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Tsulan

Tsulan

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Tsulan
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  • Thats how serious i take those stats. Skill Merchant has the highest kill rate because she obviously is OP and not because everyone suicides on her. Nurse has among the lowest kill rate because she´s the strongest killer.

    Balance decisions based on those stats really frighten me.

  • @M1_gamer said:

    self care + no mither

    Add Inner Strength + Solidarity for maximum efficiency!

  • I think the best solution would be to introduce another type of health state, that takes place of the endurance phase of 10 seconds after getting unhooked. Something that prevents collision. So people stop using the inbuild BT to body block the killer.

    Oh and increase the stun timer of DS.

  • @Nebula said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3648321#Comment_3648321

    I would recommend turning either your messages off, or disabling the end game chat. Play how you want to play and find your own enjoyment with that.

    Then they just leave messages on your profile. Like seriously, i have a open steam profile and can see on the comments of my profile, when i made a pause playing DbD.

    This community has a serious anger problem. Treating a loss as a personal insult. Its one of the reasons i play less and less. I just wanna have fun playing a game i like. Not turn my profile to private, because i must fear the toxic comments that come after some matches.

  • What teasers? There´s nothing on Youtube. Please tell me, so i don´t have to check 15 different social media channels.

  • Nurse buff when?

    *chuckles*

  • @GeneralV said:

    Me and the other five Freddy mains here are carrying this killer.

    I think you keep´re keeping him from getting a rework. Devs look at their stats and think: "wow, he´s a beast! better not touch him for the next decade"

  • @C3Tooth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3649843#Comment_3649843

    I didnt tell that only apply to killers.

    But for the matter of fact, 6.1.0 was to aim for killer to gain from ~53% (?) to 60% kill rate, the patch means buff killers for one to say "Survivors are strong than before"

    Well it certainly looked like that. Anyway, survivors got a lot of QoL buffs since then.

    Maybe people would be happier, if the game version was turned back to somewhere around 2016. With infinites and all that stuff. Just for a week. After all, we now get event game modes, that are kinda different. So kinda a "look where we came from, isn´t this much better than before?!"

    Would probably help some people reflect on how the game balance currently is, vs how it used to be.

  • @C3Tooth said:

    https://us.v-cdn.net/6030815/uploads/52RYKIIB8I4T/image.png

    We need to go back to pre 6.1.0 for half a year so killers may appreciate what they have now.

    Only killers? Damn i see a lot of survivors complaining about stuff, that has been added since 6.1.0 to help them.

    Can we leave it that people don´t appreciate good stuff and always will complain, no matter the role they play?

  • Match as Huntress. While the camera was still circling around me, all 5 gens were finished and the gate was opened before i took my first step.

    Should have applied more pressure...

  • That the game can still be scary, but most people don´t seem to like scary.

  • Correct. I´ve had tons of matches where teammates get downed after 30 seconds of the match starting, and instantly attempt to suicide/dc. When there was no other reason, then them being "bad".

    The biggest problem is see is, that people play "bad", in order to complete some archive challenges. That require something specific, and when this fails, or they did it. They just want to get out of the match asap.

    So the whole mmr thing, that is bound to kills/escapes, instead of more viable things like hook stages/chase time/gen progress. Can´t work at all, while archive challenges exist.

  • Camping&tunneling are core issues and have nothing to do with Lights Out. But some people treat the game mode, as if it had the fault that killers camp&tunnel. Which simply isn´t fair.

    I also enjoy the Lights Out mode as solo survivor. But got heavy fire for my opinion. As its apparently impossible to enjoy a mode, when everyone else hates it.

    I guess thats just different tastes.

  • @SirXenomorph said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3645066#Comment_3645066

    Still unfair, every time when only 1 gen is left for the survivors it is pretty easy for the killer to find them. And stop them. Especially when he did already got some.

    It just favors the killer and that is a fact. No matter what they took from the killer the most stuff he still can do, while the survivors just can not do anything really anymore. That is a fact.

    That you as a survivor can at least see downed or hooked survivors is the last thing they still got, everything else is gone. The killer on the other hand just do not have the clockwise hook counter aww what a downer right? Still the killer are in favor here.

    And yea I do not play the mode because it is a crappy mode and only these people do like it who always do like to play unfair in every way, so I just assume you do play like that too, that is why, you absolutely love this mode where you just can play unfair because the mode is fully made for that.

    Anyway enjoy it. I do not and I still hope they someday do some more work and bring the 2v8 or 5v5 modes in the game finally.

    No, i just like jump scares. Love playing against scratched mirror Myers. But these days its pretty rare to play against one. Thats why i like this mode so much.

    But i guess thats not for everyone and thats ok!

  • Then just play the OP side and have fun!

  • Having a blast as solo survivor. The game feels like a horror game.

  • Game mode could be something permanent. While modifier is just something temporary.

    Or something like that.

  • @SirXenomorph said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3644531#Comment_3644531

    Dude haha it is a difference when see them hanging or on ground, since that is needed to save them. While on the other hand, see hooks and gens make it easy to 3gening or just hang a survivor as near as you can. It would be compareable when survivors would also see gens. See a downed or hooked survivor is a difference than the gens and hooks still. Since you can not see the survivors the whole time. You compare apples with pears

    Haha dude the killer has no hook counter in normal as well. You always come with at least they got this or that, while the killer has not as if he had it before, what he never had. For the killer the only change is that he can not see scratchmarks anymore, while the survivors do not see anything, and you come and say "ohh yea but they can see hooked and downed survivors so why do you complain". So do you say with that that survivors also should been taken that too so that they did not see anything anymore? For real? Haha you say it feels much more immersive, but in reality it just favours the killer MUCH more than the survivors. The killer can come out of nowhere which makes it more fun yea, but you can see the location of every gen, that means you just can patrol them till you find one where a survivor is working at. So that is the first advantage. While survivors need to hear them, you just see them all around the map and also hear them as well. Who has here the advantage hm? The survivors who only can hear them nearby, or the killer who still can see them and also hear them too? I wonder who is having the advantage hmmmm XD

    Next is that you also still can see the hooks, so you when you down a survivor you just get him up and bring him straight to the hook. That is also a big advantage, since survivors do not see their wigglebar anymore, not that that would make a big difference, because like I mentioned before, it is very unlikely to wiggle out of the killers grap till he reached a hook. It already is in normal games, so why do you think it would be a difference here? It would be a difference when the killer could not see the hooks, so he has to find them first what give the survivor a better chance for wiggleing. (My improvement here would be to give the hooks like a sound which can be heard from the killer so he knows he is nearby a hook). But here the killer also have a big advantage, since he also can see the hooks and just head to the nearest, and WE ALL KNOW IT WILL NOT WORK TO WIGGLE IN THAT TIME! You also know that.

    Next advantage is, that killers may do not see scratchmarks anymore, but they still can see blood. Sure it disappears much faster, but he could follow it if he is skilled. And for killers like the Wraith I think the kinda still can see the scratchmarks cause of her ability. So the point that it will be harder may affects some killers but these who know what to be aware of it is no big deal. Since there are also abilities for survivors which hide scratchmarks Killers are more likely to have no trouble without scratchmarks. While Killers on the other hand are more or less undetectable till they are directly in you back and that I consider as funny and good at this mode, BUT that also invite the good old (Camper, Tunneler and Slugger) Killers to even go more into that especially the Campers. I played against the Ghost before, and he camped in that mode, and tunnelnd and slugged while he already can go invisible and stuff. It was impossible to do anything against that.

    It is funny you say people who do not have fun perkless. Dude, that is not the problem with that mode. But if not now how should the mode not show that Killers have a huge advantage here? Also all the bars which are removed for survivors are not from perks, but still got removed. So why you come with that argument, when nobody made that up? That is so pointless really.

    All in all you also said, it felt more immersive to you, that must be a joke. Since all what really changed for the killer is the scratchmarks and that he can not look in the distance, but therefore EVERY killer got undetectable till he is right in the back of the survivor, they still can see all hooks and gens, they just can use dirty tactics even more relentless and since the survivors can not really heal if not right on hook, because find others is pretty hard, they have it way more easy to down survivors.

    Survivors on the other hand still can be chased very easily they got all bars removed and I mean ALL BARS, they can not see how much gens are yet to make anymore, they got no improvement for wiggleing, sure they got that the gens already run so they can find them better, but still not so easy, it is much harder to find other survivors to heal them. Since it seems like the killer does have a better view hiding or looping is much more difficult, even it should be the other way around.

    Since killers and survivors both have no perks that point is irrelevant here.

    So I do not get how you think it is much more immersive when just one side really got taken all what they really had before and the others just can not see scratchmarks anymore. How on earth is that anywhere near immersive? Since I never had seen a horror movie where the killer could see all the spots where the victims could be and where to hang them, for real, that is no immersion at all, it is just a bit darker and without scratchmarks for the killer, thats it, while the survivors are more or less out of everything.

    But hey at least they can still see how often they hang, because THAT IS AN ADVANTAGE. Haha dude, you never play survivor I think? And you sure does not know what real immersion would be. When you as killer really had to find the gens and not get them shown the whole time and really had to look for you victims THAT WOULD BE IMMERSION, not these advantages which you already has in the normal game. When you as killer need to really find all of that, like the survivors do, than we can talk. But the mode at the moment is only favours one side and that by far. There is simply none advantage a survivor really has. They can not do gens secretly and have to keep care if maybe the killer finds them, cause he knows where all gens are and just need to patrol them, they can not really help each other, cause it is already not easy to find a hurt survivor in normal game mode if you did not see him or unhook him. They do not really can fool the killer by hiding behind something, cause the killer does see you most likely no matter what. And when you got downed the killer still see the hooks, so wiggleing still is useless like it is in normal mode, since there is ALWAYS are hook nearby so wiggleing does not help at all, what it would if the killer would not see the hooks in any form. And prove me wrong, but the killers still got notification when you jump through windows or pallets, when a gen explode and when it is finished right? SO AGAIN WHAT DOES CHANGE FOR THE KILLER? He only could not see scratchmarks anymore and he can not look in the far anymore, other than that he has only advantages. Also every killer still has their abilities, what give also a bit advantage too up to the killer you play. For instance Legion or Ghostface which get shown survivors through their abilities. And that is fine, but yet another advantage they still got, while survivors do not have any ability. (Again that is fine, but here also not really immersive.)

    See I do not get why you say it is immersive, when in reality it just limits the survivors to almost blind and did not change anything really for the killers. That is nowhere near even, that is a huge advantage for killers and it simply is no fun like that.

    It would be much more fun if the killer also do not get to see the gens and hooks as well. That would be fun, because than the killer really has to search and not just do the normal stuff on almost blind survivors, that is not immersive it is just hella boring and pain for survivors.

    But I am pretty sure, you see it otherwise and all I wrote is like wasted time. But I just wanted to say where you are very wrong in saying that it is even or immersive, cause it is nothing of both. It is just not good and need a lot of improvment because now it is just a unfair disadvantage against the survivors for no reason at all. (And no you can not really escape the killer when he really chases you that is not possible even when he does not see that far, when he really want to get you he will and can, cause he has the bigger advantage here.)

    All whats left to say is, that I hope that mode will been improved so that it is also fun for the survivors. That the survivors really have a chance and not just get patrolled to death. If you take all from the survivors than take all from the killer too. Only that makes it even. Maybe just make, what you had in the survey, that the killer got notified about the position of the survivors from time to time, so they get a clue where to look, but not like that. Cause now the killer just keep walk around the gens till he find a survivor. That is boring and makes it almost impossible for survivors, cause even when they manage to finish gens, when there are only 3 left they will die. And for the hooks make a sound which starts when the killer carry a survivor, which becomes louder the nearer the killer get to a hook. That would my improvments for that mode. Oh and turn the field of view even lower, for both. Because at the moment it is still way to easy to be seen. It really must be more difficult.

    If killers couldn´t see gens&hooks or survivors couldn´t see downed&hooked teammates. Then the matches would be really boring. As there would be absolutely no interaction between accidentally a killer finding a gen. Or accidentally finding a hook, while the survivor wiggled free for the 5th time.

    It seems you never play killer. Killer has a clockwise hook counter that tells him how many total hooks he has. Currently that counter is removed.

    Anyway, you don´t seem to like it. Then just don´t play it. No one is forcing you to have a terrible time. Just play the side/mode you enjoy.

    Cheers.

  • @Ariel_Starshine said:

    Every match is me getting chased the whole match, while everyone sits on generators and then I die and the three escape.

    My arms are tired from the carrying.

    Also why can killers see hooks and gens if survivors can barely see anyhting?

    My bf was like aren't you tired of dying? Nah idc it's how it always goes, rinse repeat. Once I finish the tome it's back to a different game for me.

    Why can survivors see downed and hooked survivors?

    Same reason why killers see hooks and gens.

  • @Chaosrider said:

    Survivor feels utterly annoying. Besides the lights out, there is nothing that would make survivors wanna play this mode.

    Immersion? Game hasn´t felt like a horror game for ages. I´m really sad, that no one except me seems to like it.

    Everyone just attempts to try hard. Instead of just enjoying a different experience. Shame

  • @SirXenomorph said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3644435#Comment_3644435

    No it is not even. Since it is already in most cases that you can hook the survivor. It is not even whatsoever, because you as a killer still can see where the hooks at and of cause if they are near you the survivor hangs 100% of the time. Since there are no perks anymore which give the survivor any advantage for wiggles. So no that point is not valid. It make no difference if you can see the bar or not because in almost 99% of the cases you pick up a survivor no matter how far the hook is there will always be a hook nearby you can reach while survivors do not even hit 50% wiggleing.

    This mode is absolutley favors the killer sry. If the only think you can not see the wiggle bar is which already kinda has no use at all since in the most cases you can hook the survivor anyways, than it is anything but not even at all. Sure survivors can escape much better but that is it. What is here the point of escapeing when you wont get healed till the killer is back at you again? Also I played much more matches now and I wonder why anyone say it is hard to catch up to survivors, most killers I had now just were right behind me even when I jumped a window. I can not agree that when you jump through a window you are gone, cause that is simply not true.

    I will do some killer matches too soon to see how it is as a killer but I am pretty much sure it is WAY Easier. Since many killers now can just patroul the gens as they want or do three gening and you can not really react when the killer come to you and yea. Sry but this mode wont work that well.

    Sure anyone who likes it likes it and that is okay, but still it is an unfinished and improvable mode.

    Killers never had a progress bar for wiggle progress...

    Also, complaining about killers seeing hooks&gens is like complaining that survivors can see downed or hooked survivors.

    Survivors have at least the hook counter. Unlike the killer who has nothing. But yeah, the people that don´t like a perkless mode, won´t have a lot of fun with this.

    Well at least we won´t see complaints about perk XXX being OP during the event.

    Cheers

  • @drsoontm said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3644427#Comment_3644427

    Queuing as Myers.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3644433#Comment_3644433

    I've often played perk-less but only as Nurse. The way I see it, the mod is effectively a perk of two, for both sides.

    I'm loving it.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3644437#Comment_3644437

    I feel I'll be crushed after a few wins. As soon as the survivors learn how to hide and exploit the lower range I'm toast xD

    I've not dared to play survivor yet myself. You know I don't consider myself to be very good, and I'm probably worse now : I've not played that side since our last game. ^_^;;;

    I liked playing survivor. Lots of jump scares. But yes, once survivors figure out that there are no scratchmarks and how hard they are to see, in dark clothes...

    Lost survivors a couple of times.

  • @GeneralV said:

    If Freddy is eventually made available to play in this mode, then sure. It is actually pretty fun.

    They could have just used the original Freddy version for this mode.

    I remember it pitch black on certain maps. So really not much of a difference.

  • @Sngfun said:

    You can't equip kindred and you have no reliable way of healing yourself, and to add salt to injury the solo q status icons are removed. Yikes.

    You still have the hook counter. Unlike the killer.

  • @Xyvielia said:

    Such a bonus too, for everyone who’s never played perkless to at least experience the game from a different perspective.

    I think it’s fantastic!

    Finally only skill matters! No one can complain that the other side got carried by perks or addons.

  • @SirXenomorph said:

    If you ask me this mode benefits the killer much more than the survivors. Not only is all what survivors can see turned of, the do not even see how much gens are left to made, no all bars and stuff are turned of. While the killer still is able to see hooks and gens.

    Also the Killer has a slightly bigger field of view I think, if not than spare out that one.

    Still Killers are in a huge advantage here. Especially these killers who just camp, tunnel and slug the whole time, which is sadly the majority of the killers. If you feel free to say something to that point than I know you are one of these killers. (Camping, tunneling and slugging are ALWAYS bad there will never be an excuse to that at any point PERIOD)

    So I made a few matches now and my conclusion is that the Killer here has the bigger advantages. Since the devs sure did not think about the (Slugger, Tunneler and Camper) when they did this mode, but for these killers this mode is like heaven. If you had struggle with such killer before, than do not play this mode, since it favors them extremly.

    I also do just do the challenges and do not play it more than that. Because it is just not that good to play it more.

    I also am pretty sure it was the mode nobody really wanted in the survey. I remember it was mentioned in there the lights out mode, but I, myself at least, never ever did choose it over the others. It is a test and it shows, this mode is just outright bad in the implementation

    What you describe is kinda how a killer feels when he carries a survivor. No progress bar for the killer. A wild guess if you make it to that hook or not.

    I think its pretty even for both sides. There are no perks. No lobby dodges because of 4 flashlights/toolkits. No scratchmarks and you can use a survivor with a dark outfit to vanish in the shadows. Just like the good old ninja Claudette with darkest moonlight offering.

    To me the game feels more immersive. More like a horror game. Jump scares, because a Oni comes out of the nothing.

    I love it!

  • Try Myers! Its like playing scratched mirror all the time. I love it!

  • Bild_2023-12-20_202801831.png

    Here is mine. Yeah, looks like a decline.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3613518#Comment_3613518

    It is what you said, you said they nerfed all slowdown across the board. That's not true, they didn't do that, and even some of the ones that did get nerfed are still useful.

    Sure, gen regression was stronger before they nerfed gen times. I don't know that I'd necessarily agree with that, but it's kind of a moot point- you don't need gen regression to benefit from the increased gen times, and it's not what was said initially anyway.

    so you couldn't even say killers have no good slowdown left anyway.

    I just said, that the extra gen time was nullified by the slowdown nerf.

    Killers still take 3-4 slowdown perks, because they struggle with gen times. Because one bad chase can mean the end of the match. There used to be more room for mistakes for both sides. Now it looks like its competitive for everyone and people complain about "sweaty killers/survivors" when someone just plays normal.

    As of lately, i´ve seen way to many matches that didn´t last 5 minutes and/or where the killers simply gave up after 1 hook at 2 gens left.

    When killers camp/tunnel. Everyone goes on how the killer is toxic and how that isn´t fun for survivors. But what about killers fun? It really isn´t motivating to see gens fly, while you barely get hooks.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3613504#Comment_3613504

    Nice try.

    Otz did winstreaks with outrageous limitations like using no Add Ons or really bad Perks. The Winstreaks in the video he is talking about are with the best Add Ons on the strongest Killers.

    Quite a difference. But as I said, nice try.

    Aaaand where does this contradict what i said? Otz said he´s completely stopping with his kill streak videos on a video thats 5 days old.

    Want me to link it?

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3613501#Comment_3613501

    The issue is that these band-aid perks become a 'perk tax'. Imagine having to take Stake-out for Ruin, Potential Energy for 3-gens (Which also just... no. Working on a contested gen at a significantly slower pace doesn't really help with that), OTR/DS for tunnelling and Reassurance for camping.

    This is sort of what was going on before 6.1, where the average survivor load-out was comprised almost completely of perks that had to be taken to resolve certain situations that don't have proper natural counters. It also limits design space, because any more of these 'just bring perk to fix' concepts would go over budget, and any survivor perk that doesn't fulfil a similar role to an already existing 'perk tax' perk would be a waste of space.

    I see it more like a way to help with short commings or skill issues until someone gets better and doesn´t need the help in that regard.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3613503#Comment_3613503

    Saying they nerfed all slowdown perks "across the board" is an exaggeration that makes your statement flat out wrong. That hasn't happened, for one, and even most of the nerfed slowdown perks are still perfectly good so you couldn't even say killers have no good slowdown left anyway.

    Thats not what i said.

    But the 10 seconds of extra gen time got nullified, when Ruin switched from 200% to 100%, PoP was reduced from 25% general progression to 20% current progression, Corrupt deactivated on the first down, etc.

    Gen regression was much stronger before they nerfed gen times.

  • Fun fact: in a previous video, Otz explained that he won´t do any more win streaks. In fact, most streamers stopped doing win streaks.

    Now take a guess why.

  • @Toaster427 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3612328#Comment_3612328

    Except for the fact that they literally nerfed gen repair time? And BNPs?

    Wanna know what they also nerfed along gen repair time? All slowdown perks across the board.

    Which completely nullified the benefit of the slower gens.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3612949#Comment_3612949

    Ohh i totally forgot about the disable part of the current Ruin. Yeah, they should have tested it first. Double punishing a "high risk, high reward" perk.

    6.1 was weird, man.

    Also, I don't think Stake-out is a good excuse for old-old Ruin. I don't think it's healthy to mandate that perk, just like I don't think it's okay to have to bring Calm Spirit for Ultimate Weapon.

    Stake out would have been the solution for not so skilled survivors. Skilled survivors had no issue with the skill checks. But if a player knows, that he has trouble with that, equip that perk and just enjoy normal gen repair.

    The problem i often see in DbD is, that the devs give us perks, that totally solve an issue. But the community rejects/ignores it. For example, we already had a solution to 3 gens with the introduction of Potential Energy. If a killer was holding the 3 gen from the start, they could have just used the perk to break that 3 gen before it happens.

    And yes, 6.1 was weird.

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3612338#Comment_3612338

    That’s exactly how CoH was changed. No self-healing, buffed altruistic healing (shows aura of injured survivor when they’re in range of the boon). But there are like 3 other perks that do its job much better and even those aren’t meta. Because at the end of the day survivors don’t really need perks to increase altruistic healing.

    Not exactly. Self healing isn´t possible with CoH anymore. Better approach would have been to keep the self healing, despite making it very slow. While keeping a high heal others rate.

  • @xEa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3612702#Comment_3612702

    First of all, i am against holding the game hostage or playing in a way that increases the length of a match unnecessary.

    But are your examples, objectivly speaking of course called holding hostage if one of those scenarios is holding hostage and the other is not?

    You can argue that defending gens is a valid strategy but it is not going for the objective - which would be killing the survivors.

    On the other hand, hiding in a locker is the exact same for the other side. They are not going for the objective either. What is the difference?

    I always thought, holding the game hostage is for example bodyblocking a survivor in a corner and just waiting. Or the infamous hole bug, where killer droped on a survivor and could not move anymore.

    In that example, the survivors that are hiding in a locker and have no intention of progressing the match. Are holding the game hostage. Because the killer has no way to find them.

    Meanwhile in the 3 gen situation, both sides can still progress the match. Despite slowly, it still is progress.

    For example, i´ve seen a streamer SWF make a 50+ minute video of a match where they complained the killer held them hostage. Was against a Doctor. Who hit them where they could, but they alway ran away to the same safe tile. Knowing full well, that the killer would waste enough time in a down, that the others could finish the gen. If they would have ran to a different, not so safe tile. The killer would have probably followed them. But it was always the same safe tile. Means both sides held each other "hostage" = no hostage situation.

    They eventually completed the last gen and now they suddenly had no intention of leaving (this was before EGC). Spending another 20 minutes of just hiding in lockers, in order to punish the killer. Now this was holding the game hostage from their side. But they didn´t realized it. Otherwise, they wouldn´t have made a video about it.

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3612686#Comment_3612686

    I agree completely.

    For instance, I remember original Badham had an absolutely goated totem spawn which is leagues ahead most totem spawns currently in the game.

    Yes, hex perks are easy to fix. It just needs to be done.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3612703#Comment_3612703

    Geez, my friend, don't need to be that aggressive. I'm always respectful to you.

    As for the topic in question, agree to disagree I suppose. Because that Ruin was easily my favorite perk in the game, I used it on every killer and I loved seeing it as survivor.

    It was perfect: it gave the killer a powerful tool to defend gens while giving survivors a secondary objective. Of course, there is the issue of totem spawns being far too obvious and sometimes the perk didn't last for as long as it should, but that is an easy fix.

    The way I see it, and based on my own experience with this game, everyone wins.

    There was an amazing totem spawn on Coal Tower. Behind a bucket. Really well hidden. Or one on Lerys on the second floor in the middle room, below a table.

    Instead now we have spawns on top of a hill or in front of a gen. Only way to make them even more obvious, would be to put them on top of a Gen.

    I really don´t get why they decided to make totem spawns so bad. We have 4 totem finder perks + maps. But no one uses the perks, because there is no point in finding a totem. So much wasted potential.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3612851#Comment_3612851

    A killer who is trying to defend a totem is a killer who isn´t controlling gens/camping the hook. Just saying.

    I think the issue with old-old Ruin is that they were still controlling the gens. It could cause them to regress while survivors were working on them, undoing their progress as they were making it.

    The 200% regression Ruin was kinda weak tbh.

    It didn't feel like that from the other end. Generally speaking, if a survivor was on the hook before Ruin had been found, it'd be a 4K. Any more than 200% would probably be overbearing. But I liked the 'disables when a survivor dies' nerf it got, and that would've made it really healthy if it didn't also get axed.

    That had a fairly simple solution. Stake Out works wonders when its about hitting great skill checks. They could have buffed it a little bit, to get more stacks and keept the old-old-Ruin.

    Ohh i totally forgot about the disable part of the current Ruin. Yeah, they should have tested it first. Double punishing a "high risk, high reward" perk.

    I really wonder why they completely changed their approach from semi strong hex perks to what we have now.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3612843#Comment_3612843

    Well, yeah, but with old-old Ruin, Doctor could make it really hard to progress the game at all, while defending the hex. I don't think old-old Ruin was healthy.

    I do want Ruin to go back to 200% regression though, that nerf made no sense.

    A killer who is trying to defend a totem is a killer who isn´t controlling gens/camping the hook. Just saying.

    I still remember how stressfull a 4 totem build with Thrill of the Hunt, Ruin, Lullaby and Devour Hope was. Almost impossible to defend.

    The 200% regression Ruin was kinda weak tbh. Since it was only 1/2 of the speed a single survivor requires to repair. But it was nevertheless a healthy perk. Because it rewarded killers for constantly switching targets and pushing survivors off gens. Instead of what we have now.

  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3612702#Comment_3612702

    The sad thing is the rules are too lax in dealing with people breaking the intention of the rule, but not the letter of it. As Killer, I can purposely bleed people out to ensure I waste as much of their time as possible, or even bleed them for 3m59s then hook them to rub salt in the wound. As Survivor, as long as I tap a gen once every 9m59s then I technically haven't broken the rules, and similarly can waste the Killer's time. Both are clearly being jerks for the sake of being a jerk, yet neither are punished.

    Yes, both sides can make the game as terrible as possible. Where as they don´t do things that are punishable with a ban. But are certainly ruining the game for everyone else.

    In an ideal setup, the aftermatch screen that allows for thumps ups and rate the match on the 5 point scale of "did you have fun". Those 2 things would actually do something. Like benefiting players for playing nice and slowly root out the toxic players among us.

    But since our community is so hell bent on considering things toxic that arent toxic, instead of just condemning the bad stuff. There is little we can do right now.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3612699#Comment_3612699

    Ruin also burned the gen if you hit the skillcheck though. Only great skillchecks prevented it from hitting. Progressing a gen, if you were unlucky enough, was practically impossible for all but the most trained players. And that's not counting things like Huntress' Lullaby or Doctor.

    I´d say Ruin did a lot to improve overall survivor timing for skill checks. So it was menacing enough to get survivor off gens to find that damn totem. Something where Small Game could shine. Can´t remember the last time i´ve seen someone run Small Game.

    Lullaby is a late game perk that only kinda effective when the killer gets hooks (i have an aversion to perks that help a side when its already winning, but is lacking when the side needs it the most, like PoP).

    Also, Doctor isn´t exactly A tier. He´s at best an annoyance. Even with this build on him. That is, when you get actually matched against one...

  • Ohhh i missread.

    MfT was changed, chucky was released and we got an event going. Thats about it what i can think about.

  • @ember__lol said:

    i havent played for like 3-6 weeks as i got bored and started playing other games like siege, wolfenstien and gta.

    but what im asking is, is the game in a good enough state right now (as killer or survivor) to play it without wanting to rip my hair out?

    When did you play those 3-6 weeks?

  • @HugTechLover said:

    I’m on the road to low mmr. The games are MUCH more fun down there, and solo skill expression carries a whole lot more weight. Much more enjoyable experience. (Speaking on the survivor side)

    Willingly or unvolunarily?

  • But they are both on the same page. 2 survivors hiding and not doing anything is a situation where the killer can´t progress the game.

    Do you know how many lockers exist on a map? The survivors could constantly switch lockers and even if the killer checks every single locker, the survivors could just hide in one he already checked. Thats keeping the game hostage and is bannable.

    3 genning isn´t holding the game hostage. As both the survivors and the killer can progress the match one way or another.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3612679#Comment_3612679

    I feel like side objectives are sometimes even too much for survivors to handle. Pig, Pinhead and Sadako have consistently high kill rates just because of this.

    It's good for experienced players but bad for newer ones I feel.

    Attempting to balance around new players has brought us here. I mean, Ruin was changed, because skill checks were to hard and look where we are.

    But i agree. Pig should be nerfed.

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3612678#Comment_3612678

    The best part is that we already have the solution.

    Ruin.

    Ruin is the solution. It only needs a reversion.

    Yes, i would also go slightly further and hide totems a bit better. I know they can do it, totem spawns were not always as god awful as they are now. That would give those useless totem find perks an actual reason to exist.

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