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  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/656579#Comment_656579

    Maps need reworks, all the coldwind farm maps could do with being a lot smaller, there is no reason for huge ass fields in the middle of every map.

    Crotus Prenn & Rancid Abattoir can be setup to have an absolutely disgusting loop in it, and they need to go.

    I have never ran ruin, ever (unless roulette or asked too) and I've been rank 1 every season for two years straight (except for this season because I'm so bored of killer I've been survivor maining it)

    Wait is that your opinion on what changes maps need? Or is that your answer to my question what you think his point is? I'm a little confused.

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/656504#Comment_656504

    ahh yes, I'll continue to disprove and you'll just call me dense.

    Toodle pip old boy, maybe spend more time in game actually learning the game awhile I continue to 4K with unviable killers like the plague.

    I have got to ask though, what do you think is his point? Because as far as I can tell it's that the weaker killers don't have the tools to down survivors fast enough and also apply enough map pressure to be viable against optimal survivors, even if you play optimal. In that case I wouldn't say you disproved his point in any way. It's something that can't really be proved nor disproved.

    Personally, if killers are just good enough to cope even with optimal survivors, having at least a fair chance for a 2k or 3k, but also having the chance of getting a 1k and 0k, if you've got the high skills for that killer, than that's optimal balancing. Of course it needs to be considered how a killer does at lower ranks as well then.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/656525#Comment_656525

    I do not think Ruin should be base kit. I have never said that.

    Well then, I thought that was more or less the discussion. Maybe not Ruin, but something that helps lengthen matches.

  • Just bad rng and map design. That's why devs are working on map reworks.

  • Well I didn't even know of that contest. Just find the idea of Clown walking around in that costume quite hilarious. Maybe I'll finally be able to go against a few more Clowns when playing survivor the first few days after this skin releases, which would be great.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/656493#Comment_656493

    Many killers do not have the luxury of having enough time - that is the problem. Am I speaking Mandarin? Or you're to dense to follow? I'm guessing second option. I won't waste any more time on you. Discussing anything with you is like banging my head against a brick wall - in the end pointless and not worth my time and effort. Enjoy living on the other side of the rainbow bud.

    But isn't this discussion about increasing objective time? You know, Ruin as basekit? I do agree that certain killers aren't good enough to down survivors fast enough while also applying enough map pressure, such as Wraith who lacks in chase, or Clown who really lacks in map pressure. But that can't be fixed by extending game time, that can only be imroved by buffing those killers a bit, and improving map design.

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/656484#Comment_656484

    Pallet vacuum comes to mind honestly, it was a huge change for looping.

    Was that change after the Marth experiment? If so than those videos are more irrelevant than I thought. I wasn't even around when that existed, but that was a huge change for sure.

  • This really doesn't prove that gens are too fast honestly. He did mess up quite a bit at the beginning.

    If anything it proves that this map is just not well designed. If this was a low tier killer with little map pressure, it probably would have been more or less impossible to win because you can't down a survivor fast enough and also defend generators on a map so big with killers who can't cover large distances fast. Someone like Clown would have had a horrible time here.

    But that's not a problem of gen time, but a problem of the map design and low tier killers that don't have the tools to apply enough map pressure.

  • I gotta disagree with you on that. I did notice some nice improvements for killers over the months where killers got some needed buffs.

  • @Milo said:

    https://us.v-cdn.net/6030815/uploads/808/FL1JAG2UL64S.png

    I mean we're getting this beauty. Do we need anything else?

    Uhm we are not really getting those skins are we? I'm pretty sure not but it says Design contest winners at the bottom so I gotta ask.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/656426#Comment_656426

    You can do many things without perks but that does not mean one has to be oblivious to the obvious balance issues if survivors play seriously and do not meme around.

    Having 1,8% win rate for killers in 100 matches where Marth played perkless is quite solid piece of evidence if you ask me. That sort of evidence you chose to ignore. Oh, yeah I'm sory your several screenshots are of much higher value. EXPERIMENT DISPROVED!! Oh Senzu you've shown me the way - you're the greatest killer, player DBD has to offer. Teach me your ways.

    100 matches of Marth's experiment don't necessarily prove anything either though. You don't know how many killers were actually playing optimally in those matches, and how rng affected the matches as well. Taking a series of matches doesn't really prove much at all. Also, when were those videos made? I'm pretty sure there have been many balancing changes since then, especially ones that buffed killers. Healing and pallet density nerfs come to mind right away.

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/656420#Comment_656420

    I'm happy to be whatever the forum wants to label me as, I'm not the terrible player that needs my hand held and wants ruin to be basekit, the fact that you're arguing with me about NEEDING ruin is ridiculous.

    By the forums standards, barr one (the nurse match) I played "weak" "not viable" killers without ruin and still 4Kd most matches.

    I'm sorry but if I can play weak, unviable killers without a "needed" perk and still come up on top it PROVES YOU DONT NEED RUIN.

    Maybe if you're bad at the game you "need" ruin. But as you said, you can post 4K Rank 1 matches with 0 perks, yet further proof that ruin is not NEEDED.

    When they say you need Ruin as a killer, they mean that you need Ruin as a killer to have a chance to win against optimal survivors, even when playing optimal as killer yourself. Something I'm not sure about, though I would say that's not really the case, the only problem being the bad map design of some maps.

    However, that's why showing a bunch of videos or screenshots where you win as a killer doesn't prove that you don't need Ruin to win against optimal survivors. It just proves you can win at red ranks without Ruin. Just like Marth's videos don't prove that killers have no chance against optimal survivors. Even more so since there have been many balance changes since then.

  • @Atrushan88 said:

    @WTBacon Pig and GF are fine. Wraith is the problem, and it's not because of aura reading. Also, the only correct way to buff Alert would be to make it immune to undetectable, but the problem is there are even WORSE aura reading perks(Dark Sense for example). OoO is only so bad that it helps the killer and not the survivor running it because while you have a stealth killer who is undetectable, you can't see their aura, but obviously they will still be able to see yours because it works by showing your auras to each other. If you can't see their aura, and they can see yours, it makes it pointless because there's no upside to the perk. Why would anyone use a perk that could potentially not give them any benefit while still giving the killer the benefit?

    If OOO really will still show your aura to killers while not revealing their aura to you, then that should be one of the highest priorities to fix. Obviously that never should work. But OOO right now can seriously hurt stealth killers, so I think it's fair that it doesn' work against them. In the case of Alert and Dark Sense, I would be happy if they'd become immune to the undetectable status effect.

  • Yes please. This would be such a great change to close the gap between solo and swf survivors.

    The only thing I fear is that it could hurt stealth killers quite a bit, especially Myers and Ghost Face. But they do get hurt a bit by swf that way, and it would allow the devs to maybe make some small adjustments so they don't get hurt by that anymore.

  • @JawsIsTheNextKiller said:

    Seeing the red stain through the walls makes the pc version worse not better.

    You can use that for some mindgames, though.

  • Skill based map pressure and maybe gen regression would be the best. But no idea how something like that could be implemented. Especially since some killer already have great map pressure, while other killers, mostly the weaker killers, don't.

  • @Jdsgames said:

    https://forum.deadbydaylight.com/en/discussion/comment/655944#Comment_655944

    Although, I don't throw streamers as to be the all knowing all wise as some people do. There was a recent post by Tru3Talent

    https://www.youtube.com/watch?v=EsvZm6LlAZw

    Although, it looks click-bait esk the loop in question is no doubt strong. You had two strong structures and two strong loops alternating in a line. Luckily RNG of pallets caused one to not spawn and it was only 2 strong structures and a strong loop combo.

    However, due to tile rotation the loop structure created is almost unbeatable without the survivor making a severe foolish mistake. Which yes can happen, however, in many cases not likely.

    Yes, it was a non-meta killer and yes both sides made a mistake which caused the capitalization on the killer's side be a miss. However, the amount of 'Loop money' as you guys call it to a competent survivor could waste all 5 gens there on almost any killer.

    I do agree the killer could have played more optimally in that situation. However, to a decent survivor say against a billy. Could still waste 3 gens minimum on that alone before getting hit. Which there were also smaller loops nearby as well for safety nets as shown in the match as well.

    I mean, this is entirely a map design problem. Map design in general isn't that great in the game, but that's why we are getting reworks to them, which I am looking forward to. Which is also why I don't think we need any additional objective to increase the length of a match right now, I think map reworks are the answer. Some maps could be a bit smaller so that killers who can't cover large distances can apply map pressure a bit better.

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/655157#Comment_655157

    yes, waste more time searching for a secondary objective, just to then hold 80 seconds on a gen, sounds game changing!

    What the hell? They could maybe then reduce the gen time if there would be such a second objective. It's not about being game changing, some people just want the game to last a bit longer. And I was just explaining what other people would probably like to see as a second objective, which reuquires exploring and not holding more M1, because you said there could be no other objective that doesn't involve holding M1 even more.

    You really can't deal with people who have different opinions, can you? Cause you seem to get offensive to anyone who doesn't agree with you. Not that that's a rarity on these forums anyways. Many people here seem quite immature when it comes to that.

  • @BunnyTheHutt said:

    https://forum.deadbydaylight.com/en/discussion/comment/651804#Comment_651804

    yes you do need ruin, on every killer. It's pretty much manditory at red ranks because otherwise gens are done in 5 mins. Almost all streamers who play DBD use ruin, because it's needed too even have a chance of winning. Please add a second objective so red ranks isn't just loosing or playing Nurse.

    I'm not sure if you really need Ruin. Tru3ta1ent didn't use Ruin for some time and was able to 3k or 4k most matches I believe, not sure though. But it does force you to adapt with your playstyle. You definitely can't go for any long chases.

    It's hard to tell though, gens can go very fast, that's for sure, and the weaker killers can really suffer from that. Especially on big maps, but that's more of an map design issue, which maybe will get adressed with the upcoming map reworks.

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/655056#Comment_655056

    If you think a secondary objective wouldn't somehow still be hold M1 I don't know what to tell you.

    I think most people hope for a second objective that involves exploring the map for it. Would probably be more fun than sitting on a generator for 80 seconds.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/654778#Comment_654778

    Well said. I agree with you 100%. Sure there are killers who will complain all the time about everything survivors have, but at the same time there are people who played this game for so long they can recognize weaknesses of some killers like the Clown.

    I play both sides in my 2800h and I want to see all killers viable, does not matter who they face. Good killers with legitimate complaints do not want to 4k every game - they want to have fair and enjoyable games. Poor map design, bad RNG, time pressure, bad addons, poorty designed and executed abilities of some killers are all legitimate complaints killers have. Sure you can win matches as perkless killer from rank 20-1 as was demonstrated by Marth in his Iron Challanges but that does not prove all killers are in a good spot. Too bad some people are just too blind to see it.

    Yes exactly. It goes both ways though. Survivor concerns get that treatment as well, sadly. Especially when it comes to camping. All the git gud comments that totally miss the point of survivors complaining about camping.

  • It's not the hitboxes, it's probably just connection making her movement look really weird. On her end it probably looked like she got a clean hit on you.

  • Those people are just salty braindeads, nothing more. I can't fathom how some people can be so ridiculous honestly.

  • It's impossible to say how good it's dash is to help it in chases from the footage we got to see. So we really need to wait until the ptb. If its teleport is its only reliable ability, than it most likely will be quite weak and not too good at red ranks. But in that case the devs might improve its dash to make it better in chases.

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/654718#Comment_654718

    It was a streamer I watched..but your missing the entire point , the fact the gens can get done that fast with any resistance at all from the killer is absurd..yet..they could be trying to under handedly strip the nurse of her best addons while allowing to survivors to keep the capability to do what they can do..meanwhile survivors are openly planned to be buffed at some point to close the gap of swf and solos. Survivors are about to get stronger while the devs want to mess with the top killers? It sounds like a recipe for a dark times part 2..plus as I said the first chase was no longer than a minute..how fast should killers be expected to catch survivors ? Especially non nurse killers..

    I mean if solo survivors get buffed then that might just give them more room to also buff killers, at least the weaker ones that could need some buffing. But of course survivors will be able to do gens very quick if the killer doesn't apply proper map pressure. If this wasn't the case, it could mean that going against a killer who applies proper map pressure will be almost impossible to beat.

    Also, you shouldn't forget that there are more map reworks coming to the game, which will indirectly buff the weaker killers by having more loops they can mindgame survivors.

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/654683#Comment_654683

    Well then it doesn't matter what devs do.

    If you win against survivors they're just bad, if you lose against them they're optimal, it couldn't possibly be that the killer played poorly or played well.

    Just admit that sometimes you play poorly, I posted a video of a killer almost everyone agrees with is weak getting 32 4Ks over a few days while using speed limiter, it's entirely the person in control and the players you face that decides whether you win or not, it isn't always "survivors are op".

    No that's not really my point. Of course it's often because a killer didn't play optimally and got outplayed, but not everyone who wants killers buffed are here on the forums because they lost and can't accept that they made mistakes. They believe that certain killers barely have a chance against optimal survivors, no matter what you do, based on their observation of the game's balancing. You know, map design and the loops of a map, the killers power, survivor and killer perks, and so on. That's all I'm trying to say.

    You just seem to assume that everyone who wants killers buffed are sore losers. If you believe killers are good enough that's fine, but people are allowed to believe killers are underpowered as well. Of course many do just because they don't want to blame their lacking skill for losing, but that's their problem. The point of this forum though is anyways to gather feedback from as many players as possible, and try to listen to the majority while of course also trying to judge the game's balance themselves.

    From all my many hours with this game, I personally would agree that there are certain killers that just are a bit too weak to have a fair chance against an optimal survivor team, to get a 2k.

    Clown for example. His chase potential is quite good, though it does depend on the addons he is using and what loop a survivor he is chasing is at. But his map pressure is absolutely awful, since he has no way to close any distance and in addition has to waste a lot of time reloading his bottles. And I personally just believe he has almost no chance at winning against an optimal team that is optimally organized, since he can't defend gens enough while also downing survivors fast enough to combat the speed at which survivors can repair gens. He just takes very long to get to gens he needs to get to, especially on very big maps that hurt him in particular. Of course not reloading can help a bit to reach gens a bit faster, but then he has no chase potential if he finds a survivor.

    However I'm not saying this because I've lost games with Clown. In fact I can admit that I probably barely ever had a game where I played him quite optimally. But I can also make statements based on my observations regarding this game's balance.

  • Were you the Nurse? Whoever played the Nurse, it sounds like they didn't apply any real map pressure.

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/652960#Comment_652960

    There is no thing as "optimal" survivors, you get survivors playing well you get survivors playing badly.

    too many people focus on the 4K, it's a video game, have fun for christ sakes, the game should never be balanced around 4Ks because then the game just isn't fair.

    you don't have to win every game, I certainly don't "win" every game but I'm also not someone who does poorly with a killer and then cries about how bad that killer is and starts crying for buffs.

    You're not supposed to 4K every game, deal with it.

    https://us.v-cdn.net/6030815/uploads/014/1QQBU34EB9X5.png

    https://us.v-cdn.net/6030815/uploads/555/7XL6V60SY6FH.png

    https://us.v-cdn.net/6030815/uploads/264/5FQF55HB3IHK.png

    https://us.v-cdn.net/6030815/uploads/542/REK7NW0TWH8I.png

    the game is not hard.

    That's not what all people do. Sure, there are some who lose a game and then blame it on the killer, but many people just believe that there are killers that have almost 0 chance of winning against an optimal team, no matter how optimal you play as killer. They are not just all going to the forums crying about killers being to weak because they got their ass handed in one game.

    The games you don't win are probably those you verse against optimal survivors, and those you win may not be against optimal survivors, depending on which killer you play. At least that's what many would believe. I personally agree that there are certain killers that have to little chance of getting a 2k against an optimal team.

    Of course believing you should get a 4k with killers when you play optimally, no matter how optimal survivors play, is pretty stupid of course.

    I agree that there is no need for a second objective though. Definitely not. We are getting map reworks, which in general will only buff the weaker killers, which is great, and Billy, which could become a problem. The weak killers might need some small individual buffs, but that's it.

    Many people sadly also seem to forget the fact that there is a lot of rng that can affect the outcome of a match.

  • @Zagrid said:

    https://forum.deadbydaylight.com/en/discussion/83582/its-been-3-years-people-why-do-pallets-still-do-this

    They did do that change back in 1.9.2 where if you stunned the killer at any time during the pick up the killer would let go of the survivor.

    Then after the community of killers literally blew up every media outlet possible to tell the devs how incompetent they were in removing the skill to getting a save and how there were already enough second chances at the time with Old DS, Old BNP, the infamous pallet vacuum, and many infinites still not fixed. So basically every killer boycotted the game until it was removed.

    So then a week or 2 later they removed it, but they said they might add it back in, 2 years later, they didn't add it back in. I wonder why?

    Why would they? Something that can buy survivors so much time and waste a killer's time should take some skill. Just dropping the pallet during the animation, no matter when doesn't take a lot of skill.

  • This game doesn't need any Mori's, insta heals, keys, or other overpowered red addons in my opinion.

  • You really shouldn't care for those people anyway.

    Honestly, the gaming community may have a lot of great people, but it's also very scary how many braindead morons are among the gaming community.

  • @toxicmegg said:

    https://forum.deadbydaylight.com/en/discussion/comment/652537#Comment_652537

    stridor isnt top tier, but it's a good perk. and im not trying to prove anything, like i said my point is that survivors have few useful perks compared to killers who have nearly all perks useful.

    Wait what? Almost all killer perks are useful? Are we playing the same game? I mean you could argue that every perk does have their uses. But in that case that also goes for survivor perks. There are many killer perks that are not very good, just like many survivor perks that aren't very good.

  • How on earth was MoM an anti-noed? That perk was just broken.

    I'm not a big fan of NOED myself, but it's not op in my opinion. A totem counter would be nice though, to close the gap between solo and swf survivors ever so slightly.

  • @Exerlin said:

    I'm sorry that people are being awful to you just because you play spirit, but you should probably expect DCs when playing her. She's a very un-fun killer to play against for most people (including me) since you're basically flipping a coin to determine whether or not you're getting hit. She's the main reason I don't play survivor as often as I normally would, and while any harassment you receive is completely unnecessary and uncalled for, DCs should probably be expected.

    No reason to just dc against her. While I don't think she is op, I wouldn't mind some adjustments to her.

    Still, dcing against any killer you don't like to face is a little ridiculous. Boy I hope that dc's will get punished more in the future.

  • @Luigifan64 said:

    https://forum.deadbydaylight.com/en/discussion/comment/651715#Comment_651715

    I’m sorry, I was wrong to generalize every killer who uses a perk like that as boosted; I just have had numerous bad experiences with killers using 3 or even 4 in a game that just make a single game drag on and on, making the experience not fun.

    I mean, you always got to think though that those killers don't have any perk to help them detect survivors or help them in a chase. At least the low rank killers can very much need any perk that slows down the game.

    I can understand your frustration with those builds, but I do feel like there is nothing wrong with using four perks to slow down the game. Generators going very fast can also be very frustrating for killers.

  • @Luigifan64 said:

    https://forum.deadbydaylight.com/en/discussion/comment/645169#Comment_645169

    Yeah because they just keep adding ######### slow the game down perks instead of fun ones that boosted killers will use because they need it to win.

    Seriously? Boosted killers? Just because they use perks to slow down the game? Lol. Gens can go very fast, it's nice to have options to use to slow down the game a bit.

    Personally I think most of these new perks seem quite good. I wouldn't mind small buffs to Babysitter, and having increased walk speed with fixated even when injured would be nice as well. Second Wind though seems fine as it is, allowing you to not have to waste time healing yourself. Maybe a small buff would be good. We should probably wait unil the ptb is out.

  • I mean I still think whether Ruin is fine or not is based on an opinion. Some people don't mind the rng and like having a second objective that is searching for the totem. I think cancer is a bit of a different topic. That's not based on anyone's opinion.

    For me personally though Ruin right now is a necessary evil, otherwise games can go way to fast when playing a weaker killer. I don't mind the perk. Of course if there was a way to make it less rng, I wouldn't mind. I really like your idea of having it just be the first 10 skill checks for every survivor and after a survivor had 10 skill checks the skill checks for that survivor return to normal. Something devs could consider in my opinion. But I do not mind the way the perk is right now and it seems like many other don't eiher. Once again some probably like that it kinda adds a second ojective.

    I agree that Ruin can have quite an effect on how a match goes. But once again there is enough other rng that can affect a match's outcome, such as addons/items and map rng. I've also seen teams do very well with Ruin up very long because they are good at hitting great skill checks.

    If there is one thing I really don't like about Ruin, than it's the fact that it does hurt lower ranks more than higher ranks. At high ranks the perk seems balanced, albeit based somewhat on rng, but on lower ranks this perk can seem a bit overpowered.

  • @ThePeeje said:

    Thanks guys, but i dont need anyone to tell me im wrong thanks. You dont play 1700 hours on PC since 2016, 300 on xbox since and not know what youre talking about.

    I get it, some people find it fun to face against.

    Some people dont begrudge weak killers having the edge.

    But what no one has refuted is the enormous amount of RNG involved with this perk - which in no way rewards skill. Its a roll of the dice. I get that casual players might like that. But i dont like winning or losing based on luck.

    Finally, swf do have a big advantage. They know whether they can handle the skill checks or not. They know whether everyone is going to just check their nearby area. So many times, i see another survivor running the same direction as me, over the same area, which is clearly a complete waste of time.

    So look guys, i've been right on so many things getting changed. For every weak or OP perk, there's been people like you who defend it. But the devs arent stupid. If they check their stats, they'll see that even if overall the results end up balanced, if they look closer, theyll see the final outcome is totally linked to the survival of Ruin. Less than 1m, 3 or 4 will survive. Over 3m - easy 4k. I charted the stats once in my own games and it was conclusive.

    Every single perk that was OP or too weak - they have since buffed or nerfed. Bar none. Even SC, BT, DS - they nerfed them all. I don't know why they havent changed Ruin yet, but i'm 90% sure they will eventually. It's far from a top priority. But killers shouldnt have to rely on a luck based perk. Gen times need to be slowed anyway. Without Ruin its an easy win. With it, no amount of skill can get you out the door.

    Why the hell do you even start a thread when you can't handle any feedback that doesn't represent your opinion in the first place? I get your point, but some people may think otherwise. Seems a bit weird to get so offended because of that.

    I agree that Ruin is a bit too RNG based. But it's not like the outcome of a match solely depends on when Ruin gets destroyed, in my opinion. Hex: Devour Hope is if anything more RNG based, since you either find it fast enough so it becomes useless for the killer, or you don't find it and the killer wrecks you with that perk. And personally I feel like there is a lot of rng that affects the outcome of a match beyond Ruin. Simply just the addons and items a killer or survivor might bring into the match.

  • @Richter_Cade said:

    https://forum.deadbydaylight.com/en/discussion/comment/649644#Comment_649644

    Camping isn't a good strategy right now though unless your group decides to do nothing or run into the killers arms while you are being camped. The punishment is you get one hook and next to no points.

    The only reward comes from players being dumb and that isn't a Dev problem.

    I mean if you get camped it's not your fault that your team mates are bad. The thing is it's just important to make the game as fun as possible for all players. And camping right now is a serious issue. I know it's not the most efficient strategy, but it can be good against solo teams and in particular low ranks. And I think it is important to make sure that everyone enjoys the game. It's not an issue of balancing but one of design quality.

  • @justarandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/649908#Comment_649908

    That's why on low ranks ruin would be weaker than on high ranks. Did you even read my post or just the title? You probably read just the title

    I read the entire thing. But making something stronger or weaker depending on rank and killer tier is a terrible idea in my opinion.

  • @Milo said:

    They could (and maybe will) change Instaheal to be like "Second Wind"

    That would be so good. Maybe have it heal a survivor over 6 or 8 seconds or so. So you still heal faster than normal and survivors don't need to waste time healing.

  • @starpilotsix said:

    I don't know why people even complain, to me, Ruin adds fun variety to the gameplay. Sometimes, you have a second objective you have to do, and in exchange, once it's completed, the killer's less powerful. Sometimes you don't, and the killer has an extra perk. I don't want every game to be the same (and, though it's quite common at higher ranks, it's never universal).

    Playing 'find the totem' is generally more fun than just sitting on a generator anyway (particularly when Ruin is in play, which is why I rarely bother to 'power through'... I can, it's just boring).

    I fully agree. If anything I'm happy to see a killer use Ruin. Having to hit great skill checks also adds a nice challenge to repairing generators.

  • Getting hit three times to have this perk activate is just to easy of an requirement in my opinion. Being able to take one extra hit is so huge and wastes the killers time which he doesn't have against a good team.

    Three safe unhooks would be a nice requirement, and when the perk is active, instead of going down you should just get inflicted with the Deep Wound status effect. So you can take an extra hit but if the killer decides to leave you you will be forced to spend some time mending.

  • Gens can indeed go very fast, but I don't feel Ruin should be built in. Especially not as long as it is more effective against lower rank survivors than against high rank survivors.

    If it was though, it should definitely be a destroyable totem, that's for sure.

  • Maybe the devs could create some kind of perk based around that idea in the future, but this would be just a big buff to all none stealthy killers which wouldn't be good at all. Even as a perk it would have to have certain conditions to be met or it would just turn every killer into a stealth killer more or less.

  • Personally I think it would be fine if he could just carry 2 or 3 traps at base, and if his traps spawned more in the center of the map and near gens. I do like your 3rd point though, on some maps his traps are just too easy to spot.

  • @Carpemortum said:

    So, you're saying camping at low ranks is giving 4k. And you're not to blame in the slightest?

    If they camp. Do gens. Period. At leas one should get out.

    Also, camping and tunneling has existed almost the ENTIRE life of the game. That wont kill it.

    I mean the problem isn't that camping is op or anything. There definitely is counterplay. But it's no fun for the survivor that is getting camped, because he doesn't even get to play the game when on the hook. And that is just bad game design.

    An online video game should strive to be as fun as possible for both opposing sides at any time. And DBD is far away from that, sadly.

  • @LegendCZ said:

    https://forum.deadbydaylight.com/en/discussion/comment/649759#Comment_649759

    You got me wrong man i do not stand for camping. My main perk is Devour Hope = Rewards non Camping. But it gets destroyed all the freaking time :(

    Anyway i onow chases are core of the game, but they take too long even on a straight line, and when survivor gets to looping? The guy is faster then you.

    Survivors have Cabinets, Walls, Tall Grass, Duck to avoid killer.

    Killer has ... Chases? And he is not even good at one thing he does, if you are not Nurse, The Spirit, Legion or Hag.

    I mean if survivors loop you around some object, you are still faster than survivors, just not as much faster as when you chase a survivor in a straight line. Obviously there are many maps with too many safe loops that can waste too much time of M1 killers, but that's something that is getting adressed in the future with map reworks. More mindgameable loops and less safe ones, like the new Badham maps. This will hopefully make the weaker killers more of a threat.

  • This would be so good for the game. I really hope the devs do that.

    @FlipRickyDonks said:

    Ok, there is a reason SWF is extremely strong in this game. The information, simply passed between two survivors, even just about perks, is huge. When doing this, survivors can play optimally to allow for all survivors to get max value out of their perks, which is not ok. It is an unintended cosequence when it comes to SWF, but when it comes to solo, there needs to be the inherent risk of running a perk that needs conditionals met. For this reason alone, this idea would be massively detrimental to killers. Plus, survivors can already do this if they want to within the chat.

    The balance gap between solo and swf survivors needs to be reduced in order for the game to become more balanced. How is it good for the game's balancing if swf continues to have all these advantages over solo survivors?

  • @LegendCZ said:

    https://forum.deadbydaylight.com/en/discussion/comment/649637#Comment_649637

    Oh so rank. Thats right. I prefer lower rank though because it is not as infested with SWF groups. Its nightmare to play againts those.

    https://forum.deadbydaylight.com/en/discussion/comment/649736#Comment_649736

    Can we do the same for looping? Hiding and mindgames should be weapons of survivors. Not outruning the killer.

    No, because chases are a vital part of the game that are fun for both sides. Braindead safe window loops are a different issue that will hopefully be adressed soon with the map reworks. But chasing is a core mechanic of the game. You can of course still try and hide to lose the killer.

    And yes you can argue camping is a core mechanic of the game as well. But it's no fun for the survivor getting camped, at all. It's just bad game design.

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