ZFennecFox
ZFennecFox
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- ZFennecFox
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Comments
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They won't. I would love to see the Devs play against Red Rank Swf after these changes.
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@[Deleted User] said:
why when BHVR is slowly turning this into a PvE game. might aswell make killers an NPC. they have no power here
I'll drink to that. Rank Reset keep all the Veteran players together at the top. Ruin change because newbies are dragging down Veterans. It Swf biased blatant.
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A lot of Killers use Ruin. A lot of Survivors use Adrenaline. The biggest and worse mistake that behavior has made is allow SWF to become a thing.
Communication is a huge nerf to every Killer. The ability to call out a Killers position stance and direction is way to powerful it's why there is no comms in the actual game. Why do you think there is only a handful of actually landmarks in game.
Anyway I'm done playing Killer for a good bit better start learning all those loops.
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I can simplify it for you. Michael Myers is going to be the most used Killer in the game hello one shots.
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You know there is a perk to help against Doc right. . . It's called Calm Spirit. There is a perk to help destroy Ruin too it's called horrible totem spawns. I honestly want to know why Ruin suddenly needed to be changed. Most the threads I read on Ruin was that it needed buffing.
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@Widowmaker8197 said:
https://forum.deadbydaylight.com/en/discussion/comment/972683#Comment_972683
You try hitting greats on console.
I can hit Ruin skill checks all night. I can nearly hit greats. Honestly thought I don't think Ruin needs to be changed. At the very least it should be changed to be a perk instead of a hex.
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Surge needs to be map wide to shorten the gap.
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Already ahead of you, got my stockpile over 30 for each Killer.
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I don't use Ruin on any Killer that has high mobility, Wraith, Legion, Billy, and Oni.
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@Liruliniel said:
https://forum.deadbydaylight.com/en/discussion/comment/970828#Comment_970828
I'm not quite sure why you think rank matters when everyone knows it had not mattered for a long time especially those who do play at red ranks, but ok I have played her from rank 20 to rank 1 with her 3 unique teachables on a separate account to see if I could do it. Guess what I could.
So now that we got our bragging about how good we are out of the way. May I ask is your intention to make the RBT a better delay tactic or a Kill tactic? Because even tho I think you are trying to say something important or your experiences with her. Your not being exactly clear with it in your last post man. I also dont want to just dismiss what your saying either.
You could any one can I only bring it up because that's at the tip of the spear where the sweaty SWF's play that's where my head is at.
My honest assessment of the Pig is that her traps are a delay tactic but only against low rank teams. In red rank Survivors will pump out Gen after Gen regardless of the trap or not. While you put pressure on the Gens the survivor with the trap can just bounce in-between Jigsaw boxes without much trouble because they know where they are.
Removing the survivors ability to see boxes will cause more panic in the match to remove it slowing the game down significantly.
Let's face it the traps lethality rate is almost abysmal. This change will add significant pressure on all the survivors to keep that 4th man alive. By scouting out boxes for their teammate the less people they having doing Gens.
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I know the feeling that Gen speed is an Issue I've seen two gens pop in under 1:30 with Ruin 3.
But at least getting a conversation going about the issue snowballs into a acceptable solution.
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@Liruliniel said:
https://forum.deadbydaylight.com/en/discussion/comment/970527#Comment_970527
It depends if its RSN2 it's a nerf. Or its just they gotta run across them it's a completely OP buff.
You can play a lot of all, but I main Pig that is where I'm arguing from.
I play pig in red ranks alot of what I notice is when a survivor is attempting to remove a trap a survivor will usually try to curb your attention away from the box. This is a substantial buff as it makes the Survivor panic and more prone to make mistakes.
It punishes SWF too to the extreme that friends will usually leave a gen or too just to speed up the search. It's either that or decrease the amount of time a survivor has with each Generator finished.
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@FearlessHunter said:
https://forum.deadbydaylight.com/en/discussion/comment/970631#Comment_970631
They'll most likely still get a notification that Ruin is in use. At least with Devour you need 3 tokens before the survivors 100% KNOW that you have Devour.
Or they spawn right on top of it, or they spawn near it, or they catch a glimpse of it standing in the middle of an open field.
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I have a tendency to time my matches from the start with Ruin 3 a gen was done and dusted by the 1 minute mark. If that doesn't speak volumes.
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It's not the death but I certainly see a rise in the number of Billy, Bubba, and other Killers who can one shot.
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You want to elaborate or . . . . Something?
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Honestly if they keep this change it needs to be an actual perk instead of a totem perk. Second Surge needs to be come map based instead of radius based to compensate for the lack of impact ruin will have.
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I sense que times for survivors skyrocket after this nerf goes live.
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I read it too and I feel like it shouldn't be a hex perk anymore.
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I would actually love it was changed to be map wide instead of radius based.
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Survivors can't hit Ruin skill checks so they cried and it got changed.
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Like it or not this is a place for general feedback. This place takes our issues and at the very least puts them on the devs radar.
Besides if it's boring stop reading simple as that.
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@Liruliniel said:
https://forum.deadbydaylight.com/en/discussion/comment/967995#Comment_967995
No all he wants is RSN2 at base which is a nerf. Ya it might be OP against some low rank or new players, but overall it's just a nerf not a buff. The choice is what makes an RBT strong. Ya they might do the gen then do the trap or they might waste time as intended and do the trap. The choice is what makes it useful remove that and it hurts in more games then not.
https://forum.deadbydaylight.com/en/discussion/comment/968006#Comment_968006
They don't put the time into trying her then suggest changes which are stupid and obnoxiously bad.
I play a lot of all Killers and in my honest opinion this would be a buff. Removing the survivors ability to see Jigsaw boxes would lead to more survivors trying to help the trap survivor locate said boxes. It would also increase the lethality of her traps by actually making people search the map instead of just ping ponging to the nearest box they can see highlighted.
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The only Buff she needs is to remove the Survivors ability to see Jigsaw boxes. It makes the traps more effective rather than a survivor quickly checking each box they see glowing.
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Right now on console there are teams out there who spam invites to party chat. I ran into one a night or two ago I didn't join and they literally farmed me hard sandbagged windows and brought the killer straight to me while healing.
Luckily after 2 games of it I got a killer who decided to go after them and leave me alone nice of him.
The fact is coordination kills the fun. When survivors run builds that synergize together it makes life hell for the killer. I personally ran into a 4 stack that used Breakout/Adrenaline/ DS/ BT.
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My honest opinion, keep it as it is but allow Enduring to shave off the stun timer.
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I play on console so I can't drive too much into the PC issues. But a lot of what I see playing in Red it's all about portal placement. Placing the portals close but not too close to a gen you want to protect and using his ability will help you get the jump on survivors.
When I play Demo I put two portals right up on the three closest Gens and the rest at different cut offs. Only use the Lunge to destroy pallets and only if you have a clear shot. The rest is just anticipation.
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I had Dark Sense equipped had all 5 gens done and ran out the exit gate. I sat back in my chair and was like finally. Then I realized I didn't select the challenge.
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Honestly. I play solo survivor and Killer in Red Ranks. And I think the Hatch spawn mechanic should be reverted to 2 gens for the hatch to spawn. The Hatch should stay closed when it is closed and the door speed should remain exactly what it is.
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I honestly don't think there should be a second objective. But I do think the Killer should be able to reset the progress on a door that's 99%.
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Did Oni change? I still play him just fine on console.
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@YaiPa said:
When console players will stop asking for dumb changes (like legacies, the PTBs, the chance of changing their name), and start to riot, then maybe, just maybe, things will change.
You can change your name on PSN for 4$, my issue is with the 130 to 140 ping and the constant Nat type error to be fixed I play on an open nat type I shouldn't have that issue.
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I would remove Survivors ability to see Jigsaw boxes. Or at the very least giver her an add-on that does it.
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I play in Red Ranks on console and I can without a doubt tell you that 60 to 90ms the skill checks are a nice pace. But any higher than that the needle speeds across the circle.
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@podkall said:
Do you get lunging killer away from window that hits you when you are finishing vault when he should most definetly hit the window instead of you since how far from the window he started lunging but still hit you for some reason?
Yeah I would finish the animation run about two to three steps from the window the Killer would slash at the window and my survivor would fly back to the window stutter and then hit the floor exactly where I was prior.
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I just run Bamboozle.
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I will give the same advice I got when I started playing Killer. I identify the three closest gens and protect them at all cost even if you give up gens on the far side of the map.
My advice is the same always patrol the gens that are closest together or within view. Forget about Gens out on the edge.
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@ReikoMori said:
https://forum.deadbydaylight.com/en/discussion/comment/947175#Comment_947175
Omega Blink got even stronger though. So you literally have no idea what you're talking about. You don't travel as fast, but you go extremely far still.
Honestly though, no one is talking about Nurse because what else is there to be said? She's never going back to how she was, she's never going to the worst killer in the game. Just now, she no longer poses such a huge threat to survivors' enjoyment of the game. It's done. They got Nurse reigned in, Spirit slapped in the face, Doctor's getting either a sick buff or a sick neutering, Legion just barely made it out of hospice care after being on Deathwatch for a year.
Thank you. I was getting no where.
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@gizmo said:
https://forum.deadbydaylight.com/en/discussion/comment/947187#Comment_947187
She was still broken without omega blink, there's no arguing it. She countered every counterplay survivors have and anyone decent at the game would tell you that. She needed fixing and they tried to fix her to the best of their ability without completely gutting her gameplay, I think she's fine as is.
I'll be honest she wasn't my favorite Killer more like a close 3rd so the change didn't really make me want to grab pitchforks and want to raid behavior. But I will defend that having a Killer that can remove the infinite loops, supposed mind games, is a necessary evil. The way I saw it grinding her for all the Perks was survivors are predictable.
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@gizmo said:
No one talks about her because she is balanced now. Literally the only people who cry about her are the people who played omega blink every game and couldn't play without it.
I never used Omega Blink I didn't even know it was a thing until I saw it in a YouTube video. But I still managed with her just fine.
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Increase the charge time by a 0.30 seconds and completely remove the rumble. That would be substantial improvement.
The only other thing I can think of would be to decrease the time it takes to recover from destroying a pallet.
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Maybe, but it's my opinion and I've played this game long enough to learn that people will run what they think will make the match flow into their favor.
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@ELECTRIK_VISION said:
https://forum.deadbydaylight.com/en/discussion/comment/947146#Comment_947146
That could be a quality of life change, at least have an option to turn it off or lower the volume
They have Muffler add-ons but with as loud as it is it makes it very easy for people to loose track of crying survivors of just breathing in general.
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I have to agree the change was unnecessary. Limiting her down to two blinks on a recharge was just overkill.
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How about making his chainsaw like Billy's where it isn't constantly rumbling in your ear.
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The only time I think Noed is a waste of a perk slot is on a Killer that already has an Insta-down. Billy's chainsaw, Bubba's Chainsaw, Myers (except for scratched mirror), and the like.
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Nope, In my time playing solo I learned that most Killers will camp if they feel the match is out of their control.
The last match I remember being camped was in Auto Haven. We did good to space out the last 3 gens to each corner of the map so the Killer caught me and camped. He knew that if he left to one of the gens I was going to get saved. So his strategy was to wait for Noed.
It's all about match control.
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I play solo survivor and I usually run Bottled Time. It's just a thing I started doing.
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@Tisfine said:
https://forum.deadbydaylight.com/en/discussion/comment/946291#Comment_946291
I want to get chased because if I don't either pallets get wasted or the Killers get a really good pressure on everyone because people kept getting downed 10 seconds into the chase. Of course decent killers would just give up on me since I actually know how to buy time so really the team is screwed.
Fun part is if I did run the killer throughout the entire game. There's also the amusing parts where I die on first hook or get into second state because Survivors are too afraid to go for one for one. Can't forget the times people flat out open the gates. It's nearly 2020 and people are still opening exit gates to screw the guy on hook. Is there a Rift challenge to screw people over this way? I don't know.
Oh, I know your pain. I ran a Hag for 4 gens she finally got me hooked me and I spent all of my hook watching 3 survivors crouched around the environment near me. The funny thing is that the Hag never set a trap or was even around me.
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@AhoyWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/946304#Comment_946304
The 4 second long fatigue kills it tbh.
And that is why we use Cold Dirt.