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crowbarman

crowbarman

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  • This is by design. There is no chance to escape when you are the last survivor in the match.

  • @ukenicky said:

    Ruin Undying was a problem because it did too much. Ruin is the most powerful gen regression perk in the game. Hexes are usually extremely powerful because they can be cleansed and once cleansed they're gone for the rest of the match. Old Undying potentially allowed Ruin to stay up through 5 totem cleanses if the Killer was very lucky. And yes it could also be cleansed away in 2 but that was unlikely.

    Just yesterday me and my friends had two matches where we couldn't cleanse away Ruin Undying in the first few minutes and it just makes you lose the match when / if the Killer downs anyone and removes someone from the match. And then when we DID find the final lit totem the Killer camped it. Like ugh talk about overkill at that point.

    Yeah if I bring a map + detectives every match I can be on guaranteed totem duty but I don't have that many maps so rip.

    Bottom line, powerful hex perks shouldn't stay up for free ALL match long that doesn't even make sense especially when Hex Undying itself IS A HEX PERK.

    In about 50% of games at red ranks, undying+ruin was destroyed in the first minute.

    The devs did this to help the worse suvivors.

    The gap between SWF and non-SWF teams is so huge - I can dominate a non SWF and have my azz handed to me the next match. It's because they cater to the latter.

  • @Bone_Dice said:

    https://forum.deadbydaylight.com/en/discussion/comment/1877195#Comment_1877195

    I'm killer main, and most of my friends don't dbd. And when I do play survivor I usually solo q or dou

    Same here. Sorry - I was being sarcastic because finding the hatch doesn't seem to be a problem whenever I play red survivors - they always know where it is.

  • I have played a lot of survivor and killer and never once had a message from a killer saying something shtty.

    Survivors can hide and flashlight blind, snap a pallet on you while picking someone up, and do all sorts of stuff that's in the game and it's cool. But the moment you proxy camp because you got someone in the basement.. The insults flow.

  • Your observation is correct. Totems get cleaned fast at the higher ranks, which is why the devs decided to nerf the only perk to guard your hexes (undying) in the next release. Soon most matches won't use hexes at all.

    The only one to run is probably Noed now.

  • In this case they only had 2 done at the time I killed them.

    My frustration is that the end game collapse essentially made it the same as if all 3 had hatched out.

  • @naughtyboyjames

    Sadly they have nerfed Undying in the next release and you will no longer be able to see when they are cleaning your hex totems, and cleaning two will kill Ruin every time (so they can ignore most dulls now).

  • @scottymo said:

    keys are fine get Gud. Love to see the data on how matches % a survivor, at least 1 opens the hatch with a key. Only 2 rare and ultra rare keys open hatches. Let’s talk about how hard it is to find the hatch unless you waste that otherwise useless bill perk or have a map which means you don’t have a key. The hatch only gives that 8m audible when it is open. Then show me the total hatch escape data even the last survivor hatch. Too much killer crying these days when the game still skews killer.

    Easy to find the hatch when you have 3 on comms. Is it common that I see 3 escape? No, but I had 3 left with 1 gen remaining and they were having LOTS of problems and were all on 2nd hook, and then all 3 escaped because they found a key in chest.

    I guess I suck.

  • @Bone_Dice said:

    I suck at finding the hatch, is there any tips or advice in finding it quicker?

    Get on Discord and share with your entire team like the high rank SWFs do.

  • @Toblerone007 said:

    I think they found a good compromise for Undying. Remember, it used to not exist at all! Suddenly it has one of the highest pick rates of any perk. Naturally players who primarily run ruin and undying are going to be upset but it's tough titties. It has removed an RNG element out of it while still acting as a increase of time ruin stays active. Might not last as long as old undying but now it will be consistent. You can practice and improve on consistent. You cannot with RNG. We should always rejoice and encourage BHVR to stamp out as much RNG as possible.

    This is incorrect, and needs to be more broadly discussed.

    On higher ranks, teams destroy totems within minutes. Now, your Undying is the first to go and you won't even see them doing it.

    I think the effect of this change is Hex perks are going to take a major hit at the higher ranks. I am already experimenting with builds that avoid them (e.g. Opression+PGTW instead of Ruin+Undying). And once Hex perks are widely not used, you'll see Survivors due totems even less. All that's left is a NOED nerf to make them worthless.

    Hex perks could be more useful if they would just hide totems better, but I don't know how many times I start as a survivor staring at a hex totem. Stupid.

  • You forgot to mention that Aura reading no longer applies to hex totems, which means the killer won't see you when you are destroying it. A huge change and makes me not want to run it any more, frankly.

    If you have two hexes, that means not seeing aura reading on 2 out of 5 totems.

  • Yes I reported this and the mod says you can see the survivor escaped already but the game still allows the latch.

  • Yeah if I end up in the basement w a face camping Bubba I just kill myself on the hook if I notice teammates coming for the save.

  • @Smiler said:

    https://forum.deadbydaylight.com/en/discussion/comment/1855346#Comment_1855346

    The important word here is 'when'. Only time survivors just stand right in front of me are when they have ds, borrowed and more of that bs...

    Seeing survivors run at you because they have DS pisses me off. I usually down and wait 30 seconds to void it which I am sure frustrates them to no end. But it was never intended to be used how they are using it in red ranks.

  • I agree that DS is needed as a survivor.


    As a killer main, if I don't have 1 to 2 hooks by the time the first Gen is done then I am in trouble. You do have to have killed a survivor by the time you get to 1 or 2 gens left or you are toast. If it's 3 gens down and I have few hooks, then yeah, I switch to proxy camp/tunnel because there is really no choice.

    On a side note, when I see an unhook and there's a injured survivor and a full health survivor running off, it makes perfect sense to go after the injured in early game. Again, the goal is to take out a survivor to slow the game. Trying to balance the hooks is not your job.

  • There are not enough killers to properly match ranks which is why you see these disparities. Using new killers and getting red survivors continues to be tough. Not only will you likely lose bad, you will get teabagged at the same time for it, survivors dancing at the gate and not ending the match so you can 'see' then leave or get hatch, etc.

  • @Chilli_man2400 said:

    nurse when ever I see nurse I know it’s going to be easy cause call you have to do is hold the run button and you always win unless it’s a good nurse but let’s be honest you will never run into a god nurse

    Guess you just not be in the reds as I have seen many who can double teleport and land the hit every time.

  • I'll keep reccording the videos, then. it does not seem like many are playing Twins extensively based on other comments.

    The other problem that has happened, and has been reported by others, as that after victor gets carried out of the gate, if there are other survivors still alive there's a chance that Charlotte stays asleep and you remain stuck the rest of the game.

  • @Mandy said:

    https://us.v-cdn.net/6030815/uploads/K9IYY58LYCBW/a0q8ikv-5b1-5d.png

    In your video, the survivor was out before Victor landed the jump.

    I received points for the latch - so you are saying it's possible to latch on after they have already escaped?

    And like I've said - I've also done this 2-3 seconds earlier and they still escape. Just don't have the video of that one, but they have literally been blocked for a couple seconds and then pass through.

  • @Ink_Eyes This isn't really true; I notice a big difference between a SWF team of 1-3 ranked players versus getting purple/greens.

    The problem is that while I am really good at a few killers (Twins, Pyramid Head, Clown) I'd like to do others. Except I'll get eaten alive and mocked by survivors when they all escape for the first several games while I learn the character.

    There's a reason queue times for survivor are so long. Obviously there must be 8-10x the survivor players at the moment.

  • And before you say 'it wasn't early enough', I have hit them a second or two before this and had them still get out as well.

  • I am a twins main, and yes.

    Heal, always. I have played games where the team keeps doing gens while injured. So easy.

    Second, if I down someone, go to to that person and try to get the rez. Sometimes it takes a while to get over to that person and there's so many times they could be healed but nobody comes. Or, keep doing gens.

    Realize that you can loop extensively using a window or pallet because you aren't in a chase, it will never be blocked.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1848470#Comment_1848470

    You missed the point entirely.

    It's not that it happens, it's that it directly leads to it happening when it otherwise most likely would not have.

    All because it forces an assumption it is something that it isn't. A killer might even throw a match trying to counter a key that isn't even a threat, so I mean no one is really winning in this situation hence the desires for some changes on this matter.

    I have dominated many red ranked matches only to find the last two key out (via chest key) many a time, to the point where I will tunnel you if you bring a key. At rank 1 those hooks can cause me to depip.

    Don't use keys until they rework them. If I see it midgame I will immediately tunnel.

  • @EvanSnowWolf said:

    Ruin/Undying exists because genrushing is very hard to counter against skilled Survivors. You can only chase one person at a time.

    Yep. Solo queue survivors, I feel ya. I usually destroy these teams without issue and a few bad teammates ruin the bunch, it's true. Swf sweats on comms destroy me as it is. Take away this combo and it would be near impossible to do anything against swf reds.

  • @ukenicky said:

    I mean, DS is really overdue for a change.

    As for Ruin+Undying it is boring and oppressive at times- ESPECIALLY in solo queue and sometimes even in swf groups but at the end of the day killers are almost ALWAYS going to bring gen regression perks if they have them.

    Pop and Oppression can be an equally powerful combo. Bottom line if a killer is applying pressure and regressing gens they are doing what they're meant to do and I don't find it fair to complain about it it would be like killers complaining about survivors repairing gens.

    Now all that being said.. I do wish they'd look at totem cleansing rather than Ruin Undying. I think totems need to be reworked in the way you cleanse them, their current duration is fine but losing ALL progress on the cleanse if you have to let go/get hit/grabbed is beyond painful especially if the killer camps the lit totem with Undying's aura read.

    What I propose is that if you let go of a totem before finishing the cleanse, it will begin regressing like a generator that just got kicked. If Ruin is in play, the regression bonus from it could affect this totem regression as well. Basically I just want totem cleansing to be a bit more bearable if we get pressured off of them and the killer decides to camp it. This way another survivor could try to finish the cleanse or you could come back to it and maybe finish cleansing it before it resets to 0.

    It would be almost impossible to play Twins without undying ruin combo. You would have to buff Victor to take advantage of aura perks in the least.

  • It's not.

    You could shrink his hitbox and reduce the cool down to make kicking him less likely perhaps. But as is, with the myriad of buggy obstacles, anything that makes it harder to pounce is a non starter.

  • @Xyvielia said:

    I haven’t even seen those Twins in 3 weeks

    It is true that when I play as survivor I am only getting cannibal/spirit/nurse/gunslinger nowadays

  • I haven't figured out what to do with shards at this point and I have many 50 characters fully leveled already. Seems like most survivors/killers can't be bought with them. You can buy perks, I guess?

  • @Skullgrind said:

    I've only been a killer "main" in DBD for the last year or so. I play all killers but tend to like ones that are not considered "good" like Trapper (my main man). I always play to have fun and hope to make a fun game for the survivors.

    The amount of hate and toxic behavior I have seen in this game as killer is huge. Every day I sit down to play DBD I actively have to force myself to play killer. It's not fun. It's stressful and a bad time.

    So yah I am not surprised that new players/new killers get a bad taste in their mouth and leave the game.

    Yes, I remember when I was a new Killer. It took about 2 matches before I got the nasty messages from survivors about how I wasn't "playing right".

  • With Twins the early game is hard going until you get some survivors injured at the Red rank. You jump on someone's back, great. You can't see where they go, the switch takes forever back to Charlotte. So you go off and look for someone else. If they are smart, the original survivors heals.

    The process of latching on, switching and getting over for the hook is tedious. Later, when injuries are abound, the game picks up.

    The SWF teams that focus on healing pretty much win all of their matches, and I am rank 2 with 100+ hours on Twins. If they aren't focused on healing constantly then it's an easy 4k.

  • A small penalty per pre-made party member might be the best way to go.

    Say, 2.5% longer to finish gens, up to 10% for a team of 4 premades. And then call it done.

  • They should not be an ULTRA RARE if cosmetic. This needs to be fixed as I am tired of my lvl 50 webs only containing an Ebony.

  • I have seen even with crossplay on recently that my matches as a killer are instant and as a survivor, 5 minutes or longer.

    This is at most times of the day. I think there are not enough killers playing (which makes sense, since they keep making it more difficult + the 20% toxic SWF teams in the reds).

  • @bkn said:

    https://forum.deadbydaylight.com/en/discussion/comment/1825378#Comment_1825378

    The toxicity in this game is caused by "survivor mains" that don´t even touch killer in x hundreds of hours of playing.

    I played like 50/50 with 1k hours each (solo survivor and mostly billy + nurse), and i was insulted in like 80% of my killer games, and got stalked for months on steam.

    When i played solo survivor i have almost never seen a killer that started some toxic bullshit in the chat. I really didnt...

    I am probably the most toxic killer player i know, up to a point where i got 2 temp ingame bans because I even started to find glitches to bully survivors due to the toxicity i faced.

    After my bans they immediately fixed these glitches within days, because they had video evidence. That should tell you something.

    Yep. Def the survivor mains. I have never been messaged by a killer at the end of a match but my chat is full of survivors, even when they all escape.

  • @sQuAde said:

    https://forum.deadbydaylight.com/en/discussion/213237/i-feel-like-dbd-has-been-scaring-off-new-killers

    "gave bad killers a chance to at least do decent."

    first of all, if you're doing bad you shouldn't deserve a kill in the first place. The mori nerf was a good change.

    Get rid of hatch and key then. If you are doing so bad you shouldn't be able to survive.

  • @Dwight_Fairfield said:

    If you liked mori's for the animation then you have lost nothing. If you relied on mori's to win then you've just been forced to get better as a killer.

    Either way the change is good.

    They should have just removed them if it was only an animation. And they should be common offerings.

  • A big problem is they left the ebony mori ultra rare. Now in lvl 50 bloodwebs you often only see the completely worthless mori as the ultra rare item.

    How is that worth an ultra rare?

  • @alaenyia said:

    https://forum.deadbydaylight.com/en/discussion/comment/1823221#Comment_1823221

    Lol, INVINCIBILITY, are you kidding. DS gives them a few seconds to limp 5 steps from you, it is one-time use, and generally people intent on tunneling the crap outta someone just catch them again, and then on the hook they go. Talking about DS or BT like it is super OP is ridiculous. I play killer (less than survivor) but generally when I am so stressed from waiting 20 minutes to be tunneled out of a game in 3 minutes I decide to have a break. And I do not tunnel people, ever, and you know what I have never been DSd that I can think of. It does not bother me in the least because I do not play like a sweaty jerk, so I just literally never see it. I think killers who complain the loudest about those 2 perks should look a how they play before coming in here to screech at survivors that it is unfair.

    60 seconds is a a long time.

    I have chasef and downed other survivors, hooked, found the original and downed and been burned by DS. That's ridiculous.

    Should be shortened to 30 seconds.

  • @lowiq said:

    Probably because killers usually bring a mori when they see 4 of the same character because they assume it's a SWF.

    Although I guess with mori nerf it isn't as big of a deal anymore.

    They might as well remove moris from the game now. I used them rarely before and can't see why would ever use it now unless I was completely out of offerings.

  • I have no issue with red ranks in general but you do get the sweaty SWF teams which piss off to no end. I have no problem with coordination but you shouldn't be on me with a flashlight every single time instantly. I've had games where staring into a wall is stll insufficent to avoid the constant blind, and then they body block, and you end up with next to no hooks.

    Seems about 20% of the matches in red.

  • @Lyfe said:

    Shouldn't reveal auras. That's literally the only thing if anything that needs to be changed. I don't know why they even added that.

    Otherwise it is worthless without running a second hex perk. If it didn't reveal auras you might as well just delete it, as it would provide minimal extra protection. Killer would have no clue that his totems are being cleansed without running around the map.

  • @Moundshroud said:

    https://forum.deadbydaylight.com/en/discussion/213753/9-10-games-are-ruin-and-undying-and-im-so-bored

    How long you been playing? Generally hardcore face campers (what I call Squatters) are most common in the Potato Ranks. They are new, don't know what they are doing, and don't want to go down without at least one kill. The best thing you can do to cure them of that is knock out the generators and 99 (or open the gates) and punish them with a bad score. They will come around. Or, after you have all the Generators up if that person is still alive and you guys "want" to make a run for the save, feel free.

    I want to point something out to you about Ruin+Undying. It doesn't make the game more boring. It is incapable of that. The only thing that combination of Perks can do is make a game last "longer" if things go well for the Killer. What makes a game interesting is all the stuff that happens in between the start and the end. Longer or shorter has nothing to do with excitement. In short, you do NOTHING different when that Perk combination is in place, except that you might have to consider doing some Bones.

    If anything, this combination is more likely to make the game more exciting because the Killer will be applying pressure, getting into more chases with you, and you will be under more stress. You argument doesn't hold water. What YOU want is to be able to Gen rush like the good old days without having to do Bones. You want the match over in five minutes or less. I'm not sure why you would think THAT is more exciting. THAT style of play truly is a progress bar simulator.

    Please explain how having more objectives to deal with and potentially more pressure makes things "less" exciting for you?

    PS: Ruin+Undying does NOTHING for the Killer if they are camping. It only benefits them if they are keeping up Generator Pressure.

    Well said. It's completely innane to suggest that Ruin+Undying and camping can go hand in hand. You should love this combo as a survior as it guarantees that I have to leave the hook, at least for a period, to get others off of gens.

    Now, if the survivors are ultra altruistic/dumb and rush the hook every time, and leave their gens..yeah, I can camp. And to be honest, if I see a survivor already lurking literally seconds after I get a hook, I'm not leaving the area. That's not me camping - that's me being smart.

    Let the survivor roast for a bit and finish your gen, and you'll force the killer to leave. Don't go for the immediate save.

  • @gatsby said:

    Ruin rewards the Killer for map pressure. The gens slow down if you chase different Survivors and try to keep them from sitting holding M1 for 80 seconds straight uninterrupted.

    Although some people might not love playing against Ruin/Undying, the alternative is tunneling out an early kill and three genning with Pop. At least with this meta, the Killer has incentive to chase everyone and move around the map, which is a sign of skill in my book compared to the other way to play the game

    This is exactly right. In red ranks, you have to take out one of the survivors entirely before 2 gens are remaining, or you are toast..unless you are running a slowdown perk that's still alive like Ruin.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1808915#Comment_1808915

    It was implied by their tweet which stated they had been restricting themselves to heterosexual representation

    Also, I question whether stating that Nurse had a husband who died is "romance", but I suppose it depends on the context.

    The context is that she loved him and wanted to start a family with him.

    Got it. A single sentence about wanting a family and then her husband dying (lore doesn't mention love for Nurse) is the romance you are describing.

    Their tweet may imply that they have never explicitly written about a LGBTQ+ relationship, but this doesn't mean it doesn't exist. The truth is that it's just not called out either way. I would expect any new character reference to have 1-2 references like all the others., which will make those without imaginations happy.

  • @Moundshroud said:

    https://forum.deadbydaylight.com/en/discussion/comment/1808704#Comment_1808704

    The only objects that vanish are the ones knocked out of your hands by Franklin's Demise.

    Thanks. That's too bad - seems like a potential nerf then would be to see all items, regardless of how you set it down, eventually consumed after a set number of minutes.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1808631#Comment_1808631

    I know for a fact she's not bisexual nor trans because the devs have already said they were only putting romance in the lore when it concerned cis heterosexual characters.

    I think you should try engaging in good faith.

    Where did they say such a thing?

    So you are saying the devs officially have confirmed that every husband/wife reference is a heterosexual relationship and no characters are currently bisexual or other? That's an extremely odd claim. Link please.

    Also, I question whether stating that Nurse had a husband who died is "romance", but I suppose it depends on the context.

  • Oh yeah, and seeing the survivor w/ Victor immediately..that's just mandatory. I can't understand why this doesn't happen already. Charlotte/Victor can see each other when not engaged but suddenly its hidden when victor is on someone's back?

  • Survivors should have an additional performance penalty when running/evading with victor on their back. They shouldn't be able to unhook.

    Consistent switch/cooldown experience - it should not be 5-6 seconds to switch to Charlotte.

    Locker - would prefer 15 seconds to give additional time to make it to the locker w/ Charlotte. I had this happen the first time yesterday where I blocked a survivor but luckily Charlotte was right outside.

    Slightly reduce pounce cooldown and/or reduce stomping time to 2 seconds from 3 seconds.

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