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illusion

illusion

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  • @Quol said:

    Ive come across this argument a few times these past couple days "They nerfed Ruin so they might look into gens speeds now" and its disappointed me every time. Devs havent even mentioned anything about gen speeds so why assume they will do anything? Because you hope they do?

    When something gets nerfed people will get mad and with something so popular as Ruin no matter what they do there will be hate but the flames were blown way out of proportion because they didnt mention anything about why Ruin was so popular.

    On the bright side devs cant pretend they are not biased towards survivor anymore.

    Yeah. I have been seeing that reasoning a lot. If they were looking into it, they would have mentioned it by now.

    If you understand there is an underlying problem, then you look into that problem and then make adjustments to that. If at that point Ruin needs to be adjusted you can do it and most killers would be ok with it. It seems they don't understand the real problem, or don't care about it. Either way it's a concern. No PvP game lasts if they can't get balance done correctly.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/981047#Comment_981047

    Typically red ranks on both sides- little behind on killer at the moment since I was out of town since the reset. All in all, I went ahead and checked my stats and it turns out I play killer about 53.44% of the time.

    I do agree with what you're saying, although I do think we're talking about a best case scenario. You and I may power through it, but to give an example, what if the other guy is playing with a couple of friends who are newer to the game and haven't been practicing skill checks for the last few years? What quite often happens is that first generator will go off, but then nothing else happens as the rest of the team is running around searching for a totem. Then I have to either decide if I should continue doing generators by myself or go cleanse the totem so the others will help out.

    I wouldn't base the entire thing on a single scenario, there's far too many variables. I can only speak from my personal experience, and I've had plenty of teammates who can't handle it (after over three years).

    My thoughts are about the same as yours in terms of emblems, though. As someone who doesn't use Ruin (or any slowdown perks) myself, I definitely feel it. Thankfully there's also a change to address that aspect, so if someone's concern is their emblem score, it should be lessened at the same time as this change.

    Here's the thing. You base this on a very specific scenario of new players having trouble making skill checks. What about players who can hit great skill checks every single time? Not that you need great skill checks to progress through ruin, it's just a bit slower. If those new players can't hit good skill checks, then they aren't completing gens anyway. It's funny that the change was made to make gens easier to complete for survivors, but the killers are being told they just have to play better.

    I rarely see anyone actually running around looking for the hex totem. People work on gens and run off when the killer comes. Eventually the hex gets stumbled upon. A lot of times it is right next to a gen. so not a lot of looking is required.

    Plus, I would say that most killers would be OK if the changes removed the Hex part of the perk. Having a perk that is useless in the early game and likely gone later in the game, seems like a very bad balance. And, destroying the totem takes no skill, at all. Why is it that only the killers have to be skilled. Make the game easier for the lowest skilled survivor just makes the game ridiculously easy for the very skilled players, especially if they are coordinating.

    I think many killers would be ok with the change if it wasn't a hex, but having a perk that does nothing for the early game and can be destroyed within the first minute of the game is garbage.

  • Many good killers don't rely on their Ruin going into late game anyways, so I don't see the change as "game ending".

    It seems then that you don't understand the problem. You're right, killers don't expect their ruin going into late game. That then means that it's an early game perk. Exactly what it was used for. With it being a hex, it was always risk vs reward. Now, the reward is gone, but the risk remains.

    The changes, as the devs claim, supposedly make it a late game perk. However, if it doesn't make it to late game, how can it be a late game perk? If it is useless in the early game, and it doesn't make it ot late game, what use is it. Plus, it prevents other gen regression perks from working. You can't even kick gens.

    Plus, it doesn't address the underlying problem that made it so popular in the first place.

    Btw, claiming to be a top rank killer while posting on a brand new smurf account...not quite buying it. I'm guessing your just a survivor main who doesn't understand the real issue.

  • The thing is that those survivor perks were adjusted for balance. Some, arguably, adjusted poorly. While they may not be as effective as they used to be, they still work. In fact they are still used by a large portion of survivors.

    Very few people are saying that ruin can't be adjusted, it's they way that it was adjusted that is the problem. Those survivor perks, while less effective, are still completely functional throughout the game. Ruin was nerfed to, supposedly, be a late game perk, while retaining the hex part making it possible to remove the entire perk from the killer within the first minute of the game. It was always an early game perk, at best. The change was poorly thought out. How can it be a late game perk when it isn't there? I don't recall them adding a mechanic to those survivor perks that randomly makes them useless within the first few minutes of the game.

    More importantly, they didn't address the underlying issue that made ruin as popular as it was. That is what is so frustrating to most. No one really liked Ruin, but it is necessary to try to deal with the much bigger problem.


  • @Walker_of_the_fog_96 said:

    Its in your inventory, just choose the customization option with bill in the survivor lobby ,ITS FREE!

    @Fibijean said:

    The sweaters were added automatically to everyone's cosmetic inventory as part of the Christmas Ugly Sweaters collection. You'll find it if you select Bill and check his tops under the customisation options.

    Not for me. It says "there are no customization options for this character".

    I was here for the ugly sweater collection, but I have nothing for Bill. Were they all free? Because I don't think I have any sweaters for my characters.

  • I haven't seen that quote, but it doesn't surprise me based on the way a lot of their posts have been worded lately. It seems that they are using the PTB to give the illusion that player feedback matters, when they had already made up their mind.

  • @twistedmonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/977288#Comment_977288

    If that is the case then one should not need it at all like the many others that never use it. I would argue without it many probably wouldnt make it to the rank they are at. No matter what changes to the game have been made Ruin has always been meta due to its potential to make games slower. Its because of this some will always rely too heavily on it. A test to see where some would end up without it if reset back to rank 20 would be interesting to say the least.

    I never said using Ruin was wrong. I said allowing two mechaincs which are wrong shouldnt be accepted. I did say in the post you quted toolboxes need looked at. Quote from it below.

    "I have posted a few times recently that I think they should be made more to combat slow down effects and a hard cap on max gen speed needs to be set so perks and these items can't stack too much and make them go stupidly fast."

    Personally I dont like the change as I have said. I am all for a change to Ruin as I do feel it does artificially inflate someone's capability. The change though well quite frankly i find the perk useless now. It does nothing for the killer if they are in a chase and makes players stay on gens to finish them instead of saving.

    Hooking someone and being in a chase should be applying pressure to at least 3 survivors as 1 should want to go for the save. This change seems to only now apply that pressure to 2 as they simply wont leave the gen to save for the regression aspect. I dont find any there to be urgency for survivors to remove Ruin like other perks. its not rewarding enough for the risk to use it.

    I think it could do with a change but I really dont beleive this is the one.

    I think you missed my point. We'll stick with the "two wrongs don't make a right" concept. The problem is that they are only attempting to fix one of them, rather than coming up with a plan to fix both and implementing them together. Using a crutch when you have a broken leg is perfectly acceptable. Ruin would only be too powerful if the other problems were fixed, but they aren't even being acknowledged by the devs.

    As you say, this was a bad design change, but it is made even worse by not addressing the underlying problem that led to it.

    I would also say that a lot of survivors don't deserve their ranks either, but due to the current play mechanics, they are ranked much higher than they should be. It's not just a killer thing.

  • @twistedmonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/977056#Comment_977056

    A good Billy rarely but a bad one that misses half his chansaws? Quite Often. The same can be said for most other players what are good with any killer. I don't see them camping as much.

    Take the Spirit. Why do so many using a strong killer instantly come back to the hook? What is it that makes some what to instantly 4k in as little time as possible? As I said its a mindset which is extremely hard to change.

    https://forum.deadbydaylight.com/en/discussion/comment/977060#Comment_977060

    That is becasue they don't want to increase pressing m1 and they instead concentrated on chase times. Hence the pallet and window changes along with time changes. It seems they would rather concentrate on good play rather than just making it easier for the masses to do well without learning to run certain spots better.

    Killers can end the game in under 3m its been shown many times. What that comes down too is a difference between good and bad players but for some reason being able to be the better player can and should apply to only one side it seems.

    If you wish to argue a point please be better informed on what does happen in the game. 4m games are not the norm at red ranks this has already been debunked. What is the norm though is some do lose badly but may be just maybe that's probably once they lose the one perk which has them where they shouldn't be while others that don't know how to apply more pressure.

    https://forum.deadbydaylight.com/en/discussion/comment/977071#Comment_977071

    Yet most meta perks are called crutches on both sides. What is a crutch of course depends on what side they play and why it needs to be looked at from both standpoint. When a perk helps someone get to stage they shouldn't is that perk helping or carrying? That is the question you need to ask about certain ones and why a change is needed.

    I'm all for a toolbox change. I have posted a few times recently that I think they should be made more to combat slow down effects and a hard cap on max gen speed needs to be set so perks and these items can't stack too much and make them go stupidly fast.

    Two wrongs don't make a right and being objective means we should be looking at both aspects and never assume one is ok with the other being too strong.

    Ruin didn't help people get to a stage they shouldn't be at. It was used to counter the underlying problem that the devs are failing to address. Most killers would rather not use ruin, as it is often just a wasted perk slot, but it was their only option to try and balance that underlying problem.

    Two wrongs don't make a right? Sure, not that I would consider using ruin wrong. The problem is that the devs are only "fixing" one side. If there are two wrongs, then they should fix both, wouldn't you say? Not only did they nerf ruin, but they didn't remove it's obvious drawback of being so vulnerable to being completely removed from the match. It was a poorly thought out design decision..

  • @No_Cluie_Louis said:

    https://forum.deadbydaylight.com/en/discussion/comment/977153#Comment_977153

    Yeh but to be fair, ruin wasn't fun for both sides because as killer if they found it instantly, you'd wasted a perk slot and had a bad game, and as survivor if you couldn't find it, you were very likely to lose. Making objectives harder now wouldn't really make it less fun for anyone as the problem would stop being luck, and instead skill, which is what the devs should want

    I wasn't saying that your idea was bad. It would be nice to believe that would be the case. What I doubted was the developers looking at it that way and make the proper changes. You can tell from the comments they have been making. It has all been about making the game more fun for survivors and killers just need to play better. Not one thing about making the game more fun for killers has been mentioned.

    You're right, killers would rather not have to use ruin, but the underlying problem was forcing them too. Instead of looking at WHY it was so frequently used, and addressing that issue, they just decided to nerf it because it was popular. With that kind of thinking, i don't have a lot of faith in them turning it around anytime soon.

  • At the cost of a perk slot...with a totem that can be destroyed within seconds of the match starting. If it weren't a hex, you may have had a point, but it is. If the new change were not a hex, it might be ok, but it is. Maybe if they bothered to hide totems, so they actually had to be looked for, it wouldn't be so bad, but most of the time they are out in the open, even right next to the gens.

    It's funny how killers have to play better, but the changes were made to make it easier for survivors. That's kind of hypocritical.

  • I doubt it. So far the comments from the devs have been so one-sidedly biased towards "survivor fun", while essentially telling killers to "git good". I don't see it changing.

  • @twistedmonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/976863#Comment_976863

    But are part of those core issues the strats killers also use?

    You fix gen speed and slow the game down but then how do they fix those others?

    Then what becomes of those that do well but still have a challenge? Does it become too easy for them? It's not a simple as make it so everyone can do well.

    https://forum.deadbydaylight.com/en/discussion/comment/976871#Comment_976871

    Of course a skill level shows in high ranks otherwise those that are there without ruin would not be. If one needs a certain perk then its more about what the perk does for you than your own skill.

    So you think no game should be lost ever?

    The depip squad was an old test of what can be done but not what is and many changes were made to the game since then. The average game time at red ranks was 12m long after that but for some its always 4m every game.

    Should they change its impossible for a killer to 4k in under 3mins as that also happens.

    https://forum.deadbydaylight.com/en/discussion/comment/976878#Comment_976878

    Self care is a meme at this point. MoM is rarely seen. I don't see how they weren't major changes to the perks even if still useful.

    I don't like the ruin change personally as I don't feel its worth a slot but I never used it anyway. I do however see the reasoning for a change. If a perk works only versus bad players then what does it really do for the game?

    How do they objectively look at stats on balancing when one perk makes them look more in one sides favour?

    Meta perks are meta for a reason. Not becasue they fix issues but they make players feel stronger or better than they may be.

    It's a common issue with lots of PvP games and why anything meta needs eventually looked at as to why its used and this is what has been happening over the last year.

    Meta perks are meta for a reason, true. But it's definitely not because it makes you feel stronger than you are. It means they work best for the current situation. Ruin is meta because it attempts to combat the underlying issue that gens can be completed far to quickly. And it is currently balanced by the fact that the totem can be destroyed, completely nullifying the perk. Self care may be slower, but at least you can use it throughout the whole match, and there are ways to speed it up.

    It's funny that it is ok to use toolboxes to speed up working on gens, but using a perk that slows them down is bad. Especially when that perk can be lost within seconds of the match starting.

  • @_VTK_ said:

    So apparently killers taking BNPs and toolboxes and trying to genrush in every game on PTB to try to skew the stats is a thing. I just saw some of them admitting that in the post-game chat. They try to prove that gens are done too fast without old ruin, though I rarely see BNPs in non-PTB games nowadays. That's really as cheap as it can get, congrats, killer-mains.

    70% killrate is apparently not enough anymore, they'll do anything to get 4k in every game.

    I hope DEVs will filter out those games from the PTB stats.

    Do you not realize that that is what happens in games now? That is the point.

  • Ruin skill checks are no more difficult than regular skill checks. Your problem is with the system, not the perk.

    Here's the thing, no one needs to, or should, spend a great deal of time looking for the totem. That is just bad play on the survivors part. You can just power through the ruin. I couldn't hit a great skill check to save my life, but I can still get through ruin without a toolbox. With a toolbox it is even faster...and at higher levels almost everyone has a toolbox.

    Without ruin, on bigger maps, survivors can complete a gen before the killer can even cross the map. It's ridiculous. Not to mention, quite often the ruin totem is out in the open, or worse, right next to a gen. It's not like they make any effort to make them difficult to find.

    The change, regarding skill checks, might be fine if ruin wasn't based on a totem that can be destroyed within 30 seconds of the start of the match.

  • @twistedmonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/976367#Comment_976367

    You don't see those other changes which made them all weaker than they were as nerfs? Doesn't that mean the killer ones would also be just changes then?

    True bias only comes from seeing one side and not acknowledging changes to the other.

    https://forum.deadbydaylight.com/en/discussion/comment/976369#Comment_976369

    So what were those survivors nerfs done for? Balance and fun always go hand in hand.

    It wasn't fun for killers to face certain things ergo they nerfed them.

    The devs have always used fun and balance when talking about the game. The issue is alot of the community only sees what happens to the side they play and ignore the others made.

    Firstly, I don't recall those survivor changes making the perk useless, because it can't be used after a minute or two of starting the game. Ruin was always a risk vs reward perk. When the totem is found early it becomes a wasted perk slot. Now, they claim it's a late game perk, which is ridiculous when the totems don't make it to late game. It might be fine if they removed it as a hex and just made it a normal perk.

    Btw, some of the survivor nerfs were also a bandaid fix that addressed the symptoms rather than the underlying problems. Some perks or abilities are clearly over/under powered all on their own. Others are under/over powered to to underlying conditions. Too many of the changes they make are based on the later. They need to address the underlying problems instead of buffing/nerfing individual perks.

  • @CLAUDETTEINABUSH said:

    https://forum.deadbydaylight.com/en/discussion/comment/976111#Comment_976111

    I play on PC and survivor queue times for me is 2 seconds.

    Not sure how that is valid to the point that was made. They said "WIll" make the queue times longer, future tense. For every killer that stops playing, 4 survivors will have longer queue times. 100 killers quit, 400 survivors will have to wait longer. It would be even worse if the killers just transitioned to survivors, simultaneously reducing the number of killers and increasing the number of survivors.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/971380#Comment_971380

    But it works how it should? Instead of playing on somewhat the same Rank when playing SWF, they play vs Red Ranks. Which, surprisingly, use Ruin.

    If you are brown and instead of before you face green or maybe yellow or purple (most likely green, when it is an average) you would find way less Ruins. If you get dragged into Red Ranks, not only the Queue Times get longer, but also the use of Ruin is way more frequent.

    So yeah, if they would revert the SWF-Change this would probably be good. Killers still get bullied even WITH the change (even tho, many Killers refer to bullying when they simply lose the game...Because, you know, the Powerrole means you have to win all the time)

    Which is why I said "if mathmaking was working as it should". You don't nerf a perk because matchmaking is broken, you fix matchmaking. There is a rumor (supposed leak) that they plan to hide ranks during the end of match summary, so you don't know when you are getting screwed by the bad matchmaking system.

    Btw, the killers face the same problem, new killers facing red and purple ranks. They need to focus on fixing the actual problems rather than trying to balance around the symptoms.

  • @Xerge said:

    https://forum.deadbydaylight.com/en/discussion/comment/973008#Comment_973008

    Yeah and that's fine, because it's frustrating not to see the auras of the killers.

    Ah, I see. You are just trolling. Carry on. ;)


  • @SpaceCoconut said:

    take care of the reason so many people used Ruin before nerfing it?

    Exactly. It seems that they are going on the assumption that it is OP, rather than looking at the actual reason why it is taken so often. It's certainly not a fun or otherwise useful perk. It is used because it is necessary. Yes, it may suck for new players, but they should be playing against other new killers, who likely wouldn't even have the perk.

  • @Xerge said:

    https://forum.deadbydaylight.com/en/discussion/comment/972965#Comment_972965

    Killers should get better at finding survivors without relying on crutch perks.

    You do realize that there are several survivor perks that let you see the killer, right? 🙄


  • @Almo said:

    New Ruin is extremely powerful late game. It must be a Hex Perk, or it would be OP as hell.

    How is it extremely powerful in the late game? If anything, it would be worse as there are less gens to be regressed. Plus, most totems don't last til late game. Ruin was an early game benefit. What late game benefit could it possibly have when the totem often gets destroyed very early in the game. I don't get how you can nerf Ruin without even addressing the extremely poor placement of totems. Half the time they are either right near the spot where the survivors spawn or next to one of the generators.

    Plus it prevents other perks from working, which also makes no sense.

    In the notes it pointed out that it was used in 80% of games (as if that was a reason to nerf it). Maybe instead of assuming it was used often because it was overpowered, you could have looked at WHY it gets used so much. Gen rushing is the biggest tactic these days, especially with swf coordinated and well geared groups.

    I get that it's no fun for new players, but then they should be matched up with new killers, who would not even have ruin.

    I will wait to see it in action, but it sure looks like a terrible change on paper.

  • Nerfing something because new players have a hard time with it, is ridiculous. If matchmaking was working as it should, they would be going up against killers who were also new.

    I also noticed that they didn't address totem positioning, at all. Sometimes they are right next to one of the gens. They nerf a perk that can be removed within 30 seconds of the game starting. Brilliant. The should just remove the hex totems from the game. You already have to use a perk slot on it, there is no need for a breakable totem at this point.

  • Worst argument ever. If it wasn't an issue, then it didn't need a nerf.


  • For me Ruin was really frustrating because when I played matches without it they honestly felt really good and well balanced. When us survivors were always working on gens with 1 person leading the killer around or 1 person saving a hook we tended to win, and when noone did gens and everyone went to save 1 hooked guy, or a few people have been hooked before any gens popped we usually lost. But with Ruin on, most of my teams couldnt even get 1 gen done, after 3 matches of complete obliteration when Ruin is present, I started leaving matches immediately when I saw it was being used.

    So you felt the games were well balanced without Ruin because you won. Of course. That's not balance.

    Also, you DC'd from games that had ruin in it, screwing over the rest of your team, rather than learning how to play against ruin. It's people like you that give survivors a bad name.

    Ruin can be powered through once you get used to doing gens, and destroying the hex totem removes it from the match, which makes one of the killer's perk slots a waste. But, of course, you never bothered to learn that, you just quit the games that used it, instead of trying to get better. Balancing the game around people that can't even bother to try to get better is ridiculous.

    The funny thing is, the new version is likely not going to be any better for someone like you. You will just have different frustrations to deal with.

  • It's a good game, though clearly not perfect. It definitely has a lot of frustrations. The problem is that I think it is going to require some reworking that appeals to both sides. I imagine that it is far more complicated than nerfs and buffs. Right now there is too much negative feedback and one sided suggestions from people that main one side or the other without any understanding of how things are for the other side. There needs to be less complaining and more unbiased input from people that understand both sides. The back and forth bickering between survivors and killers is not helpful, at all.

  • Did you see Texas Chainsaw Massacre? That's kind of his thing. :p

    Seriously though, face-camping happens occasionally. They are waiting for people to come and rescue you. Most good killers don't do it...unless you really annoy them. :p

  • Sadly, there are toxic people in every gaming community. Definitely report any and all hateful chat though.

  • Ah. Any chance the drive is full, and it needs to store something locally? I don't know anything about ps4. I'm sure someone else can help. It might help to change the title to something like "unable to save profile on ps4". It might get more attention from those that can help.

    Best of luck.

  • Firewall blocking it, perhaps?

    Couldn't to run the verify local files checker.

  • It's not, of course, technically cheating, but it clearly goes against the way the game was designed. The only thing that I could see them possibly doing is implementing some sort of penalty toward swf groups and/or buffs to the killer going against them. Maybe like slower gen/healing times. Who knows. Hopefully the devs can come up with something.

  • Yeah. I have never seen so much rage quitting in a game before. I don't really get it. Why give up the points you have earned, or could still earn for nothing? Makes no sense to me that some people have such fragile egos. I have seen some play the entire game and then DC because they got downed at the exit. Why give up the points you already earned?

    I know there are a few good reasons why people suicide on the hook. Not talking about those.

  • I hope he gets a rework. He looks fun to play, but I have been reluctant to buy him since people say that he is not in a very good state.

  • Not much the devs could do, other than to record every match and watch tens of thousands of hours of gameplay and then make a determination if the behavior was toxic or not...which is not going to happen. Toxic chat however is much easier for them to deal with.

  • Unless they are doing training videos, or otherwise acting like an expert, who cares? There are lots of people streaming that aren't great at the games they play, but they are enjoyable to watch. Twitch isn't just for gaming experts, it's for entertainment.

  • Survivors do have the option of using keys, so there is no need to change the mechanic. It's the survivors' choice to prioritize other items over keys.

  • It's not stupid to hide in a locker. Those may have done it stupidly and you caught them, but there are probably countless others that have hid in lockers during your games that you never knew about.

    I will occasionally duck into a locker if I hear the killer coming on quickly, but I'm not sure where they are. I would obviously never use one during a chase.


  • @KillermainBTWm8 said:

    There is a benefit from hitting them when you leave, you get the points from the hit usually. It's either used to give the killer extra bp while you escape or just to say "haha I win" the usually ingame bm that happens in every game no biggie. It's your decision if you want the points or not though.

    But is it a significant amount or just 50-100 points? I'm trying to figure out if they are trying to give me extra points, themselves extra points, or if they are just being obnoxious asshats.

    If it's the later I just don't want to feed into that kind of childish behavior, but I don't want to misjudge their intentions either.

    It doesn't bother me in the least, other than they are holding the game hostage waiting for me to chase them out.

  • It's far worse for newer players since there are so many that require using specific perks or specific characters to complete. I just gave up on it.

  • @Sluzzy said:

    Some times a survivor needs a little smacking on the hook for their own bm'ing. I'm glad it was added back.

    I think you missed the point. The rescuer can't be hit, and it instead hits the person on the hook, causing the killers hit animation delay which the rescuer uses to unhook the person on the hook. It's an exploit.

  • @SpicyTopRamen said:

    I've been seeing it a lot since starting the game. Either a killer will kill me and then call me crap for not looping well enough, or a survivor will escape and just tell me I suck. Like...what's the point? I'm just here to play a game. Why be toxic if you outplayed me and won?

    Some people are just toxic, win or lose. Don't encourage them by responding. Just realize that it is them, and it has nothing to do with you.. Hit continue and move on to the next match. :)

  • I personally hate killers that camp, but that can be countered by the other survivors working on gens. What I see in a lot of games is that once a player gets hooked all the other survivors run to rescue them. That's what makes it valuable to the killer. If survivors worked on gens while the killer camped, then he would likely only get one hook and one kill, losing a lot of BP. It's a terrible strategy for a killer. If all survivors did that instead of constantly rushing the hook, camping would cease to be a viable option.

    I started running kindred, which really helps (with most killers). Most times people still go for the save, but in one game I was hooked in the basement on my first hook, and the killer placed a trap at the bottom of the stairs and stood in the corner waiting for someone to come down to rescue me. He, of course, didn't know that they could see him camping. They kept on working on gens, and on hung on the hook for every second, knowing I was wasting the killers time, while everyone else completed gens. It was very satisfying. If more people did that, camping killers would realize that it isn't a good strategy.

    It would maybe be nice to give players BP for time on the hook. We might see fewer DC's and hook suicides.

  • Characters aren't toxic, only players. Likely they were a swf group. I doubt you would have seen that (all 4 leaving) with randoms. Don't worry about it. If you like him, play him. I know that I don't mind playing against him.

  • LOL Yeah, this. I'm new to playing killer (just hit rank 16), but since rank 18 I'm getting groups of red and purple survivors, many of them obviously swf.

    I guess the worse feeling is during the game when I'm so badly being outplayed and I think they are around my rank. Seeing their ranks post match, at least makes me feel a little better. :)

  • So you want them to make killers slower, buff the survivors perks, make survivors harder to hit, and make it easier for survivors to escape? I wonder what role you are struggling with.

    Killers have 4 players to try and track down and kill and you want them to be made slower? Come on. Survivors are not meant to escape every game. Accept that and you will enjoy the game a lot better.

    The endgame collapse is necessary, to force survivors out of hiding and actually try to escape. You have two gates to leave from, and you can always use a key to reopen the hatch.

    Yes, a lot of survivor perks could use a rework, but so could a lot of killer perks.

  • @FireHazard said:

    @illusion

    I'd have to know if you bought anything on the Shrine, have other DLC, etc.

    If he's the only Killer you have ranked up, than the best you'll have to use is something like... BBQ and Chili, Whispers, NOED (I guess), and eh... Sloppy Butcher.

    If that's all you got, than that's the best you'll have as a build.... BBQ helps with aura tracking, Whispers helps you find Survivors within a 32 Meter ring, Sloppy makes it harder to heal, and NOED gives you a one hit insta-down with the exposed effect (when all generators are completed).

    That's honestly the best you'll have to use... you can try experimenting with Deerstalking and Knock Out though, you'll be able to see Survivors who're downed in a limited range, and Knock Out causes Survivors to see a downed Survivors aura with 32 to 12 meters... depends which level of Knock Out you have.

    This will allow you to leave Survivors on the ground and have other Survivors go and waste time rescuing them... (aka, slugging)

    Other than that, you're very limited tbh... since if you have Billy leveled, you could have Enduring in your perk build... which is great with LeatherFace, especially if you had Spirit Fury!!! But you'd need the Spirits DLC for that.

    also, if you need add-on ideas...

    Than use for a budge add-on combo, Knife Scratches + Primer Bulb/Spark Plug. This is a cheap add-on combo and it helps with catching up to Survivors with your chainsaw sprint AS WELL as cancel out the negative effects that Knife Scratch bring.

    If you want a better combo, than use Beast Marks + Tuning Guide, which is a massive improvement on the budge add-on combo above... it moderately increases you chainsaw sprint/walk, and the negative effects are still only "slightly." Meaning when paired with tuning guide, it takes off that negative effect and also adds a bonus charge speed percentage... since moderately is better than slightly! The other bonuses that tuning guide gives is very useful!

    Other than that, use charge add-ons to increase the charge speed of your chainsaw... or combine Knife Scratches and Beast marks to gain a fast chainsaw walk... at the cost of a moderate decrease to charge speed (if you dont mind a slower charge speed).

    @Fibijean said:

    BBQ & Chili (Leatherface) is a great perk, and Wraith is fast enough while cloaked to take advantage of it. Sloppy Butcher makes healing harder, which gives you a bit of free pressure, something that's needed on Wraith. It also combos quite well with Wraith's own perk, Bloodhound, for tracking purposes, making it practically impossible for nearby injured survivors to hide from you.

    I would also recommend NOED, Whispers, or Shadowborn. NOED is a bit of a crutch on Wraith, but it's not a bad perk and can help you secure kills in the endgame. Whispers helps you know when survivors are nearby, which is good if you have good enough game sense to know where they're likely to be hiding. Shadowborn increases your field of view, which makes it easier to spot survivors overall and harder for them to juke you. If you're an experienced survivor, you can use that knowledge to full effect with Whispers, but if you're a new player generally, I would probably recommend Shadowborn of the three.

    As for perks to look out for in the future, Wraith, like many stealth killers, excels using anti-healing builds, so Nurse's Calling and Thanatophobia - both teachable perks of the Nurse - are great for him, especially when combined with Sloppy Butcher. Ruin (Hag) is, of course, good on any killer as a slowdown perk, so it's a good one to pick up even though you'll eventually get good enough that you won't need it. Enduring (Hillbilly) is another good perk, since you may find you get stunned fairly frequently as Wraith.

    You could also experiment with generator-based perks like Overcharge (Doctor), Pop Goes the Weasel (Clown), Discordance (Legion) and/or Surveillance (Pig). The latter two especially can be really helpful to save you time when patrolling, which again, is especially important on a relatively low-pressure killer like Wraith. All of those are DLC perks, though, so it depends on which killers you have available or how lucky you get with the Shrine.

    Wow! Tons of good info. I wasn't expecting that kind of detail. It is greatly appreciated. Thank you sooo much. :D


  • @FireHazard said:

    @illusion

    I'd have to know if you bought anything on the Shrine, have other DLC, etc.

    If he's the only Killer you have ranked up, than the best you'll have to use is something like... BBQ and Chili, Whispers, NOED (I guess), and eh... Sloppy Butcher.

    If that's all you got, than that's the best you'll have as a build.... BBQ helps with aura tracking, Whispers helps you find Survivors within a 32 Meter ring, Sloppy makes it harder to heal, and NOED gives you a one hit insta-down with the exposed effect (when all generators are completed).

    That's honestly the best you'll have to use... you can try experimenting with Deerstalking and Knock Out though, you'll be able to see Survivors who're downed in a limited range, and Knock Out causes Survivors to see a downed Survivors aura with 32 to 12 meters... depends which level of Knock Out you have.

    This will allow you to leave Survivors on the ground and have other Survivors go and waste time rescuing them... (aka, slugging)

    Other than that, you're very limited tbh... since if you have Billy leveled, you could have Enduring in your perk build... which is great with LeatherFace, especially if you had Spirit Fury!!! But you'd need the Spirits DLC for that.

    also, if you need add-on ideas...

    Than use for a budge add-on combo, Knife Scratches + Primer Bulb/Spark Plug. This is a cheap add-on combo and it helps with catching up to Survivors with your chainsaw sprint AS WELL as cancel out the negative effects that Knife Scratch bring.

    If you want a better combo, than use Beast Marks + Tuning Guide, which is a massive improvement on the budge add-on combo above... it moderately increases you chainsaw sprint/walk, and the negative effects are still only "slightly." Meaning when paired with tuning guide, it takes off that negative effect and also adds a bonus charge speed percentage... since moderately is better than slightly! The other bonuses that tuning guide gives is very useful!

    Other than that, use charge add-ons to increase the charge speed of your chainsaw... or combine Knife Scratches and Beast marks to gain a fast chainsaw walk... at the cost of a moderate decrease to charge speed (if you dont mind a slower charge speed).


    Ack! Sorry, if it wasn't clear, but I'm looking for a Wraith build. :( It was in the title, but I can see that the body of the text was probably not clear.

    I have only been playing killers for a few days and Leatherface was the only one I have ranked up, and that was to get BBQ and Chili as teachable, though I do find Franklin's Demise useful. But I really find the chainsaw awkward so I tried a couple of other killers and decided to go with Wraith as my temporary main, but his perks are not that great.

    Leatherface is the only killer who I fully leveled up to get all his perks as teachable. I bought "I'm all ears" off the shrine. Other than that I only have the general perks to work with.

  • @Kagari_Leha said:

    https://forum.deadbydaylight.com/en/discussion/comment/960311#Comment_960311

    thanks i know that

    im talking about : design concepts. not powers or personality whatever

    also thanks for randomly insulting people who dont watch horror movies ? does it give you the impression to have a superior opinion ?

    You might want to check that. That wasn't an insult. They said that it is crazy how many non-horror fans like the game. That is a simple observation. They did NOT say that non-horror fans are crazy, or anything else insulting.


    .


  • @cikerin said:

    https://forum.deadbydaylight.com/en/discussion/comment/958991#Comment_958991

    I know what you mean but if I'm in close range where the hook is then I usually wait half way because I'm always working on a generator if I'm far away then I will have to get the safe because I don't trust other people on doing going for the save but Everytime I do go for the save someone is already there even though I was far away and there are hooked I'm going for the save asap because idk if the other survivors are hiding or getting chased

    If you are in close range and wait for them to reach the second state, you are reducing the times that they can be hooked, for no reason. You can always go back to the gen. If it takes you that long to work on the generator, then it wasn't worth waiting on. It's quite possible that other people are running perks that can see you sitting there not helping, so they take it upon themselves to save that person. If they consistently beat you there, then you are waiting too long. You need to prioritize, work on the gen, or get the save.

    I still don't understand the strategy of deliberately waiting until they reach the second state before making an attempt to save them. Gens are important, but so are teammates. That hurts the team. And if you are close to the hook, others may keep working on their gens assuming that you will go for the save, and then rush there when they realize that you aren't.

    If you are unsure of what your team is doing, maybe you should run one of the vision perks, like kindred or boind.

  • If you deliberately wait for them to reach the second state, then you have only yourself to blame. I don't quite follow your reasoning for it. You are guaranteeing them a death on their next hook which, imo, is not cool (if you do that everytime, rather than situationally). If you want the save, move quicker. If someone gets there before you, because you intentionally waited, that's your fault, not theirs.

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