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Xerge

Xerge

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Xerge
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  • Thrill of the Hunt + Haunted Grounds

    Nevermind about gens, just protect the totems.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/989409#Comment_989409

    I'd agree with you if I knew from experience that a lot of people don't even know the kind of game they're buying half the time, lol.

    Do you know how many times I've seen on discussions boards on Steam for games for Roguelikes alone, where people are confused that their progress resets when they die when said games are clearly tagged as Roguelike or even explain on the store page itself what the game is?

    It makes my brain have an ouchie sometimes.

    I honestly don't think the change would be very drastic. You already need to use bloodpoints to unlock more perk slots and more perks on the bloodweb and you already know you have to level up your character to level up different perks.

    Unlocking/locking them would be just a thing for the sake of balance and profit, assuming Hex: Ruin is kinda hurting BHVR on the sales and driving newbies away from the game. I honestly think it would be a better alternative than what we are getting now, but to each his own.

  • @SupaSlay3r20 said:

    https://forum.deadbydaylight.com/en/discussion/comment/989385#Comment_989385

    In my opinion, balanced anything around rank is just a bad idea in general. It would be really annoying for a rank reset to screw you over because you lose a perk slot or access to a perk.

    At least it's better than being screwed over by the devs and losing any chance of using ruin again. I personally wouldn't mind, but matchmaking would need to be optimal.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/989385#Comment_989385

    I'd be pretty pissed if I bought Laurie and Myers because I like the Halloween franchise and surprise, I can't use DS because I'm too newb at the game.

    Same for Hag. "Oh, she looks cool! I'mma buy her and -- w...why can't I use this perk?"

    I wouldn't if I knew what I'm paying for. Of course you'd be pissed if you thought you'd get access to everything just because you bought a game, but the idea of leveling/ranking up to unlock perks and stuff isn't anything new that we haven't seen before in a video game.

  • Doubt it, but I wouldn't be surprised if they added a new bandaid fix on the new dlc.

  • @SupaSlay3r20 said:

    https://forum.deadbydaylight.com/en/discussion/comment/989322#Comment_989322

    If perks were based on rank, then the ranking system would definitely be in need of changes. As it is right now, rank is basically just time played and hardly represents skill.

    Perks based off of rank would also encourage deranking and smurf accounts. If you had to a rank 8+ to use ruin, then survivors would just derank to avoid ruin.

    Matchmaking would also be an issue as it is in it's current state. It wouldn't be fair for a green rank to go up against a red rank who has access to all perks while the green rank can't use certain perks.

    Yes, the ranking system would need to change, but not only that, maps also need to change. This just isn't the right time to nerf ruin.

    And I think the idea is that you would lose access to certain perks, maybe items and add ons if you derank. Maybe even limit the amount of perks you can use; something similar to killing floor.

  • No, it wasn't.

    @ppo8820 came up with a simple idea that would've been much better; instead of nerfing ruin they could've just made the perk available for purple/red ranks killers. Other perks could recieve the same treatment for both sides and actually make ranking up more rewarding.

    I honestly don't think this is a bad idea and the way I see it, I don't know how it's possible that nobody at BHVR came up with something like this.

  • @ppo8820 said:

    What if dbd redid their format, instead of nerfing things? For example, what if killer perks like the original ruin, make your choice, devour hope, and Moris only unlocked once a player hit rank 7-8 or something?

    As survivor, DS, keys, highly efficient tool boxes, etc also only unlocked at certain ranks.

    This would inspire players to rank up to unlock things to make them competitive at high ranks and also make it fair for new players. Would be better than nerfing things across the board. Thoughts?

    I think it's a good idea, this would actually make getting to purple or red ranks something rewarding and not punish the new players, which is what I think BHVR had in mind when they decided to nerf ruin in spite of screwing over 80% of the population.

  • Honestly, I wouldn't mind if they removed most of the maps from the game until they get reworked. I would only leave Macmillan maps, Yamaoka maps, Lery's, The Game, Hawkins, Badham maps and Swamp maps. I know I wouldn't miss the rest until they get reworked.

  • @adsads123123123123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/988353#Comment_988353

    The problem with that is it would make Hex: Haunted Grounds obvious. If they spot any totem early in the game, it is safe to assume it is Haunted Ground. Also self-placed totems would probably be too strong. Survivors would have to check have crevice for the totem.

    Maybe, but only if you ignore the totems. I mean, when I play survivor I always run across two totems and cleanse them; only two dull totems left, plus there are three other survivors who will probably run across a dull totem aswell. In the end survivors could have the ability to deny the killer the ability of placing a hex again and we all know that cleansing a dull totem doesn't take very long, so I doubt it would be op.

  • So far it's RE1 remake.

    Haven't played RE2 remake and RE7 yet.

  • I don't know if anyone has already said this, probably has. But it would be good if you'd be able to place the hex a dull totems after the associated totem has been cleansed.

  • I think so. You can even get to choose between snares and fake pallets if you are looking for something different. If you are bored why not try different killers? Ghostface is good.

  • I'd rather you'd be able to place your hex on dull totems again. If it's devour or lullaby it would restart with 0 stacks.

  • With the ruin nerf I don't think I'll enjoy playing most of the killers that much, but I still have Ghostface, Wraith, Trapper, Freddy, Hillbilly... I need to get better with Spirit... I can barely handle good survivors with Myers, not sure how that will work out with the ruin nerf.

    Maybe I'll stick to those until I get bored. One of the things I liked about the game was the variety of killers and powers, but once you get to red ranks it feels like you are more likely not touching a lot of the killers you've already paid for.

  • 9 out of 10 doesn't sound realistic to me.

    Maybe 5/10 ruin doesn't last more than 30 seconds and 7/10 doesn't last more than two minutes.

    But even then, I don't think there's another perk that slows down gens and counters gen speed effectively at the beginning of the game against survivor who can hit the greats, specially if you are playing in a big map.

  • This is the best rant I've read here so far.

  • No.

    Top tier killers are just crutches that won't let you become a good killer that can still apply pressure with low mobility. Play Clown and get good.

  • I only play nice and give survivors more chances if someone has dc'd.

  • @Alice_pbg said:

    Someone has to...so...

    There's always the tru3 build. Which I think is ruin, sloppy, nurses and something else...not sure...

    Thana, I think.

  • Ruin/pop/corrupt, enduring, sloppy, nurse's.

  • No, it's not.

    4% chance to unhook yourself isn't enough.

    Also, there should be two hatches to increase your odds of survival.

    And exit doors should spawn as far away as possible from each other.

  • @[Deleted User] said:

    The double standards in this thread, holy #########.

    A killer slugging early on in the game is apparently such an awful thing that it's okay apparently okay to condone DCing on them for it, but when it comes to survivors popping 3 generators within the first minute of the match, that's totally okay for them to do and killers should just shut their mouths and quit complaining?

    ######### me sideways. You all should be ashamed.

    Yeah, we all know that's on you for not being good enough at applying pressure, Sairek. You are not fooling anyone you entitled killer main.

  • That will teach them a lesson; to bring unbreakable. Also, seems they forgot they still had the 4% crutch.

  • @gambit92 said:

    What is wrong with some killers in this game. You complain you need ruin. Then complain it's gone in the first 2 mins of the game so what did it really stop? You might as well bring corrupt or farm and get surge. You guys must be politicians how you lobby that you need a perk, then complain that survivors still do perfect skill checks or take it out within the first 2 mins. This makes no sense at all. So confused by you guys. Guess the games I've lost as a full 4 man swf to a GOOD killer decent build, who applied awesome gen pressure. Didn't fall for mind games and adapted to the way we played was a dream or something. Mad respect for those killers.

    I'll explain.

    You can win a game in red ranks with just two perks, it's true, you can, but let's say that if the average red rank killer goes against a strong team of survivors he will have to sweat, try hard and probably play dirty and make everyone have a miserable experience, get a 4k but not have much fun. The same thing can happen when ruin is cleansed in less than 30 seconds.

    Also, there's the possibility that you go against survivors that make a lot of stupid mistakes after ruin didn't last more than a minute and get an ez 4k.

    Or you could get lucky with trapper and everyone ends up in the basement after ruin is gone before you even reach the totem.

    The thing is, that you don't know the skill and experience of the survivors you are going to play against; it's true that ruin can get cleansed in 30 seconds, but it's also true that it can last more than two minutes and buy you enough time to gain momentum against a strong team and not have to sweat, try hard and play dirty, so everyone can have fun playing the game. And in the end it all comes down to that; it's also about having fun, because it's a game and I don't know what other killers are getting out of the game, but I assume they mainly play because they want to have fun and not just win at whatever the cost.

    At least for me , It's not just about winning at all costs, it's about having a good time playing the game. I know I could win with two perks, but what's the point of having a miserable experience even if I win? Oh yeah I remember, the two-perk club. We are gonna main clown and only play with two perks to make a point and prove every killer main who relied on ruin that they just need to git gud.

  • You got it wrong. Besides noed and ebony, you also need rancor, that's the cherry on top.

  • I've noticed. The lack of red rank... I mean the bug in matchmaking will make the green and yellow rank killers feel less frustrated now.

  • @TragicSolitude said:

    https://forum.deadbydaylight.com/en/discussion/comment/986087#Comment_986087

    You mean the build? Beast of Prey, Distressing, BBQ, and a fourth perk of your choosing (I use Whispers).

    Beast of Prey is better than Thrill of the Hunt because it gives the same boost to Hunter BP but can't be cleansed. Some people run both, but you really don't need to because Hunter is pretty easy to max out with just the 50% boost. I find a tracking perk to be the best use of the fourth perk slot, and Whispers is my favorite with Nurse's Calling a close second. Whispers is the only tracking perk that is always working to tell you if a survivor is nearby; other tracking perks give precise locations, but they require action on the survivor's part. Whispers keeps you from wasting time in dead areas of the map, which is really good.

    I like using Spirit for earning BP, because phase walking alone earns Deviousness and if you get Grudge scoring events on top of that you can max out Deviousness very quickly. Any killer you find it easy to earn Deviousness points with works, though.

    Yeah, thanks. I thought you would also throw distressing in there.

  • @TragicSolitude said:

    Taking the game seriously is a surefire way to misery. Memeing and chilling as killer is the way to go.

    I love memeing. And when I'm not memeing, I'm usually running a BP build with no add-ons, so if survivors rush through gens then at least I walk away with more profit than them because my BP build compensates for it.

    Tell me.

  • Yes, they are and I'm falling asleep waiting and doing gens.

  • @BadMrFrosty said:

    So, for all those that are aware, there is a very exclusive (and suddenly vocal) club of killers who claim they are capable of performing well in their games without ruin. This is, for the most part, likely true. A combination of factors must be taken into account though:

    • Absurd amount of hours into the game.
    • Using the most optimal (if dickish) of plays at all times, regardless of the situaion. Camping out a low hp kill, slugging, light tunneling, etc.
    • Usage of top tier killers (if not, the amount of the above plays increases).

    Now, even if what they say is true, here's something I will confess: THESE GAMES ARE NOT ALWAYS A GG EZ 4K. You will be beaten some games just due to generator speeds depending on the survivors, and the killer you are using heavily impacts this. If you play fairly as killer without ruin, your games are about to get unbearably stressful and annoying. If you play like a merciless animal, then your games might see little to no difference post ruin change. Hell, there will even be games where you outplay the survivors at every turn, with fast chases (25 - 30 seconds or less) and it still doesn't matter. The rate at which generators are done completely eclipses most of your actual ability to outplay the survivors without resorting to the aforementioned tactics listed above.

    All in all, it is possible and doable to win games without ruin (whatever you consider a win in this game), but it is very stressful and definitely not something just anyone can do. I haven't used ruin in months now, and my games aren't always super easy 4k experiences. You will not win every game, it is not possible, as there are too many variables to consider (survivor skill, toolboxes, SWF, etc).

    We know we can win without ruin, because it can get cleansed in 30 seconds. I've even had 4k's with only two perks, because I was also running noed and I didn't even reach the endgame; sometimes I had to sweat and play like an animal, sometimes survivors weren't that good, sometimes I just got kinda lucky and they all stepped on my traps around the basement.

    I will form a new club which will be the two-perk club, if I can win with only two perks so can you. Our goal will be maining clown without any perks and add ons to prove we just need to git gud.

  • @sorrowen said:

    So ruin is getting nerfed because potatoes and bhvr's rank changes will destroy new players. Also A friend sent me this....https://www.reddit.com/r/deadbydaylight/comments/emdlp8/why_is_ruin_getting_nerfed/?utm_source=share&utm_medium=ios_app&utm_name=iossmf

    Okay. It would've been better if he took a break for a week and play led something else instead of screwing over 80% of the red ranks.

  • Honestly, playing survivor is becoming so boring for me, I feel like I'm gonna fall asleep doing gens. Playing killer is okay, frustrating if you are low tier, but I can have chill matches with GF juggling all over the place and not commiting to chases that much. I think it's the pallets, running around them is kinda boring.

  • It's simply a challenge and a number people use to measure skill and experience, that's why see killers posting screenshots of their rank to prove a point.

    The truth is the ranking system is flawed and doesn't work very with certain killers and as someone who has the habit of playing lmost every killer, except nurse and huntress (I don't have a main), I have stopped caring that much about rank.

  • Yes, the regression needs to be increased to make it worthy of a hex and strong for early game, which is when most killers with low mobility need it to gain some momentum.

    100/200/300% are the appropriate numbers.

  • If you want to pip using moris, I think you can only kill two survivors by your hand and use the moris after hooking the survivors two times, not just one.

  • @RaSavage42 said:

    I really want to play with new Ruin on both killer and survivor... I want my experience to form my opinion. Not use what other people have said

    Am I weird for saying that... (sarcasm included)

    I am a bad killer main IMO... but I want to improve at the game so I might take a some time off to get back to the rank I should be (yellow) and go from there

    You can test it on the PTB.

  • Sometimes. I usually rotate perks on a perk slot.

  • @Mercury said:

    https://forum.deadbydaylight.com/en/discussion/comment/985417#Comment_985417

    I like where your idea is going, smart guy. :D

    Maybe it could not change so drastically on every hook though? What if the hook stays in the state, but if a survivor sabotages it, it would set it back one stage? Would finally give sabotage a use again.

    Yeah. I was also thinking that it would make Jeff's perk much more useful, maybe even meta.

    To not make this to op I was thinking that the entity could start to fade away after the survivor is unhooked. If a survivor is hooked in the same hook again before the entity fades away completely he will not immediatly enter the struggle phase, but the sacrifice progress wouldn't be completely lost after the unhook.

  • I can imagine it working like this; if the entity has been summoned on one hook, it stays summoned on that hook until it gets summoned in a different one. I think this would be a good thing to avoid unsafe hook rescues, farming, sandbagging, abuses of BT and overly altruistic survivors during the egc and demand the survivor to be more careful. It would also make the basement much more scarier.

    However, as much as I like how it sounds on paper, because it actually makes the killer and the game a bit scarier, it may be too op to be honest.

  • What I've seen so far that I like:

    • Great skill checks give 0% progression bonus, like the perk already does
    • Hex increases gen repair time to 90 seconds and decreases by 3 seconds each time a gen is completed.
    • Slightly/moderately/considerably decreases the size of good skill checks.
    • Increases explosion regression penalty by 3/4/5%

    Basekit changes for gens:

    • Nerf the progression bonus from great skill checks to 1%. or 1.5%.


  • Borrowed time, Decisive strike and Camaraderie are your friends; also try rushing the gens if the killer is camping.

    in Camping Comment by Xerge
  • @ALostPuppy said:

    I honestly think they can add the regression back, but make it so it doesn't pause the gen for 3 seconds before you can progress it more, make it resume gen progress instantly.

    Or...they fix some of the maps to not be the size of 4 continents but that's definitely not gonna happen. Every map should be between Chapel and Haddonfield in terms of size imo

    This sounds better, but I doubt the devs would approve. I do approve tho.

  • @Stinde said:

    Middle ground for ruin, in my opinion, would be:

    -Great skill checks grants no bonus progression

    -Good skill checks cause 1 % regression in all tiers

    -Missing a skill check completely causes 3/4/5 % regression

    -Increase the chances to get skill checks slightly/moderately/considerably

    That would be a REASONABLE nerf to ruin and not as much punishing for new players than old ruin. I also like your idea for the toolboxes.

    When you miss a skillcheck the gen already loses 10% of its progress when it explodes, you mean increasing the loss by 3/4/5%?

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/984539#Comment_984539

    I mean, in general without ruin, even just making skill checks smaller and the greats smaller too, just an overall nerf to greats is part of the proposal, not just with ruin.

    In my opinion the great skill checks are already small enough. I wouldn't be against making the good skill checks smaller tho. And maybe nerfing the amount of progression bonus you get from great skill checks would be good too.

  • Skillchecks are actually helpful for experienced survivors who can hit great skill checks. The good thing about ruin was that it denied the bonus progression; I would at least keep this feature of the perk, I don't think it would affect or frustrate new players because I assume the frustrating part was being punished by the regression, I can't imagine the devs telling us new players felt frustrated because they hit the hex skill checks and didn't get the progression bonus. That would be insane.

  • Mind gaming the exit gates when you are the survivor left and the killer has closed the hatch. Specially when the exit gates are too close to each other.

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