Sonzaishinai
Sonzaishinai
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- Sonzaishinai
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Heavy dissagree that hag is easy
Strong yes, easy no way
There's a reason she's one of the least picked killers
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Haven't gottem them yet but in theory i would say Laurie's
With David you can still just immerse yourself and get a hatch
With Laurie you're calling the killer towards you without any kind of chase perks
Not too mention that OoO is often associated with swf and killers hate that stuff
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@johnmwarner said:
https://forum.deadbydaylight.com/en/discussion/comment/983251#Comment_983251
Curious what bug do you think they had to check in the largest map in the game?
I never mentioned specifficly that they needed to test a bug in the largest map of the game, where did you get that from?
And when this goes live doc will have to play on the largest map in the game sometimes, so it's good to know how he will be performing on there before they go live with it right?
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@StarMoral said:
https://forum.deadbydaylight.com/en/discussion/comment/983182#Comment_983182
You would think they'd use better perks if they wanted to properly compete. I mean they JUST changed Doc and 2 of them ran Calm Spirit, 3 of them had Dead Hard, a shroud, two rotten oaks, a map offering to the largest map in the game, as well as two toolboxes (one with BNP) and two flashlights.
Not sayin they were tryin to "bully" (because if you're a rank 19 trying to bully killers, you need to get a life) but dirty tactics could be at play. It's a shame their own system did them dirty with a rank 1 killer.
All the things you mentioned are in the game and therefore valued for testing
They need to use counter-perks against a dokter during testing to see if that counterperk doesn't completly nullify a killer or that it actually gives some value against said killer
What's the point of a ptb if you're not going to test every possibilty?
Not to mention calm spirit and doktor ability work closely together so there is a greater chance a bug could happen with those 2
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It depends a lot on the killer as well ofcourse
I think mint rag hags will have fun pulling survivors of generators with this
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It depends a lot on the killer as well ofcourse
I think mint rag hags will have fun pulling survivors of generators with this
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/983088#Comment_983088
Yet killers are constantly complaining that they balance the game around low rank survivors, but when it comes to survivors telling killers that better killers can do it, that point doesn't matter.
The same argument could be made that ruin was fine cuase survivors with 1000 hours could deal with it
Both ways even, not every survivor has the time and energy to become a god at skillchecks to beat ruin
I can honestly understand why ruin had to be remade, it was just an annoying perk in general
Especially seeing how almost every killer had it cause they've been forcefed how much of a nececity it was
I guess now we can only wait and hope that if ruin was that needed and the genspeed is out of control the devs will do something about it
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@johnmwarner said:
https://forum.deadbydaylight.com/en/discussion/comment/982994#Comment_982994
Monto plays for a living he can make anyone look bad, fair point.
Yet people are making the argument that Monto, Tofu, Otz etc can 4K without Ruin and using that as their defense we don’t need ruin.
Picking and choosing it’s almost like politicians in the forums.
Yeah I also find the argument "but killers with 4500 hours can do it so why can't you?" Kinda stupid
Not everyone has the time or energy to become a god at the game just to play
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After trying it for myself in the ptb i find it a bit overrated
It's not bad but i find the information you get is often redundent. It happened a lot that i saw a gen turn yellow and said to myself yeah i kinda knew they were going to be working on that gen
Once you get some awareness where survivors are this becomes less and less valuable and my awareness isn't the best so if i already felt this i feel a lot of players will
It also doesn't work at the start of the game unless survivors tap to check for ruin for some reason
And it only tells you that a gen is being worked on, nkt by how many. You will often see 2 gens light up, chase one survivor of one and then hear the other one pop a couple of seconds later amd you realise they were with 2 on that gen
I personally found ruin+ discordance better
It works at the start of the game, tells you wich gen is going to pop the fastest and i find discordance better then surveilance once ruin inevitably goes
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For all we know it could have been the design team. If they even really where BHVR people
Everyone can put that behind their name tbh
Also Monto is a player who plays this game for a living, he can make anyone look bad
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@EleaticStranger said:
https://forum.deadbydaylight.com/en/discussion/comment/981589#Comment_981589
Watched some live streams of popular, high-level killers trying this combination out. It sure worked well for them. For the rest of us, and especially people like who are really bad at playing killer, I'm not so sure. Eager to try it though.
It's not bad, I just feel the information that you get is kinda redundant most of the time
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/981874#Comment_981874
I've already tried the Thana/Sloppy tactic on Pig. She's too slow while crouched to really make effective use of it the way Ghostface can. Besides, this is a thread about the merits of Ruin, not how to salvage things without it. Having to use three perks to make a Hex perk work doesn't sound promising to me.
I personly wouldn't bother with surveilance. The combo is a bit overrated if you ask me
Discordance will probably help a lot more by being able to focus the gens that will be completed the fastest
Ruin on it's own should be enough cause one person will be looking through boxes and another will be chased wich means a max of 2 gens that won't be affected by ruin
Though honestly, i think PGTW will be more effective, poor piggy just doesn't have the mobility to make good use of the new ruin i think
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@Aura_babyy said:
https://forum.deadbydaylight.com/en/discussion/comment/981855#Comment_981855
Ah.
Then again this is often a common trend with new killers and new survivor perks.
Remember old DS?
Depends how old. I wasen't around when it came out.
That perk has had 4 itterations by now i think : P
But yeah it happens on both sides sadly
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@Aura_babyy said:
https://forum.deadbydaylight.com/en/discussion/comment/981822#Comment_981822
Pretend slowdown Freddy wasnt OP af lmao
Nono earlier when he came out
Old weakest killer in the game freddy was nerfed because tons of survivors reviewbombed the dlc
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@ninjamediness64 said:
Entitled, low rank survivor main known for gems like:
- “After seeing the crying I’m glad they nerfed ruin. Crybabies deserve it.”
- ”Only weak killers use ruin.”
- ”Killer community is extremely toxic towards devs. I don’t see survivors bullying the devs like this.”
- “Looks like we’ll be losing a lot of crybaby killers. Good for the game.”
- ”DS isn’t even very effective. Killers have no argument.”
Incredible.
"I don’t see survivors bullying the devs like this"
Not gonna lie, that made me chuckle
Remember how they reviewbombed the devs into nerfing freddy
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@PineTreeKay said:
https://forum.deadbydaylight.com/en/discussion/comment/981682#Comment_981682
I didn't think about that actually. That is actually a good perk on legion. I completely forgot about it lol.
Yeah i quite like it
Sometimes survivors even get scared of it and try to heal franticly wich buys you loads if time
Or you can bassicly garanty it with the Legion pin
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@Almo said:
"The only things i don't like is the delay of the static shock ability. It takes a second before it hits the survivor and it feels weird. And the long pauze before you can swing again. If those get changed i feel that doc is definitivly better of"
This will be fixed. There's a 0.25 sec extra delay before the Shock Therapy hits that is a bug. It's supposed to be 1 sec, but it's 1.25.
The 3 sec delay before you can hit someone after a Shock Therapy is also too long, and will be reduced. Not sure to what yet, but you're definitely right about those.
Sweet :D pretty happy with the doctor changes then
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@PineTreeKay said:
https://forum.deadbydaylight.com/en/discussion/comment/978702#Comment_978702
I agree about legion, I think he will come out better with these changes.I included mind breaker in my legion demonstration for the purpose of slowing the game down indirectly by having the survivors make a decision. Either work on a gen when I know you are working on it with surveillance and take a hit because you don't have an exhaustion perk ready because either, 1. it was sprint burst, dead hard, lithe, head on, or balanced landing and you already used it and you are still exhausted from mind breaker, or 2. I can catch you in the three second period the exhaustion when you don't have it if you haven't used your perk before working on the gen. If you spread your pressure and make them use their exhaustion perks and leave them alone, then come back to them later, this perk is more effective, if they want their exhaustion perk they are going to have to either take a risk and work on a gen with surveillance potentially, or wait for the 40-30 second cool down of your exhaustion perk to go down before working on the gen. If the survivor decides to work on the gen with 30 seconds left of the cool down of exhaustion with someone else... a gen with 2 people takes 44 seconds, divided by half that means 22 seconds you have to work on the gen and recharge your 30 second exhaustion perk (without vigil taken into consideration) and that means about 8 seconds for you to recharge your exhaustion perk, not taking into consideration that it might be 18 seconds if you didn't stop running after using your exhaustion perk. This means I have that much time to come back to that gen and if I can get you off that gen for long enough and maybe get an easy down because of no exhaustion perk, then people go for the save and ruin gets to do it's thing and reset mind breaker on that gen for someone else to have fun with. So if you make survivors use their exhaustion perks, yes, mind breaker can be a good perk if used right.
That took me a couple of reads but i get the idea
I'll give it a try when i finally unlock it
Think I'll still prefer blood echo though
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Any thoughts on this
I'm specificly curious if more people find the ruin+surveilance combo a bit overrated
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Filled in the survey ^-^
As for how i found it. Seeing as i didn't buy the premium one i just got a bunch of free stuff so great!
The extra bloodpoints from the challenges was the biggest reward for me and those don't leave so i was overal happy with it
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/973359#Comment_973359
But now Ruin takes away zero progress per skill check.
Yeah after playing with it i realise i was a bit too optimistic
It's decent if it can last but that's a big if
PGTW does the job it's trying to do more consistent imo
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I think everybody understands why ruin had to change
The truth is nobody likes ruin, it was boring and inconcistent
I think the main reason for the outrage is that the reason why killers used ruin didn't change at all
That and that horrible writen dev note
If toolboxes were nerfed at the same time people would probably be excitted rather then angry
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I think hexes should just respawn after some time, like 90 seconds or something, and lose all tokens
Seeing how all hexes now take time to get going i don't think this would be so bad
It gives survivors also more to do apart from generators
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I think the answer for now is we don't
Corrupt intervention will help a bit but i think that we just have to get used to sacrifice the first 2 gens and try to hold momentum from that point out
Easier said then done ofcourse but yeah
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Omg 2020 it's the start of a new decade
Day 1: Australia is on fire
Day 2: Trump starts ww3
Day 3: Ruin gets nerfed
D:
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@Peanits said:
No, flashlights haven't changed. It's possible for them to blind faster if two or more survivors are blinding a killer at the same time.
Aah there were indeed 2 survivors blinding me
Thanks for the quick response
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@Creator said:
Give the killers a speed of 5.3 m / s, provided that the killer is NOT in chase mode. Those. this speed will be gradually gained in the patrol mode of the generators (full speed will be typed in 5 seconds). As soon as the chase begins, after 2 (or 1.5) seconds the speed of the killer becomes standard. This speed does NOT stack with the speed of killers who can move quickly with their ability.
My opinion: since Hex: Ruin is changed and now nothing prevents the survivors from repairing the generators very, very quickly, the only problem remains - killers without a quick way of moving between the generators. They will suffer the most.
If the developers consider this idea and want to add it, then perhaps it is worth considering the moment with the PWYF perk, so that it does not combine with this mechanics. In this case, if the killer has the above perk, then ONLY the mechanics will work when patrolling the generators, but not the perk. And vice versa.
That won't work
Chase mechanics are too wonky
Killers will just bloodhound moonwalk at increased speed to survivors like Legion used to do with deep wounds
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Good luck
In about 3 days you will start to feel the withdrawal symptoms
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@terumisan said:
https://forum.deadbydaylight.com/en/discussion/comment/974594#Comment_974594
It's still garbage as a non hex since in that 3 gen strat you still have to chase someone off gens maybe even 2 if they double up a gen is going to pop regardless since you have to get those other 2 off the other gens
Yeah true, after playing with it, i realise i way overvalued it
I still need more matches with it to be sure but i think i wouldn't run it even if it wasn't a hex perk
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The only reason this was never done in the past was because of old ruin
A lot of hexes would still be weak if this was implented tbh
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I'm afraid it's not going to be the killer games that are going to be miserable because of this change but the survivor ones
As a killer well you got genrushed, insta queue into the next game
As a survivor it's going to be 20 minute queues and without ruin killers will use their second best way to fight gen rush
And that's by rushing their own objective AKA tunneling
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@PigMainBigBrain said:
Saw this thread before checking out the hex ruin change.....
THIS IS LITERALLY THE MOST USELESS PERK IN THE GAME GET OUT....
Why? Because gen tapping exists. Kicking gens dude....just no. The amount of time you spend is negated by a single click, and in order to regress a gen you have to spend time away from tracking your targets to kick it. I don't even kick gens on my killers anymore its a waste of time, and I still get 4k's because I didn't waste time BSing with a gen and instead just kept the chases up non stop. Ain't nobody got time for this new ruin unless you're completely oblivious to how pop goes the weasel works, which is far superior in every way. And its a hex.....get out....
New ruin automatticly regresses gens, no kick required
If they tap it it will regress the second they let go
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... that's not skewing the stats
Bnp and toolboxes are litterally in the game and thus are variables to take into account
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I'm really trying to make the new ruin work but it often just feels like a dead perk tbh even with surveilance and i use Legion who is probably one of the better killers for the new ruin
I haven't played enough games to reach a deffinitive conclussion but it's not looking good so far
Kinda curious about the inclusion of mindbreaker, i don't have it unlocked but i always heard it's really bad
The couple of times i faced it as a survivor it did nothing to me
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Haven't played with the doctor yet but i can say that gatekeeper emblem is bugged right now
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When i read the title i was afraid the red stain was going to be in the direction your moving instead of where your looking
Don't scare me like that
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Bug-team: We have found another bug sir!
Devs: Does it benifit survivors?
Bug-team: Ehm yes
Devs: That's not a bug that's a feature!
Bug-team: *whimper*
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You do realise that not everybody is on these forums right?
If everyone on these forums would go into strike for 48 hours nobody would know the difference
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@DawnMad said:
Perks that require tokens like Huntress Lullaby and Devour Hope would be useless after the being cleansed mid game once anyways.
Third Seal and the new Ruin could benefit from a change like this.
and Thrill of the Hunt would become overpowered in a Russian Roulette build.
Overall, would need additional changes to some hex perks so I doubt BHVR would spend time on it. Also 90 seconds is pretty low for being immobile in a location which the killer knows for 20 seconds.
EDIT: Oh yeah, Haunted Grounds. I dont even know how that would play out.
The numbers can be tweaked ofcourse if 90 sec is too low
Devour and lullaby would be useless after cleansed in the midgame but wouldn't be completly wasted perks when cleansed early
Russian roulette was only really powerfull with old spirit who could grab people of without a hint
There could be an audio queue when a hex comes back and maybe a popup for all survivors to know what hex perk got cleansed
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@Boss said:
https://forum.deadbydaylight.com/en/discussion/comment/978273#Comment_978273
Sounds fair, but losing Tokens and being in the same spot won't do much for my boy Devour Hope if anything.
Can't you put an exception on Haunted Ground?
Lol i'm not a dev. I'm just suggesting
I would also prefer if they randomise it everytime I just don't see the devs doing something like that
For devour hope alone it probably wouldn't do that much yes but you have to concidder when the killer takes only hec totems too
And atleast they still need to take the time to go cleanse it
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@Boss said:
In the same spot?
With the existance of haunted ground that would be the best i think
No point in giving survivors a gamble every time
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@supersonic853 said:
Thrilling tremors ruin survelliance and bbq for me. But thrillings a maybe because it blocks off gens for 16 seconds idk how much progress thatd be with new ruin.
16 seconds of block 8 seconds of delay for a total of 24 seconds of gen downtime but only 8 seconds are of the gen
Pop regresses 20 seconds of a gen but it's all regression so works better with slowdown and stuff
So yeah
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@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/974317#Comment_974317
It literally only synergize with surveillance...and even then it's not worthy of a hex perk..especially one with a very niche purpose
@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/974317#Comment_974317
It literally only synergize with surveillance...and even then it's not worthy of a hex perk..especially one with a very niche purpose
It synchronises with:
Surveilance for insane information
Any slowdown perk as they make the regression more potent
Any stalling like sloppy's butcher, Legion's mend, Pigs traps etc. Are stronger with it
Trilling tremors blocks gens for 16 seconds and if they regress all that time you stalled them for a total of 24 seconds which is longer then pgtw does for one gen
I'm sure there's more things that i haven't thought of yet
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@Rlabotath said:
As a non hex, it would be decent, not strong. Again, you can’t run PGTW since the gens already regress and you can’t kick regressing gens. And honestly, I’d rather get an instant %25 then a possible %2 before someone comes back while I’m on someone else. Again, pip is instant, to get the same regression on the gen they were almost done with, you’d have to camp the gen for 50 seconds, enough time for them to ramp up other gens far beyond pop range. Hex perk, Trash tier, as a non hex, it’s a decent yet lackluster slowdown perk.
As a non hex it would be absurdly strong
Ruin as a nonhex, surveilance, distressing and whatever as doc
Find 3-4 gens that spawn close
Wait for survivors to do the other gens
Laugh in Herman while you instantly see which gen is being worked on and by the time they get chased away and go back on it it's regressed
Wait untill survivors fall asleep irl
Win
The effect is way to strong for a nonhex perk
It bassicly adds 50% to all time survivors waste and saves you the time for kicking gens
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@VicThor said:
https://forum.deadbydaylight.com/en/discussion/comment/974317#Comment_974317
It sounds fun, but there are two issues. From now on you need two perks to make one perk viable. Ruin was almost a standalone perk to slow early game down, while it lasted. Secondly it is still a hex perk, which means it can be destroyed within few sec. In addition you just need to work on the gen for 2 sec to know the killer has this Perk.
The effect is probably more powerfull then you would think, double regression doesn't sound like much but it bassicly adds 50% to any time survivors waste
It does have the giant hex perk weakness yes
I want to make it try to make it work before i make any judgements
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The new ruin doesn't seem bad at all
I feel if this was a perk just added to the game people would be excitted for it
It combo's well with other perks and just is a more fun perk overall
It's the fact that they have to trade old ruin for it that people are mad about
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@Archimedes5000 said:
https://forum.deadbydaylight.com/en/discussion/comment/974038#Comment_974038
But old ruin worked well early game, not only "once you get the pressure going"
We'll see what happens in the btp i guess
I can't really prove the worth of a perk without playibg with it
Tell you what after this patch goes live if ruined is found to be thrash now you get to tell me "told you so"
If ruin ends up better then people suspect i get to tell you "told you so"
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@Archimedes5000 said:
https://forum.deadbydaylight.com/en/discussion/comment/973986#Comment_973986
But Devour is hidden until its too late, Ruin is instantly visible
That argument was against people not bothering to cleanse ruin
If survivors immediatly go totem hunting the second they see it's ruin it's the same effect the old ruin had
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@terumisan said:
https://forum.deadbydaylight.com/en/discussion/comment/973953#Comment_973953
Good luck with that build I personally don't see a point in running ruin since it doesn't slow down the early game so good survivors probably won't bother destroying it.
That's the point, i think the constant regression is an insane slowdown once you get pressure going
Haven't played with it ofcourse but i feel like not bothering to destroy a ruin is going to backfire like not bothering to destroy an devour hope
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@terumisan said:
It would be one thing if regression was 1 to 1 with speed but I'm pretty sure it's less than half normally so it still ain't that good not to mention it's still a hex perk
Idk, ruin would regress gens at half the rate they are repaired so any stall is effectivly increased by 50% if the hexs is up and the gen regressing
You also don't lose time kicking gens
Yes if the hex goes the perk goes to but we'll just have to be creative
Maybe 4 hex perks will be a thing
Ruin, thrill, devour and haunted or something
I feel both ruin and devour hope will swing the game massivly in the killers favour if they stay up long enough so they either waste tons of time jumping on your hexes or they genrush and risk getting devoured if they are not fast enough
It's something i want to try in the ptb atleast