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dugman

dugman

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  • Cakes are tasty, maybe play matches to use those up first. 🙂

  • I recommend Prestiging now to at least level 1 because if you do it before the patch then you’ll be rewarded with two extra Prestige levels automatically (i.e. your Hag will immediately jump from P1 to P3). That’s like getting 100 free bloodwebs on Hag in terms of unlocking her perks on all your other killers!

    You will lose your current collection of add-ons and offerings but you’ll get those back pretty quickly as you play her so I think the two Prestige level bump is well worth that trade off.

  • Without actually seeing the game you’re talking about it’s impossible to have much opinion on a match Tru3 lost. My first thought when I hear something like that is he probably didn’t slug for pressure but who knows? 🤷‍♂️

  • @SekiSeki said:

    https://forum.deadbydaylight.com/en/discussion/comment/3058995#Comment_3058995

    You know what, this just changed my mind. I think I agree with the calm spirit nerf now. I've had plenty situations where I could easily hear a totem or chest and would get the instant chase. With calm spirit, that is out the window and should take a little more time. It's the risk of going for the chest/totem that gives it it's place in that game, not the guarantee.

    I wouldn’t go that far, I think they probably could have just made Calm Spirit allow you to interact with totems and chests quietly without the action speed slowdown. It would be an ok benefit but not overpowered.

  • To be fair, I’ve very occasionally caught someone cleansing a totem because I heard them. But yeah, it’s not common.

  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3058845#Comment_3058845

    Sorry, can only say what we've put in the road map for year 7. We tend to not give a time estimate on these things.

    No worries, I figured that might be the case but couldn’t hurt to ask. Thanks for the reply!

  • I can only speak for myself, but I’ve been playing about 3-4 years and am about to get a MASSIVE perk windfall from the midchapter because all of my killers are at least Prestige 1 already so all of them are getting a bunch of extra perks instantly when the patch goes live. I couldn’t care less about banners or charms or whatever, but that’s a huge number of bonus perks incoming. 🙂

  • @SweetTerror said:

    https://forum.deadbydaylight.com/en/discussion/comment/3058836#Comment_3058836

    I too would love to see a fairly decent bot replace a disconnected player. There's truly nothing worse than having a survivor disconnect at the start of a match, as it makes completing five generators almost impossible. Not saying that a bot would get the job done, but at least it ensures the killer has something else to focus on.

    Yeah, Mandy mentions above that there’s currently no plans for that, but if I remember right it’s not because they think it’s a bad idea but rather because of the difficulty of implementing bots in general. I doubt bots are totally off the table forever though if the custom match bots prove popular enough to make the development time of extending them to disconnected survivors seem worthwhile.

  • @Marik1987 said:

    There will be no Nurse-Rework, because Nurse is totally fine.

    Hard to say if Nurse is “fine” or not since we don’t actually have those sorts of stats. She definitely has the lowest kill rate across all matches, and the common consensus is she probably has the highest kill rate at high MMR brackets, but we don’t have stats to verify that latter part or know if she’s just “really good” at that level or overpowered.

    What I’d love to see is a graph similar to what they did for the perk rework which shows kill rates by killer by MMR. So the X axis is MMR rating, the Y axis is kill rate, and each killer is a line on the graph with the thickness of the line showing the relative number of matches. It’s be interesting to see how the different killers line up. I’m guessing most of them would be more or less flat in the bulk of it around 50-55% kill rates, but Nurse would be more slanted with a higher correlation of MMR rating to kill rate. That’s just a guess though. 🤷‍♂️ (And I’m curious to see Twins in that chart since the devs mentioned offhandedly once that Twins at the really high MMR are pretty dominating.)

    And it would be interesting to do his chart pre-midchapter and post-midchapter to see how the kill rates changed after this next huge patch.

  • @Mandy said:

    There is no plan to have bots in regular matches. This is purely a "practice mode" if you will, something in custom matches to help learn killer powers or maps etc.

    Say Mandy, out of curiosity any idea roughly what quarter you guys are shooting for on bots? Was it Q3 or Q4 this year? I know you guys posted a roadmap chart for 2022 but it didn’t give any sort of estimate at the time.

  • @Grigerbest said:

    https://forum.deadbydaylight.com/en/discussion/comment/3058175#Comment_3058175

    Oh dangit, I missread that, sorry.=)

    I heard about practice matches to try out killers or perks, looking forward to it too!

    Yeah, bots are just in custom matches so far is all they are doing at the moment. Maybe hypothetically if the bots play well enough they’ll extend it to allow bots to replace disconnected survivors like the mobile version does, but that’s speculation. 🤷‍♂️ Either way there’s no chance they’d have normal pregame lobbies with bots in them.

    Personally I’d love to see relatively decent bots replace disconnected players. It’s much fairer to my opponents if they at least have a bot player taking some of the burden on gens or getting me chasing them then to go against me shorthanded. And I definitely am against the idea of “oh, someone left, so I’ll leave too”.

  • @Annso_x said:

    https://forum.deadbydaylight.com/en/discussion/comment/3057766#Comment_3057766

    Iron will was op, but the sound being reduced + the exhaustion turning it off is too much. One or the either would have been fine, I'll only run it on loud survivors until their grunting sounds are fixed tbh.

    OTR will definitely not be strong anymore bc of the endurance changes, not the end-game stuff that was to be expected. It won't be a bad perk, but it'll literally just be a replacement for DS, it won't be stronger than current DS for eg.

    I never used dead heard but the new one seemed fine to me, it fixed basically a lot of old DH's issues (besides the awkward waiting DH out little dance), so I don't think nerfing it further was necessary. As i said, we'll see how it performs live. What i'm worried about isn't the duration of it but moreso the 0.5s window being too short for dedicated servers to not mess up tbh.

    No I don't think all survivors perks should have been buffed, mostly not these ones, but also nerfing a perk shouldn't make it useless (spine chill, DS, ruin). I also don't think any of the survivor buffs we're getting are meaningful. We're literally just getting a replacement for DS, and a 5s basekit BT which is not going to be a problem considering killers haven't had any problems waiting out a much longer BT for years now. The only other good useful buff was Botany but it's also getting nerfed. So no, I'm not too excited about calm spirit giving survivors a debuff being the balance the devs are aiming at.

    Also, I used to run disortion and stopped because i didn't have any tokens left before mid-game. Yes there's instances where it's useful, but as you said it's niche, and most of the time you get little value out of it. The token generation on distortion is more than welcome but I still think the base number of tokens should have been buffed as well, because 30s hiding in the killer's TR is a long time, we'll probably end up with max 5 tokens per game (which is obviously a nice buff, but not enough to make it worth running over an exhaustion perk or BT, CoH or DS (to be OTR) ).

    https://forum.deadbydaylight.com/en/discussion/comment/3057791#Comment_3057791

    Oh yeah i hadn't though about that, that feels a bit silly, but also this doesn't account for the 2.5% deduction from the basekit kick buff and I assume it'll go up quickly to 100%, so even if it goes live like this it should still be a viable perk (and stronger than it was before, and probably still meta if paired with other perks). But yeah they'll probably change it again tbh.

    For reference the developer update says it takes 12 seconds for Overcharge regression to ramp up from 75% to 100%. So if the gen is stabilized within 12 seconds you would have been better off having no perk (assuming the survivor can consistently hit the Overcharge skill check.)

  • Personally what I like is that the 10 second gen timer increase will help if you like to run loadouts with no slowdown. That little extra time means you have that much more of a buffer to get to a gen between chases to drive survivors off. Obviously running slowdown is still going to be effective, no doubt, but now no slowdown builds will hopefully feel a bit less challenging to play against time efficient survivors.

  • @BringShaggytoDBD said:

    I have to say overall I am very happy with the July update and think BHVR, devs and mods deserve credit for listening to feedback and trying to please as many fans as possible. Definitely a huge step in the right direction imo.

    The prestige system is great for long term players. When the update goes live I will have every perk for every character which otherwise would have taken me months.

    My only concern is whenever a new chapter is released, we will now have to get the survivor and killer to P3 in order to unlock their tier 3 perks for the rest of the characters. I know this is still better than what we currently have, but overtime the grind is going to come back. I don't have a solution (other than removing tiers from perks) but wanted to flag in hopes the devs might take this into consideration and find a solution.

    The grind won’t increase at that point because the maximum cost is fixed at 150 bloodwebs to get all the new perks to level 3. That’s the absolute worst it will ever get in this system in terms of unlocking perks.

  • @ZVom said:

    https://forum.deadbydaylight.com/en/discussion/comment/3056436#Comment_3056436

    Well, these lies about "HEAVY REDUCTION OF THE GRIND" were precisely and mathematically debunked in this thread: https://forum.deadbydaylight.com/en/discussion/331937/we-reduced-the-grind-except-we-kinda-didnt-part-2-bloodpoint-boogaloo/p1

    So BHVR - please at least don't bullshit us. If you wanted to reduce the grind - JUST DO IT. Reduce the cost of nodes, increase bonuses after the game, increase gained BP - you have so many so simple ways to transaprently reduce the grind.

    Instead, you chose to do some freaking shenanigans nobody asked for and you sneakily removed wglf and bbq bonuses, which after all other changes effectively INCREASED the grind. I'm done. It's disgusting and infuriating to be lied to all the time.

    I don’t know about you but I’m about to get a ######### ton of bonus perks next week on all my killers. This change is probably saving me literally hundreds of bloodwebs worth of perks the instant it goes live because I have all my killers at at least Prestige 1. So I’m saving a ton of bloodpoints.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/3057847#Comment_3057847

    Oops, that was my bad for misremembering the data, though that does still bolster the point I'm trying to make.

    Oh yeah, I wasn’t disputing your main point. 🙂

  • @TAG said:

    Correlation =/= caustion or whatever, but there's gotta be a reason why one of the free Killers is both widely considered to be the strongest in the whole game while simultaneously having the least usage overall among players.

    Actually in the most recent stats the devs released Nurse is the fifth most played character across all matches (picked 5.27% of the time, the average pick rate being 3.7% when the data was shown and there were 27 killers). Nurse does have the lowest kill rate across all matches though.

    • Overcharge - Lowering the ceiling from 400% is fine, it should start at a minimum of 100% though. 75% means you’re actually worse off kicking a gen with Overcharge initially compared to kicking it with no perk at all which is silly. Start at the normal 100% regression and ramp up from there to 200% or whatever.
  • @Shaped said:

    https://forum.deadbydaylight.com/en/discussion/comment/3057406#Comment_3057406

    As effective as the old one? How much distance can you really cover in 1s of immunity with the same speed?

    You run 4 meters in one second.

  • They really should at least have it start at 100% regression, not 75%. 75% means you’re actually getting less regression initially than if you had no perk at all which is really silly. Just start at 100% and ramp up to 200% or whatever other ceiling the devs want it to reach.

  • To me the most fundamental issue with DbD is it is designed around midmatch player elimination. That is generally problematic because nobody likes being booted from a game while their friends keep playing. If they were making a sequel, I’d say they should make it so the killer gains a Ritual token whenever they hook a survivor or for every 60 seconds a dying or hooked survivor isn’t rescued, and then the killer wins if they collect 8-12 tokens. That would conpletely addred all the gripes about tunneling and camping. For instance, there’s no incentive to stay near a hook, you’re better off immediately going and finding other survivors to hook them some more. And there’s no incentive to ”tunnel” and hook a survivor two or three times in a row over a different survivor, hooking two people once is just as good in this set up as hooking one person twice. Not to mention with all four survivors potentially active the whole match there’s less of a huge momentum change when someone dies.

    Would I miss Moris? Sure. But honestly I think that would be worth the benefits in a sequel.

  • If Hangman’s Trick showed the auras of people near hooks just automatically without needing to carry anyone it would be decent, a bit like how Undying’s auras can show you auras periodically when survivors are near totems. Of course there are a lot more hooks than totems so it probably would need a cooldown to avoid showing auras constantly, but I could see it triggering once per 30 seconds or something showing all auras of everybody near a hook.

  • The patch is really solid overall, especially with the changes they announced today. Lots of good tweaks and I only have a couple minor things I disagreed with.

  • Yeah, I'm not sure why it's still there. 🤷‍♂️

  • I think most of the July update is positive. I’m not sure why they feel the Prestige should cost any bloodpoints at all but other than that all the changes from the June update seem good to me. 👍

    As to the original post

    • Once they adjust the rarities of the add-ons like they said they will be doing there’s no downside at all to Prestiging other than that oddball 20k cost. So at that point there’s no reason for it to be optional either.
    • I don’t care about the portraits or charms either way. 🤷‍♂️ I will say though I think the new charm looks decent.🙂
    • Complaints about camping and tunneling are rooted more in the underlying issue which is that the game has player elimination midmatch. As a general rule player elimination can be problematic because nobody likes sitting on the sidelines while their friends keep playing a game they were in. The only way to ultimately eliminate camping and tunneling complaints would be to get rid of elimination and make it so, for instance, the killer gets one Ritual token per hook plus one token per 60 seconds a survivor spends on the hook or dying and they win if they collect 8-12 tokens. If the game hypothetically used that model there would be no perceived benefit to facecamping and no specific reason to down someone multiple times in a row to facecamp. (And this is how the official boardgame works in fact for exactly that reason). Unfortunately we’re well past the point that could happen in the video game so maybe it’d be something to think about if they ever do a sequel? 🤷‍♂️
  • It’s an interesting idea, the main concern would probably be reducing transparency in the in game descriptions. Plus it would make balancing new things take longer possibly since every new effect would have to be compared to every possible character’s coefficient sets to see if any apply and what values to set those parameters.

  • Self Care is underrated by some people. There’s a reason it was the fifth most used perk in the highest player brackets even after Circle of Healing became a thing. Basically the ability to partially heal anytime you have any moments of time that you aren’t or can’t safely do a gen is quite good. That’s why the perk still saw heavy use despite the perception by some people that “Circle of Healing completely replaced it”.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/3056555#Comment_3056555

    They actively nerfed Off the Record and Endurance.

    https://forum.deadbydaylight.com/en/discussion/comment/3056563#Comment_3056563

    Yes, it was posted above. Overcharge now starts at 75% regression and caps at 200% regression after 30 seconds.

    Ah ok, I didn’t notice they literally just posted a new update. Yeah, if Overcharge caps at 200% then Call of Brine is better, aside from when you’re facing survivors who can’t consistently hit that skill check (which does make a difference against newer players or if you fun it with Unnerving Presence on Doctor but otherwise isn’t really a factor).

  • @Haddix said:

    https://forum.deadbydaylight.com/en/discussion/comment/3056431#Comment_3056431

    I don't think you've read the new developer update.

    Was there a new update today? Here’s what the last one I saw says

    Overcharge 

    Along with its current effects, Overcharge will cause a kicked generator’s regression speed to grow from 100% to 400% over the course of 30 seconds. Survivors will want to stop this generator from regressing as soon as possible. 


  • I think you’re maybe misreading how Overcharge works. It ramps up to 400% regression over 30 seconds and then keeps regressing at that rate.

  • Hypothetically if you are getting a little over two downs per generator that finishes then by the time you have 8 downs the survivors will be on the last generator. So if the average down takes about 40 seconds that’s probably a decent length. But like some other people said, the early generators are easier to finish than the later ones, so a 40 second down and then 1 generator going before the second is fine because later when there’s only 2 gens left to complete you might be getting three or four downs before another gen finishes.

  • They’re already adding 10 seconds with the next midchapter. Let’s see how that goes, that’s a pretty sizable increase. Think about all the times you walked toward a generator and it finished before you got there, if you had 10 extra seconds those become you kicking the survivor off.

  • @VikingDragonXii said:

    Still the argument of won't fool SWFs is still valid because you wouldn't be able to get near any member of a swf because of.....

    Billy- Hey Bob Did you get your Gen done....

    Bob- No I'm still working on it.

    Billy- Oh that's not you it's the Killer *Runs off before fake Bob gets close"

    Bob- Everyone we have a Thing call out your locations at regular intervals.

    In a short amount of time the killer would lose any sort of surprise attack.

    Also GF Shroud isn't that good either even without SpineChill any decent survivor will constantly be looking at their surroundings for the Killer but specifically for GF or Michel

    Being aware that a stealth killer exists and swfs keeping an eye out doesn’t make Undetectability useless, it’s still a solid effect even against a hypothetical 4-person swf (and keep in mind only about 5% of matches are full swf squads, the great majority of matches include 1-3 solo survivors who aren’t in the loop). Even against groups that contain a swf of some kind Undetectability does significantly shorten the distance before the survivor reacts to your presence.

    I do agree that semi-permanent Stealth shouldn’t be the mimic killer’s only ability, they would need something else to augment it. For example Ghost Face has instant downs and a bit of tracking, Pig has her traps and Ambush, Wraith has faster movement speed and near actual invisibility, and Scratch Mirror Meyers has his unlimited auras. There’s no killer whose sole ability is Undetectability. So a killer who can look like a survivor would likewise need some additional part of their kit to round them out.

  • @JPLongstreet said:

    https://forum.deadbydaylight.com/en/discussion/333801/map-offerings-need-to-go

    The map offerings themselves aren't the problem. It's more an indicator of unbalance on certain maps, so ditching those offerings would only be a bandaid fix imo.

    Also there are map-dependant killer builds that folks like to run.

    Map offerings greatly exacerbate the problems, both present and future, of any sorts of imbalances in the maps. It's impractical to expect there to be literally no abusable parts of any maps anywhere in the game so "just fix the maps" isn't the answer. But removing map offerings does at least keep encounters to those areas to a minimum.

    Also the notion of "map-dependent builds" is a myth, you can run pretty much any build on any map. I've won with Scratch Mirror Meyers on outdoor maps for example, you don't need to use a map offering just to get what people consider a more favorable map for that build.

    On top of which, removing map offerings also would noticably improve bloodwebs since map offerings that people don't want would be replaced by other things.

    Basically whatever benefits map offerings give are so minor compared to their downsides and the benefits of removing them altogether that they really should just be taken out in my opinion.

  • @InvadeGames said:

    https://forum.deadbydaylight.com/en/discussion/comment/3055745#Comment_3055745

    yes i am certain. So all 3 teachables should eventually spawn on the web without prestiging?

    Yeah, the first one should appear at level 30, second at level 35 and third at 40. I’m not aware of any reason they wouldn’t other than a bug?

  • @InvadeGames said:

    https://forum.deadbydaylight.com/en/discussion/comment/3055741#Comment_3055741

    enduring did which was one of the ones i wanted, but im well past level 50, if it was still counting levels, i would be 65-70 levels on him and no other teachables have spawned

    And you’re sure you didn’t already take it there or in the shrine?

  • I don’t know the answer to your question because I don’t know why your teachable wouldn’t have spawned on Hillbilly’s bloodweb at levels 30, 35 or 40.

  • Well the good news is if you wait about a week or two the new midchapter patch will be out and then all you have to do it get Hillbilly to level 50 and prestige him once and all three of his perks will be on all your other killers automatically.

  • @RpTheHotrod said:

    https://forum.deadbydaylight.com/en/discussion/comment/3055526#Comment_3055526

    Oh naw, the reveal through wall was my earlier post. The video from survivor point of view is just showing how it's definitely broken , as they shouldn't be revealed when gf is on the sides of the screen. Not only can he be revealed through walls, but he can also be revealed without looking in his direction. It's just overall bugged at the moment making it extremely hard to ever stay in stalk mode.

    Ah I see, I thought you were trying to show a through the wall example, I misunderstood.

    Yeah, it’s certainly possible there are some small hiccups in the whole “is the killer fully in the survivor’s field of view” thing. In that clip Bill is in view but it’s mostly just his head, I think, in the beginning? Hard to see since it’s really dark in that part of the room. I don’t remember there being a thing about Ghost face has to be in some 45 degree arc in the field of view or whatever, I thought it was just a check on what portion of the Ghost Face hit box was visible, so I’ll have to take your word for that.

    • Werewolf. They could have a lunge or sprinting attack a bit like Demo or Blight, and an ability where if they hold down the Power button they can smell the rough direction (within a 90 degree arc say) to the nearest survivor. Could also maybe move a bit faster than normal out of chase for map traversal?
    • The Thing. It would swap between two forms, one where they look like a survivor in the match and another where they’re a monstrosity. In survivor form they have innate Undetectability, can vault like normal survivors, and can damage generators and dropped pallets and walls, but they are unable to attack. When they transform into their monstrous aspect they’re more or less a basic killer, maybe with some minor benefit like a longer reach than normal. Note that even though survivor players won’t necessarily be “fooled” by the mimicry it’s still a decent ability because of the built in Undetectability.
  • “…you will eventually go down if they commit to you.”

    A survivor should always eventually go down if a killer commits to them. If survivors could literally indefinitely stall a killer in a chase then it would be terrible game design, the whole point of the game is the killers are supposed to be able to eventually catch you if they chase you. You can delay it if you run well but you should be caught at some point.

  • @RpTheHotrod said:

    https://forum.deadbydaylight.com/en/discussion/comment/3055351#Comment_3055351

    May have to slow down the footage, but you'll hear the reveal progress progressing while they are running towards the door despite gf not being on screen, and much of the progress overall certainly didn't have him 20 percent visible, and he certainly isn't towards the center of the screen how he's supposed to be revealed. He isn't supposed to get revealed when he's anywhere on the survivors screen. It's supposed to be when he's in the center or a bit off center. This is him getting revealed at the complete sides of the screen.

    I can’t really hear that sound but it definitely looked like he’s on screen pretty much the whole time. Whether there’s a bug involving him only being partially on screen triggering a reveal when it supposedly shouldn’t is another topic, but in terms of “revealing through a wall” this definitely doesn’t look like an example of that.

  • 95% of the time someone complains about tunneling or camping in after game chat it's just sore losing. Just ignore it.

  • @Zeidoktor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3055359#Comment_3055359

    If so, it can affect a blocked generator, but the regression won't start until the block ends?

    Yeah the normal regression is suspended while the generator is blocked either way.

  • @Remedicist said:

    Pain Res targets the gen that is not already finished, is not blocked, and has the most progress completed on it in that order. So if Thrilling blocks all but one gen, then Pain Res will target that gen as it is not blocked.

    Remember that blocked gens cannot regress and therefore Pain Res must focus on the next gen that is free and has most progress.

    I’m pretty sure Jolt can remove progress on generators through a block. Pain Resonance actually has the same wording in its description as Jolt so I do know why Jolt and Pain Resonance function differently but … 🤷‍♂️

  • @RpTheHotrod said:

    https://forum.deadbydaylight.com/en/discussion/comment/3055129#Comment_3055129

    He wasn't looking at him. It was supposed to be where the fov where he can revealed wad increased slightly. However, it's functioning where if he's anywhere on the screen which isn't correct. You'll hear the reveal progress also even while ghostface is entirely off the screen if you listen closely.

    I don’t know, it looks to me like he was in the mid-right corner of the screen stalking him.

  • Killer perk - Let The Bodies Hit The Floor

    You can drop survivors 75% faster than normal. If you drop a survivor within 3 meters of a breakable prop (gen, wall, totem) the prop is automatically broken as if you had interacted with it. Dropped survivors suffer a 40/50/60% speed penalty to healing until they are no longer in the dying state. If a survivor is within 3 meters of you when you drop a survivor they are injured as if hit by a basic attack.

  • @mischiefmanaged said:

    I don't really understand what you're trying to say, but the entire point of the patch is to nerf common regression perks in order to make other types of regression perks or chase based perks more attractive.

    That's the entire point. Hex: Ruin isn't supposed to be the same. It's supposed to be weaker.

    The advantage of Hex: Ruin over others is that it works automatically and doesn't require kicking. The negative is that you can't use damage generator perks which will regress the generators faster. The other disadvantage is that it deactivates after someone dies so if you just tunnel/camp you're deactivating your own perk.

    If you've ever played on the survivor side, the Hex: Ruin totem still being active after someone has been knocked out of the game generally means you lose even if you cleanse the totem.

    Hex: Ruin is still going to be strong. It's still the only perk that automatically causes all generators to regress automatically rather than by a specific action. If you put someone on the hook and start chasing someone off of a generator, you're forcing the other survivors to choose between saving their teammate before you get a down OR finishing the generator. If they choose to finish the generator and you get a second down, you can sometimes force the first person into second stage. If they choose to get the save, you get generator regression.

    It'll still be a strong perk. But, there will be other attractive generator regression perks that don't come with the RNG of using a Hex totem.

    I don’t know if Ruin is “strong” at 100% regression. Ruin 1 has generally never been considered all that great as far as I know and that’s what the new Ruin 3 is with this additional limit that it turns off after a death. Turning off after a death is fine, the speed reduction seems really high though.

  • I think alternating between game health patches for midchapter and new stuff for full chapters is fine. And a lot of people do want new content, their full chapters are typically when they have their biggest player base spikes.

  • @Dwight_Fairfield said:

    https://forum.deadbydaylight.com/en/discussion/comment/3055265#Comment_3055265

    If you like insta downs and want to get spicy you could run Make Your Choice or Devour. I've had success with both using the mirror add ons. They cannot hide from you 😈

    Oh for sure, I run Exposed perks with those all the time! Haunted Grounds is fun too.

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