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anarchy753

anarchy753

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  • @Peanits said:

    It's more or less there out of necessity. It did not spawn with zero generators completed before. The problem was, the survivors would then have to power 4/5 generators alone while the killer patrolled them. Since the killer could patrol them faster than a survivor could power them- and touching a generator tells the killer that someone was working on it- the only conceivable way a survivor could win was by waiting until the killer got bored and gave up, then do a generator. As a result, it became a very, very long game of hide and seek, and it wasn't fun for anyone involved.

    These days, the hatch spawns. If the survivor gets there first, the game ends and you still win with three kills. If the killer gets it first, they close it and the EGC starts (odds are they'll get that last kill). Either way, the killer still wins and the game ends, you can move on to the next match.

    I would much rather have the game end and move on, personally. If anything, I would just prefer if the emblems were more lenient when there was a hatch escape (since you basically had it in the bag).

    Or when the number of gens completed is too low, the gates could just power and EGC could start as soon as survivor 3 dies.

    Game still ends quickly, survivor still has a chance it just doesn't hand them a free escape for doing nothing.

    It also means there's no motivation to slowly slug the last people to prevent the hatch which makes an already bad game worse for survivors.

  • Almost nothing.

    The obsession is almost entirely an upside. It makes some survivor obsession perks stronger, and it rewards you more survival bloodpoints when you escape or die.

    The only perks which give the obsession a downside are Rancor and Remember Me, everything else rewards the killer for going for everyone else or actively punishes attacking the obsession. (And nobody really runs either of them.)

    Nemesis is a bit of a weird one as it changes the obsession to the person being chased and reveals their aura for 4 seconds while making them oblivious for a while, but it's really not an impactful effect and most people only use it for switching the obsession to trigger other perks.

  • Annoyed.

    Not so much at the fact that ruin's getting changed, I don't really run it that much.

    More that changing it with no accompanying changes shows a blatant disregard for the current state of the game.

    The constant responses we've had from them like "new ruin is just so good if you keep 4 survivors off gens at all times" is just frustrating because 99.99% of the playerbase knows only 2-3 killers can reliably do that ever, let alone consistently, AND IT'S STILL A HEX that does basically nothing until lategame when it no longer exists.

  • While I agree with the sentiment for consistency's sake, I find pallets are already substantially worse than windows for hits landing when you're already on the other side. Adding a slower animation could only make that worse.

  • Inner Strength was the only good thing to come out of the patch.

    Especially on the killer side, damn Demogorgon is just so underwhelming and unfun to play, and his perks are flat out overtuned garbage.

  • @Almo said:

    "Your skill as a killer only goes so far. At the end of the day no matter how good you are, if you go against optimal survivors you are finished."

    The very high skill-level Killers would probably disagree... for example the streamers like Fungoose, Ralph, or Tofu who regularly 4k without addons against top Survivors. Ralph is Huntress-only, but he almost never uses M1, either. Fungoose 4ks most of the time with any Killer, while simultaneously giving a brain dump so you can learn from him. Tofu can do full game design discussions while murdering his prey.

    As the game is deeply asymmetric, it is true that we have to monitor performance of both sides at different skill levels very carefully. But at the moment, it seems unlikely that Killer skill input is capped too low.

    Yeah guys, jeez, just play thousands of hours like people who actually play the game as a full time job, THEN you can compete against any dip on discord.

  • @Toastyy said:

    I really enjoy playing Demodog but his portals are pretty weak due to being able to be cleansed super easily and they’re pretty situational unless you’re doing a basement build, his shred ability is alright but it can easily be dodged and is only really useful on long alley ways or mindgaming the survivors.

    What do you think would be some good buffs for him that would give him a bit more pressure ?

    Change his killer instinct to be passive, rather than while charging shred.

    It's a tiny AOE that only detects people basically on top of them without add ons. If instinct alerted you to survivors closing portals you'd actually be able to capitalise on the information and the oblivious status.

    As it is, if you happen to detect someone, it's probably 2-3 seconds before the portal's closed and they get away scott free.

  • It's only decent if you stack it with other obsession perks that regularly shuffle the obsession, otherwise it's just a pain in the ass to activate. Really I'm not that interested in burning 2 perk slots for one half-decent perk.

  • @TAG said:

    Is this kinda like when the Pig ambushes and manages to connect, but it doesn't actually connect and just misses anyways?

    That's the worst with Dead Hard, because you CAN continue to ambush through it, but since dedicated servers it just whiffs the hit and breaks your ambush for you.

  • @DonZwiebel said:

    https://forum.deadbydaylight.com/en/discussion/comment/994616#Comment_994616

    Yes exactly. Sorry for being unclear about that. So if I hit my Obsession with Dark Devotion is the obsessions terrorradius the area for my static field / static blast?

    Yes, the stipulation for static blast hitting is being in the terror radius, not being within a certain range of the Doctor, so it should zap everyone within 32m of the obsession.

    AFAIK though, Dark Devotion is a set 32m TR and won't be increased by perks like Distressing or his new Calm add ons.

  • @Yamaoka said:

    Dark Devotion requires you to hit your obsession with a basic attack. Static blast is not a basic attack so nope - doesn't work unfortunately.

    He means will it zap people in the terror radius created by Dark Devotion.

    As far as I can tell, no reason it shouldn't.

  • Does Corrupt Intervention stop, or legitimately hinder 3 survivors sitting on 3 gens while I chase survivor number 4? No, not at all.

    What does it do? It moves survivors from the gen they start near to a different gen, and as soon as I'm chasing someone the game is literally no different in terms of pace.

    What is the result? All the blocked gens, which are at the 3 furthest points from where I started which 99% of the time means incredibly split up are left the end, guaranteeing a bad late-game setup for me, and a perfect situation for survivors.

    I find CI an active disadvantage as nearly every killer.

  • This:

    https://i.imgur.com/6lfQgCr.png

    Is clearly not a bomb. Stop fear-mongering just because you want there to be drama.

  • @kimukipi said:

    Killers just need to adapt and improve. Didn't you read the patch notes about why ruin was getting nerfed? Its used in about 80% of games guys. Come on. No other perk from survivor or killer side is used this much. Maybe bbq but I'm sure devs will wise up and make it balanced soon. Now don't start comparing DS, BT, DH which are used widely too because they are nowhere near as powerful as ruin or bbq. Regarding gen times, there is already enough counters. Listing few below anyway..

    1. Patrol gens as mentioned in game loading screen. Some maps are really huge for non billy killers but you just need to find a better walking route. Doable.
    2. With just 8 stacks of Dying light, you can slow down the last gen by almost 24% percent. Except for the obsession though otherwise it would be OP.
    3. Thanatophobia is a bit OP (needs to be looked at) but you could abuse it for now. Just need to keep 4 survivors injured most of the time for a game breaking 16% action penalty and there is not much survivors could do against it except to heal (there is a perk) or sit a bit longer pressing m1.
    4. If a survivor is in a strong area of the map and knows to loop, just break the chase and go to the other end of the map. If all survivors keep running to the same strong area, rinse and repeat until they get tired and stop running. If games get done in 5 minutes, you are just bad. Sorry.

    That's just a few. I'm done spoon feeding.

    Tldr; Devs have stats. Stats don't lie. Also, contrary to popular belief here, devs do play their own game at the highest level so its not like they don't know what they are doing. Looking for constructive comments from people who play both sides 50-50 and have at least 5 k hours.

    Ok, I legitimately don't know if this is satire or not, because half of your points are laughable.

    1. Obviously, almost all killers cannot pressure more than 1-2 survivors at once. Once you find the first survivor of the match, you need to chase someone to have any impact on the match. 3 survivors will be on gens. You can no longer patrol gens or clear them off gens without returning to the same point of chasing one with 3 on gens until you commit to a chase and injure/down people.
    2. If you do the maths properly (or hey, some smart cookie did it for you: https://forum.deadbydaylight.com/en/discussion/91202/dying-light-rework-needs-more-work#latest ) Then you'd know that Dying Light's slow at absolute maximum values is only equivalent to a 14% slow. That's less than 12 seconds added to a single gen, less than 1 minute added to all of the gens if you somehow had maximum stacks before a single generator was touched at all.
    3. Thanatophobia is at maximum a 16% slow, which is 13 seconds added to a gen. Same small values as above. The difference is, Thanatophobia is nearly never at maximum stacks. Outside of 2-3 killers, keeping the entire team injured is almost impossible, and the reward of doing so is still an obscenely small slow. More importantly, Thanatophobia does nothing until someone, more importantly many people, are injured. The most problematic time, and the time that old ruin addressed, is the early game during the initial chases where 3 gens can easily be completed, at which time Thanatophobia either does nothing, or adds ~3 seconds to a gen. Tremendous.
    4. Correction; rinse and repeat until the gates are open and they leave. In the first chase, all of the map is safe. There are pallets everywhere, and even a ######### survivor can drop them and waste a lot of time. That gets compounded in high ranks with actual strong players who can milk every pallet for every second it's worth before safely strolling to the next one. You can't just abandon chases and hope you stumble upon someone worse (who may be just as good at looping) in the early game and hope that somehow 3+ survivors will decide not to just sit on a gen while you play with yourself.

    "Don't start comparing survivor perks. They're weaker."

    Survivor perks cannot be deleted with a single 15 second action.

    Survivor perks don't have 7 different built in counters to avoid the effect entirely.

    Survivor perks have counters which force the killer to waste time anyway, being beneficial even when they don't trigger.

    Survivor perks force the killer to play as though they are in play every match even when 1, or none, of the survivors actually have the perk.

    Tell me again how they're "weaker" than ruin or BBQ?

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/990114#Comment_990114

    Thats exactly my point with the Cooldown-Add Ons. You can basically miss the Chainsaw Attack and can use it right after again.

    I dont think he needs a Powerbar, but his Add Ons need to be looked at.

    (And more for Leatherface, he needs Basekit Buffs as well and all of his Add Ons should be reworked to not be Copy&Paste or without any noticeable effect)

    I more meant the steering add ons, but sure.

    Leatherface needs add ons that apply to his power. Cooldown? Really? Bump penalty? Who cares, they already left.

  • @orangegoblin said:

    https://forum.deadbydaylight.com/en/discussion/comment/989332#Comment_989332

    To be fair it is a pvp horror game. Most horror games aren't easy and more often then not I'll die A LOT learning them, this is a pvp horror game, its different sure, but having a stealth billy with insta saw pop the corner is scary, down right insidious I dare say, requires no effort on the killers part, and is fun to play against. Unless they camp, but you can't punish that because we all live and learn.

    Exactly, it's a PVP horror game, both sides are meant to have a pretty even shot at winning. It's impossible to balance a game like this around "in other horror games you die if you don't play flawlessly" because it's not an AI with patterns to learn and avoid, it's a player that should lose if your team is better than theirs, rather than coast off an ability that gives all the important stats in the game with no tradeoff; mobility, one hit downs, and chase potential.

    If Billy gets a rework/add on pass/whatever they want to call it and doesn't come out a 110 killer, I'll be surprised.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/989332#Comment_989332

    To be fair, Billy is as close to balanced as a Killer could become. However, this is without Add Ons. Tuning Guide and Primer Bulb make him too strong, as well as Cooldown Add Ons making missed Chainsaws basically without any Punishment.

    I expect an Add On Rework for Hillbilly.

    Not to mention he's the only killer with any add ons, let alone multiple, that go "hey, here's the one bit of his power that takes a bit of skill to get used to, now let's put on these training wheels and make it require no thought at all."

  • "MoSt BaLaNcEd KiLlEr" is just what people parrot when they mean "only killer with an insanely strong power with no downside."

    As a killer main who doesn't like Billy, it's this whole 'power-role' mentality thing where people seem to think being OP in the killer's favour is 'balanced' because they should be getting kills regardless of their skill level.

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/987190#Comment_987190

    Furtive Chase and Dying Light allows you to get more stacks (slow the game down, just a lil bit). :P

    It can but it also makes managing your obsession to gain those stacks a pain in the ass. You always can't hook the person who just unhooked, and the person who just got unhooked probably has DS or BT on them, so the 2 people you know the location of are the lowest priority. It makes life difficult for like 2-3% slow (2% from 3% affecting 2/3 survivors and 3% from 6% affecting 1/2 survivors.)

    Is a second perk slot worth 2-3% slow after the 9th and 10th hook? No. You've already won by that point, and/or they aren't touching gens anyway.

    It can be used alongside Nemesis. I've also seen the two with Dark Devotion on Spirit which, alongside her base TR jumping around when she uses her power, and the fact that it mutes her phasing coming from other players, made for an all round confusing as hell match.

    It's still a really ######### perk. It doesn't really do anything except switch the obsession to make other perks work. I really dislike the concept of a perk that I need to bring to make other perks function like regular strength perks, it means I'm down a slot just to make 2 crap things feel decent, when I could be running 2 decent things. The chase TR effect is worthless (even moreso from the fact that 9 times out of 10 it's alongside Nemesis now.

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/986432#Comment_986432

    and to address this we should just entirely remove several perks from the survivor side? This sounds more like "I want revenge and en eye for an eye" rather than a "this helps things"

    I've also just read @EZ5k previous post where he thinks second chance perks means you have to down survivors a "minimum" of 48 times if they run second chance perks. This is a little far fetched as I don't think any match in the history of DBD has had 48 downs.

    I didn't say that was the solution, only that you were incorrect to say Ruin hasn't really been removed. Its name still exists but the perk is gone.

    I don't think removing those perks is a good answer, but some could definitely use adjustments. The change has made it so that the survivors move from an early game where they no longer have anything to worry about except sitting on gens, to a mid game where countless second chances allow them to dictate the pace of the match still. Even the "counters" to most second chance perks like the killer slugging someone for a minute or not tunneling to avoid BT are beneficial to survivors.

    They're dropping the ruin changes because it took "months of work to come up with and now it's done" rather than holding it off until the issues with changing it can be addressed at the same time.

    So yes, as I discussed here earlier in this thread: https://forum.deadbydaylight.com/en/discussion/comment/985151#Comment_985151 I think adjusting some of the survivor perks that dictate the pacing of the game is one of the options the devs can take to make the loss of Ruin not destroy the killer role for many players, but that's not to say delete perks.

  • About 16. Someone got mown down instantly by a Billy before it even counted as a chase and gave up on first hook.

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/986401#Comment_986401

    Except you're asking for perks to be removed, ruin was reworked, not removed.

    and you're asking for multiple perks to be removed which is kind of ridiculous.

    That's not entirely true. When survivor perks have been reworked, they still accomplish the same major goals. DS still gives you an extra hit, especially if the killer is targeting you. Balanced Landing is still an immensely powerful chase perk. I even ran Mettle of Man for the Bodyguard achievement since its buff, and had it working most matches.

    Ruin's entire point and reason people ran it was to stall the early game which it blatantly no longer does. Ruin was not reworked, it was deleted and replaced with an entirely different perk with completely different uses.

  • @Elvenmonk said:

    Well considering steam blocks review bombs from affecting game scores now. Nothing will happen

    Steam still displays "very positive" and such and ignores review bombs, but anyone looking into buying the game and actually looks at the reviews sees the banner that says "reviews from X dates are being excluded" and clicks on that to find out why anyway.

  • @GodDamn_Angela said:

    Its sad that so many Killer mains are taking it out on Survivors.

    I know there isn't much way to take it out on the Devs but there are those of us who are just as upset as you are about these nonsensical changes. 😥

    Unfortunately, many people won't see it as such.

    The devs are taking away one of their strongest tools for helping to secure a decent game that doesn't end too fast. The alternatives they're left with are either terribly weak in comparison, or are tactics viewed as 'toxic.'

  • Ok, firstly, it really hasn't, no need to fearmonger. There's been a slight drop in positive reviews but looking at both graphs, there really isn't a significant change:

    https://i.imgur.com/yhYkN45.png

    Secondly, I really think this would skirt the edges of what's considered a review bomb.

    This has always been a game that's teetering on a positive or negative review. I personally can't see how a new player would get into this game and really enjoy it very much when over two thirds of the content is locked behind paywalls or obscene grinds, and then once unlocked still needs to be grinded for to be accessible. It was daunting when I started 2 years ago, and it only gets worse with every patch.

    A significant change like Ruin takes away a lot of what made playing killer fun for players without being constantly stressful, and if it goes through to the main build without any other changes to gen speed it's almost certain there's going to be a large amount of people who either quit or change sides, making the already long survivor queues unbearable for other players.

    If I felt like I could no longer play the role I enjoy more without huge degrees of stress, and the ability to play the other side was harmed by changes, then yes, I too would change my review to negative because I would not want someone to look at what I said a year ago and think that it was worth putting money into the game.

  • @TragicSolitude said:

    https://forum.deadbydaylight.com/en/discussion/comment/986091#Comment_986091

    I agree with much of what you said.

    My one thing is that, I don't know what it's like on PC, but in low ranks on PS4 I rarely see Ruin. Even according to the devs, while over 80% of red rank killers use Ruin, only 45% of all killers use Ruin. If we assume they really mean "all killers," then that's still including the 80% in red ranks, which means fewer than 20% of killers use Ruin outside of red ranks. I'm sure the lower you go in ranks (i.e. the newer the players), the less you see Ruin due to it being a teachable perk rather than in the general pool.

    That maths isn't correct.

    You can't know how many killers use ruin outside of the red ranks because you don't know how many killers are in the red ranks and how many are not.

    For example, if there's 100 killers in the world, maybe only 5 are red ranks, in which case, 4 of those 5 use ruin (80%). Of the remaining 95 non-red rank killers, 40 would use ruin, resulting in 45% total, but still 42% use outside the red ranks.

    Considering the ranking system is harder for killers than survivors, you're less likely to have a lot of red rank players, and there'll always be a significant pool of lower rank players that haven't had access to Ruin yet to use it which alters the number. (In that they would use ruin but cannot.)

  • @Mercury said:

    https://forum.deadbydaylight.com/en/discussion/comment/985350#Comment_985350

    That is what it should feel like though. Do you really want to risk saving someone who is on the hook in the struggle phase, knowing you could be next? You could just let them die, then the sacrifice process goes back to the dormant state. That is the risk of being altruistic. Of course some stuff needs to be looked into, but this would bring in some challenge.

    No, it really shouldn't.

    It guarantees that every game leaves people feeling cheated and miserable with sub 10k points for mistakes they didn't make.

    The game is supposed to be balanced around everyone getting to play, not one person arbitrarily getting 7 chances because they happened to be chases 1, 2, 4, 5, 7, 8, and 10, and everyone else dying on first hook instantly.

    Everyone deserves a fair chance to play based on their own skill, your suggestion takes that away from the game.

  • That would be terrible frankly. Dying on your first chase of the match, in potentially a single hit with exposed effects or powers just because other people got hooked would be insanely bad.

    It's like being morid without even having the chance to play.

  • I don't plan ahead for survivor. Not like 3 gens, I'm pedantic about avoiding them, but I don't know where I'm going in a chase. I just run to what I see and then don't know where to go from there and it often gets me killed fast. Sometimes it works out because I do know the maps fairly well, but too often I'll wind up in an area I should have known sucked to be in.

    As killer I get sucked into chasing someone. I feel like I've committed enough time to a chase that I need to down them or it was a waste. It really gets bad on maps like Ironworks where it's so easy to lose a minute on a single window.

  • One of a few things, or a combination;


    First, change generator times to be scaling. While 7 gens are on the map, make them take significantly longer, but then decrease the time it takes to complete gens when 3 remain. That would make it so that 3 survivors sitting on 3 gens while you chase survivor number one would take a much longer time and not necessarily result in 3 going off at an unreasonable time. Cooperation would be more efficient without blasting through gens in 30-40 seconds apiece, but then survivors would also not be punished by exceedingly long gens as the game goes on. The early game needs to be stalled somehow, because having 60% of the opponents objective complete when you've done 8% in a reasonable time is just obscenely stressful.


    Alternatively, the only perk that guarantees a slowdown in the crucial time period of the game has now been lost. To compensate, the tools which allow survivors to greatly stall killer momentum need to be adjusted so that you don't start with an easy 3-gens-done early game and transition into a mid-late game where the killer is constantly shackled by protective effects and extra hits. Without going into huge depth here;

    • Give Borrowed Time a visual effect when a survivor is unhooked. Firstly, it allows the killer to not waste a bunch of time because of maybe extra hits that aren't there when someone is making bad plays and coasting off the fact that threatening perks could be in play. More importantly, when I hit someone and they Borrowed Time save in the wipe animation, I can see that the saved survivor takes 2 hits to down and the unhooker takes 1 now that they're injured which actively discourages tunneling the unhooked as they clearly take longer, which is the point of the perk anyway.
    • Dead Hard, make it more like a visual stance change rather than a dash, like bracing yourself for a hit (which suits the motif of being dead hard much better.) Even if the window is slightly increased to compensate, it changes it to it's intended purpose of blocking a hit with good timing, rather than what it's completely used as these days which is "mini sprint burst on demand" to get to another loop and drag out chases.
    • Stop Adrenaline from triggering if it cannot trigger when the gens go off. If you're on a hook, you missed your opportunity to heal and you shouldn't come off the hook at max health 30 seconds later. If you couldn't last in the chase those few seconds until it saved you completely, you don't deserve to get your perk at a random time just so you feel like it works every game.
    • The DS changes everyone's been asking for. Stop survivors abusing the trigger by going into a locker and being immortal for a minute. Stop survivors using it as an aggressive tool because they can do what they like in the killer's face for a full minute.


    Lastly, make other stalling perks actually have some form of effect earlier so that you don't lose so much of the objective just because all the pallets are on the map in the first chase. Ruin was so valuable because it had an impact while in the first chase which is when so many gens go off that the game can feel lost from the get go. Nobody really enjoys playing a drawn out 3 gen to scrape a win.

    • Thanatophobia; significantly increase the slow, but stop it from affecting healing. This encourages survivors to take the time to stop what they're doing and heal, rather than laugh off the 12 seconds it adds to a generator while powering through injured. Alternatively, greatly change the scaling from 4 per injured survivor to heavily weight towards the first and second survivor, and less on the other two. This means injuring a couple of survivors and chasing one actually puts some slow onto everyone and gives you some breathing room, where before it basically just coloured the progress bar red.
    • Dying Light; either affect the obsession, or remove the obsession's bonus speed to healing. The actual slow values when you consider it affects 1 less survivor than the amount remaining are tragic. It's such a niche perk. It feels terrible as most killers when you're stacking up a slow so slowly and by the time it has any effect it's irrelevant because you chase one person and the other is immune, or you can't chase the other person because killing them disables it. It sucks to be so constricted by your own perk for such small reward.
    • Thrilling Tremors; significantly increase the duration so it's more stalling than BBQ 2.0, or remove the cooldown, rewarding killers for being efficient.
    • Coulrophobia/Overwhelming Presence/Unnerving Presence; give them the same treatment survivor aura perks get, let the effect linger for several seconds outside the terror radius. If that's too confusing to players that might think they're still in it, add one of those little timers on the perk icon while affected to show it's wearing off when you leave the area. Maybe allow Overwhelming Presence to slowly drain charges while within the TR instead, but do not allow it to drain lower than 1 charge.
    • Greatly improve the area or duration of Cruel Limits and Surge. They're so tiny and short-lived that they're almost never tempting to use.
    • Swap the conditions of Surge and Infectious Fright. Make IF take a regular hit (and stop ridiculous chaining like Chainsaws and Kanabo hits) where Surge triggers on any down, like say, the basic attack of the killer it belongs to; shred.
    • Make Mindbreaker do something. It has potential, it just never has an impact on shortening early chases the way it's intended.
    • Remember Me; affect the obsession. It's a really small value these days, so putting in the work to stack it up should always have an impact, not be random based on who opens the gate. Also it discourages tunneling the obsession to death in case.

    These are all pretty minor changes that would just improve the quality of the game for killers without being very different at all for survivors. It removes a lot of the shackles placed on killers who are already stressed just to get their perks to feel like they work for their side, and are designed to be fun to use.

    I feel like the Ruin change will be healthy if the problem it was added to fix was actually addressed. This may have been months in production, but having a rework ready doesn't mean it has to be released right now if it's going to vastly change the balance of the game without simultaneous changes.

    Edit: also a fair few maps really need the Blackwater Swamp treatment of shrinking them down and removing a lot of the extra space. Size of the map seriously impacts how many gens can be done before a chase initiates or completes, and maps like Mother's Dwelling, Temple of Purgation, Rotten Fields etc are just unjustifiably large for how few unique assets are present on them.

    Most importantly, and I really hope this doesn't have to be said;

    Address the issues players have with the pacing of the game, do not sell us a band-aid solution in the next DLC.

  • It's very OP for the 15 seconds ruin lasts in a game.

  • I mean it's not exactly perfect information, but since the announcement the max players on an average day has dropped from 45k players to 28k on steam charts, so they should at least be concerned already. Nobody is impressed with this #########.

  • @Dr_Loomis said:

    And you got her Adept trophy too? Nice one.

    No, an adept requires a double pip which is nearly impossible with Devour Hope playing a large role.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/978909#Comment_978909

    Hot fix balance:

    removed the dash from dead hard

    using dead hard will cause exhaustion for 60 seconds

    reason:

    we made this quality of life change to dead hard to make it more fun for both sides

    Last edited by peanits at 3:00

    "It's actually a buff though, and you can't argue until you've suffered through using it for a year."

  • Because their only response to changes being garbage is "yOu HaVe To TrY iT fIrSt!"

    Can't reply with that once people have tried the wet salty garbage and still don't like it.

  • @Mc_Harty said:

    Don't you just love having 4 of the same charm whose only purpose is to provide exposition dumps on certain characters?

    Yeah, wouldn't want to accidentally make charms that relate to that lore, just a random symbol for the character 5 times with a different photoshop filter applied.

  • @NoShinyPony said:

    https://forum.deadbydaylight.com/en/discussion/117628/why-change-ruin-without-fixing-the-problem-it-addresses

    I'm pretty sure the devs know. The Ruin nerf is simply a change to make survivor players - the major part of the playerbase - happy.

    I'm sure they'll be very happy when queue times go through the roof. When you take away one of the very few things that keeps the pace of the game bearable for one side, do you really expect them to keep playing?

  • Hmm, do I feel like spending about half an hour for the download, for a 15-30 min queue to play a single match on Lery's with 4 survivor burning Haddonfield offerings and all running Calm Spirit? Then another half an hour to get back to the main game. Oh, on the plus side, other than Doctor I get to try out being nerfed across the board, and even he got a cooldown on his basic zap to prevent it ever being useful.

    Nah. As much as people like to chant "you're physically incapable of determining the impact of changes from game knowledge and knowing exactly what the changes are," some changes can be interpreted well enough without doing so.

  • Yes and no. In the Plague build I've been spamming recently I don't use it, and generally I favour PGtW, but there's certainly some killers I like to run it on.

    I'm less frustrated that they deleted nerfed it and more that they did nothing in return to fix the issue that it's a bandaid for.

    80% of high rank players use it, MAYBE THAT'S COS 80% OF PLAYERS SEE AN ISSUE IN THE EARLY GAME.

    Nobody cares whether it's better or worse or more fun against new players, it's the other 95% of the playerbase that knows early game gen speed is problematic.

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/969644#Comment_969644

    It CAN, but CI is consistent and plays alot better into the territorial nature of those 2 killers. You will ALWAYS have that 2 minute time using it to setup traps, where as ruin can break in 15 seconds. Im not saying CI is ALWAYS better than ruin, but that CI synergizes well with trap killers and fills a similar role as ruin in early game slowdown.

    Except that it guarantees the last few gens are incredibly split up, which is absolutely awful when you're playing something like Trapper who thrives on the last gens being close together.

  • @Cum_King said:

    The answer's pretty obvious: not a single dev plays red rank killer. They're never been gen rushed in under 5 mins and could care less about high rank killer experience.

    Time to afk some wraith games and derank so I can bully noobs 😁

    It's ok, nobody will have a bad killer experience in high ranks next patch.

    Mainly because nobody will be playing killer next patch.

  • I was really looking forward to the Doctor changes, this ######### killed it for me.

    They remove the stance switching which was a major upside, but instead now EVERY zap may as well be a stance swap with a 3 second cooldown without actions. His own power to stun survivors out of actions is basically irrelevant now since all he can do in that time is stand there and watch them be stunned.

  • As an avid Plague player, the answer is certainly not as simple as "cleanse or don't cleanse." It changes very situationally.

  • I also vote no, I think the devs do what they think will bring the game closer to the impossible "balance."

    Sometimes killers take a hit, sometimes survivors do, sometimes something randomly gets buffed for no rational reason, like Borrowed Time.

    All in all I don't think they go in with the mentality of "how do we ######### over killers today?" or vice versa.

  • I only 99 gates if the killer has downed someone, then open them as soon as they get hooked.

    Screw 99ing, it's scummy tactics to dodge being on a timer and avoid the pressure that the EGC is meant to provide.

    It probably helps that I play mostly solo survivor and don't get too attached to my teammates.

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/967882#Comment_967882

    6/10 times is an obscenely high amount. I haven't seen gates spawn on the same wall this week. It's a low sample size which makes it very open to error.

    That's true, it could because of sample size, but I do plan on getting more games in to be more consistent!

    And now, there's another thing, you rushed the gate and hoped. That's incredibly poor strategy and you still managed to escape 16% of the time just based on luck of which one the killer picked AND that they're far enough apart. You're suggesting balance changes around the results of playing with absolutely no strategy and just relying on luck. Including actually waiting for a killer to check a gate then opening it, let alone being able to do 20% of the gate stealthily first are both strategies that immensely raise your odds of survival.

    I rushed because that's my only option left as the survivor, and even then, it only works when two things happen:

    • Hatch spawns far away from both Exit Gates.
    • Killer picks the wrong Exit Gate to defend first.

    The reason why I'm suggesting balance over something luck based is because I want the EGC to make room for skill.

    As a survivor, I want to see how well I prepared the Exit Gates, I want to see if I did the timing right, and I wanna see if I managed the EGC time well enough. That's all really difficult to do depending on who the killer is, their perks, the survivor's perks, and the survivor's situation before hand.

    The hatch prioritising killers is also a negligible factor, as dedicated servers are definitely coming to all platforms sooner or later, and removing the killer as host makes it luck whether the hatch shuts or the survivor escapes.

    True, but that's still luck, not, "Who finds it first, gets it," like many players want the hatch to be. That's why I want the hatch to not spawn in when there are generators remaining — it should only spawn in when there's one survivor left or when all generators are completed.

    You say the killer can roam freely, but that's a very narrow viewpoint. If the killer has the time to scour the map for the hatch, it only happens because 2 survivors are both doing nothing and waiting for the other to die. (Let's not even get into the fact that playing like that isn't worthy of an escape) Either one touching a gen puts pressure on where the killer has to do something. When a killer still has to patrol gens, and gets occupied chasing people, it's the survivors that are more free to move around because they turn their attention to the hatch as their 'objective' so no longer have specific points on the map they have to go to. They also dictate the chases so can actively avoid taking the killer to the hatch.

    I never hide for the hatch, I just want the killer to take their sacrifice instead of playing "hide and go seek world championship edition". However, when I point at a hook or work on a generator, they simply slug me, so I just watch YouTube videos while I wait 4 minutes to bleed-out.

    Another thing about the hatch, it spawns in, assuming it's a 2 v 1, when 3 generators are completed. The killer knows two survivors won't be able to complete 2 generators because they simply don't have enough time to do so without the killer knowing. Therefore, killers will just find the hatch, find a survivor, hook them, use the sacrifice animation to reach the hatch, and that's it. Survivor had no choice there but to accept they had no chance to get the hatch.

    If you honestly think your only option in the EGC is to run at a gate and hold it 0-100, instead of observing the killer, playing smart, and 20%ing the gate before going all in then I'm not really going to take your opinion on EGC gates seriously.

  • God I really hope the Lery's rework kills the double window of hell. You know, the one with a guaranteed god pallet right next to it.

  • The only thing I really despise about Adrenaline is that it heals people after the fact when they come off a hook.

    If you are incapacitated and cannot be healed when the trigger for the perk occurs, you should not get your perk delayed until it's convenient to you.

    Also it's dumb that it just randomly affects the Dream World. Like if you're going to say that it works on that, it should be either a heal or wake up, not both, sleep should be used up as it's health state.

    There's also no reason for it. It logically makes sense that adrenaline wakes you up, but if we're going for logic in this game then there's about 50 other perks that don't make much sense (Like Jeff running Lightweight.) Also, you think the characters in ANOES didn't have an adrenaline rush while they were being murdered? It didn't help.

  • There are so many tracking perks I would run instead of BBQ if it didn't give double points.

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/967780#Comment_967780

    Gates do spawn on the same wall 6/10 times, I played as the killer and survivor in my experiment to know that fact. In fact, every time I play a survivor game (not experiment), I check where the Exit Gates are at to see if I should rush or take my time prepping the escape.

    The other 3/10 times they have a vantage point.

    The other 1/10 times they were either balanced, killer had the advantage but it was very difficult timing or it was completely survivor sided.

    Now, I feel like I would be dishonest if I didn't tell you that I did escape when the Exit Gates where on the same wall. That's because I rushed the Exit Gates and hoped the killer picked the wrong one to defend.

    All I'm saying is if we had a setup that balanced everything around 25%, things would be fine. I know 25% seems high, but the survivor can't always get the hatch, even if they find it first.

    Just look in this picture and focus on the HUD:

    https://us.v-cdn.net/6030815/uploads/437/XSVIINQ0KBG3.png

    Notice the 2nd survivor just got sacrificed and the killer closed the hatch immediately. If I was already at the hatch, found it first, I still wouldn't get it because the killer has priority over the survivor.

    Now, let's say we both didn't know where the hatch is at, well the killer can roam more freely than the survivor because the killer doesn't have to worry about getting seen unlike the survivor.

    That's why I want a 50%/25%/25%.

    6/10 times is an obscenely high amount. I haven't seen gates spawn on the same wall this week. It's a low sample size which makes it very open to error.

    And now, there's another thing, you rushed the gate and hoped. That's incredibly poor strategy and you still managed to escape 16% of the time just based on luck of which one the killer picked AND that they're far enough apart. You're suggesting balance changes around the results of playing with absolutely no strategy and just relying on luck. Including actually waiting for a killer to check a gate then opening it, let alone being able to do 20% of the gate stealthily first are both strategies that immensely raise your odds of survival.

    The hatch prioritising killers is also a negligible factor, as dedicated servers are definitely coming to all platforms sooner or later, and removing the killer as host makes it luck whether the hatch shuts or the survivor escapes.

    You say the killer can roam freely, but that's a very narrow viewpoint. If the killer has the time to scour the map for the hatch, it only happens because 2 survivors are both doing nothing and waiting for the other to die. (Let's not even get into the fact that playing like that isn't worthy of an escape) Either one touching a gen puts pressure on where the killer has to do something. When a killer still has to patrol gens, and gets occupied chasing people, it's the survivors that are more free to move around because they turn their attention to the hatch as their 'objective' so no longer have specific points on the map they have to go to. They also dictate the chases so can actively avoid taking the killer to the hatch.

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