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ad19970

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  • Ok yeah that's true. There's a pallet in the upper floor that can also be really safe.

  • @Alice_pbg said:

    I like them. Overall pretty good.

    I don't like the fence/school loop.

    The pallet in the boiler room is super safe and so is the basement one.

    Personally, the biggest problem with the basement house is that window in front of the stairs. If that's open the loop is too good.

    But again, still think it's pretty good overall

    Yes I agree. That window seems a bit too good honestly.

    I do hope that in future reworks, they make sure to have as many mindgameable pallets as possible. Those that allow counterplay for both sides. A few safe pallets are fine, but the school with it's two safe pallets and the window fence as well as the house with the basement, which again spawns two safe pallets and can spawn some good windows is just a bit too much.

  • @DocFabron said:

    https://forum.deadbydaylight.com/en/discussion/comment/1006472#Comment_1006472

    3 actually. Killer shack, boiler room, and the basement house.

    Boiler room? That's the basement of the school right? Or am I being stupid?

  • If they weren't somewhat addon reliant, wouldn't that make them op with addons then? I agree that it's too much with certain killers, but if a killer was perfectly viable without addons, chances are, the killer would be op with addons.

  • I fully agree. Gen times would be totally fine if all maps were more balanced and the weaker killers weren't as weak. That's why I always found old Ruin to be a bit too good on Hawkins, for example. And probably Lerys as well, though that map still had a fairly big size and some good window loops so Ruin was less of a problem on that map.

  • @Xerge said:

    There are two god loops on that map.

    Which ones do you mean exactly?

  • As long as they won't improve the pipping system and revert the rank reset changes, they still won't get reliable data for their statistics.

  • @thefallenloser said:

    https://forum.deadbydaylight.com/en/discussion/comment/999569#Comment_999569

    I've seen you on the other post about Ghostie

    You're speaking for most people in all of your posts regarding Ghostie when in reality you're just speaking from your own experience.

    You do not speak for most people, and just because you have been slugged and camped by Ghostie, doesn't make it widely applicable. Another can say the exact opposite.

    They have a point though. This would just encourage camping, which is not a good idea. This would also hurt solo survivors, but not swf survivors. That's why I would not want to see this change myself either.

  • @ClickyClicky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1005189#Comment_1005189

    Well killers have generally been getting stronger recently. Freddy, GF, Demo, Oni...compare them to the killers of yesteryear. It sucks for the underpowered killers but I'm sure they will be brought up to speed eventually.

    Truth be told a lot of players aren't that good. I'm sure NOED usage will increase in the meantime and that's a problem because in my opinion it massively skews the statistics and hides the true picture of what's going on in the game.

    I don't think things will be that different across the board though. I can't count the number of times I lost Ruin within 30 seconds. Almost any other perk would have done more damage in those games.

    There are a number of players who are streaming games without Ruin and winning at red ranks consistently. What's the worst that could happen? if people struggle they'll derank and get easier games. There's no benefit to being red ranks so even if you get wrecked it should work out in the end.

    True. The last month or two that I have been playing the game, I barely ever used Ruin. And yes the devs do seem to understand what killers need to be powerful enough. Despite a few nerfs to the overperforming killers which in my opinion were justified.

    I know that I will keep on playing the game normally as killer. I also agree that NOED is a bit of a problem regarding statistics. But as long as Dull Totems have no other usage besides NOED, I feel like NOED should stay. A reason why I think, if the devs ever want to create a second objective, they should just use dull totems for that.

    However, the last two days I've been playing, the survivor queue times have definitely been longer than killer queue times. 80% of all killer players at red ranks were using Ruin so I would expect some people to stop playing killer, at least as frequently as they did with old Ruin.

  • @ClickyClicky said:

    @Furry_Fuccboi

    Low rank spirits tend to camp, tunnel and NOED. Every rank reset it was the same. None of them could play her but at low ranks it's a winning strategy.

    Billy players could be just as cheap but in general they tried harder I give them that.

    @ad19970 Yeah I've seen so many people pick Freddy, Billy, Spirit - all the top tier killers basically, they pick the best add ons and run Ruin and NOED. They're bad at the game but those builds carry them so far. At least with Ruin gone it balances things out a bit.

    I do agree Billy isn't as bad without Ruin and Instasaw. I think everyone agrees instasaw is BS though.

    I could very well imagine Billy's insta saw addons being nerfed. That would probably be fair.

    While I do get the frustration of the Ruin nerf, and I do think the nerf happened to early, I do also think that perk was a bit too good on those killers that were considered powerful. Billy, Spirit, Nurse and Freddy come to mind immediately.

    Personally I don't even play Billy, at all. I suck at him and just can't get his curving to work. So they could gut him and it wouldn't matter to me one bit. But now with Ruin nerfed, I feel Billy is about the balance level all killers should be. I don't even want to know what will happen if Billy's base kit gets any nerf in the next patch. Survivor queue times have already increased enough.

  • @ClickyClicky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1003986#Comment_1003986

    So then maybe Billy is too easy to use for how strong he is.

    The average survivor may be bad, but they can easily pick up a Billy and trash a team of players of the same skill level. Why does the survivor require so much more skill?

    Maybe that's just your perception? I feel like mastering Billy is very hard. The best Billys are those that are able to curve and that's very hard tp pull off in my opinion. I personally don't find survivor harder than being good with Billy.

    I would agree that Billy might be a bit op with Ruin, but that won't be the case anymore very soon. He seems to have the right amount of map pressure and chase potential to keep up with the fast gen times.

  • @MigrantTheGreat said:

    https://forum.deadbydaylight.com/en/discussion/comment/1001888#Comment_1001888

    Nerfed Nurse because she was over performing and could keep mad pressure on maps and and chases, because it gave survivor's no breathing space

    Nerfed Spirit because she was over performing and irritated survivors, her nerf came with the sound bugs which has been brought up to their attention 3 months ago but isn't a priority because apparently it favors survivors

    Nerfed Oni because they thought his Blood Fury flick was too strong

    Nerfed Freddy's add ons because he was slowing the game down too much and they wanted to give survivor's a chance

    Nerfing Ruin because it's irritating new survivor's.

    The only good that they have done for killer within these last few patches is nerf balanced to attempt to end god loops which still exist on some maps. The only hope killers have left is they wake the ######### up and realize what they are doing to the killer community

    So yeah there have been killer nerfs as well. Just as there have been many killer bufs.

    I think the biggest difference here is that, except for the Ruin nerf, the other nerfs have all just been for one specific killer, whereas the buffs applied to all killers.

  • @Eye66 said:

    I have Astro A50s and I hear every sound PERFECT as survivor, but as killer in most of my matches everything is muffled. Billy's saw is almost muted along with survivor footsteps and breathing while music is at full volume. It's very noticable. I wonder if it may be an iron will bug of some kind where if one survivor brings IW it applies the sound reduction to all sound effects heard by killer from all sources, even the rest of the team

    That would be very interesting honestly. Never paid attention if any of the survivors I faced in a match was running Iron Will. I honestly doubt that's the cause, but who knows.

  • @MigrantTheGreat said:

    https://forum.deadbydaylight.com/en/discussion/120431/by-the-love-of-god-bhvr

    Just face it brother. The devs don't give a ######### about killers or how it impacts killers. The only time they do anything about killer's is if it makes us 'Over Perform' or if it 'Inconveniences or annoys survivors' at this point I am questioning if any of the devs are fighting for or considering killers, because they seem to forget that killer make up a percentage of this games community

    I'm not going to face it because it's not true in my opinion. Healing nerf, pallet density nerf, pallet vacuum being removed, DS and Mettle of Man nerf, Freddy rework, there have been many changes for killers to make their experience better.

    As much as I am frustrated with the devs that this sound bug hasn't been adressed yet, because it really should have, I'm not going to accuse them of bias towards any side.

  • @ReallyBigShoe said:

    @Peanits @Almo Sound issues are quite common in your patches since day 1...can you please give us some timeline for a fix to this recurring sound issue?

    Yeah at least any kind of response to let us know they are aware of this issue would be welcome.

  • @GHOSTfaceP3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1001856#Comment_1001856

    It’s not an opinion it’s a fact if gens Can go in 4 min then there’s. Problem

    He obviously has different experiences with gen times. They don't seem to go to fast for him.

    I believe gen times, at least with the current map designs, are a bit of a problem, but I won't take this as a fact. Perhaps I'm just not good enough at this game.

  • @GHOSTfaceP3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1001788#Comment_1001788

    Then your one of the few lol gens do go to fast sorry to tell you friend

    Accept that people can have different opinions than you.

  • The addons that increased charges of a medkit were bugged.

  • @Animalheadskull said:

    I remember the curtain call chapter, seemed like things were looking up for killers then. Been going downhill ever since. Killer used to be fun, now it's just constantly getting more stressful.

    I used to absolutely love this game, but now I can load it up and not even make it past the loading screen before I think, nahhhh I dont feel like this ######### right now. And play apex or something. It wouldn't be so bad if they didn't balance killer around high level play, and balance survivor around newer players. Which imo is what happens 75% of the time.

    Really? I thought the nerf to healing and pallet density happened after that.

    As far as I remember, I particularly started enjoying this game as killer about the time when Legion was released, and have so ever since. The problem now is just that the sound once again is bugged like crazy, which is so furstrating.

  • @Mringasa said:

    https://forum.deadbydaylight.com/en/discussion/comment/1001392#Comment_1001392

    Weird. I've gotten called out in a couple matches for "hacking" because I could hear people's breathing and/or walking just this week. Newer players of course.

    I remember the old sound issues they had before they put some fixes in. If it's like that for you, my sympathies. That was bad trying to track people for me. I ended up just playing Survivor for a while until they patched it.

    For me it's actually worse than ever. At least on indoor maps I was always able to hear footsteps of running survivors, but now even those are almost completely silent to me.

  • Looks like a really good analysis honestly. This game does have many problems that affect each other.

    I am convinced that a second objective, as long as maps don't get reworked fast enough, would be a good alternative solution for this game, but it can't come without a nerf to camping and tunneling, as well as buffs to solo survivors.

    Just a shame many people on these forums seem to be too immature to try and see the game and it's balancing from both sides and to argue about balance changes without becoming offensive.

  • @Retry said:

    Seriously... I dislike the Ruin change (though I like the new ruin, honestly) without addressing the core problem, but I can get over that - the game is still playable without it. But the sounds are another matter entirely - and they have been an issue for so long now. So many reports, so many threads - not a single response. Devs, please - say something about this.

    Couldn't agree more. To see these sound bugs which can really hurt a killer still not being adressed or even acknowledged for over a month now is baffling to me.

  • @PhattyBubbacake said:

    I am just gonna insidious bubba in protest. Been saving up fast saw add-ons.

    Insidious, whispers, NOED, and BBQ. You took my ruin, I take your fun.

    Everybody is of course allowed to play however they want to. But you must realise how childish you sound, or not?

  • @Carpemortum said:

    https://forum.deadbydaylight.com/en/discussion/comment/1001672#Comment_1001672

    If that was true, they could just disable ruin temporarily. Completely changing it says they're changing it.

    If it turns out gens ARE the culprit, you think they're going to revert the ruin changes? LOL.

    In that case it would be better to take a look at and change something of the survivors objective in general, not buff ruin back to how it was.

  • They are so slow with map reworks sadly. The Ruin nerf probably wouldn't be nearly as much of a problem if more maps were reworked, but that's not the case.

    With Ruin gone, we need more maps that are balanced like Hawkins or Lerys.

  • @Mringasa said:

    I have yet to encounter any of the sound issues going on. I hear survivor footsteps, breathing, grass swishing etc etc all the time. It's literally my #1 way to track them during a chase. Cannot count the number of times I've gotten surprise hits and/or grabs out of a locker because their sounds lead me right to them in the past couple weeks.

    The only time I don't hear this stuff is when they have Iron Will or a similar Perk to stop them.

    Is this on console specifically? I play on PC, so maybe there's a difference in the builds right now.

    No I play on PC as well. No idea what is going on.

    I do sometimes hear footsteps of running survivors as well, but for the most part they are pretty much completely silent for me.

  • @altruistic said:

    Unfortunately, this post won't gain any traction.

    It doesn't push the majority's narrative here.

    2.5 minute game as Killer? Seems fine!

    Most commenting on this are going to do anything to discredit you or the Survivors in game.

    "They made so many mistakes, they didn't do x, y or z!"

    Maybe because they do have a point? These survivors weren't optimal, and survivors of many different skill levels are able to reach red ranks. But I guess that doesn't push your narrative.

    Not saying killer is underpowered or anything, but arguing that this video isn't a full showcase of the game's balance seems fair to me. I could show you many videos of survivor teams just rushing through all five gens in a few minutes.

  • @VSLl said:

    Recently, I have not played for killers, because there are no groaning sounds at all. Not when the survivor is injured, nor when he/she is on the ground. And without perks. This is unbearable and ridiculous.

    Yes I agree, and it's really frustrating to see that BHVR seemingly hasn't even made any response to let us know they are working on this issue. If anything, these sound bugs will make me stop playing this game for a while, not the Ruin nerf.

    Really was looking forward to playing Oni after the next patch, since his flick is kinda back, but he gets hit particularly hard by the sound bugs on certain maps.

  • @EZ5k said:

    https://forum.deadbydaylight.com/en/discussion/comment/999353#Comment_999353

    Eh, but here's the core issue. No matter how many maps you redesign, one hook for the killer, or 12% of victory, is worth 60% of survivor objectives. Until that changes, it's going to be a MASSIVE imbalance, especially since the killer is supposed to be the power role. So either they completely redesign the maps and remove every god pallet or massive time sink loop so pallets go back to their intended purpose, or they decrease the amount of hooks needed for kills.

    I mean that depends. If you only go for the first survivor you see and chase him only in areas where no other survivor is at, then it's possible that 60% of survivors objectives will be done. However that would require you to take about 80 seconds to down a survivor, and even from there on, things will slow down a bit because now one survivor has to unhook the other survivor.

    That's why I do think map reworks and killer buffs will make a difference. The smaller a map, for example, the more likely it is for you to push multiple survivors off a generator, even while chasing one survivor. The less safe pallets, the more chances a killer has for counterplay, downing survivors faster and forcing survivors off of gens because they need to unhook a survivor.

    Also the better a killer is in chases, the faster he can down survivors and the more mobility he has, the better he can pressure gens.

    Problem is I feel like it's hard to come up with some kind of mobility power for every killer, and different sizes of maps can also be nice for more variety. Maybe having specific second objectives built in to weaker killers or bigger maps would be a good idea. This would also definitely keep up the variety.

  • I agree with many here, it's probably one of the best maps in the game. Maybe a tad killer sided, but without old Ruin, I feel like this map has the kind of balance that every map needs.

    Maybe turning a few pallets that are completely unsafe into pallets that can be mindgamed by both killer and survivor would be good, but that's it.

  • The game has received many changes to lessen the frustration for killers already. Removal of pallet vacuum, DS and Mettle of Man nerf, and the big decrease in pallet density are what immediately come to mind.

    I do understand the frustration with the Ruin nerf, and I do think it came too early seeing as how there are still so many unbalanced maps, but I really feel like people are just exagerrating so much on these forums, it's insane. Like this one change suddenly nullifies all the buffs killers have received over the past.

  • @KuromiStarwind said:

    https://forum.deadbydaylight.com/en/discussion/comment/999816#Comment_999816

    That doesn't really make any sense, though, because the current Ruin changes actually make strong killers stronger, like Freddy/Nurse/Billy, even Demo, while making weaker killers...weaker.

    They make people go from relying on Ruin to simply relying on Corrupt Intervention, and when 80% of killers are using CI, they'll still refuse to see the flaw in the core design and nerf CI.

    It still makes me angry seeing a 3 point post about the Ruin/Doc and the other changes on the PTB, and the entire post was nothing but the devs talking about survivors in it. Imagine making all of these changes to a killer, perk, and all you do is talk about it from a survivor perspective, and the changes being made with nothing but survivors in mind. Then you plug your ears to criticism lol

    I personally don't think the new Ruin will be better for the more powerful killers than old Ruin. I think even on Billy old Ruin was still more effective than this new Ruin.

  • @Eclipse4598 said:

    https://forum.deadbydaylight.com/en/discussion/comment/999370#Comment_999370

    That’s fair but they haven’t buffed weak killers heck in most cases they nerf them (pig) the issue is they nerf perks weak killers needed without compensating and some strong killers didn’t even need/use ruin

    Yeah exactly. But that's once again maybe one of the reasons Ruin was nerfed. Weaker killers needed Ruin, but the stronger killers were a bit too strong with Ruin.

    I do wish they were much faster with the map reworks and buffs to weak killers.

  • @Eclipse4598 said:

    When was the last time you pipped at red ranks with a 2k? Never? Cool cool so are killers meant to just stay low rank and not pip. Also you main Oni that’s cool one issue tho he’s a high tier killer don’t think many clowns will be pipping now

    Well to be fair that's a problem of Clown, not killers in general. You can't buff weaker killers by buffing all killers because that just makes the strong killers op.

  • @EZ5k said:

    https://forum.deadbydaylight.com/en/discussion/comment/998012#Comment_998012

    What perk nerfs lmao. DS was straight buffed to be a 60 second safe bubble, BT is still a free second chance off the hook with zero payoff that builds with deliverance for a free unhook, Unbreakable was also straight buffed. Hell, BL can still generate infinites on the right tilesets. Game has hardly changed in the 8 months I put it down in. The same core problems affect both sides.

    The game hasn't changed all that much in the last year, that's true. Still, I do think DS was definitely nerfed, now you have at least counterplay to not get hit by it. Balanced Landing did receive a nerf, and Mettle of Man was gutted.

    And again, the biggest buffs for killers were probably the healing nerf, and the huge decrease of the pallet density. The latter in particular made such a nice difference. Then there are many buffs before I started even playing the game, such as pallet vacuum being removed, or the killers pick up time being reduced.

    And while they are way to slow with map reworks, the map reworks that have happened were good for killers. Plus the new maps are much more balanced.

  • @VincentRedfield said:

    https://forum.deadbydaylight.com/en/discussion/comment/999042#Comment_999042

    Things that speed up objectives break the game 😝 like toolboxes and insta downs

    Ah well that's not really a good comparison. Killers are all designed differently, where as all survivors have the same objective. Killers powers are balanced individually, Myers instadown is balanced around his power, having instadowns means he is lacking in other areas.

    Survivors all have the same objective, it doesn't change depending on what survivor you are playing. When they bring toolboxes into a match, it simply decreases objective time and that's it.

    The only partial equivalant to toolboxes that killers have are addons, but they mostly don't affect objective time as much as toolboxes do. There are some that do need nerfing though, like Iridiscent Head.

  • @VincentRedfield said:

    https://forum.deadbydaylight.com/en/discussion/comment/998014#Comment_998014

    Tell that to michael myers, hillbilly, and ghostface. And huntress.

    Wait what? I don't quite get your point here.

  • @VincentRedfield said:

    https://forum.deadbydaylight.com/en/discussion/120606/would-you-rather-have-gen-times-slowed-down-or-toolboxes-nerfed

    Toolboxes. Killers already will tunnel and camp any item bringers to death so let's make it official. No items at all.

    Nerfing items is not the same as removing items. Toolboxes getting nerfed would be a good thing in my opinion, being able to decrease your objective time by a big amount is not healthy for this game, since the game needs to be balanced around it's objective time.

  • No I meant buffs. Freddy's rework comes to mind immediately. Then there's the healing nerf, big decrease in pallet density, nerfs to certain survivor perks, and so on. Sure these are indirect buffs, but they helped killers a lot. The game has improved a lot over time in my opinion. But this sound bug still being in this game, plus the speed at which they are reworking maps, is a problem.

  • @Malik1178 said:

    Maybe youll be able to hear them if you had a headset and actually listened. If you suspect a survivor is near try hearing grass move

    Dude I've seen in multiple videos and experienced myself in game that survivors pretty much don't make any footstep sounds at all, no mater how close you are to the survivor. This has nothing to do with my headset.

    Just play killer, pick a lerys offering, and then try and get as close as possible to a survivor while they are running from you. See if you can hear anything. You can barely hear their footsteps when right next to them. As soon as they are just one or two meters away from you, you don't hear any footsteps at all anymore. The sound has been decreased a lot in the latest Oni patch.

  • I'd honestly laugh my ass off if a nerf to ruin would mean the downfall of this game. Yes, them nerfing ruin without some small compensation or before more maps were reworked was not the best idea, but I'd be pretty baffled if so many people would stop playing killer entirely. There are still killers that are viable without Ruin. It's just that the killer variety at high ranks will take quite a hit, sadly.

    Personally, I'm still going to play killer. In fact, I can't wait for the patch to release so I can play reworked Doctor.

    Just a shame they are so slow with map reworks. Maybe they really should just add some small second objective for survivors to the game using totems, if they conitnue to be this slow with map reworks.

  • Yes I do think so. I just feel like it might have been a bit too early. If more maps were reworked already, I feel like this change would be much less frustrating to killer mains.

    Maybe this will get them to create a small second objective to slow things down slightly. It would have to be a small increase in objective time though, or they would have to nerf the strong killers too much.

  • I would love to know that too for sure, but it seems like they haven't. Which is just frustrating to be honest.

  • @Blueberry said:

    The sounds are still so bad. It seems to be the running sounds and while slugged. Just had a game as Feng on the ground with me making absolutely zero sounds, no Iron Will or anything.

    Just had a game as Oni on Ormount. Only got one hook before 5 gens popped. The gens did go fast, but I could have definitely done something about that. What screwed me over was the sound. With Oni it seems particularly frustrating, because losing a survivor means you might just have waisted your entire power and have to regain it now. And that happened during my first use of the power. 2 gens popped after that, and from that point on I just played like crap, because who really wants to still try in a match where you get screwed over by the game itself. I was so tempted to just dc.

    I get it might seem a bit insulting to the devs, but the only reason for something like this is a level of incompitance, at least that's the only reason I can think of. Having sound being bugged multiple times, never fully recovering. And now, when the sound gets hit particularly hard, they still haven't even let us know they are aware of the issue one month later.

    I honestly feel like rage quitting on Ormount is the way to go at the moment. Since that map on top of the non existing sound has terrible scratch marks. I can only hope they fix these sound bugs very soon. I don't even mind the Ruin nerf, and I personally don't have much of a problem with the game's current objective time. But the sound bug, that just kills it for me.

  • @Eye66 said:

    https://us.v-cdn.net/6030815/uploads/996/K4CJ5QHH3S26.jpg

    The survivor bias has been pretty open and clear for the past couple months before the recent all-out assault

    I mean killers have seen a lot of buffs as well so I don't feel they are really survivor biased. I just think it's ridiculous that such an issue has not yet been adressed at all. Especially since it has happened multiple times now.

  • @Mellow7 said:

    Killer bugs are not a priority it seems, but basement and med kit bugs are huge priority for the devs. LUL

    Well to be fair, the basement bug was even worse than the sound bug is now. They definitely needed to address that bug before the sound bug, but now it's just taking way too long for them to finally fix the sound bug.

  • I feel like devs tend to rather stay away from flat action speed debuffs. I personally really like the new Ruin. It can still be quite good, but you do have to apply more map pressure to make it work. So you get rewarded for applying good map pressure. It is a nerf though, no doubt. But I don't think it's a big nerf.

    I do think Ruin needed a nerf, it's just that with all the unbalanced maps, it might have been to early. But personally I'd much rather see them nerf Ruin and then maybe increase objective time slightly in general, so you don't need to use a specific perk to do so. If they'll ever do that. Of course, a second objective can only come hand in hand with a nerf to tunneling and camping, and a buff to solo survivors to even out the gap between them and swf survivors.

  • Now, with Ruin getting nerfed, I think he'll be in aperfect spot. I could maybe have seen him being a bit too strong with Ruin, but without, his map pressure and chase potential is exactly what any killer needs to combat gen speed.

  • I don't know, if that many killers would really stop playing the game just because of a nerf to Ruin, I feel like that would be a bit ridiculous. I do agree that the nerf is probably not the best idea with the amount of unbalanced maps still in the game, but I don't think it's that bad either. I feel like it's still a strong perk.

  • I personally feel like Ruin is fine. Maybe increase the regression to 250% or so, but that's it. I wouldn't mind if it wasn't a hex perk or if it had two hex totems assigned to it instead of one, but only if Surveillance wouldn't work with Ruin in that case. That combo is actually really good now, and the fact that Ruin is a hex perk and that you need to use two perk slots for that combo balances that out.

    Honestly though, I feel like Ruin is fine, the main problem are the many maps that are still too big and/or just have too many safe pallet and window loops.

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