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Perk: instantly die and disable the killer's power for 10 seconds.
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Yes. Please add it so I can have instant queues. I'll enable playing against swf so my queues are shorter.
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I rarely find DS a problem as a killer. The only thing I would like them to address is annoying rank 1 SWF groups baiting you into downing them so they can DS you. It's not an anti-tunnel perk at that point.
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I had my addons randomly unequip but it wasn't after every match.
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Doesn't really matter when console survivors are significantly easier to play against. This has been statistically proven.
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Isn't Pyramid Head somewhat of an anime killer since the company that developed the Silent Hill series is Japanese?
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@Mtom912 said:
spirit doesn't need stridor regardless of iron will or not
Can you elaborate?
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@PrettyFaceKate said:
Iron Will is not rare in the red ranks.
Rank 1-2 killer here. Don't really see it much ever since Spirit got nerfed.
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Just a reminder that a Deathslinger on PC is far more deadly than on console. Some of these comments are probably from console players that have not considered this.
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@NuclearBurrito said:
Knock out was nerfed. Now it only works on basic attacks. The compensation buffs aren't worth it.
True. I wish they didn't make that change but it's a buff for killers that down with M1 and there are a few that could run this perk, e.g. Hag and Nurse.
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Nah rank does matter. The difference between playing against 4 red ranks compared to 4 purple ranks is so obvious. When I play against purple ranks, it is fairly common for them to only complete 1-2 generators before all dying. Red ranks usually complete 3-5 generators. I would only say ranks don't matter much between rank 2-4 players since they are roughly the same difficulty. The feeling I get is that rank 5+ survivors just haven't grasped the fundamentals yet. They make errors game-losing errors far too often.
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It might be because console players are casuals while PC players are tryhards.
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This map is godlike for any killer that benefits from tight corridors or corners, e.g. Pyramid Head and Huntress. I legit have gotten 4k every time (with occassional hatch) at red ranks. I even got one with Clown. This is straightup the best map in the game for clown because:
roofs everywhere to throw bottles
every loop is short so the bottle covers the whole loop
almost every room is a corner, so they literally cannot escape the bottle
the corridors are tight and long making it extremely easy to land bottles
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Don't try to use his range attack in the open. He plays like a Demogorgon. You only use it at spots it is guaranteed to hit, which either gets you a hit or forces them away from the window or pallet. Using it to bait is important.
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Tbh, I love this map as killer. Survivors literally have no where to run and they can't find gens for #########. Every room is a corner. I hated it at first but now I see it as a free 4k.
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Your build is trash. If you want a ggez, run this build.
Perks:
Infectious Freight
NOED
Deathbound
I'm All Ears (optional perk)
Addons: double range
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The Green + Yellow range addons needs to be his default range. This killer is terrible without range addons. With range addons, he is fairly good imo.
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Yes. It is significantly longer for red rank PC>
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Maybe I was wrong about Rites of Judgement. You just drop it for 2 seconds as you walk past good spots to use it. You don't go out of your way to use it or set it up because it wastes too much time. Only when you hook a survivor should you set up a circle around the hook.
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@Wubalubadubdub03 said:
Several times I got survivors to abandon loops or take wider paths to avoid trails. It also seems to be decent at tracking in some situations. I have found myself getting better at knowing when and where to place them the more games I play, so while it may need a slight buff but it is just too early to tell.
I think in time survivors will realize that being tormented isn't really that bad compared to abandoning the loop.
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@Dreamnomad said:
https://forum.deadbydaylight.com/en/discussion/comment/1147963#Comment_1147963
People need to chill when looking at this data. It's not official data. It's data collected from one player. Which means that there is one constant. The player collecting the data. Which means that the 40% kill rate is only accurate when that specific player is in the game. The player is clearly better than average. Based on this data the deadliest killers are Shape and Cannibal for example. Is that consistent with your experience?
Actually yes. The only time I play Myers is when I use Tombstone Piece, and the only time I play Bubba is when I basement camp. I am essentially guaranteed 2 kills in both of these scenarios.
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Most killers are rocking 40% kill rates. Balanced? :thinking:
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Get rid of Overcharge. It does nothing against purple and red rank survivors.
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Tbh fairly good. It was mostly 3-4 kills today. As long as you play a top tier killer or a killer with a strong early game, you will be fine.
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New Ruin encourages slugging. You just do not have enough time to hook survivors. You need to be constantly pushing survivors off generators. I am currently running this Demogorgon build and I just slug if the dying survivor is in a hard spot to find. I am finding this build very effective and getting 3-4 kills against red ranks.
Perks: Surveilance, Hex Ruin, Hex Thrill of the Hunt, and Knock Out.
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@Rivyn said:
New Ruin is good on all high mobility characters. Billy, Nurse, Spirit, Oni, and Demo, since you can apply pressure all over the map. It's ironic, since it's low mobility killers that need Ruin to work for them, not high mobility.
Billy and Demo are really the only ones that can defend the totems very hard and effectively though. Oni can but if his power is out, he cannot defend them. Spirit is not fast enough in my opinion. I have not tried it on Nurse but with the blink cool downs I am unsure.
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@Eye66 said:
https://forum.deadbydaylight.com/en/discussion/comment/1018916#Comment_1018916
They basically killed themselves in both games in a way that would've happened with any other killer, mandess tiers being lousy now is the point
Why post the games then if they basically gave you a free win?
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Ruin lasting until end game? LOL. I do not agree with people saying it gets cleansed in 20 seconds every game but it usually gets cleansed after 1 gen.
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@NullEXE said:
So far I have had 2 games as Legion with this new Ruin. In both those games 2 survivors dc'd.
I really don't like the sudden Ruin changes.
But I do appreciate this Legion buff.
Yep. It is definitely a massive buff to Legion as he forces survivors off generators.
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Your title is misleading. You should mention that it is only for the Hospital rework. I am fine with this as the map is reworked and hook distance should be adjusted for proper balance.
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- Huntress
- Pre-nerf Oni
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I think people hate it because of the stun, Stuns in general are annoying.
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Funny how there were people saying she was barely touched from the nerf.
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@PumpkinKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1007765#Comment_1007765
Maybe. But I feel like it's because of the rank changes. It's a lot easier to get into the lower ranks and stay there so more survivors are in the red Ranks. And then the swf changes, the lowest rank player is the killer match so more survivors in lower ranks because of that. Hope it made sense.
The rank changes affect both killer and survivor, so it should also make it easier for killers to get into lower ranks and stay there balancing it out.
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@Hag.is.Dtier said:
PS4 has dedicated servers, what are you talking about?
It was only enabled 1 week ago and Xbox still does not have it.
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@Yamaoka said:
So now statistics matter all of a sudden?🤔 Guess we can all agree that killers need to get heavily nerfed IMMEDIATELY based on the kill rate statistics then!
If you are referring to how killers criticized these stats https://forum.deadbydaylight.com/en/discussion/106566/stats-november-2019, it was not that they did not matter. It was that they were misleading. The red rank stats only had the condition of there being a red rank killer, meaning there could have been something like 4 purple rank survivors and 1 red rank and it would have counted. This thread also taught me somthing new: console survivors survive far less. Those stats from November were a mix of PC and console, meaning killer stats were inflated. This could be by as much as 10% considering that is how much lower console survivors survival rate is.
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@Seltas0208 said:
That's a fair point. But those stats are kinda outdated by a long shot, a lot of changes have happened since those were released.
Like what? Name at least 4 that matter and explain why those things would cause a difference in survival rates between console and PC.
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Now that Hex Ruin is more in line with other Hex perks in the sense that its impact is not immediate/it is a late game perk, will you do anything to make Hex totems harder to find? Most Hex perks are weak due to the high risk they get cleansed before they have impact.
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These types of thread will mostly attract answers from those that are high rank, especially because the posts are not anonymous and posting a low rank will descredit their opinion on Ruin.
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Another interesting statistic would be percentiles for survivor and killer separately. I am curious about whether it is easier to reach red rank survivor or killer.
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Killers want 3-4 kills because 3 kills = no pip and 4 kills = pip.
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@Xerge said:
I'd rather you'd be able to place your hex on dull totems again. If it's devour or lullaby it would restart with 0 stacks.
The problem with that is it would make Hex: Haunted Grounds obvious. If they spot any totem early in the game, it is safe to assume it is Haunted Ground. Also self-placed totems would probably be too strong. Survivors would have to check have crevice for the totem.
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I watch almost all of Otz's content. He has been doing almost all no Ruin games lately. He 3-4 kills most of his matches. He only struggles on the rare occassion survivors bring BNP or many toolboxes.
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Only for the perks. The killer is extremely bad.
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My opinion of Doctor stands. Apparently, the 3 second cool down starts the moment you channel Shock Therapy. Shock Therapy channel takes 1 second. This means he will only be blocked from attacking for 2 seconds. This is not really that relevent because the shock prevents survivors from interacting for 2.5 seconds, which means you have 0.5 sec where they cannot drop pallets or vault and you can attack. In reality this period of time is even longer because vaulting takes 0.5-0.9 sec and dropping pallets take some extra time. Anyway, this basically means they have to abandon the pallet or window if they get hit with Shock Therapy. After learning this, I now think Doctor will be top tier because it would be extremely hard to loop a Doctor when he can deny pallets and vauilts so easily. I forgot to mention, it is now also harder for survivors to determine when you will use Shock Therapy since you no longer have to swap to Treatment mode.
@GodDamn_Angela said:
https://forum.deadbydaylight.com/en/discussion/comment/971827#Comment_971827
Even still how in anyway is this a buff?
You explain how you think it is, but its not. Thinking about how long the delay would have to be for it to be balanced it would have to be at least 1.5 to 2 seconds. The current AoE field allows you to tag survivors and see where they are, with these changes you can't really do that due to the 60 second cooldown.
Then you have the Snap out of it Changes that you decided to ignore. Huge nerf. No doubt about it.
"Thinking about how long the delay would have to be for it to be balanced it would have to be at least 1.5 to 2 seconds."
Read the above.
You need to elaborate on "The current AoE field allows you to tag survivors and see where they are" because I do not understand.
"Then you have the Snap out of it Changes that you decided to ignore. Huge nerf. No doubt about it."
I ignored it because madness was not really useful. The location information it gave was not that useful since Doctor struggled badly to chase a survivor anyway. The main use of madness 3 was preventing them from doing gens, healing, and etc. With the major buff to Doctor's chase, he does not need to bring survivors to tier 3 or even 2. Chasing them and downing them has the same effect i.e. prevent them from doing gens, healing, and etc.
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Yes. I just will not play low to mid tier killers anymore.
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@SteelDragon said:
https://forum.deadbydaylight.com/en/discussion/comment/972742#Comment_972742
wrong, ruin did the 5% regression AND stalled the progress of gen repairs, so it was more than 5% total progress lost
current regress rate is 1/4 the base repair speed of survivors, I.E it takes 4 seconds for every 1 second of progress,
80 seconds of 1 survivor = 1 gen. that is 1.25% per second
base regression is 1/4 of 1.25% which is .3125% per second of regression
ruin at most DOUBLES the regression rate when survivors are not on the gen. so that means regression rate is .625% per second
Old Hex Ruin stalls the generator for 2 seconds and it takes 80 seconds to repair a generator so the stall adds 2.5% regression totalling for 7.5% regression.
It takes 320 seconds for a generator to regress 100% (https://deadbydaylight.gamepedia.com/Generators). For it to regress 5%, just do 5% times 320 and divide by 2 for the double regression speed, which is 8 seconds. For it to regress 7.5%, it would be 320*7.5%/2 = 12 seconds. Regardless, the main reason why I think the new Ruin regresses generators faster is that top survivors actually land most to all of their Hex skill checks, so you are not actually getting that 7.5% regression in high level games. You will see this when you watch high level survivor stream.
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Tbh I do not think the Ruin change will worsen the performance of top tier killers. They have excellent map pressure and will still be able to benefit from Ruin. FYI, a generator only needs to regress for 8 seconds to regress 5% (the same as old Ruin). Assuming there is only 1 generator, the new Ruin will regress the generator much faster than the old Ruin. They will also no longer have to waste time kicking generators. The only killers that will be affected are the low to medium killers, which is why I think the Ruin change is bad. It only nerfs weak killers.
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@scarslookgood said:
https://forum.deadbydaylight.com/en/discussion/comment/971849#Comment_971849
I read it six or seven times, but my reading comprehension isn't great. I'll read it a few more times to see if I can understand it better -- thanks!
Here are the key phrases:
"As Shock Therapy and Static Blast are now linked to separate inputs,"
" he can now use Shock Therapy more easily as he doesn't have to switch stances to gain access to it. So we've added a brief pause after using Shock Therapy before he can attack or use another ability. "
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@scarslookgood said:
I don't play killer much, but all the time I have is in Doc play. Maybe I'm misunderstanding this because I don't play that role much, but he's pretty much relegated to M1 killer all the way now, isn't he? You can't really use this static blast in chase to deny interactions and the slow down and cool down on it sound significant
He has both Static Blast and Shock Therapy.
