Sonzaishinai
Sonzaishinai
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3 second pause but the power takes a second to hit
So effectivly only a 2 sec pause after hitting a survivor
You should in theory still be able to deny pallets, probably easier now because there's no need to go to 110 ms for a bit
Haven't played yet so idk ofcourse
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@Archimedes5000 said:
https://forum.deadbydaylight.com/en/discussion/comment/973757#Comment_973757
Well did you read my follow up?
I need TIME to prepare, not information where they are.
Cool it works with Surveillance, even if I dont have it, but ruin didnt need any other perks to be useful before.
What im trying to say that new ruin is completly different perk, doesnt matter goid or bad, it has different role than old ruin, and I dont like it, because ruin is Hags perk
Sorry i should have commented on that too
For settup killers like hag corrupt intervention will probably be better
It's awkward that's it's her own perk but wraith also has weird anti-synergy with his own perk bloodhound after he was reworked
I'm just trying to make the best of the situation, i don't want to just crawl up in a ball and cry untill i have atleast tried the new ruin
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@DonZwiebel said:
My questions for new ruin are:
- Will it be combineable with Surveillance?
- Can the killer still kick gens when it is active (eg. to apply Pop goes the weasel)?
It will combo with surveilance
And the gens automaticly regress when a survivor stops touching them and you can't kick a regressing gen so no
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@Archimedes5000 said:
"Unless they tap it to check for ruin"
You just said that lol. Tapping takes 0.2s. Skillcheck takes 10-15s
Old ruin was good early game, so if they wasted time to cleanse then the effects were the same (Gens being done slower). Now ruin has value mid game, while it still can be detected early game.
Did you read the followup that you also scream to the killer where you are if they happen to have surveilance?
@FriendlyGuerl said:
I think the main point is, that it doesn't apply early game or late game pressure. It's bad for early game, because it only works when people are not on gens, and it's bad for late game, because it's still a hex. The only early game pressure perk that's left is intervention or am i wrong?
Also, does the gatekeeper changes do anything? It reads like the emblem basically is the exact same.
It does read confusing but when i asked a dev said that it should be less punishing if 2-3 gens pop early
We'll have to wait untill the ptb to be sure though
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@Archimedes5000 said:
Your theory works only 8f the ruin effect is hidden... If its not then they will just clense...
It would have to be like Devour to be of any use.
But still, no effect early game and no time to setup
That's just the same case with the old ruin though and that was obvious the second you get a skillcheck
Now you need to be chased of a gen before you notice unless you decide to tap it to check for ruin
But then you're just beconning the killer if they run surveilence as well
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@DonZwiebel said:
The advantage of the new ruin is that it is not as obvious as the old one. But I still prefer Corrupt intervention even though it is useless after 2 mins. But for my hag thats just enough time to setup.
Yeah for setup killers like trapper and hag corrupt will simply be better, the new ruin will not be an auto include with every killer anymore
For killers like Legion or other killers who can stall well it's probably going to be pretty powerfull
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I do want to point out again that all of this is pure theorycraft
Everyone who disagrees with me could very well be right, they could also be wrong
I just want to bring to notice that the new ruin is in theory not so bad as it first reads
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@NoShinyPony said:
https://forum.deadbydaylight.com/en/discussion/comment/973407#Comment_973407
It helps A LOT when Ruin is up for the first 60 or even 90 seconds of a match.
Did it? Vs good survivors it saved you 5% per skillcheck. Which could very well be 0
Vs bad survivors it saved you 5% + 3ish seconds per skillcheck which again could very well be 0
Vs bad survivors who gentapped it saved you about 15 seconds
The only time Ruin did big work if all survivors stopped with gens to go looking for it and that's still the case
Losing 2-3 generators early also isn't the end of the world if protecting the last couple of generators is easier
This is all just theory crafting ofcourse but i think Ruin is going to be practicly the same
If it's cleansed early it's useless, if it's not cleansed it wins you the game
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@TragicSolitude said:
Two problems.
First, Ruin is popular because it slows down the early game. New Ruin will no longer slow down the early game; it'll do more to slow down the late game. However, it's a hex perk, so good luck keeping it around that long.
Second, Ruin is popular because it helps low mobility killers slow down gens on large maps. New Ruin will not help them. New Ruin will benefit high mobility killers who are able to chase survivors off gens in order to take advantage of that regression. Low mobility killers trying to pressure gens will be screwed by their low mobility.
So... yeah.
I do agree that low mobility killers are better of with corrupt that's true
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@NoShinyPony said:
Ruin only buys (or past: used to buy) you some time in the beginning of the match. After that, it has gotten cleansed. It's unrelevant mid- and late-game.
All these things with survivors being busy with healing and removing party hats doesn't matter because Ruin will already be gone at that point.
If old ruin was gone that early it didn't do anything either. And people might not be so keen to go totem hunting anymore
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@Tisfine said:
Do people actually neglect the fact that this perk is still a HEX?
The change is better and opens a lot of build possibilities if again WASN'T A HEX.
New ruin + surveilance would be stupidly op if it wasen't a hex. Most good players didn't even bother cleansing the old ruin
Not cleaning it now will bite you a lot harder in the rear
@[Deleted User] said:
You mean aside from the fact it will prevent the ability to use surge (currently), Pop Goes the Weasel, and most of the other gen slowing perks?
...Or y'know, it gets cleansed within the first 30 seconds of the match, which Ruin half of the time is. Not like it's hard to tell Ruin is in play or not. Just tap the generator at the start and see if it sparks/regresses.
Surge PGTW and overcharge are the only perks that don't work with it
PGTW takes 20 seconds to repair the damage
Ruin+thrilling tremors blocks every gen not worked on for an effective 24 seconds if it's regressing all the time
A lot more powerfull at the cost of the hex being able to be destroyed
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@Murcielago said:
https://forum.deadbydaylight.com/en/discussion/comment/973324#Comment_973324
The problem is you get better use out of making skill checks harder a lot better than just regressing when they're not on a gen which the speed of the regression being only half the speed of survivors repair speed so if a survivor gets a gen to 50& it has to regress for 100 seconds to be reset completely considering one gen takes 80 seconds so you still lose a gen
Debatable
Good players hit greats so all you did was take away 5 % per skill check
Bad players tapped adding 15 seconds to gen times
I can understand the outrage but if you stop and think the new ruin is honestly a lot better then the old one
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@Murcielago said:
https://forum.deadbydaylight.com/en/discussion/comment/973304#Comment_973304
Until it's cleansed it's not as good pop with corrupt or surge with surveillance since that can't be cleaned
That was just the same with the old ruin though
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On it's own it adds 50% to all time survivors waste
With surveilance you know at any time when a gen is being worked on
Sorry but anyone who thinks this effect shouldn't be a hex totem needs to give up any dreams to become a game developer
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@Murcielago said:
https://forum.deadbydaylight.com/en/discussion/comment/973201#Comment_973201
You're missing the point it negates pop , overcharge and surge as well as it's still just a hex
So? It works insanly strong with surveilance and any way to stall the game
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It doesn't work at the start of the game but who cares
Until they cleanse the totem you will always know what generators are being repaired
Any killer worth their salt should realise how immensly powerfull this is
And even if ruin get's cleansed surveilance is still a strong perk on it's own
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The new ruin is actually a lot stronger then people realise i think
It's just reads weak
It bassicly adds 50% to any time a survivor wastes
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Yes i do plan to stay
Atleast untill i actually have played with the changes to reach a conclusion
People are overreacting as usual on something they haven't even played with
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@xEa said:
https://forum.deadbydaylight.com/en/discussion/comment/970337#Comment_970337
What addon do you mean? I might not be a Wraith pro, but i dont see any yellow addon that makes him any good. The only ones that are good on him are All seeing Blood, Windstorm Blood and Coxcombed Clapper.
If you mean Bone Clapper, this addon is good to scare some green ranks, but definitly not the SWFs on R1 that run over your face ;)
There's a yellow windstorm addon and that's all you need for him to be good tbh
Note that with good i mean winnable against the avarage red rank survivor
Against the swf with coms deathsquad you're in trouble but if he was good vs that then he would destroy the avarage survivor
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@xEa said:
https://forum.deadbydaylight.com/en/discussion/comment/967969#Comment_967969
He is viable with the best addons. You can say that about every Killer beside maybe Leatherface and Legion.
https://forum.deadbydaylight.com/en/discussion/comment/968036#Comment_968036
I like your input, but i dont want him to be more dependent on addons as he already is.
https://forum.deadbydaylight.com/en/discussion/comment/968104#Comment_968104
Without addons, he is trash. With the best addons, he is decent, but far from strong.
https://forum.deadbydaylight.com/en/discussion/comment/968564#Comment_968564
Thats also a way to buff him, but i would like to see a more creative way then just that. I always liked his unique playstyle, and the change i suggested would totally suport that.
These addons you're talking about are at yellow rarity, you're always going to have them, if you don't play with addons then you are handicapping yourself for no reason
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@Mandy said:
No you don't need to kick the generator - it regresses automatically as soon as the survivor leaves go of the gen....you cannot regress an already regressing generator even further, so you don't kick the gen further.
The new version of the Gatekeeper emblem is less punishing for killers who currently lose 1 or 2 gens in the early stages of the match, and also there is now the addition of being able to get extra Gatekeeper points for the exit gates remaining closed. It will help to get a stronger result in the Gatekeeper emblem
And thank you for remaining so calm and discussing the proposed changes, I look forward to reading your feedback after you've tried things out on the ptb.
Thanks for the quick response
Not having to waste time to kick gens and there are quite a few perks that synchronise with regressing gens (surveilence comes to mind) makes it not seem that bad
I'm skeptical but exited to try new builds atleast, other hex totems like devour might become better now if survivors don't activly start looking for them first thing in the game
And if gatekeeper doesn't punish it too hard i don't care about how fast i lose the first few gens as long as the last ones can be defended
I did notice the new ruin having anti-synergy with pgtw i guess that's intended : p
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Lithe+dance with me+ iron will
They can't tunnel what they can't find
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Holy hell people, they are reworking lery's because it's docters map
Not because it's killer sided, not because survivor bias
Purelly and only because it's docters map
I for one am excitted to see what they do with it
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I don't
Tierlist only matter for 5% of players who really get everything out of a killer that they can
For the other 95% it's just an excuse to use "the best" ones
The only real s-tier is the players skill
A good clown will always outperform a bad spirit
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I kinda like jungle gyms tbh
You can mindgame a survivor but if they make the right read it can hurt you
It's a real battle of wits
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Underrated killer is Legion for sure, i get the meme that they get nerfed constantly but they are nowhere near bad
Underrated survivor i would say Jane, not really for lack of people who play her but more for what she is. Most will just make thicc jokes about her but for the devs to include another female model then skinny was really amazing of them
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I will use them sometimes yes
You kinda need iron will though cause hiding in one with full health is just too risky and hiding while injured makes a lot of noise
Although a lot less now with the soundbugs
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Wraith has long ago left being "poor"
He has been pretty strong since his rework, people just refuse to notice for some reason and even after popular streamers showed how good he is i still see people calling him one of the worst in the game
It's kinda crazy how many people are stuck in the past
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I'm glad to see this much variation :D
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Huntress has addons that will blind survivors when you hit them with hatchets
They are not the best but they will stop them feeding information to the team for about ... 60 sec
Honestly OoO should just not be available for swf, it's kinda rediculous
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Lol 99.5% of players would kill the game in less then 3 months if they had their way
Realisticly most of us would bring in 2-3 ideas that would be discarded after testing
People reaaalllyy underestimate what gamedeveloping is about
Me i would try to design a new killer probably, always wanted a spider themed killer
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@johnmwarner said:
https://forum.deadbydaylight.com/en/discussion/comment/967982#Comment_967982
Small game is a good idea for sure. Out of curiosity why do you refuse? Is it a pride thing? I’ve seen a lot of players tapping gens as I run up to them, but once they see me they work “normally,” like they’re embarrassed.
Gen tapping adds I think 8–15 seconds compared to working and hitting all great hex checks so it isn’t too slow. Much better than wasting time if you can’t find the totem right away.
Like I said not judging at all, you do whatever you feel comfy with.
Not really a pride thing, I'm the first to admit what a horrible player i am : p
More as a respect towards the killer by not circumventing his perk
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@C3Tooth said:
https://forum.deadbydaylight.com/en/discussion/comment/967938#Comment_967938
Once every 60sec is abit much, by the time you run to the other side and go back to continue to repair gen, its likely 30sec off gen at least. And with 15sec from alarm and go back to the gen, you have 40-45sec of waking while repair gen.
Missing a skillcheck regresses the gen by 8% by base so it takes about 10 sec to get that progress back, less if multiple people are on a gen
The alarm clocks are more for the mid game when the number of generators are getting low
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Not gonna lie, i try to work through ruin but with my low fps i can't hit greats to save my life
I've started running the perk small game to learn the totem spots so i don't waste as much time searching for it
I refuse to tap the gens
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I always open the doors
Evading the EGC like that is kinda lame imo
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@ChiTenshi said:
IMO Michael Myers:
- Easy to pick-up and learn, but still has a high skill cap when timing power usage and stalk vs. chase
- Feels very balanced to play against. Notification with each power level change, he has to work for each power level change
- Can still scare people due to his tier 1 shenanigans
- Awesome theme music
Yeah i agree Michael was a close second for me
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@C3Tooth said:
I dont know much about Freddy sleep power but isnt Survivor auto put to sleep after 2min? And even so each time you wake up, it takes longer time
Only the survivor action to wake up gets longer each time, the alarm clock and failing skill checks wakes you up the same
If you fail a skillcheck each 60 sec you can avoid falling asleep all together untill you are hit by freddy
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Some more mori's like Legion where the survivor actually fights back a bit would be cool
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@DwightOP said:
https://forum.deadbydaylight.com/en/discussion/comment/966190#Comment_966190
That's garbage, totally not worth it
Yeah true, come up with that on the spot
Turning into a 110 killer with nothing else isn't worth it indeed
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It's bassicly like bribing the referee
The advantage you get is bassicly cheating but it's allowed by the authorities of the game so technicly it's not cheating
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@ChiTenshi said:
https://forum.deadbydaylight.com/en/discussion/117435/wiggle-wiggle-wiggle
Gotta love that good ol' hook slide Killers do when near the hook
Cha cha real smooth
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@Tenebro said:
https://forum.deadbydaylight.com/en/discussion/comment/967650#Comment_967650
I agree, I think they did a pretty good job so far 🤭
Lol couldn't have said it better myself
I like you, you're a funny person
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The tracking aspect is better yes
But the double bloodpoints though
I'm pretty sure that if you were to remove the aura reading of BBQ you would still see it a ton
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@Hailoh said:
https://forum.deadbydaylight.com/en/discussion/comment/967684#Comment_967684
This is a good theoretical thought, but I have never seen people share discords in public chats in a little over 800 hours of playtime (Let's say 650 of that was survivor).
I agree that the solution is much more complex than just giving all survivors communication, but I think that this, along with many other things, is a step in the right direction. In-Game VC: Part of a Balanced Breakfast!
Correct, i have also never seen anybody share discord. Biggest reason i think is that people just don't want to
Now don't get me wrong, i'm not against the idea. Making voicecoms more available for people who want to play this way is a great idea.
I'm just saying it wouldn't really fix the problem your trying to fix
Could be a step in the right direction though that's true
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@Hailoh said:
https://forum.deadbydaylight.com/en/discussion/comment/967676#Comment_967676
This was something I thought about a lot when I was writing this. Obviously there would need to be an option to disable this feature (Streamers wouldn't want people just screeching on their streams, for example. Not to mention the previous points you brought up.).
Here's the little bit of solace that I can provide:
- I've been in a lot of toxic games, games that are much worse than this one. People who are toxic in voice chat are far fewer than those who are toxic through their keyboard (i.e.: Typing or gameplay). And regardless, this could still be solved by either disabling survivor-killer communication, or not implementing it at all.
- Don't get me wrong. I really want this game to be a horror game. But realistically, if this game were to be a horror game, it would have to do a complete 180 and change a LOT. And a lot of those changes would come at the cost of balance. And in my eyes, I'd take a well balanced/non-scary game over a poorly balanced/scary game any day of the week. The former has a lot of longevity, and a lot of opportunities to grow. The latter is fun for a couple hours, but it will get really old once you get farther into the game. And no one wants to spend $20+ on a game that's fun for a couple of hours.
- I doubt that a majority of people would have this feature permanently turned off. And if they do, and chose to give themselves that handicap, then more power to them. But only time would tell.
Even given these points, I do see what you said as being completely valid.
The thing is that what you propose is technicly already possible, the minute before a match is enough time to share each others discord if you really want to
I do agree that this game is a balancing nightmare because of their being 3 teams and that's a good thought process to have
The solution just isn't that simple i'm afraid
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While it is true that in theory it would be easier to balance, in practise it would solve nothing
I know i would instantly disable being able to voicecom with other people and plenty of others would too
Not to even mention having to hear toxic people insult you, this game is suppose to be a horror game and hearing other people talk completly destroys what little horror athmosphere there is left
I would disable it and i can guess plenty of other people would too, and then we are back at square one
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@NoShinyPony said:
Can you give us a tl;dr?
The tl,dr is bassicly that if we gave every survivor voice coms the game would be easier to balance
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@Tenebro said:
https://forum.deadbydaylight.com/en/discussion/comment/967554#Comment_967554
The problem is that we aren't talking about the lack of a perfect balance, that would be great ... we are talking about the total lack of a balance, with very few steps in the right direction, and other few steps in the wrong one ... sadly 😔 ... but hey, there are a lot of skins!!! 🤣
Debatable on both points
I feel balance has never been better
And there are never enough skins : p
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This build is deadly against survivors that can't work through ruin
Most of your games probably were survivors suiciding towards your totems
It is a pretty strong build though with the high risk that if survivors manage to cleanse your totems you bassicly have no perks left
Never depipping seems to be more a you-being-good rather then a you-being-lucky tbh
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I started around halfway and mostly played about 2 killer and 2 survivor matches a day and now i'm almost at the point where i got all the serums
Doesn't seem that bad tbh