TragicSolitude
TragicSolitude
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@StevePerryPsychOut said:
https://forum.deadbydaylight.com/en/discussion/118756/listen-to-what-your-community-is-telling-you
1. Learn what a paragraph is.
2. The game shouldn't be balanced around 1 perk.
3. First they came for borrowed time,
And I said nothing, for I do not run borrowed time.
Then they came for decisive strike,
And I said nothing, for I do not run decisive strike.
Then they came for balanced landing,
And I said nothing, for I do not run balanced landing.
Then they came for ruin,
And there was no one left to speak for ruin.
Decisive Strike was a broken ass perk. I refused to use it in its original form. After its change, I sometimes use it, though I still accept that it's way overpowered and lets survivors get away with some stupid crap when they aren't even being tunneled.
Borrowed Time is amazingly useful, I almost always run it as survivor. It recently got buffed with the change to Deep Wounds where the Deep Wounds timer doesn't tick down as long as the survivor is sprinting.
I use Balanced Landing. I never used it to run infinites on Haddonfield because I'm not a dick, but it's great for getting a speed burst in the middle of a chase. And now it has the added bonus of stealth. It needed its passive effect removed, because it was extremely abusable on some maps.
I don't use Ruin, but I recognize how unhealthy this change to it is. Ruin was a band-aid fix for a huge problem in the game. Now, the devs are removing the band-aid but the problem remains. You're right that the game shouldn't be balanced around one perk, but removing the perk without addressing the problem it was fixing in the first place is of course going to leave many players upset. If the devs didn't use perks as band-aid fixes for problems with the game then this wouldn't be an issue.
So, Decisive Strike and Borrowed Time are incredibly strong. Balanced Landing is more in line with other exhaustion perks. And Ruin just got gutted to be basically useless.
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@kate_best_girl said:
https://forum.deadbydaylight.com/en/discussion/comment/977391#Comment_977391
Then join in protest to the devs to make killers kill again
There are two ways to protest this change. One, stop playing killer, or two, load in as killer but refuse to interact with survivors, letting them do gens and leave, because apparently doing gens is hard and they need more practice.
A lot of killers already use tunneling/camping/slugging/moris, so using those things just seem like the norm rather than any sort of protest. Plus, if something becomes overused, it'll just get nerfed, too. Not playing and not giving them more money are the only things that truly signal to a company that players are unhappy.
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I don't like the new Lery's, either. The colors are so drab that it's not visually interesting, it's way too dark and foggy, and it has too much ambient noise; it's just a less maze-like version of Hawkins, now. It feels like it lost some (most? all?) of its personality.
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@Xerge said:
https://forum.deadbydaylight.com/en/discussion/comment/978444#Comment_978444
Well, I actually meant bodyblocking someone in a corner during EGC until the EGC timer expires. I have my doubts if that's considered taking the game hostage, because the timer is already up and the game is gonna end in two minutes.
It's not a reportable offense. Because of the EGC timer, the player being body blocked does not have to disconnect to end the match; they'll just be sacrificed once the timer is up.
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I was practicing with Oni today, and while in Demon Dash I ran to one of the exit gates and Demon Striked a Meg. I didn't mean to kill her, but she died to the Entity because it turned out there wasn't enough time left on the clock for her to escape: Sprint Burst can't get you out the gate if you're crawling.
So, there's definitely a benefit to waiting for the killer in the exit gates if it's a Demon Dashing Oni. I mean, it's a benefit for Oni, not the survivor, but it's still a benefit.
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@Nutty_Professor said:
https://forum.deadbydaylight.com/en/discussion/comment/977688#Comment_977688
I agree with what most you are saying, but I disagree that's killers are expected to provide fun for the survivors. I say this as a survivor main, the killer aim is to kill all four survivors, likewise the aim of the survivors is to escape (or pip).
With the argument whether the killer should provide a fun game for survivors, how I see it is that I do not care about the killer's enjoyment, so I don't expect the killer to care about mine.
I try and play fair as a killer, but playing against red rank survivors you can't really afford to go out your way to play nice. I try avoid tunneling and camping, but if the survivor I find first happened to be the survivor who was unhooked, I'm either putting them back on the hook or slugging them. If the survivors are rushing the hook, I won't leave the area.
When I play survivor I do not care what the killer does, if he wants to play basement Bubba with insidious they are free to do so. I personally get more annoyed with what the other survivors in the game for not playing optimally (I'm at rank 1, the randoms should be somewhat good, which is often not the case).
You may not expect killers to provide a fun match, but many survivors do. And the game doesn't reward killers for playing efficiently, it rewards them for dragging the match out. Hell, the emblem system punishes killers who down survivors too quickly with their powers.
I appreciate that you don't have unreasonable expectations of the opposing side, but the game's reward system makes its own expectations of killers pretty clear.
Edit: I feel like I should point out that I realize the game has some stupid expectations of survivors, too. It expects them to perform multiple roles within one match, which is rarely how a match goes. You're the gen jockey or the medic or the one who keeps the killer busy through the majority of the gens, but being all those things at once? That's a silly expectation.
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@Nutty_Professor said:
https://forum.deadbydaylight.com/en/discussion/comment/977392#Comment_977392
The most recent toxic messages I've received were from a group of 3 red rank SWF group. One of their friends and the solo survivor brought in keys. Obviously my goal was to sacrifice the two survivors with keys before the third gen could be popped. I try to play fair as killer but I can't afford to do that when there's two keys in the game.
The solo survivor was cool about understood why I tunneled them, but the other three were sending messages saying that I was toxic and I "failed to provide them with an enjoyable game" (some survivors generally believe it's the killers job to provide a fun game for a survivor). Yet they didn't care about my enjoyment when they brought keys into the game.
I say this as a main survivor main, that it's ridiculously that some players believe it's the killer's or the survivors' job to provide a fun game. Both the killer and the survivor side are trying to win the game.
DbD is designed so that the killer is basically supposed to act as the Dungeon Master. The way the emblem system rewards points/pips proves this. Killers are expected to provide fun, fair games for survivors. The problem is, killers have their own goal to sacrifice survivors, and playing in a "fair" way often works against their own interests. It's a video game, it's supposed to be fun for everyone. It's not a job that killers get paid to do. It's absolutely unreasonable all the crap the game puts on killers' shoulders. Survivors have an easy objective and they get to share the load, while the killer is all on their own trying to divide their attention between four survivors (with two health states who get three hooks each) and seven generators. But yeah, let's pick on the killer for daring to try to kill anyone.
I got a message from someone calling me a garbage tunneling killer... I got a 4k that match. No one died until all four survivors were on death hook, but that first survivor who died was all salty about it. I've never been able to figure out what their definition of tunneling was other than "you killed me, that's not fair." They couldn't accuse me of playing an OP killer, because I was Pig, and they couldn't accuse me of using OP perks because I was using a BP build with no add-ons, so they defaulted to the usual insults. I made the game more difficult for myself to try to provide a "fair" experience by juggling all four survivors, taking turns hooking each one, and not tunneling anyone with an RBT, and someone still complained.
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Damned if you do, damned if you don't.
You know the sad thing? I meme around a lot doing stuff like pretending-to-be-a-survivor-working-on-gens-all-match Pig, and sometimes I get a message about the match being boring or I'm not playing right, but mostly I get friend requests and messages thanking me or saying "gg."
Survivors really want killer-free matches. With the way I get instant queues as killer on PS4, I think they're getting their wish.
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@Aneurysm said:
I play just as much survivor as killer when I can be bothered with the queue times and I wish it was less easy to escape. Idk if other survivors feel accomplished when they escape because the map was ormond, mother's dwelling, fractured cowshed, etc etc and went against a killer that can't get from one side of the map to the other quickly, but I don't especially.
If more than two survivors escape, it doesn't feel like an accomplishment to me as a survivor because that means the match was too easy. If two survivors escape, whether or not it feels like an accomplishment depends on how much effort was actually expended in the match. If only one player escapes, it can be kind of thrilling, or it can feel like the killer got cucked out of a 4k they deserved because the game's RNG wasn't in their favor.
... Man, doing this game's objective as solo survivor is one of the least rewarding experiences in any game I've ever played. It's so much more fun to do anything else than worry about gens or escaping.
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@illusion said:
At the cost of a perk slot...with a totem that can be destroyed within seconds of the match starting. If it weren't a hex, you may have had a point, but it is. If the new change were not a hex, it might be ok, but it is. Maybe if they bothered to hide totems, so they actually had to be looked for, it wouldn't be so bad, but most of the time they are out in the open, even right next to the gens.
It's funny how killers have to play better, but the changes were made to make it easier for survivors. That's kind of hypocritical.
Yup. Survivors with few hours struggle with skill checks... Ruin gets nerfed.
Killers with many hours struggle against fast gen times. "Git gud, killers!"
Rather than fix how fast survivors could complete their main objective, Ruin was added as a band-aid fix, forcing killers to waste a perk slot to possibly have a chance at fixing a problem with the game's core mechanics. Now, Ruin has been changed so that it no longer serves its original purpose of slowing down gens in the early game, and the response is "You must just suck if you used Ruin." No, the game has a problem at its core that matches can go insanely fast if the survivors are efficient at their only job; that problem is still there, but the "patch" that devs released to help with it is being taken away because new survivors shouldn't have to learn to do the main thing this game requires of them: hitting skill checks.
@Izo_Quartz said:
Now killers will have to rely on their own skill to apply map pressure and stall out gens instead of depending on a perk that does their job for them with no required input from the killer, at the cost of a perk slot. And with this change, it's extremely likely that we'll get buffs to low teir m1 killers so that they'll be on the same level as high teir killers who have a lot of mobility. The best part about this is that in red/purple ranks, there will be a lot less bad killers who sweat for the 4k and a lot more killers that are genuinely good at the game, playing for fun.
My only critisisms about the hex: ruin changes is that it's a hex perk and can't be paird with gen-kicking related perks. The changes I would suggest is; it can be paird with gen-kicking related perks and once the hex totem is cleansed, the effect lingers for 90 seconds but regression is reduced to normal speed.
Scott Jund made a video talking about how using Ruin gave him a bit of breathing room so he didn't have to sweat for the 4k, and without Ruin he'll have to play in a more dickish manner to get kills, meaning his matches will be less fun for the survivors he plays against. I know he's just one person, but a lot of killers used Ruin so their games could be more relaxed, less sweaty.
Before I get the usual response, I'll just point out that no, I don't use Ruin. I'm not crying about it; this doesn't affect me when I play killer (though it does mean I'll have a much easier time as a survivor against higher rank killers, so yay for that). As killer, I sit in the low ranks and play relaxed games where yeah, I usually get gen rushed and four survivors escape, but I don't waste a perk slot on a stupid hex perk that's gone in thirty seconds, anyway, and if the survivors slow their roll then we can have a pretty entertaining match. But I'm not going to stress over a problem (fast gen times) that shouldn't even be my problem in the first place. So, I'll screw around and do what I want. It's not my job to make sure survivors get altruism/boldness points or whatever; I'm playing a video game to have fun, and I often find memeing around to be more fun than playing this game's objective.
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@JayDoesGames said:
https://forum.deadbydaylight.com/en/discussion/118429/they-balance-for-a-50-50-kill-survive-ratio
Lol. It’s a game. That to me sounds like you take it too seriously. Video games are about having fun, and If killlers don’t have fun for whatever reason why are they playing killer? It’s as simple as that. All the nerfs and buffs in the world won’t change that
In a way, this is on the nose. It's not fun to take the game seriously. Like, ever. That's why I so often meme around as killer rather than actually playing for real. The nerfs/buffs don't affect me if I don't even try to hook survivors. They get to escape and sometimes even barely see me, I get to do dumb stuff like pretend to work on gens as Pig, everyone's happy.
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@Lucama said:
https://forum.deadbydaylight.com/en/discussion/comment/971167#Comment_971167
Top tier psychological warfare "you're not even worth it for me to bother with".
You're not wrong. I started doing it early on when I got into DbD because I realized flashlight clicking and teabagging were strategies on the part of many survivors to get the killer tilted so they'd ignore gens and chase after the designated distraction. So, I did the opposite: I ignored the designated distraction and patrolled gens. This often had a bonus effect of annoying the distraction who would attempt to follow me around, which would pay off for me because they'd end up out of position and become an easy down.
I have more fun surprising survivors and giving them jumpscare moments than I do running in circles around knee-high debris. I like to play as Spirit not to phase in the middle of a chase to catch up to whomever I'm chasing, but to phase in the middle of a chase and surprise the survivor I saw trying to hide out of the corner of my eye. That's fun.
@MyNamePete said:
https://forum.deadbydaylight.com/en/discussion/comment/971167#Comment_971167
lmfao you a madlag, mad respect dog
lol thanks. It is a tactic I learned for dealing with teabaggers. It has served me well, because nothing annoys them into doing something stupid like refusing to get tilted at their bait.
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@Toastyy said:
https://forum.deadbydaylight.com/en/discussion/comment/973845#Comment_973845
What build do you run as ghostface may I ask ?
Same build I run on all my killers: Beast of Prey, Distressing, BBQ, and Whispers. Beast of Prey is great when memeing, because I get boosted Bloodpoints just for having survivors in my line of sight.
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I don't use Ruin, so this doesn't affect me. I am however looking forward to my instant queue times as killer becoming supersonic if this nerf goes through. It's so much more fun to go around doing nothing but teabagging as Ghostface if the queue times are nonexistent; having to wait to meme around puts a damper on things.
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@JawsIsTheNextKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/973665#Comment_973665
They should rename them "boredom checks". To make sure survivors don't fall asleep when the devs increase repair time to counter the Ruin change.
It's really bad that in a horror game I can zen out while working on gens. The role of survivor is supposed to be harrowing, not chill.
Sometimes I don't even understand why survivors work on gens at all. They're so mind-numbingly boring and you don't even get that many points for doing them. I used to often be the gen jockey of the group, and it was during this one match where I did like 4 of the 5 gens and I watched this one douchey survivor teabagging at a Huntress from the second story of the Ormond building, and then at the end I see they got more points than I did... that was when it really hit home that doing gens is ######### work. Screw that. Run around the map, have fun, do anything but touch a gen. Sure, you (and probably your team) will die, but you don't have to escape to pip, anyway, so why force yourself to be bored while playing a video game when you could, you know, not be bored?
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@JawsIsTheNextKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/973595#Comment_973595
Really? You didn't think they'd delete anybody? We've all forgotten about Legion already? They disappear from the front page for a day and nobody remembers who they were.
RIP, those four stabby people, whose name I have now forgot too.
God, I never see Legion when I play survivor, anymore... never see Nurse, either. I only remember they exist because their profile pics are there when I open up the killer menu and debate if I want to fast teabag or slow teabag while I meme around.
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"Killers need to apply gen pressure."
Tutorial mentions nothing about any such thing. The most intuitive way to play killer is to chase the first survivor you find and double down on them, making sure they die. Rinse, repeat. Then killers are berated when they struggle because the game gives them no direction.
"Survivors have trouble hitting skill checks."
You hit a couple skill checks in the tutorial. The game provides no place for survivors to practice skill checks unless they want to bore the ever-loving [BAD WORD] out of a friend with a custom match.
I also would like a nice shooting range where I can practice throwing hatchets as Huntress; trying to practice during matches that last less than five minutes because I suck as her is worse than useless.
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@Maj33y said:
From my monitoring in my games . I always set up a timer as soon as the match starts . And Ruin mostly cleansed or found within the first 2 or 3 minutes of each trial .
if Survivors are looking for it . Even in those rare matches where it's never found and Survivors are powering through Gens at least 2-3 Gens would finish .
Ruin was very effective at the start of the game . It stops 2 or 3 Gens from popping fast .
And now with the new changes, players who are working on Gens are not affected it's like it never even exist .
Dev notes Read new Ruin will be very useful at the end game . That's a joke . Cause it won't even last til then .
Here's my speculation of how the scenario is gonna be .
Game starts killer chases 1 Survivor . 2 Gens finish
After first hook , killer chases another Survivor 3rd Gen finish and 4th start being worked on .
On second hook , killer moves onto his 3rd chase that's when the 4th and 5th gens pop .
Games will be way shorter . 5 minutes / 10 minutes for each trial . Teabags at the exit and killer would get 2k max or 3 if they were sweating it .
That's actually perfect, because according to devs killers are only supposed to get 2 kills per game. Which, going by the emblems, means there should never be any killer existing in red or purple ranks. Which is why they're going to be hiding ranks on the end tally screen.
See, it's all coming together.
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@Fibijean said:
One my main concerns about the new Ruin, leaving aside the obvious potential issues with it from a killer perpsective, is that it's not that great for survivors either, even though one of the main reasons for the change was allegedly to make it less punishing for new survivors in particular.
One of the most important things to learn about playing survivor is how and when to prioritise different actions. Sometimes it's a good idea to look for Ruin, sometimes it's best to try to power through it. Sometimes it's a good idea to heal or do gens, and sometimes you should prioritise getting your teammate off the hook instead.
With new Ruin, you have to either ignore gens until the totem is cleansed, or rush them to completion, to the exclusion of all else, because anything else is pretty much a waste of time. You can't get off a gen to heal or rescue a teammate without running the risk of losing all your progress.
In short, new Ruin discourages altruism, and it punishes new players in particular - since they're the ones that tend to hug generators like their life depends on it by default - for doing the right thing and prioritising rescues over repairs. Which in my opinion is not healthy gameplay to be encouraging, and will only incentivise "genrushing" further.
Of course, this is still speculation, since the changes haven't come out yet and I still want to leave room for the possibility that it will be different in practice. But I am worried.
lol that's actually really funny to think about. Ruin as it is right now slows down gen times and even gets many survivors off gens and looking for the totem. It helps counter gen rushing.
New Ruin encourages gen rushing, because getting off the gen is immediately punished with regression.
Oh my god, that's hilarious.
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One of the reasons Ruin is popular is because it helps low mobility killers (who struggle to apply pressure on large maps) slow down gen progress early in the match.
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.
This change to Ruin is not a buff to the low mobility killers who felt they needed it. This change benefits high mobility killers who didn't need Ruin, anyway.
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Playing solo survivor can be miserable, but not because of skill checks or Ruin. It can be miserable because of teammates and tunneling/camping. Ruin was a non-issue. Even if I'm having a bad day and having a lot of trouble hitting great skill checks, I can still power through Ruin. I can still zen out while working on gens, considering it's an utterly mindless task. Hell, half the time I don't even bother with gens anymore because it is such a boring objective; I'd rather run around the map and have fun screwing around. Sure, I (and probably my teammates) die, but escaping isn't even necessary to pip, so what does it matter?
Meanwhile, playing killer is only mindless if the killer is memeing. If the killer is playing for real, it's a race against time, constantly frustrating and stressful. There's no moment to sit back, relax, and zen out while playing killer. Ruin was used to help relieve some of that pressure. New Ruin does not provide that same level of help, especially not to low mobility killers, the ones who really need it.
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@Freshwick said:
After Hex:Ruin gets reworked every generator slow down perk the killer has to 'earn' to use, Dying Light and Thanatophbia can be countered by prove thyself.
Oh wow the gens automatically kick/regress themselves when survivors leave the gen. When has a kicked gen without pop goes the weasel actually have an effect on the game?
Not to mention surge will become useless in comparison to the new ruin. Making everyone of the demogoron perks a waste of space and bp.
Regardless, ruin can be countered by gen tapping, using Stake Out, using This Is Not Happening, by bringing a toolbox with gloves or by breaking the totem.
If the issue is that killers need to earn the perk.. why change the perk completely when they could have just made the perk stack to get the regression benefits smh
FYI every perk listed by the op is pay to win lul
Why do killer perk benefits need to be earned but survivor perks can provide passive effects? I don't understand why a killer perk (that could be destroyed by cleansing a totem) providing a passive benefit was listed as a problem in the dev notes.
I don't get the devs' reasoning on this.
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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.
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@TWiXT said:
The problem I have is that if feels like the devs didn't consider enough as to why killers rely on Ruin so much in the high ranks, and just blindsided all of us with this upcoming change. Here's the real reason why:
At high/red ranks, even a team of solo survivors are better at coordinating their attack on objectives, have all of the tools, skills and knowledge of maps to be more optimal at looping/routing while completing said objectives, and can easily get 2-3 generators done in the first 100 seconds of a match before the first survivor even gets hooked.
Old Ruin slowed that down, gave survivors an alternative objective/distraction in order to get the gen speed back to normal, and provided killers enough time to build up some momentum without losing too many gens. It was always a High Risk High reward perk; the risk being that it can be destroyed by survivors, the reward being that it bought the killers precious time in the beginning of the match to get things rolling. It isn't so much that killers actually "WANTED" to use Ruin at those ranks, It's that they felt they "HAD TO" in order to compete.
The only killers that didn't have this problem are the High mobility killers, because they can apply enough pressure on survivors in that first 100 seconds of the game.
Paradoxically In one decision, the devs just alienated "more than 80%" of the red rank killers, and 45% of the rest. Sure they did so for the sake of new/low ranked players, which I can understand and forgive, but when the average lifespan of of a Ruin totem is only 2 minutes (at best) regardless of rank, and it was the most valuable tool for "more than 80%" of killers to be able to compete in the red ranks... Is it any wonder as to why there has been such a huge backlash over this change from the community?
We're not behaving like children, we're just skeptical about how "fun" red ranks are going to be for 80% of red ranked killer players after this change goes through.
The really funny thing is that not only does new Ruin not slow down the early game, which is why the perk is so popular, but it also benefits killers with high mobility way more than killers with low mobility, because high mobility killers will be able to chase survivors off gens to take advantage of that regression while low mobility killers will still struggle to pressure gens. Low mobility killers relied on Ruin way more than high mobility killers.
Makes perfect sense. Killers use Ruin to help slow down the early game? Change the hex perk, which probably won't survive long, so that it's more useful in the late game. Low mobility killers use Ruin to help with slowing down gens? Change Ruin so that high mobility killers will get the most benefit from it.
But hey, inexperienced survivors don't need to learn to hit great skill checks anymore, and experienced survivors who can hit greats will get to complete gens all the faster, so at least there's that. Yay?
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New survivors with few hours have trouble hitting great skill checks... so Ruin is nerfed.
Killers with many hours struggle against fast gen times. "Git gud, killers!"
Gee, I can't imagine why players are complaining.
And yes, survivors are supposed to do their objective, and the more efficiently they can do it the better chance they have. The problem isn't that they're doing their objective; the problem is how fast that objective can be done. If a killer is bothering to play for real instead of memeing around (I don't know why anyone would bother with that at this point, but to each their own, I guess), then the fast gen times can be really frustrating. Killers don't want survivors to stop doing gens: they want gens to be fixed so that three don't pop by the time the first survivor is hooked.
Also, will killers be able to kick gens if Ruin is up? Because the gen will already be regressing. I know as things currently are I can't kick a gen that's already regressing.
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@MyNamePete said:
https://forum.deadbydaylight.com/en/discussion/comment/969365#Comment_969365
imagine thinking this change i healthier for the game.
Good thing killers new to the game will get frustrated about the generators being done to fast
Even killers with a lot of hours struggle with gens being done too fast. What hope does a poor newbie killer have? And it's not like new killers are all going up against inexperienced survivors who take ten minutes to do the first gen; matchmaking is fudged these days and new killers are going up against survivors way out of their league.
Considering that the tutorial for this game doesn't help new killers at all, and pressuring gens rather than focusing on the first survivor you find is not intuitive, I am amazed this game gains and keeps new killers. I really, really am.
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Running in circles around knee-high debris isn't fun.
Dark as [BAD WORD] maps where survivors can disappear by crouching aren't fun.
Three gens popping by the time you hook your first survivor isn't fun.
Broken sounds aren't fun.
The last two survivors going immersed hoping for the hatch instead of touching gens isn't fun.
Nurse was already a struggle to have fun with on console, and now I don't even bother trying to play her because she's not fun to play as at all.
Legion isn't fun to play as.
Clown isn't fun to play as.
Trying to aim Huntress hatchets on console isn't fun.
Survivors disconnecting and denying the killer a challenge (like hooking four in the basement) because there's still no husk mechanic isn't fun.
To be fair, though, there's also a ton of stuff I don't find fun as solo survivor. I'm not saying one side has a monopoly on unfun stuff; I'm just listing some killer stuff because that's what this thread is for. And goddamn do I want some of that crap to be fixed.
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This is hilarious in a really this-is-a-bad-portent-of-the-game's-future-health kinda way. The only reason for doing this is to hide that matchmaking is seriously broken.
Every time I read about this I can't help but laugh. It's just an absolute joke.
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Nah, I'm gonna play Dying Light or Last of Us (PS4 player here). Or I'll finally try installing Identity V on my computer.
Sure, I like that Last Year has a spider and a priest, but the gameplay videos I've seen just don't appeal to me.
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@DBDfan12 said:
https://forum.deadbydaylight.com/en/discussion/117951/killers-its-time-to-voice-for-our-rights
rights? you bought a game for $15. you have no rights
God, if I could get back the stupid amount of money I put into this game and all its DLC... The sad thing is that yeah, buying an online game the customer has no rights and no guarantees. Doesn't matter if the player spends $5 or $500. It's the exact reason I usually don't put money into online games, and DbD has only reinforced that.
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@thefallenloser said:
https://forum.deadbydaylight.com/en/discussion/comment/972338#Comment_972338
Ah yes, of course, Iron Will. The band-aid to Spirit. Wow, hey Stridor!
Walking, of course. Oh, hey, wait, Spirit can still hear you!
Glass shards glowing, ah, yes! Oh, wait, sometimes they don't, and you can't even see when they do thanks to certain skins!
Yeah... no.
Right now I can't hear a damn thing as Spirit. I phase walked on top of an injured survivor without Iron Will and I couldn't hear them, it was just blind (ha! punny) luck.
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@TooKoolFoU said:
In the patch notes the devs noted that you would no longer be able to see anyone's ranks on the scoreboard. So now you won't be able to see ranks at all. Which is a band aid fix to get the community to stop complaining how your rank1 solo survivor aS$ just played with three ranks 20's and a rank 15 killer. Like i just played a solo game at rank 3... My team was all red rank but the killer was a rank 10. My mates bullied him at the god loop that still exist on pallet works of misery.
Whenever I'm playing solo survivor and I have one of those matches where some poor low-rank killer gets bullied by my higher-ranking teammates, I turn off the game for the night. Those kinds of matches just kill any semblance of fun.
I guess I won't know for sure when that happens, anymore. I'll just have to assume every time me and at least one other survivor escape the killer was low rank and I should feel bad and quit for the night.
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@JC316 said:
I actually appreciate survivors waiting at the door if they give me free hits. I love it when they camp the hook, gives me a free hit or an easy down. Everything else I can agree with.
The survivors let you hit them in the exit gate? Lucky. I stopped going to the doors because they always run out once I cross the threshold, it's absolutely pointless.
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@VeNoM17 said:
Time to face camp with bubba and punish the baby survivors that cry over everything. Literally I'm going to make them as miserable as they've made me.
The problem with this is that usually the ones getting punished are the solo survivors who are already having a miserable time. I play survivor and killer about equally, and I pretty much hate playing survivor. It's 90% a miserable experience. I usually go in, screw around, and die on my first hook because I can't do the button mashing crap in second state right now.
I don't know why anyone other than SWF play this game, sometimes. Killer is stressful unless you meme around and solo survivor is misery.
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@LustForBP said:
https://forum.deadbydaylight.com/en/discussion/comment/972069#Comment_972069
I have plenty of breathing room without it and haven’t noticed a difference. You all are just crying because you don’t have a guarantee to generator slow which causes you to have to do more. Cry more. It’s anecdotal but my point stands that it’s possible.
I'm not crying. This doesn't affect me. I don't use Ruin. Or any gen slow-down perks. Never have. I run Beast of Prey, Distressing, BBQ, and Whispers.
I chase survivors around, get boosted BP due to Beast of Prey, and I can half-ass the match doing nearly nothing and walk away with only profit because I don't use add-ons or offerings. It's perfect. I can play survivor and just chillax on gens; I refuse to put more effort in just because it's later in the day and survivor queues got longer so I had to switch to killer. I don't care if gens go fast or slow; I love my BP build.
But just because it doesn't affect me doesn't mean I don't see why killers use Ruin and how this change only fixes problems on the survivor side while leaving the problems on the killer side intact.
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@Mert_MK said:
https://forum.deadbydaylight.com/en/discussion/comment/971797#Comment_971797
Pretty much what i want to see from Killers if this happens, go afk out of frustration.
You prefer a super short and frustrating game for survivors? Will gladly make your games miserable too this way.
These days, I go afk about halfway through a lot of my matches 'cause I'm just bored with it and my heart's not in it, anymore. It's not frustration; I just can't force myself to care. It sucks, but whatever. I also can't completely give up the game because I've put too much money into it, so I keep loading it up trying to play a match hoping this time'll be different and I'll find some enjoyment in it. I don't use add-ons or offerings, so any BP I make is profit; that's the only thing that matters. Beast of Prey and Distressing mean I can make at least some BP even if I barely do anything.
Some survivors send me unhappy messages about boring matches, but most don't so I assume they prefer killer-free matches where they just do gens and leave. -shrugs- If that's what you enjoy, then I'm sure you'll be happy if you get me as killer.
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@LustForBP said:
https://forum.deadbydaylight.com/en/discussion/comment/972018#Comment_972018
No, you’re just ignorant and my point has been proven. You just can’t accept that fact. “Yellow ranks” yet my proofs been posted. You really are a delusional individual.
A few screen shots don't prove any points. You're only one player. This is anecdotal evidence. And it is much easier for potato survivors to reach red ranks than for killers to rank up. Survivors can carry their teammates. Survivors don't have to escape to pip. Showing a screen that a killer destroyed red rank survivors means nothing without a video of the gameplay to go with it, and even then, it's still anecdotal evidence from one player.
None of it even matters. Equipping a perk isn't expected to be a guaranteed win, not equipping a perk isn't expected to be a guaranteed loss. A lot of killers equipped Ruin so they could have a less stressful game where they weren't so crunched for time. Ruin gave them breathing room. Sure, they might lose anyway, but the match probably still went longer and everyone earned more points than if the killer didn't equip Ruin.
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Now I can equip just one tier 1 perk and no one will ever know what rank I truly am.
Seriously, this change is hilarious. I laughed so hard when I first read about it. There's no reason to hide ranks after the match other than to hide that matchmaking is screwing over low rank players. I mean, low rank killers have already been going against a lot of high rank survivors. Many killers use Ruin, and the change to Ruin means either A. those killers will stop playing, or B. those killers will de-pip. Either way, that's fewer high-ranking killers, but not fewer high-ranking survivors.
This seems like they're preparing for a large increase in the number of red rank survivors and a decrease in the number of red rank killers, and they don't want players to be able to see that. I mean, lobby dodging definitely isn't a reason to hide ranks after the match is over. It makes more sense to hide the players' names than to hide the freaking ranks.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/970928#Comment_970928
To be fair, it wouldn't be a bad thing if Moris got gutted.
But I love moris when I play survivor. The death animations are so much better than getting put on the stupid hook.
It'd be nice if the devs did something so that moris aren't seen as such an unfair mechanic while also making it so that we all get to see the fun death animations more often. And they should add more animations.
@Mert_MK said:
Lmao, ok. If this really becomes a thing or very common.
Enjoy last second switching SWF's with haddonfield offering and 4 BNP's.
I don't mind making Killers "suffer" in return, you're asking for it.
If you're going to burn a Haddonfield offering, then yes, please bring 4 BNPs. I hate waiting at the exit gate for ten minutes because the survivors take forever to do gens on that awful map.
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@VoodooChild said:
https://forum.deadbydaylight.com/en/discussion/comment/971557#Comment_971557
https://forum.deadbydaylight.com/en/discussion/comment/971460#Comment_971460
This whole thread is comically cynical but none of it is jokes lol
I do wish I were joking. My pointer finger's been messed up and in pain for days (which isn't uncommon but usually doesn't last this long), and spamming the button with my thumb puts more stress on it and is causing pain in my thumb as well.
BHVR needs to [BAD WORD]ing fix second state, because the button spamming is a terrible mechanic.
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I don't use Ruin or any other gen slow-down perks. I'm not great at killer or anything; I just don't like using them.
I run Beast of Prey, Distressing, BBQ, and Whispers. So, my priority is pretty obvious.
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The game can't force me to spam the button on my controller.
I mean, I die the moment I reach second state, and it probably screws over my team, but my thumb is just not up to constantly spamming that stupid button at this point.
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I don't use Ruin, so this doesn't affect me. However, I've pretty much already stopped playing. Having to complete the Rift before Tome Level 4 even released was the nail in the coffin for a game in which I was already experiencing severe burnout. Even memeing around has lost a lot of its appeal. When I play killer right now, I really half-ass it and often just go afk mid-match because I'm bored with the whole damn thing. I really wanted to earn BP during the Bloodhunt, but my heart wasn't in it, and I couldn't justify wasting my time going through full matches as killer to walk away with 20k BP or less each time.
So, I'm still playing killer in that I'll load up the game and host a match (PS4) and then four survivors escape, three without possibly ever seeing me. And then I turn off the game and start up Dying Light because at least that one is fun and it even likes to have events, oooooh.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/971315#Comment_971315
or maybe killers should get good and not rely on a crutch
The devs like to use perks to "fix" problems with the game. Hex: Ruin is a band-aid fix to fast gen times. It's not so much a crutch as a patch to a problem that, to the annoyance of many killers, takes up one of the killer's perk slots.
Personally, I don't use Ruin. Not because I'm so great at the game I don't need it or anything, but I just don't like hex perks or gen slow-down perks. So, I'm not saying Ruin is necessary, nor am I saying it's not necessary. I'm saying it was created to fix a problem, and now it's being changed while the problem of gens popping fast at the beginning of the match is remaining unaddressed.
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Gen speed/difficulty needs to be reworked so that gen slow-down perks and add-ons are no longer needed and can be removed entirely from the game.
Perk and add-ons should be for fun or to help players in areas where they struggle. Fast gen times is more an issue with the game mechanics; killers have enough crap to deal with in terms of just pressuring and chasing and hooking survivors. The purpose of generators is to help killers find survivors and to sort of police the speed of the game, but generators are terrible at that second thing. Inexperienced survivors are severely hindered by gens and experienced survivors can breeze through them. It's not like generators are fun, either; it's boring holding down the trigger button and just sitting there. I can zen out while doing gens. In a horror game, I'm zenning out. Meanwhile, the killer's stressing as they're in a race against time. Yeah, that's fair.
So, generators reworked, gen slow-down perks and add-ons removed. This change to Ruin says that generators are not going to get the serious rework they need and that gen slow-down perks will remain in the game. That's bad.
Sure, the things I've mentioned are easier said than done, but they'd be worth it for the health of the game. Right now, both sides are extremely unhappy. Killers don't like using certain perks but feel they need to and survivors don't like going against those same perks. Survivors use certain perks because they feel they need to and killers don't like going against those perks. However, killer stuff that's counterable is being changed/nerfed while only uncounterable stuff on the survivor side is being nerfed. Instaheals, MoM, original DS: those things had no counter. But Ruin has counters: hit great skill checks, hit good skill checks and power through, or cleanse the totem.
I think a lot of killers actually would stop running Ruin if gen speeds were adjusted, because killers don't necessarily like running it. After all, it's a hex perk that often gets cleansed at the very beginning of the match. But I could be wrong, and anyway, like I said, I think gen speed/difficulty should be adjusted and gen slow-down perks/add-ons removed in one fell swoop. Piss both sides off at once instead of staggering it to only piss off one side at a time.
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@MyNamePete said:
https://forum.deadbydaylight.com/en/discussion/comment/970236#Comment_970236
because every survivor is gonna tbag to boost their self esteem
I never stick around after opening the exit gate to see them do it. The only thing they'll get is carpal tunnel.
I've gotten messages from survivors about "I was so bored, why didn't you chase me?" because I wouldn't follow them from one loop to the next. I think if anything their self-esteem took a hit because I cared about them so little I turned and went in the opposite direction.
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@Hag.is.Dtier said:
https://forum.deadbydaylight.com/en/discussion/comment/970953#Comment_970953
True, unless they bring a Mount Ormond offering. Then they deserve to be bored to death for forcing me to play on the worst map ever.
Ugh, Ormond, scratch marks and auras on that map continue to suck.
Haddonfield is the map I'll sometimes just afk on from the start. Screw that map, I hate everything about it. [BAD WORD]ing fences that go half the length of the map. If they burn an offering for it, I hope the survivors have the most boring match on the planet not seeing the killer once.
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@Hex_NoGenrush said:
https://forum.deadbydaylight.com/en/discussion/comment/970928#Comment_970928
Except, there was no problem. Half the time, survivors spawn right next to the Ruin and cleanse it making it utterly useless, hence the 'high risk high reward'. Can't believe these mongs are actually balancing the game for yellow and green tank players without a sole consideration for red ranks *facepalm*
Actually, Ruin (as it exists right now) isn't that great. In part for the reason you listed: it's often found at the very beginning and cleansed immediately, making it completely useless. Another problem is that it has a huge negative impact on inexperienced survivors while experienced survivors, the ones who actually need to be slowed down, can either A. power through it/hit great skill checks, or B. know where to find the hex totem. But, Ruin is still used by a large number of killers because it is the only perk that slows down gen speeds from the beginning of the game, keeping three gens from popping by the time the first survivor is hooked. That's why it's popular, and the change to Ruin completely takes that away.
So, there are problems with Ruin, but these changes only benefit the problems survivors have with it, not the problems killers have.
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@Hag.is.Dtier said:
And even longer survivor que times on console. Pretty good job BHVR...
Supersonic queue times as killer and you can dodge any lobby you want just because that David isn't a shirtless David, the bastard! What's not to love? If you're not having fun, just go afk, and the survivors who waited thirty minutes for a match now get to play a gen repair sim.
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You just want to make sure moris are the next thing gutted, huh?
Just stop playing killer. You want to hurt the game, make survivor queue times unbearable. I play half and half survivor/killer. I didn't ask for a Ruin nerf. I think this is a bad change that only addresses the problems on one side. If you play killer using all the stuff survivors hate, you're just going to get that stuff gutted all the faster. Don't play killer at all, and maybe the devs will realize killers aren't having fun.