (might) actually take time to play the game and have some knowledge of how to be a decent teammate.
Overall, I say worth it for the value if you play the game a lot and can make it to level 70.
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@RIP_Legion said:
https://forum.deadbydaylight.com/en/discussion/117881/why-the-ruin-of-ruin
Because ruin skillchecks are too hard for survivors, but killers need to apply better pressure. It's so dumb, welcome to the devs rank 15 mentality
Too hard for NEW survivors. Red ranks can still crank out gens and hit ruin skill checks; the only slowdown ruin provides at red ranks was to prevent 3 people on a gen all hitting greats and getting that thing done in 15 seconds.
I do agree, the devs do not have a mentality for higher rank killers or survivors, which is honestly disappointing because anybody with over 25 hours in the game can make it to rank 1 in both with how broken the ranking system is.
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Honestly.
It didn't need a buff, but it didn't need THAT rough of a nerf. Totem smashers will just steamroll the perk right out of the game, but they could always do that. The only thing this does is just give more time before they have to find that SPECIFIC totem.
As said, late game it would hold a lot of power, buuutttt the totem staying up all game to be useful then is wishful thinking.
I want to see a stat that they haven't given yet. @Peanits , wanna convice them to give us a stat showing what percentage of games a LIT totem makes it through without being cleansed?
Be honest, if thats untrackable it's fine. Yet I think that stat should influence the idea of basing a Hex perk around being beneficial in the Late Game.
Plus side... NOED got buffed.
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Yo my favorite call is the SWF or overly altruistic teammates. Once I've read that off your team, I'll catch someone probably 3 times in the match by walking away from the hook for 4 seconds, then just immediately pull a 180 and walk back. Endgane is when real altruism comes out and gets very predictable. Game was okay from your point, you turned the tables on a survivor sided game. Good for you
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@TheMonadoBoi said:
https://forum.deadbydaylight.com/en/discussion/comment/943205#Comment_943205
Damn you might wanna take a shower, you reek of yellow ranks my dude.
Or a killer who gets red rank swf pretty often and has no issue in ending matches with 4ks (with Oni anyway). He isn't nerfed down, its just a matter of making sure you don't get your ankles snapped off of a 360 and just knowing the full extent of his power.
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@MegHasCuteFeet said:
Ghostface:
-Now emits a sound again when he is near you with shroud
-no longer hides red stain while in chase
Hag:
-can no longer place traps around a survivor in a 8 meter range, already placed traps vanish near hooked survivors
Hillbilly:
-now has a cooldown on his chainsaw which can get reduced by his "new addons" and 'tremendously' by his new ultra rare add on
Huntress:
-her ultra rare add on no longer one shots but applies hermorrage
Wraith:
-his sound based add ons now 'slighty' remove his movement speed while cloaked
oh and somewhere inbetween these nerfs, legion and deep wounds get nerfed 3 times
That huntress one is golden. Turn an Iri into a Brown in 1 swift blow.
Yeah they aren't removing that one buddy. Just work on not getting hit. Oddly enough, once you play killer and know the bs hitboxes for her, you can dodge them a whole lot easier.
Tbh Wraith is a little underpowered as a killer, as any survivor with eyes can tell he is coming (unless its an indoor map) and any survivor with ears will hear his elephant footsteps before he gets to you.
The Hag suggestion is just laughable. Oh yeah, lets take the killer who is the LEAST viable in higher ranks, and nerf her even more.
Only nerf she needs is just a fix.. Stop making my camera snap to that phantasm every time I trigger one.
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@pemberley said:
Tbh Forever Freddy was FUN next to the nasty combo that is Iridescent Infantry Belt.
It’s demoralizing to play against and honestly I have never met someone who used this combo who DIDN’T tunnel. They often have moris too.
In some ways, Iridescent Huntress is worse than the camping Leatherface.
It does have a tell though. When that first person gets one-shot you know. Its also not in need of a nerf as it takes 13k in BP to acquire both addons (Infantry Belt and Iri Head (unless you got them from a mystery box)) and you will maybe get only a 7-10k profit in points for the match as you have less hatchet hit points, and will probably end the game faster.
Combine that with it only being 3 chances to hit you, I have dodged all 8 hatchets from an Infantry Belt/Leather Loop Huntress before. Just work on knowing situations where the windup is expected (ie. Pallets, vaults, etc) and making sure you keep moving and make yourself harder to hit (breaking Line of Sight, moving spastically at times, keeping in areas of cover).
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@johnmwarner said:
Obviously Ruin has a huge impact right from the start of the game, risk vs reward may not be the best because of how random but it can’t be a permanent effect especially at low ranks.
NOED is strong once active too so definitely warrants a totem
Which if the rest really warrant being a totem though?
Devour hope is huge, but it takes at least 3 hooks to get one shots and 5 to get Mori so you work for it.
Same with Third seal although you don’t work too hard it’s just a hit, and the effect is strong but is it THAT STRONG?
Lullaby is kind of fun but I think it is the one that really shouldn’t be a hex just a game long effect
Lullaby with all 5 stacks is very powerful. The issue is getting those stacks early enough to actually make a difference in the gamr.
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@FregglesFred said:
Honestly, it's a bad excuse of it.
If it wasn't intended, then it shouldn't of been out of the PTB version to the live version. It needs to come back, because Oni is horrible at loops, now.
Or.. Hear me out... It existed in the Live Version because they thought they had fixed it at that point. Just to, and really big shock coming, not actually fix it properly.
The devs, not fixing something fully, thats nonsense.
Personally, I had not played the ptb or first released Oni, and I have no issues ending loops as him.
Get the broken flick control out of your mind and stop complaining. Just learn the new one and guess what, you will see that he can still end loops just fine.

