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ad19970
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Though I don't get why they would want to nerf the synergy of perks that slow down the game. Nothing seems even remotely too powerful at the moment, now that Ruin has been nerfed.
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Haven't watched the Q&A yet, but I've read that they also said that they are thinking of ways to encourage survivors to do totems, and are continuing with map reworks which will make them fairer and smaller for killer. And they want to adjust toolboxes. Which doesn't sound survivor biased to me at all.
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@BrinierSword4 said:
https://forum.deadbydaylight.com/en/discussion/comment/1026447#Comment_1026447
Nah now that I learned how to counter him, he is actually pretty balanced killer
Good to hear that you keep an open mind about things. Of course, everyone is entitled to their own opinion. I've just been waiting for this rework for a very long time so I just really hope they don't nerf Doc in any way from now on.
Just know that the reason some people probably came off as offensive with their replies is how you worded your main post, immediately saying how op Doc is and that he is an unskillful killer, which implies that people without skill can do good with him. That most likely came off as a bit offensive to some people. If my post seemed offensive, I apoligize.
Also, the fact that survivor queue times have increased because of the Ruin nerf always has me worried when another post appears about nerfing a killer.
Though I guess this does go to show how helpful tutorials to each killer would be.
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@Exxodus21 said:
https://forum.deadbydaylight.com/en/discussion/comment/1026281#Comment_1026281
Oh, they're also going to reduce the synergy between killer slowdown perks so things like PGTW, Thanatophobia, and Dying Light won't work well together because survivors find doing their one and only objective boring.
Wait, in what way would they reduce the synergy? Did they say something about how they want to do that?
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Please tell me this is not serious.
Aren't people who play killer allowed to have actual viable picks? I swear if Doc gets nerfed in any other way than maybe having his cooldown increased to 2 seconds, I would go nuts.
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Haven't watched the Q&A yet, but from what I'm seeing here on the forums is that they want to improve the balance by reworking maps instead of adding a second objective. And I personally think that's the way to go. Buffing weaker killers and reworking maps will of course take work, but it would probably still be the easier and more effective way of improving this game's balance.
Adding a second objective would require so many other balance changes as well. For example, the potential of both tunneling and camping would become too good, so that would need to be nerfed as well. Then, even with a second objective, maps and killers would still need to be balanced because of the balance gap between the individual maps as well as the indiviual killers.
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@Peanits said:
You'd apply pressure the same way you would as any killer. It's not exclusive a select few.
To give an example, say you have one on the hook, you slugged a second that went for the save, and then you left and found a third survivor to chase. That's three people not on generators, and the hooked survivor will die if they don't go for the save. This isn't an extremely uncommon scenario. Even assuming you don't have somebody slugged, you can have one hooked, one in chase, and a third going for the save, leaving only one person on a generator.
Pressure does not mean only chases.
To be fair though, this doesn't happen too frequently as well. One survivor on hook and one slugged mostly only happens when one survivor just runs at a hook and you can prevent them from unhooking. Good survivor teams mostly don't let this happen.
I think the biggest problem is that the situation of having only one survivor doing gens while one is hooked, one goes for the unhook and one is being chased is not very likely for many killers that don't have enough chase potential or mobility to do this reliably. Once you hooked a survivor, you have to go find another survivor. Killers with high mobility will generally be able to do that much better, since they can just get to far away gens very quickly. At the same time, you want to down a survivor fast enough before the unhooked survivor and the survivor that was unhooked gets enough time to make a lot of progress with gens after healing.
That's why some killers really need some serious help. Clown for example just doesn't have the needed map pressure to be able to keep survivors off of gens and down them fast enough. Once he hooks a survivor, it's very likely someone unhooked the hooked survivor before he can get to another survivor and start chasing them.
Doctor on the other hand, while not having any mobility to help him with map pressure, is able to find survivors very easily with his static blast, which means after he hooked a survivor, he'll most likely find another survivor that is going for the unhook or is simply working on a gen not too far away from the hooked survivor, before the hooked survivor gets unhooked. That and the fact that his static blasts allows him to shock survivors at farther ranges, potentially putting them into madness tier 3, makes him fairly good at map pressure. That and his much better chase potential due to him not having to switch stances is what actually makes him a powerful and probably viable killer in the game.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/1026129#Comment_1026129
It's on our to-do list. The issue is that some perks are very easy to buff (simple number tweaks) while others are a little less so. Monstrous Shrine is actually a great example of that so I'm glad you brought it up. In Monstrous Shrine's case, increasing the numbers probably isn't the way to go about it (unless you really want Basement Bubba to be meta). Monstrous Shrine would likely need a new effect, which takes a lot more time.
Dear lord yes please just rework that perk completely.
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@Esheon said:
https://forum.deadbydaylight.com/en/discussion/comment/1022056#Comment_1022056
I agree he's no faster. I think it's a perception change since he doesn't have to be slower to use the shock. I noticed last night that survivors were trying for an extra loop as though I was moving at 110 speed. It allowed me to get extra hits in loops when I really shouldn't have.
Probably. Or it's just an insanely weird occasional bug. Just played a match against Doc, and he was not going any faster than any other killer.
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I've been playing killer for a while now today, and I am still highly enjoying my time. However I have only been playing Doc and Oni, which are arguably viable killers. Killers like Clown are probably less fun to play as.
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@Yung_Slug said:
https://forum.deadbydaylight.com/en/discussion/comment/1022015#Comment_1022015
Not every killer can apply pressure on every map.
That's the problem of the killer though, not necessarily the problem of gen times. BHVR really needs to start buffing more of the weak killers now.
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I really hope the next maps that get updated are some of the original maps. Coldwind Farm maps in particular. I get that they might not be in need of a graphical update the most, but I think right now it's more important to make maps more balaned. Even though I love the new Lerys, and love the graphical update, I think it would have been better if the devs would have reworked some of the more unbalanced maps.
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Really? I've played with him now for some time and he does not feel any faster than any other 115% killer. No idea what would cause you to think he moves faster.
However, I do think he might actually be the next viable killer in the game. Even without old Ruin. He's just so good and so fun to play as.
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I've been using Ruin on Doc in many matches today. To me it's honestly still a pretty powerful perk.
It's just not that good on killers that lack any kind of map pressure. I guess that's the problem.
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I am convinced that this Ruin nerf does not really have anything to do with the messed up rank system and matchmaking.
With that said, they really need to improve their ranking system.
And until they have managed to do so, they need to have the old rank reset in place. This new rank reset is so god awful.
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Good idea. Try and get more and more killer players upset. I hope one day even people like you realise that survivor players need people to play killer as well in order to play the game.
And if many people are unhappy with the change and don't enjoy playing killer anymore, something needs to be done by BHVR, that's for sure. Whether people like it or not, but if survivor queue times continue to be much longer than killer queue times, killer will need to be in line for buffs next.
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That's not even tunneling to be honest, I feel like at some point simply downing survivors will be considered tunneling. Even if it was though, you are allowed to play the game the way you want to.
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If tunneling does allow killers to be viable without Ruin, that means it probably was indeed op with Ruin together. So once the devs buff all weaker killers to a viable state, by also reworking maps, they will probably need to look into nerfing tunneling in some way. Otherwise it would become op again for obvious reasons.
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Personally, I don't think BHVR will now just focus on the enjoyment of survivors, especially newer survivors.Before the last few patches that nerfed two specific killers and now Ruin, they had many patches that improved the gameplay of killer a lot. So I have no reason to believe the devs will now just stop caring about killer players.
Especially now with all the outlash that the Ruin nerf is getting, I'm gonna guess the devs will look into making the experience for killer players better again. This Ruin nerf was because of it's varying effectiveness dependent on the rank of players, so I totally understand why they changed Ruin like this, even though I think it should have happened after BHVR reworked more maps.
Of course I don't know for certain, but I personally doubt this game will abandon the veteran players more and more now.
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@Lazerboy88 said:
https://forum.deadbydaylight.com/en/discussion/comment/1017019#Comment_1017019
Run detectives hunch, boom solo counter, you can easily find all dull totems and hex totems. Only exception is if you are being chased when it goes off.
Doesn't help too much with keeping track of how many totems there still are though, and you shouldn't have to use a perk to get information swf survivors get without a perk. The main problem of the balance gap between solo and swf survivors.
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@Eye66 said:
If killers disagree with nerfs they're "trash booted by the ruin crutch" and targeted with severe abuse but it's dev encouraged and endorsed for survivors to beg for more killer nerfs. Killers are "whining" if it bothers us while anything is free and fair game for survivors to compain about. I'm getting so sick and stressed out by it I'm minutes from a panic attack
If you are about to get a panic attack because of a video game, I would advise you take a break at the very least from the game that is about to give you a panic attack. It's not healthy in the slightest to take a game so serious. It's just a video game in the end.
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@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/1017342#Comment_1017342
The Shock -> Hit feels A LOT better now :)
I'm gonna guess the delay of shock therapy and survivors getting shocked is now back to normal?
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@AvisDeene said:
Im pretty sure that Killer mains aren’t upset with the Ruin nerf on its own, but more upset with the devs for not fixing what Ruin covered up, which is how fast matches went and how stressful it makes playing killer.
If devs had fixed those issues long ago, I don’t think you’d see as much complaining as you do now. I could be wrong though, people love to complain.
Well I feel like they are hoping to fix this issue with map reworks. At least I thought they said their plan was to rework the majority of maps in the game. The more balanced a map is, the better a killer can combat the fast gen times. Sadly they are just taking way too long for these map reworks.
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We just need a totem counter so that solo survivors aren't hurt by the perk more than swf survivors. But with Ruin nerfed now, it would be foolish of the devs to nerf the next strong killer perk as well. First get more killers to be viable, by buffing them and/or reworking maps, and then sometime during that they may be able to look at NOED as well.
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@kinderjazen said:
https://forum.deadbydaylight.com/en/discussion/comment/1016908#Comment_1016908
you know what else is ? ... gen speed
Gen speed is toxic? What? How on earth is that toxic? It could be considered unbalanced, though I believe that's just the case because of the many unbalanced maps, but something that is unbalanced isn't toxic.
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Holy #########, some of these posts here on these forums are just so laughable.
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@Brucecastro81 said:
https://forum.deadbydaylight.com/en/discussion/comment/1016009#Comment_1016009
Doc totally got nerfed, bruh
Couldn't disagree more. He is much stronger now in my opinion.
In fact, I just read the patch notes, and I think 1.5 seconds cooldown on his shock therapy might be slightly too low.
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@Reaper_xx said:
https://forum.deadbydaylight.com/en/discussion/comment/1015851#Comment_1015851
So Taking away his ability to make people scream by walking and have to wait 3 secs after blast isn't a nerf? Going from tier 3 madness to tier 1 after snapping out of it is a buff?
No, but him not having to switch stances actually allows him to counter pallet loops with his shock now. It's so much better.
The cooldown is needed because survivors counterplay is now trying to avoid his shock, which can only pay off if Doc has a cooldown, but his shock is still much better now in chases. Plus the cooldown will be reduced anyways.
His static blast is also really good, giving away the position of all survivors that are within your terror radius immediately.
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Of course not. Killers with instadowns are balanced around their potential to instadown. These instadowns will never get removed from the game.
Yes, Spirit and Nurse have been nerfed a bit, and now Ruin has been nerfed, which affects every killer. But that's absolutely no reason to expect the devs to go all ham on killer now, gutting all of them.
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Hell even against a Doc I would argue there are better perks you can use. On the ptb half of the survivors I faced didn't even run Calm Spirit. So I think all will be good.
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@Biggs said:
Thing is most one sided players thinks only about their side and more players plays survivor .. Thing is if i were a survivor main i would be really scared about changes because without killer theres no game and big ques and honestly i dibt know what devs are rhinking but ok... Next thing is their focus on new players and make game fun for not new players but for new survivors.. If you are keeping down one side of game that side is feeling it ..
New ruín is brutal change but honestly new ruín is great pero for killers which can presure gens like billy, spirit or nurse.. Ok lets saY oni as Well but as oni you need to gail blood so thats another story, so yeah for these killers ruín is good but its still hex so.. Oh yeah i forgot ruín hex is low great máte game perk.. Honestly i have jo idea how peanits could štíte diwn those devs notes its mind blowing but ok...
They are just honba focus on new players and probably nerf a little tool boxes to make killers ######### up.. Oh and we know how bhvr loves bandaid perks so expecting good slowdown gen perk released with new killer as Well... I have typed this on different thread i love this game as killer but me as a dev and trading this forum that would really hurt me because amount of hate against two sides , saltiness, rage, frustration and dissapointment its insane.. And for most of the stuff its devs fault.. Without broken op perks, brojen maps sided for killers or survivors, or matchmaking, ranks etc the game and this community soule be great..
Yeah some people need to learn and think about both sides.
I mean they have focused on new players this patch, it's pretty clear. But this was one patch, this doesn't mean the devs wil now abandon all veteran players.
If the devs do add another stalling perk to the game, I wouldn't mind at all. I don't think of them as bandaid fixes though. They simply give ma another way to slow down the game a bit. Killers not being able to deal with fast gen times is it's own problem.
I personally don't find this game to have any really broken perk anymore. THe game has come a long way balance wise in my opinion. But some maps are extremely bad design. I can only pray they have reworks for maps of at least one of the three original realms coming up now. Preferably Coldwind farm maps.
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@Well_Placed_HexTotem said:
Man I forgot about that piss poor attempt at spinning the Ruin change.
“new survivors don’t even know what’s happening!!” 😆😆😆😆
”they’re too scared by the T3 heartbeat” 😆😆😆😆
”Ruin is a great end game perk” 😆😆😆😆
I also didn’t catch originally that they said Ruin is used in over 80% of red rank games and 45% or whatever overall. Which means it’s usage is way way down outside of red rank. Which means the only reason new survivors would be experiencing Ruin is because of their laughably bad matchmaking. I guess that explains why they’re just going to hide matchmaking.
Imagine being so incompetent as a developer that you have bad matchmaking causing new players to be teamed up with veterans against veteran killers and these veteran killers are using a perk vital to red rank play so you nerf that perk into oblivion rather than oh idk... fixing matchmaking 😆😆😆
I’ve been saying this for months... they don’t care about the core experience anymore. They care about the SWF buddies having a good time and buying cosmetics and battle passes.
It's not just because of the matchmaking. Even though it is a big problem at the moment.
Ruin is much less used at lower ranks, but it is still used, and it's just too good at those ranks. Ruins power does not depend on the skill of the killer at all. Which means no matter the skill level and rank of a killer, it will always be the same. But it depends on the skill level of survivors at hitting great skill checks. So it scales with the skill level of survivor, but not that of killer. Which is why Old Ruin is a problem. That and because it's insanely RNG based.
Of course you could argue that people need to get better, but hitting great skill checks should not be one of the most important skills to learn in a game like this. It definitely drives some players away. Heck you could argue that even at high ranks, Ruin made too much of an impact solely based on if survivors were good at hitting great skill checks or not. I don't think that should be such an important skill, and should have such an impact on the outcome of the match.
I'd rather have that bandaid fix removed and the game balanced better at base. It's just a shame map reworks have been so incredibly slow, and adding a second objective would need so many other changes to happen alongside it.
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@VoodooChild said:
https://forum.deadbydaylight.com/en/discussion/comment/1012386#Comment_1012386
Youre saying they need to nerf all strong killers and remove ruin? Well have i got news for you after this billy nerf lol
What? I am saying the killers that are already good now would become op if a second objective was added to the game, so they would need some nerfs.
And what Billy nerf are you referring to?
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/1012261#Comment_1012261
Hawkings (pretty much 85% of the pallets): including corners, upstairs, any hallway pallets.
Badham Preschool: Pallets around rocks and cars.
Lerys: Middle pallets, some of the hallway pallets.
Shelter Woods: Pallets around rocks mainly because there aren't as many tiles.
To name a few.
You cannot possibly mindgame a big portion of the pallets because the killer just builds up bloodlust and uses it to go around and get a hit. Yes in some cases you can leave the pallet and just take the hit to go to another "zone" but if you're already wounded chances are, you are better off just running around to a dead zone away from all the gens (to give your team a chance to repair) before you go down.
Obviously I do agree that there are many safe zones in many maps. I also agree that the windows specifically in structures need to be reworked. I actually made a separate post about that in the feedback section: https://forum.deadbydaylight.com/en/discussion/117198/an-idea-to-balance-super-strong-windows/p1
Only because I find it unfair that as a survivor you can break chase and decide you want to go back to that window while preserving pallets around the structure.
Anyway. My main point was in response to the part of the video which is that bloodlust don't shorten chases, by pointing out how many strong loops there are but doesn't acknowledge the the reworked maps have come with a vast number of unsafe pallets. I'm just giving my opinion from both playing survivor and killer.
Ok that's fair, and I agree.
But I do want to point out that mindgames for survivors are about trying to waste more time of a killer, not necessarily winning a loop by forcing the killer to break the pallet. The mindgame at dropped pallets for example is about if a survivor slides over a pallet or not when approaching it while looping the structure around the pallet. If loops have a fitting size, killer and survivor now have to try and predict each others move.
A killer has to try and predict whether a survivor will slide over a pallet or not, and a survivor again tries to predict if the killer will predict that you go over the pallet or if the killer will predict you to not slide over the pallet.
Every time a survivor wins a mindgame, it will buy him a few more seconds for the team. If the pallet has two loops surrounding it, the survivor will buy their team enough time to make a difference. Because they have been able to create some distance and the killer now has to catch up enough while running around the loop. If pallet loop only has one loop, the other side being a wall, things get worse for survivor since the survivor can only stand right at the pallet and try and slide over the pallet once he thinks the killer will go for a swing at the side the survivor is currently standing at. If a survivor wins that mindgame though by making the killer miss the hit, you can get some distance in order to maybe reach another pallet or window.
I'm just writing this because it sounded like you consider these pallets unsafe in a way that survivors have no fair counterplay at those loops. Of course a killer will eventually get a hit against a survivor at these loops, but the only alternative would be that the killer is forced to break the pallet.
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@kreeper124 said:
The problem is, people already HAVE been giving solutions to fix the game at it's core. But devs always seem to give some VERY vague answers or just ignoring it entirely. They may have something planned that we don't know about, but it just seems shady how they're ignoring everything
But I bet none of these solutions considered everything you need to when making a change like this. Of course I don't know, but I'm gonna guess that's the case. Or did one of the solutions take into consideration that the added objective should not be any harder on solo survivors than on swf survivors? Or that camping and tunneling would become stronger as well when adding a second objective to the game? THose strategies would need to be nerfed if a second objective was added.
What about killers that are already powerful? They would need a nerf if a second objective was added. Same as certain addons. And perks that slow down the game would probably also need some looking into.
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@DeathBeam said:
Honestly I'm just going to face camp, use moris, tunnel, and slug as killer instead.
Dude why do you feel the need to post this in every second thread about killer being unfun? It's a video game, grow up.
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@Johnny_XMan said:
Except that they have added many many unsafe pallets to the point where killers simply go around pallets and get a hit no matter what. I guess he forgot to mention that part.
By definition perks are just that. Perks. They aren't suppose to be the foundation of what makes a killer great, they are suppose to "aid" "enhance" their ability to perform. Same with survivor.
The way the maps are laid out sometimes can be an issue for BOTH sides, not just one. Hence why people from (again) both sides seek balance in this regard. IMO they need to focus on each individual killer to add other options (like they did with Freddy) where they aren't punished hardcore for not having the same mobility as others.
I'm curious to know what maps you think have many unsafe pallets now? And I guess by unsafe you mean pallets that can be mindgamed by both survivor and killer? Because the only maps I can think of are Hawkins, Lerys, and the Badham maps, and Badham maps still have a fair share of safe pallets as well. Maybe a few more, but the majority of maps still have more safe pallets than mindgameable, or unsafe, pallets.
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@AvisDeene said:
It is true. It reminds me of Blizzard and what they did with WoW and Diablo. It was a smaller company that was gobbled up by a bunch of suits. Their games were very entertaining and had good longevity, devs cared about the player experience and did their best to make it as fun as possible. Eventually, their goal switched to making as much money as possible for as little work as they could.
I got to ask though where people like you get their information from since you seem to know for a fact that it is true. Because all I see here is speculation, and that's it.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1012074#Comment_1012074
Fixing ruin will give more accurate data and therefore they can balance the game much more easily.
It would if they'd fix matchmaking. And improve pipping system, or at least revert rank reset changes. Right now too many people of way too different skill levels are at red ranks.
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@ReallyBigShoe said:
https://forum.deadbydaylight.com/en/discussion/comment/1011918#Comment_1011918
Yeah, whoever wrote their patch notes need to be sent back to PR training. They seriously screwed the proverbial pooch on those notes.
No doubt, as long as not everyone on the team has that mindset, I think we should be fine. They do listen to their community to a certain extent.
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I always thought these bandaid fixes were because these problems just allowed them to come up with new perk ideas.
I don't know if this is true or not. But I am definitely not convinced. Many of these perks don't really feel like bandaid fixes to me. Ruin probably, but the others not so much. Instead, devs need to constantly think of new ideas for perks, and some of these "problems" probably gave them new possibilties or ideas for perks. Mad Grit for example does not feel like a bandaid fix at all, but like an idea the devs came up with based on one of the aspects killers have to deal with, simply to be able to create another perk.
To me it always seemed like the idea is to have a big selection of perks that help killers, some of them helping them cover their weaknesses and others just making killers stronger where they aren't as weak. So people can create their own individual builds that fit their play style or fix problems that they personally have. But who knows.
But I do feel like the devs have made healthy balance changes to the base game as well. It's just that it's very hard to balance a game like this. Adding a second objective to the game for example is not as simple as adding a second objective to the game. Despite that taking some work, devs would also need to consider many other aspects of the game, like camping and tunneling becoming much more viable if the game receives a second objective.
I'm also not convinced that this Ruin nerf is just a bandaid fix for new survivors having to go against more experienced players. Ruin is frustrating to newer players no matter what, because it isn't affected by the killer's skill at all. It's only dependent on the survivors skill level. Of course the matchmaking is a problem, but I don't think this Ruin nerf has something to do with that. Especially considering that the devs themselves made these changes to rank reset, that wasn't just some bug that happened.
I don't know, in the end I can only hope this isn't the case, but I'm definitely not convinced this is the case just because they have nerfed Ruin now. If anything, I'd lean more to the argument that the devs are struggling with the balance of the game. Maybe all this drama because of this Ruin nerf will at least get the devs to improve the balance of their game, especially the maps and killers, faster.
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Once again this sounds to me like it could be just as much a map issue as it is a gen time issue.
But personally I don't even know anymore what to think about this.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1011476#Comment_1011476
Yes let's ignore the killer now has more control over their power and can use it easier in chase. These changes were made to please the survivor masses.
To be fair, the reasoning they have stated why they changed Doc still has me worried a bit. But I think now with all the uproar regarding the Ruin nerf they'll probably have to listen to the community and try and buff more killers, and also hopefully increase the rate at which they rework maps. This Ruin nerf wouldn't have caused even nearly as much uproar if many more maps were just reworked to be actually balanced for both sides.
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@Acromio said:
https://forum.deadbydaylight.com/en/discussion/comment/1010904#Comment_1010904
"They are really powerful".
No, they aren't. Against half-decent survivors they're more or less like every other killer.
They are powerful though. Of course they aren't unbeatable though, no killer should be. I would recommend you to watch some streamers play them that are good with killer. FunGoose is really good with killer, I would recommend him if you want to learn to get better at killer.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1008112#Comment_1008112
The 4 second healing time increase was something, but we also had multiple anti-heal perks nerfed slightly at the same time and the medkit buff I mentioned. I would also argue the Marth death squads in the game don't even heal in the first place because of how fast they can do gens and how safe the loops are. They have more than enough to get the 5 gens done, so against the good groups this isn't coming into play as much.
Some of these changes you're referring to I believe were further back than a year. We were just going to when Marths challenges took place. I could be mistaken though.
For pallets I'm referring to when the survivors had to do an entire swing over animation that was quite slow and then it was buffed to be much faster. This change I believe was after Marths videos. The initial teleporting from one side to the other I believe was much, much longer ago.
DS is "more" manageable than before but to me that isn't saying much. Yeah it's less broken, but it's still broken and single handedly dictates the matches even when all the survivors aren't running it just because of the possibility.
I guess I disagree on a lot of the newer maps that you think are more balanced now.
I forgot to reply to you for some reason, but here's a video that shows how unbalanced a map like Bloodlodge was two months before they made the experiment. Obviously that map is still unbalanced, but this is just another level of BS.
https://www.youtube.com/watch?v=Z39cgI6PyxAI also checked and pallet vacuum was still a thing during those experiments, which was definitely terrible for killers.
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@USELESS said:
https://forum.deadbydaylight.com/en/discussion/comment/1011375#Comment_1011375
Do you at least remember why did he got a rework??? Because survivors couldn't see him, it was literally what I heard and remember when devs said when he got the rework, at least they knew that if they just let him visible he was going to be a lot weaker and was going to stop selling his dlc
They reworked him because he was both unfun to play against and was considered to be one of the weakest killers in the game. Him not being invisible didn't make him weaker. It took him 7 seconds to put a survivor into the dream state anyways, giving survivors enough time to react. Not to mention that you could hear his Lullaby if you were in his terror radius.
He is so much stronger now since he has both good map pressure and good chase potential, the two most important aspects of a killer.
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@Liruliniel said:
https://forum.deadbydaylight.com/en/discussion/comment/1011144#Comment_1011144
Map size is definitely important especially with the removal of Ruin. Nothing feels worse then losing gens because you spawned in one corner and they popped it before you could get there. Yet "push them of Gens" is still the Devs reasonable excuse.
Yeah, pushing them off gens does work, but only if the maps aren't too big. That's the only way killers can apply enough map pressure. Except for the high mobility killers.
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@USELESS said:
https://forum.deadbydaylight.com/en/discussion/comment/1011340#Comment_1011340
Was it? Everything that devs removing now is for a good reason only for survivors in my opinion, nerf ruin because they can't do a gen, nerf nurse because they don't know how easy is beat she, it's getting boring see killers getting nerfed.
Freddy rework which made him a lot stronger. Nerf to healing and pallet density. Spirit was buffed multiple times after her first release on the PTB. And killers and maps have been designed more and more in a balanced way.
It doesn't all favor survivors.
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I've been playing this game without Ruin for the last few months and am still enjoying it a lot.
No doubt there are too many unviable killers though, that can't deal with optimal teams. But buffing these killers or finding a different way to make all killers viable is the better solution than having to use Ruin on them, in my opinion. They just need to speed up their balance changes to killers and maps. This game would highly profit from a chapter skip.
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@DeathBeam said:
I will be slugging and facecamping to make sure survivors won't have as much fun.
Because survivor players were the ones that collectively all decided to nerf Ruin.