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Tsulan

Tsulan

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  • @Veinslay said:

    https://forum.deadbydaylight.com/en/discussion/comment/2463177#Comment_2463177

    That's not always true that the game will end early if the killer is outmatched, especially if the killer isn't that skilled and gets matched with expert survivors. I had a match recently where I was facing a Team Oracle type of SWF. They didn't make any mistakes at loops at all and it was taking me forever to catch anybody. They intentionally avoided completing the last generator in order to force me to stay in the match and continue to bully me. The match ended up taking around 13 minutes when it was actually over in about four. I didn't disconnect because I didn't want to lose my bloodpoints and take a penalty. I wish there was a surrender option where after three generators are done, the killer can just give up and forfeit if they know they are completely outmatched.

    This is one of the reasons why the killer should be able to open the exit gates, independently of how many gens have been completed.

    The current version is inconsistent.

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2462843#Comment_2462843

    Create a new post that reads "Which is better: New Ruin or Old Ruin" and you'll see how many killers like the new ruin over the old ruin.

    Oh I'm sure only killers will answer to this. Totally not survivors...

  • @Adeloo said:

    Give yourself more achievable win conditions than 4 kills.

    It can range from having 4 BBQ stacks, making a fun build work, make Devour Hope works to playing Trapper and get at least 2 traps working.

    He´s not complaining about not getting the 4 kill but about getting 0 kills.

    But the way this game works, the killer should probably be happy when he gets his 4 BBQ stacks.

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2462790#Comment_2462790

    Well, if you aren't patrolling gens then yes. Every time you are in a chase with someone you ran off a gen, you are getting use out of new ruin.

    Old Ruin only affected new players, it didn't affect experienced players. New Ruin affects everyone.

    Since you can only chase 1 survivor at a time, new ruin is weaker than old ruin, which could work on up to 4 survivors at the same time.

  • Yes, because he just needed some QoL changes. Not this whole overhaul that turned him into a different killer.

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2462752#Comment_2462752

    Most people on these forums agree that new ruin is better than old ruin. Old ruin only regressed the gen if you didn't hit the great skill check and most red ranks hit great skill checks pretty regularly. You can also by-pass Old Ruin by gen-tapping.

    New ruin regresses gens continually if no one is on that gen and it regresses it extremely fast.

    In other words, new ruin has no effect at all, when survivors hug gens. Unlike the old version, that actually slowed the gen progress down while survivors worked on them.

  • @Gamedozer7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2462305#Comment_2462305

    It happens because a mix gen speed, survivor spawns,and map size. You can do totems but I won't lie when I play survivor I won't prioritize finding totems over gens if, if I find one on the way or its next to the gen sure but thats just how the flow of the game works

    Survivors don´t do totems, because there is no incentive to do them. At least for most of them.

    Old Undying gave survivors an incentive to do all totems. But they didn´t like that. So it was nerfed and along with it the gen slowdown went over board. Since then, killers have been struggling with gen speeds. Surprisingly the devs seem to ignore this issue. Probably because there are still enough killers playing, to entertain survivors.

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2458735#Comment_2458735

    Legion wasn't nerfed, he was changed because he's old gameplay was a snoozefest. Old Legion was boring, all you would do is run around the entire game making survivors mend. Also, new Ruin is much-much better than old ruin.

    Yeah, the last phrase shows that you know nothing about the game. Sorry, can´t take this serious.

  • @meatisadelicacy said:

    I'm still waiting for any of the people who make these posts to tell me why they still play a game they don't like. They literally never answer me. I guess I'll just ask the next person who makes this identical post, saying it's so stressful and unfun to play killer.

    Its called Sunk Cost Fallacy. Thats the reason.

  • @Gamedozer7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2462267#Comment_2462267

    Yeah if that becomes the tone of the game the survivors are efficiently doing objectives the I have to match said pace or have a much a much harder game once 1 gen is left

    Makes sense

  • @LadyBathory said:

    https://forum.deadbydaylight.com/en/discussion/comment/2462279#Comment_2462279

    I don't know about you but I don't play games to become frustrated. There's enough frustrating things in the real world. I play games for fun.

    This game is complicated. Most of the time i just recommend switching sides or taking a break.

  • @LadyBathory said:

    https://forum.deadbydaylight.com/en/discussion/comment/2462272#Comment_2462272

    You have to have something to enjoy and the game itself should be fun otherwise why are we playing? So we can win something? Does winning a game make us feel that special? If the game itself isn't enjoyable then there is no point.

    It´s not rare that veterans take breaks because the game has become to frustrating. According to the devs its even a design goal to make the game frustrating.

    https://www.youtube.com/watch?v=YCc4SU-NSW4&t=620s&ab_channel=TheKing

    Timestamp 09:55

    So no, the game isn´t about just having fun. At least not in a conventional way.

  • @LadyBathory said:

    Well try to find a way to have fun without ruining others fun is what I do. The hunt for survivors is the fun part for me and trying to outplay them and mind game them to see who comes out on top.

    This sounds a lot like being happy of getting a participation trophy.

    @dweetmain see it as a balance match. The more killers have matches like you (there are more killers than you think, which are in the same situation as you), the more likely the devs will take action in regard of that.

  • @Gamedozer7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2462216#Comment_2462216

    The problem with the word tunneling is it has a broad usage. When I say tunneling I mean the next person I catch and hook is leaving the game, some people use it for someone who see someone and chases then four gens and then camps them out which is actually the correct usage but the more common one is the one I used. I won't tunnel untell 2 gens are left because I don't want to deal with 1 gen and 4 survivors its a stressful situation

    So... you start to tunnel after the first hook, yes? Because in most of my matches 2-3 gens are gone when the killer gets his first hook.

  • @xenotimebong said:

    https://forum.deadbydaylight.com/en/discussion/comment/2461361#Comment_2461361

    No, it isn’t. He was playing pure M1 Trapper against very experienced survivors on one of the most survivor-sided maps in the game in conditions that do not occur in a normal match, ever. It was purely for entertainment value and says as much about balance as his multiple 50 win streak videos: nothing.

    It is representative because, as you said, he was playing a m1 killer who didn't use his power. Traps can be disarmed, which renders the killers power useless. We have a lot of killers with "ammunition" or that require to break the chase in order to regain their power.

    A survivor should not be able to run a killer for 4 minutes. At least not a killer with so many hours.

  • @Mikeyjanuary11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2461359#Comment_2461359

    Killers giving the hatch or not to the last survivor happens more often because it's a powertrip.

    If killers giving the hatch is a power trip, then what's teabagging at the exit gate?

  • @xenotimebong said:

    https://forum.deadbydaylight.com/en/discussion/comment/2461342#Comment_2461342

    The 1v1 video? 1v1s are not a good indicator of overall game balance for multiple reasons that should be obvious.

    Of course not. But survivors being able to run a very experienced killer for that amount of time, shows how bad pallet placement is and THIS is an indication of the balance.

  • Killer giving free hatch happens quite often and is even expected.

    Meanwhile survivors prefer to teabag at the exit gate instead of gifting a kill.

    In 2600 hours I can count the amount of gifted kills on 1 hand.

    So no, survivors will never start to do this. Even more, when they stomp a new killer it's more likely they even make toxic comments in the endgame chat.

  • @ad19970 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2457278#Comment_2457278

    Not always no. I've been able to win against a team of obvious red ranks, and so have others as well. Streamers like Otz are a great example of how this game isn't that unbalanced anymore.

    It's certainly not balanced perfectly, and it's honestly crazy that maps like Cowshed even still exist, despite getting two major updates. But the game's balance has improved a lot as well. It's decent I would argue.

    You mean that video where survivor streamers ran him between 2 and 4 minutes? Yep, looks balanced. Especially since all gens can be completed in less than 4 minutes.

  • @Junylar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2460133#Comment_2460133

    Woah, 6 perks in one build, those are some damn powerful bots!

    No wonder they are so popular...

  • @Zozzy said:

    The first one was the devs giving the finger to killers with new hit detection "not" determined by the survivors client at all and totally determined by the better ping as they demonstrated in the livestream /s

    The second is the survivor lag switching.

    Yeah, this game is so much fun as killer right now!

    /S

  • He probably just used his purple and iridiscent "all seeing" addons

    Philip Ojomo or "The Wraith" is one of 25Killers currently featured inDead by Daylight . He was introduced as a member of the original Killer Trio that released with the Game on 14 June 2016. 1 Overview 2 Lore 3 The Wraith's Perks 4 Load-out 4.1 Weapon: Azarov's Skull 4.2 Power: Wailing Bell 4.2.1 Power Trivia 4.3 Add-ons for Wailing Bell 5 Achievements 6 Customisation 6.1 Default 6.2 Prestige 6.3 Special 6.4 Event 6.5 DLC 6.6 Exclusives 6.7 Archives 6.8 In-Game Store 6.8.1 Outfits 6.8.2 Heads 6


  • @xEa said:

    https://forum.deadbydaylight.com/en/discussion/comment/2459631#Comment_2459631

    It is an argument for beeing one of the best perk in the game. If you think this is strong might be a different story but clearly its one of the best you have available.

    That's your opinion.

    So let's agree to not agree.

  • I mostly ignore it when i play survivor. Unless i stumble uppon it. Because it isn´t much more than a minor inconvenience.

    Ruined1.jpg Ruined2.jpg


  • @NomiNomad said:

    https://forum.deadbydaylight.com/en/discussion/comment/2459683#Comment_2459683

    Why does it matter if it's a word? In the context of this game, yes, it is.

    Yeah, sure, but after one or two survivors are dead against a mobile killer that can get across the map in a few seconds? Yes, it would be insanely opressive. Ruin is only as good as the killer that can apply it.

    It 2 survivors are dead, Ruin is the least of your problems.

  • @NomiNomad said:

    https://forum.deadbydaylight.com/en/discussion/comment/2459612#Comment_2459612

    Some are definitely mediocre.

    If Ruin couldn't be cleansed, it would be insanely oppressive. The trap totems don't apply to this, because they're traps.

    Uncleansable (is that even a word?) Ruin wouldn´t be insanely oppressive. If it was the old Ruin, then sure, but the new one, has no effect while survivors hug gens. So... nope.

  • @xEa said:

    https://forum.deadbydaylight.com/en/discussion/comment/2459612#Comment_2459612

    I dont think that every Hex is worth beeing a hex or very powerful, but Ruin is definitly the best Hex and possible still one if not the best killer perk. Even on tournament level its quite standard.

    Ruin being used on Tournaments isn´t a sign of being strong. Its a sign that killers struggle with gen speed at take everything that might net them even a few more seconds.

  • @NomiNomad said:

    Because they're incredibly powerful perks. If Devour Hope was just a regular perk, it'd be overpowered as hell. Same with Ruin. Some of them don't need to be hexes, like Blood Favour, but most earn their Hex imo.

    They exist so killers can have powerful perks without them being overpowered.

    You´re kidding... right? Hex perks being powerful? All except Devour are mediocre at best.

  • Killers come back to the hook, for the same reason survivors come back to a progressed gen.

  • It would be nice if we could adapt the bot mode to chose the killer, map, perks of the bots, etc.

  • Nemesis power is so lacking, that the devs felt the need to add zombies in an attempt to make him a little stronger. But zombies are simply bad. They either are in the wrong area of the map or stuck.

    The amount of times zombies actually did something for the killer is comparable to the amount of times Bloodwarden actually gave the killer a comeback. It can happen, but don´t wait for it.

  • @Luckyz17 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2456430#Comment_2456430

    This doesnt benefit anyone though. Rushing anything in this game seems to not reward anything considering the parameters that the devs set for survivors to "survive" contain running around and away from a killer rather than stay hidden. So the incentive to gain more points is to actually play with the killer, rather than stay stealth? If that makes sense.

    Again I am still fairly new, but the ranking/MM and points make no sense to me.

    The more you interact with others and the killer, the more points you will earn. Getting chased by the killer is better than hiding from him. At least points wise. But some people just want to get to the next match.

  • @CosmicParagon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2441000#Comment_2441000

    It's cute you think that's still coming. BHVR is too dim to code their way out of a paper bag, let alone make a functional MMR.

    MMR worked for me. At least the last test.

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2457805#Comment_2457805

    1) No, if HG gets found first and cleansed, only Ruin's totem remains. If one of the HG totems goes down, the other becomes dull. Yes, HG gets you more value if -it- gets found first, but if it doesn't, Ruin is gone and HG is only going to give value if the survivors chance it. And even if they do, that's not HG protecting your totems, that's just getting value out of it. Whether Undying does a good enough job is a moving of the goalposts. Yes, there will be cases where survivors find both really quickly. But there's also going to be scenarios where survivors find one or neither.

    2) The most common gamestate is one where one survivor is on the hook, one is coming to rescue, one is being chased, and one is on gen. This doesn't leave anyone to cover the gen of the person being chased. Yes, Swiffers can communicate where their lost gen is, but even then, the only one at liberty to stop its regression will likely be the person currently doing a gen. And if they lets go of the gen they're doing, they're gonna lose -their- progress. This is why Ruin is so devastating if it's still up by the time the first person's on the hook. And you may think Ruin isn't strong enough as a perk to be a hex, but even with that drawback, Ruin is still one of the most-picked perks. So unless you have an alternative explanation for its popularity, I'm going to assume that the vast majority of killers disagree with you.

    3) They thought -wrongly- that killers earn more bloodpoints? What? Unless you get absolutely stomped, you'll -always- get over 15K points and often go up to 32K if you win. Survivors tend to hit 25K for a -really- good match.

    Also, survivors not having other gameplay elements, what? Have you ever tried playing a match by just walking up to gens and holding M1 without -any- reaction to -any- other game elements? You think the average survivor just holds M1 on the gen when the killer comes in to grab them? You think you can win by just leaving someone hanging when the killer isn't camping?

    Survivor gameplay is broad and varied, killer gameplay is narrow and monotone. THAT is the problem.

    Well, that, and the fact that killers are forced to play alone. We need a 2 player killer, á la HotS' Cho'Gall.

    4) You utter hypocrite. You had no problem complaining about survivor mains and labelling them entitled, but as soon as I show you the other side of the coin you think you can take the moral high ground by proclaiming you won't pass judgement on other forumgoers? Grow a spine.

    5) The point is that you don't need to miss those times where the killer could play without tunnelling or camping. They never went away.

    6) -

    7) A good survivor will DH into the killer to bodyblock... What? DH disables your collision, you're gonna phase through the killer! Yes, BT is still being used offensively and I want that gone as much as the next person. Ideally, BT should just remove unit collision for the duration of the endurance effect. But you also have to remember that in your impassioned fervour, you are automatically assuming that survivors are bringing BT, DS and DH. That's three of four perk slots gone. And two of those perks practically never fire against me.

    Those perk slots could've gone to Botany Knowledge, Prove Thyself, Desperate Measures, We'll Make It, Quick & Quiet, For The People, Inner Strength... Any number of perks that can offer serious benefits.

    The fact that you confidently assume that BT and DS are part of the standard loadout of survivors illustrates how much of a problem camping is. Players are willing to gimp their customisability, their enjoyment of the game and their chances of winning to have a shot at dodging these tactics.

    Another obligatory objective wouldn´t kill the game. It wouldn´t suddenly turn all killers into campers and it certainly wouldn´t ruin the survivors fun.

    Nothing we know suggests this to be true.

    So you extend the games. You up the kill rates from around 70% to an even higher number. It won't fix the problem. Killers still have very little gameplay to them. Killers will still get frustrated. 3Ks aren't enough. Sometimes 4Ks aren't even enough.

    Killer just isn't fun to play.

    Focus on that, instead.

    1) Doesn´t change the fact that you get more milage out of HG than Undying. Sure, there is a 33% chance that Undying protects better than HG. But when its gone, its gone and there are no downsides for survivors. Unlike HG, where survivors get exposed. So again, did you see HG as a meta protection perk before Undying? Because i didn´t. People still using Undying after its hard nerf is the killers equivalent of using SC. Once it was glorious, but now its hurting the team when you SC in the corner of the map. But some people don´t want to change their loadout, call it force of habbit.

    2) Since the release of the RE chapter, Blast Mine has been a very prominent perk. Because for one it hurts the killer and also shows other survivors where a worked on gen is. Now with the Ruin regression, survivors don´t need to be in a voice chat to see that glowing gen. At least for me it works like a charm. So again, Ruin isn´t a threat against decent survivors. Just ignore it and cleanse it if you find it. But the time you waste actively searching for it, is better employed hugging gens. Ruin was always just a bandaid for gens. It being among the most picked perks is explained by the existence of this thread. Killers struggle with gens and take everything in a desperate attempt to slow gens down. Its not uncommon to see killers use Corrupted, Ruin and Pop at the same time. 3 perks that don´t synergize at all. But are taken with the mindset of "when this fails, i have this, and when this also fails i still have that". Killers should not feel forced to take 3 gen slowdown perks. That isn´t fun.

    3) Don´t be ridiculous. Survivors and killers earn roughly the same amount of bloodpoints. More often than not i earn more points than the killer. I could spam you with screenshots where the killer always earned less than at least half of the survivors. Sure, you will earn less, when you do nothing but gens during the whole match. Because that category caps at 8k. So again, survivors earning less points is plain wrong.

    4) This could be identified as naming and shaming. So there is a good reason to not talk about other forum members.

    5) I can´t remember the last time i had actually time to 12 hook survivors without hooking the same survivors in a row. Maybe you are playing against really, really bad survivors. Don´t know. At least in my region, survivors tend to hug gens when they are not being chased by the killer. Its not uncommon that a unhooked survivor instantly goes for a gen to finish it with the rescuer before healing up. Which means that the healing nerf, which was aimed at passivly slowdown gens, failed as a whole.

    6) -

    7) You never actually seen this? Ok... survivor A is hooked, survivor B comes for the rescue, but gets injured near the hook. Survivor A gets unhooked and the BT timer starts. Now the killer would attempt to down survivor B for the hook trade, but survivor A uses DH to phase through survivor B and receives the hit instead. Since survivor A is protected by BT, they both get a decent distance before the killer can connect another hit. Its usually enough time to get to the exit gate or a pallet.

    8) The survivor meta perks haven´t changed in 4 years. DS, Unbreakable, DH, SC, BT and SB have been the most used survivor perks on all platforms 4 years ago and they still haven´t moved from there.

    Botany = only useful in a serious healing build. But then again, Autodidact would be better. Or We´ll make it.

    Prove Thyself = is okayish but you max out the bonus points to fast 1 1/2 gen is all it takes. Oh and since bloodpoints are not bound to emblems you will end up doing gens after hitting the limit, just for the emblems.

    Desperate = you truly have to be to use this perk. I don´t think i´ve seen this perk in the last 6 months.

    Q&Q = is good for losing the killer. But the current meta aims at running in circles and drop the pallet early. Because there are simply way to many pallets. So no need for stealth.

    FTP = only useful for SWF. Outside of it, its a death sentence. Just like Mettle of Man.

    Inner Strength = is for totem hunters. Here we are talking about slowing gens down with Ruin and you recommend a totem hunter perk...

    The fact that BT and DS are meta is because they are so powerful. Survivors rush gens and even when they get hooked once the gates are powered, the BT + DS combo will guarantee them the escape. At least when the killer didn´t tunnel someone early out to slowdown the gens.

    You see, the problem with those kill rates is, that there are many factors that alter the kill rates. Things like Rainbow matches, survivors don´t liking the match/killer and suiciding or disconnecting, SWF, etc. The devs always warn about drawing false conclusions on their data. Because they know that there are a lot of variables that alter the data.

    When they introduced the hook counter, i thought its a great way to scan their data and see how many hooks the killer gets before all gens are completed. Thus identifying gen speed/kill speed issues. But i don´t know if they actually look at the data or just at the end counter.

    Killer not being fun comes from the stress levels of playing against the clock. Killer is on a hard timer and losing 3 gens right at the start will demoralize every killer. Devs said, that we should forget about those external gens, that its normal to lose those fast. What they don´t mention is, that smart survivors do center gens first. Which makes a 3 gen (what i suppose is what the devs want killers to do) impossible. All the things that are supposed to slowdown the gens like failing skill checks, are more aimed at new players. But experienced players don´t even have a problem with Huntress Lullabys silent skill checks or Overcharge. Which is a problem, because those perks are aimed at slowing gens down but end up being useless.

    I like this discussion a lot, but we are slighly off topic. Unless OP has no problem with this discussion. Otherwise we should continue this in a new thread. Mark me up if you want to start a new thread.

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2457688#Comment_2457688

    1) That's not how it works at all. Let me sketch the scenarios;

    Ruin/Undying, scenario A: Survivor finds Undying, cleanses it. Then has to find Ruin.

    Ruin/Undying, scenario B: Survivor finds Ruin, cleanses it. Undying becomes Ruin. Survivor then has to find Ruin.

    HG/Ruin, scenario A: Survivor finds HG, cleanses it. Then has to find Ruin.

    HG/Ruin, scenario B: Survivor finds Ruin, cleanses it. Survivor doesn't have to cleanse anything else.

    HG makes Ruin slightly harder to find and punishes survivors for guessing wrong. Undying mandates that survivors must ALWAYS find and cleanse two totems.

    Undying is what protects other hexes.

    2) Yeah, it's 'only 30 seconds', but that's taken out of a pretty restrictive time budget depending on killer skill, and doesn't count the time it takes to move back to gen. If a survivor is working on a gen solo and gets chased and hooked, are they really likely to be back there in 60 seconds? And this all happens passively. There's a reason Ruin is a Hex perk: It is -damn- powerful, and would be incredibly unbalanced if it could not be cleansed.

    3) Didn't it have a survivor shortage during the 5th anniversary? I remember complaints about long killer queues. And yes, killers aren't having fun. But that's not due to balance issues, because, as stated, the only statistics we have is that the game overall favours the killer. The reality is that killer gameplay is tense and monotonous in most cases, since you only do one thing: Track and hunt survivors. Survivors on the other hand vary between totem hunting, evasive maneuvers, altruism, gens and chases. This gives survivor gameplay diversity that killer gameplay lacks.

    If anything it's killers that should have additional options.

    4) Do you think killers are any better? You are here saying that you want the game slanted further in the killer's favour than it statistically already is! Literally every survivor perk that gets any usage at all gets complained about. Survivors have their Sluzzy, killers have their Lord_Tony.

    I remember a clip of... I think it was True? Whinging all match long about how overpowered Swiffer was, while he was A) Misplaying according to another clown player, B) Not up against a Swiffer, and C) GETTING A 4K ANYWAY!

    EVERYONE is prone to bias.

    5) I play without tunnelling and camping and I do -fine-, with the exception of playing pre-buff Trickster and my first couple of PH matches when I had zero experience in the game.

    6) I didn't say you were a clown, I said you were a clown if you buy into the 'do bones' drivel.

    7) Camping ruins the game for -everyone-. The killer has no fun, the hooked survivor has no fun, the other three survivors have no fun. Camping is the absolute worst experience that DBD has to offer, and making it more powerful by taking away its counter is going to make it -more- of a problem, not less. Fix camping, then there's plenty of breathing space to pace the game. Otherwise, you're just going to get this game killed faster.

    1) In the case that HG gets found first, survivors still see 2 glowing totems. I guarantee you, that someone will cleanse that totem. Which will expose survivors and possibly give hooks. While Undying is simply gone. Sure, it protects that other perks. But totem spawn aren´t great to begin with. With totems spawning on top of a hill, next to gens or right in front of the exit gates. So even when Undying protects Ruin, it won´t survive much longer. Currently i often hear 2 thunderstrucks with a time difference of 30 seconds or less. When the killer uses this obsolete combo.

    2) You make this sound like survivors aren´t a team of 4. Its not necessary that the hooked survivor goes back to that gen, when other survivors can go there. Survivors have several ways of communicating the position of a (progressed) gen. Oh and with the exception of Devour Hope, there is not a single Hex perk that i would consider "damn powerful".

    3) During the 5th anniversary surprisingly many survivors switched to killer, because they thought (wrongly) that killers earn more bloodpoints. The result was killer queues between 2 and 5 minutes during primetime. The day after the whole event ended, killer queues became instant and survivors had queues between 2 and 5 minutes during primetime. This amount of time isn´t exactly what i would call a shortage. I remember a time a few years ago, where survivors had queues of up to 45 minutes. THAT was a shortage.

    Killers have a additional objective to their 12 hooks, while 4 survivors collectivly have 5 gens and nothing else to do?

    4) I won´t comment on other forum users.

    5) I play without DS and do fine. Your point is?

    6) nevermind then

    7) camping has been around for 5 years. Survivors got several ways to deal with camping. A good group can unhook with BT, body block and if everything fails the survivor usually has DS or a flashlight. Those tools are in fact so strong, that survivors started to weaponize them and use them outside of actual camping situations. A survivor who gets unhooked with BT, will DH into the killer to avoid that his savior gets downed. A freshly unhooked survivor in front of a opened exit gate is unstoppable, when he has DS. Killer gets punished here for not tunneling DS out earlier. Flashlights are a scourge of their own. We had the Howling Grounds event, where flashlights got "fixed" and turned into unavoidable torches. There wasn´t a single match where survivors wouldn´t bring the weaponized flashlights.

    Another obligatory objective wouldn´t kill the game. It wouldn´t suddenly turn all killers into campers and it certainly wouldn´t ruin the survivors fun. All they have to do is give survivors a meaningful objective thats different from what we have now. Like, for example, gas cans that have to be refilled and used on gens. They could become a whole new item (like toolboxes). The gas cans wouldn´t be required for all gens, but for the strategic gens. So survivors would have to make the choice if they ignore those gens and only do the normal ones, but exposing themselves with less favorable positions. Or doing the gas can objective and finish the strategic gens first, which makes the lategame easier.

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2457569#Comment_2457569

    All right then.

    1) Haunted Grounds does nothing to protect your other hex. Have you even looked into how Haunted and Undying work? Because this is an absolutely baffling take. Haunted Grounds isn't a protection for Ruin, it just gives you an opportunity to punish survivors for going after your Ruin. It doesn't protect it. If they find Ruin and cleanse it, HG isn't going to magically make it retain function. Undying does.

    2) Have you ever tried to win a match without cleansing Ruin? Any time the killer approaches you, all the work you did on the gen is likely to be undone. This extends the match tremendously, and since no chase can last forever, you are on limited time, so losing the time you worked on the gen hurts your chances at winning. Since old Undying could require you to cleanse all five totems before you can actually work on gens without risking losing all the progress to the killer dropping by, it became an extremely oppressive combo that made it incredibly hard for survivors to do -anything-. Yes, campers didn't benefit from this. But survival rates still crumbled.

    3) The killer didn't ruin the game, the game itself did. Like it or not, survivors need a chance to win if you want them to keep playing.

    4) Survivors know perfectly what they want. A balanced game, -without- camping. Killers don't know what they want. They don't want to lose camping because 'just genrush', but the also don't want people to genrush and they want survivors to do all kinds of other things. And what makes you think survivors don't want to do totems? Is it the old NOED 'do bones' meme? Because you're a clown if you still buy into that drivel. I'm perfectly happy to do bones, the problem is that that doesn't counter NOED.

    Seriously dude, camping is the lodestone of DBD's biggest issues. Take that out and you can clean everything up. But for some reason, if you suggest camping be removed, people drudge up a 5 year old experiment and claim that that's evidence that there's not a single possible format under which this could work.

    1) Haunted Grounds does exactly what Undying does now. Only the chance of triggering isn´t 100% but 66%. Oh and it exposes survivors. While Undying does nothing more. The moment a survivor sees a glowing totem, the perk is gone.

    2) Yes, actually in most of my matches i ignore Ruin unless i stumble on it. Because the killer can only chase 1 survivor away from the gen. So the others will do gens, totally unaffected from Ruin. But even when the killer chases me away from the gen. The regression is 50% of the repair rate of a single survivor. So lets say the gen stays 60 seconds alone, a single survivor would take 30 seconds to undo the damage. 2 Survivors would take 16 seconds. Doesn´t really sound scary. Especially since Ruin is supposed to be a endgame perk, where its more likely that several survivors hug the same gen.

    3) Survivors always had a chance to escape. In fact, the game never had a survivor shortage. But several killer shortages. Because, as surprising as it might sound, a killer also wants to have fun. What we have now, isn´t fun. At least not for the killer.

    4) Survivors don´t want a balanced game. Or how would you explain all the complaints and threats when it was announced that DS would be nerfed? Survivor mains declared that they would stop playing (they didn´t), that it will increase the tunneling (it didn´t) and that the game would be unplayable (maybe for killers, but definetly not for survivors).

    5) I miss the times when the killer could actually afford to hook survivor A, then survivor B, then survivor C, then D, before starting with A again. Everyone got a nice amount of points and survivors died with 20k+ bloodpoints. Nowadays survivors escape with 11k to 14k bloodpoints and call the match ez. No killer will ever complain about survivors doing bones. After all, a survivor doing bones is a survivor who isn´t hugging gens.

    6) please don´t call me a clown. We had such a nice discussion here. So no need for insults. Wouldn´t you agree?

    7) Camping ruins the game for 1 survivor. Gen rushing ruins the game for 1 killer. Having additional objectives would improve the game experience for both sides. Keeping the game in its current state will ruin the game for both sides. Because both side will camp and rush.

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2457493#Comment_2457493

    Undying doesn't need to last longer than 60 seconds. That is literally not its purpose. It's there to expand the lifespan of whatever other Hex you have. In this case Ruin.

    The old Ruin/Undying combo could force survivors to cleanse all five totems to get rid of Ruin, and Ruin itself is an incredibly powerful perk. The fact that it could extend its uptime to such an extreme extent was what broke the combo. In the average match, if Ruin isn't found before the first hook, the killer wins. Now imagine needing to find Ruin -four times-. That's why old Undying was broken.

    Lets analyze what you said:

    • Undying doesn´t need to survive more than 60 seconds. Thats a useless perk for me. Why? Because the killer spend a perkslot on this "protection". Which vanishes and doesn´t even expose survivors like Haunted Grounds does. As a matter of fact, Haunted Grounds is a stronger gen protection perk than the new Undying. Now, did we see a lot of killers that used Haunted Grounds to protect their other totems? The answer is no. Because no one ever complained about the Haunted Ruin combo.
    • Now regarding Undying Ruin. Survivors didn´t had to cleanse all 5 totems. They could, but they certainly didn´t had to. Why? Because Ruin on itself has absolutely no effect on a gen that is being worked on. To make Ruin do anything, the killer needed to patrol gens and switch targets. Aka the killer wasn´t tunneling or camping. <--- supposedly a good thing for survivors.
    • But survivors didn´t like that the killer was chasing them away from the gens. Almost like they didn´t care that the killer wasn´t camping anymore. So instead of ruining the game for a survivor who got camped. The killer "ruined" the game for survivors that tried to do gens by chasing them. Doing gens is one of the most boring aspects of the game. Thats why prolonging the gen times would be the wrong step. No one wants to hug a single gen for 2 minutes. Now chases, chases on the other hand are the fun part of the game. But a killer who constantly chased survivors away from the boring gens was disliked?
    • This sounds like survivors don´t know what they want. They want the killers to stay away from the hook, while also staying away from the gens. They want the killer to avoid going for the same survivor, while he also shouldn´t switch targets to get them off the gens. They don´t want to do gens only, while they also aren´t happen when they can do totems or chases. Weird, isn´t it?
  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2457482#Comment_2457482

    It could have something to do with old Ruin/Undying being absolutely broken and crashing survive rates. Possibly.

    Also, calling current Undying a meme perk. Lol.

    Show me a match where Undying survives longer than 60 seconds. Survivors even get a notification, that Undying is active.

    What was exactly broken about the old Undying Ruin combo?

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2457385#Comment_2457385

    That also doesn't matter under the current circumstances. Because those circumstances aren't changing, or at the very least, not yet.

    It -might- be possible that kill rates go down if SBMM becomes a thing. But we firstly don't know that, and secondly don't know when, or even IF SBMM becomes permanent. So if we decide to just blanket nerf all survivors in the meantime for what is evidently a minority of killers that can't seem to manage anything, we risk doing far more harm than good.

    And that's on top of the camping concerns.

    During the short period when Undying released, i experienced far less camping killers. The forum wasn´t full of the usual "camper" complain threads. Instead it was full with threads complaining about "having to do totems" and "killer getting free wins" because of the Undying Ruin combo.

    This was a additional objective which required killers to constantly switch targets, patrol gens, move constantly. Because campers/tunnelers didn´t get any benefit out of the combo. Yet, survivor mains were not happy.

    Which is something i can´t explain. Since finally, all the survivor complain points regarding killers camping, tunneling or applying pressure were solved. Everyone got nice long matches. But survivor mains wanted a nerf. For unknown reasons. We were actually pretty close to solve camping forever, but then the devs gave in to the complaints and nerfed Undying into a meme perk.

  • @IronKnight55 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2457374#Comment_2457374

    Most killers aren't that good, just like survivors. I'd say they made some mistakes since everyone escaped. I escape quite a bit, but it's usually because of the killer playing badly. Lol

    So your escape rate is also quite high, but its not because killers aren´t the power role, but because they play badly?

    All of them?

    Like... really?

  • @C3Tooth said:

    https://forum.deadbydaylight.com/en/discussion/comment/2457374#Comment_2457374

    Looks like those Killer play nice. If killer decides to tunnel, even if survivor can run for 5 Gen and escape, the tunneled one would merely earn 12k BP.

    Though kill doesnt matter to me at all. I have fun with everyone escape and every have over 25k BP, better than fast 4k with survivor earn less than 10k BP, well, unless they toxic then sure it feel good.

    Thats the point. When killers play "nice" they will lose.

  • Have you checked it there is a Dwight burried under it?

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2457359#Comment_2457359

    That's not good enough. The DBD data was compiled over a ton of red rank matches and came out to 68% average kill rate, suggesting that this 'killers can't win' idea doesn't actually line up with reality.

    That's the only data we have.

    But the data only showed the killers rank. Not the survivors he faced ranks.

  • @IronKnight55 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2456507#Comment_2456507

    Because most of the time they don't know when to leave a chase and then yell gen rush. Most of the time when that happens to me it's because I got a pretty good SWF team (they aren't that common). That can make the game a bit unbalanced. In my games 3 gens popping in first chase is rare. The game still isn't over, though. I don't know why killers panic when this happens, lol. Protect the other gens as best as you can.

    I never play SWF. Only solo. So according to you, the matchmaking must either match me with those really rare SWF teams, or i am incredibly lucky in regard of getting bad killers. My last 4 matches. If you want, i can also provide screenshots of how many hooks those killers got.

    Inked20210827114730_1_LI.jpg Inked20210827133901_1_LI.jpg Inked20210827135101_1_LI.jpg Inked20210827162723_1_LI.jpg


  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2457346#Comment_2457346

    I'm not saying that.

    I want your source on red rank survivors having 'much higher escape rates'.

    I can only provide you with my escape rate/hook rate.

  • You don´t get rainbow matches? Always survivors and killers of your exact rank?

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2457282#Comment_2457282

    That doesn't matter. With genrush, there's too much camping and average killrates at red rank are 60%. Remove genrush, that kill rate goes up, and we get more camping since it's more effective.

    It's pretty much a lose/lose scenario unless there's some countermeasures.

    Fun fact about those kill rates: Since the matches usually are rainbow matches, a red rank killer will stomp green or yellow ranked survivors. Which drives the kill rates up. Meanwhile red rank survivors have a higher escape rate. A much higher escape rate.

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2457126#Comment_2457126

    Genrush is camping's only counter. Nerfing that is a buff to camping.

    But gen rushing every single match beats the concept of "only a camp counter". Don´t you think?

  • @ad19970 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2441000#Comment_2441000

    Then why do some killer players average more than only 3-4 hooks per game at rank 1? This game is certainly not balanced perfectly, but it's also not that bad anymore.

    Because the matchmaking matches them with rainbow ranks which they obviously are going to stomp.

  • @ad19970 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2457070#Comment_2457070

    What exactly is your point? That camping isn't broken? Or that camping is just as effective as playing normally, so killers should use that strategy?

    That non camping killers barely get any hooks during the current "doing gens efficiently" meta.

    Most of my matches survivors have completed 2-3 gens by the time the killer gets his first hook. 4-5 hooks by the time all gens are completed and the gates are powered. Something needs to be done about that, before most killers figure out that its much more efficient to camp the first poor survivor and then the next one. Since according to the hook counter, they get the same amount of hooks with less stress/work.

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