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johnmwarner

johnmwarner

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johnmwarner
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  • @EverflowingRiver said:

    Everyone seems to forget it's 4 on 1. Killers had longer ques earlier because there was small lack of survivors. Now that people are leaving killer for survivor this has shifted. It's simple math.

    @gantes said:

    https://forum.deadbydaylight.com/en/discussion/comment/991637#Comment_991637

    When you have little to no evidence to support a claim it's better to go for the obvious answer.

    Before matchmaking changed, killer queues were long and survivor queues were instant. After the matchmaking changed, things were reversed.

    Matchmaking change: a factual phenomenon which can be observed and clearly explained.

    "Killer exodus": an isolated phenomenon which has no clear evidence of existing, let alone outside of the bubble which are the forums.

    Shall we accept the clear answer? Or do we really need to instill more pointless, baseless conflict based on absolutely nothing?

    Can't both be true?

    His numbers back it up his idea. For every 4 survivors they need 1 killer, so that means for every killer that decides he quits that takes a game away from 4 survivors. To compound it, for every killer that switched to survivor and is also red rank there that takes a game away from 5 people in a way because he's eating up a survivor slot as well.

    I also think matchmaking is super bugged and terrible right now which is also a cause. I am beyond upset that BHVR hasn't addressed this issue since their stream a month ago saying they were looking into it.

  • @Seanzu said:

    It's 100% a matchmaking issue, if it was due to red rank killers "leaving" it would be gradual, but it went from 1-2 minut lobbies for survivors to 5-10 in the space of a day, while it did the opposite for killers and their lobbies are now instant.

    Here is a video that explains the current situation very well.

    https://www.youtube.com/watch?v=_1DNS_alCtQ

    Love Tofu, love love love and watch him nearly everyday on stream. But I commented on his video and flat out disagreed. His theory is that red rank survivors are getting matched up against lower killers because now all of the split SWF teams are taking the red rank killers whereas they used to take rank 10 or whatever was average.

    This doesn't make sense, if it was true than the teams of 1,1, 2 and 20 would be matched up against red rank killers at the same rate that a team of 1, 1, 1 and 1 are.

    I have been in lobbies with all solo red ranks and have been in lobby with me, another red rank solo, and then a red rank and his rank 20 friend and similar situations. I haven't seen a red rank killer all day, as Tofu would say litteralee all day. Tell me again how many red rank killers there are? That would be an interesting stat since BHVR likes to use stats to justify things, how about telling us how many red rank survivors play at least one game a day compared to how many killers do the same?

  • @EverflowingRiver said:

    That's what happens when killer is nerfed over and over

    @gantes said:

    https://forum.deadbydaylight.com/en/discussion/comment/991497#Comment_991497

    No, that's what happens when matchmaking is horrible. There are still PLENTY of red rank killers because ranking up is still easy on both sides.

    Stop putting everything in the "killers are bad waaaah" echo chamber we don't need this kind of unproductive take here

    He's right to a degree, a lot of killers at red ranks have stopped or play more survivor now. A red rank game is more stressful for killer, I am not saying easy for survivors either but it's mentally exhausting as a killer compared to someone who has been red ranks this past season in both.

  • @Xerge said:

    Sounds good, but honestly I don't feel like buffing survivors until we see how this ruin nerf works.

    @redruMKills said:

    Map add-on at most. Depending on the number of survivors left, the killer deserves a forced time waste on the survivors.

    This is coming from someone who plays both sides equally.

    okay, I was afraid people would think it useless. If anything sounds like you guys think it would but a bit too strong?

  • @Dwight_Fairfield said:

    Nope. When any competent killer sees you have it then they will just bait it out and smack you down.

    Yeah, sometimes it can be good once but honesty I assume all survivors have it and play around it.

    The only reliable use for it now is dead hard for distance to reach a pallet you would have just barely missed making.

  • @Vetrathene said:

    Its thanks to Tru3Tal3nt finding a method of play that makes Ghostface really good. At least that has something to do with it I am sure.

    @Daniel101773 said:

    https://forum.deadbydaylight.com/en/discussion/comment/869554#Comment_869554

    He is the one who popularized it and made it widely known. Nobody cares that John smith from whocaresville thought of it before, Tru brought it to the communities attention and made it as successful and popular as it has become, nobody ever talked about it or thought twice about it before he did it so now it’s referred to as the ‘TrU3Ta1ent build’ simple as that.

    Same as Wraith. I know everyone is saying they all knew wraith was good for years, but until Tru did his “day of wraith,” he was rare in high ranks

    Debatable which is better, Wraith is faster but has to uncloak. GF has such a freaking buggy reveal mechanic sometimes and doesn’t have to uncloak to hit.

  • @TheMidnightRidr said:

    I know the sounds aren’t fixed in the mid chapter patch (and probably won’t be for a while) but has the bug where wraith can’t use his lunge effectively with his boost from uncloaking fixed? Super frustrating it’s been bugged for as long as it has and am hoping he’ll be back to his former glory.

    Thanks for asking, someone mentioned it but I didn’t test much on the PTB this time.

  • @Psycho_ said:

    I use it because I sympathies being a killer main, that its the fairest and most interactive perk. I think all exhaustion perks should be removed, except headon. thats a badass perk.

    @VLight said:

    https://forum.deadbydaylight.com/en/discussion/comment/990734#Comment_990734

    All exhaustion perks should be removed? What a joke.

    I’m guessing, tell me if I’m wrong Psycho, that he means because of time they waste for the killer...

    Each perk can extend a chase for a few seconds or even longer if they help you reach a loop so they’re strong. I don’t think They should go away but I can see a stance for it.

    For me I don’t use any at the moment, but Sprint burst is the one I’ve been using lately it helps if you get caught on a gen in a dead zone to get to a safer spot.

  • @BeHasU said:

    Well, i played GF yesterday and i chased a guy with deadhard, i swung when i was close and he deadharded through me, the aim assist literally 180ed me and hit the guy. Yeah, they have to fix these things before i will use DH. Sprint burst is better imo

    It’s stuff like this that compounds it. Like I said I don’t use DH optimally but I can look behind me, use it to get exhausted, and still go down... so I prefer something passive that will work all the time

  • I don’t usually use it because I make “smart saves,” but then there are those end game camps where I really really really wish I had it

  • I don’t because I am bad at it, I bring it out 1-2 times a day to try to get better

  • You say no one knows how to find it but you’re is usually gone in less than a minute...

  • @ABannedCat said:

    https://forum.deadbydaylight.com/en/discussion/comment/990158#Comment_990158

    Corrupt Intervention can be hard countered by survivors, by simply not working on any generators for the 2 minutes. So unless you are Trapper, Hag, or Demogorgon, you are not getting any value out of it.

    Why do people keep saying this, that only applies if the entire team does it... if the other team is solo then at least one of them will start a gen. Actually if two hide and two do gens that is even better for you.

    keep track of how many games you play with or against Corrupt, and really how many times the survivors literally hide the entire two minutes. I’m guessing the number will be low.

  • @ChainsawCharlie said:

    Even if it gets cleansed quickly, that's still one survivor running around looking for it and cleansing it, rather than working on gens. An effect not many people think about.

    Gens take 80 seconds to complete. If a survivor isn't working on a gen and is looking for Ruin, and then spends the time it takes to cleanse, and then has to run from there to a gen, that alone could take 80 seconds. Especially if more than one person is looking for it. It has a lot of passive effects that aren't considered and now all of that is gone. Why? "Because new players have trouble hitting great skill checks." Yeah. They're new. They have trouble running basic loops and throwing pallets? Are we going to balance around that too?

    Again, I am so strongly against the Ruin change, but I think Corrupt fills in admirably here. It generally forces them to run farther than normal to start their first gen, and since you only have to patrol 4 for the first two minutes you’ll be pushing them off of them a lot.

    It will have a similar slowdown effect to Ruin, but to be fair Ruin always has that chance to be hidden well at last 5+ minutes in which case it was absolutely crippling to most survivors. Those games where I knew I played badly but somehow won, I won’t get those games anymore which is fair.

  • @[Deleted User] said:

    Its funny tbh. Tons of people on this forum claimed that Ruin is bad and gets cleansed at the beginning of the game and it does nothing. They also say that against good players its useless as well, so then what's the point of taking it again?

    Yeah OP I don't get it either, maybe people use it as a crutch more than anything else.

    People use it as an EXCUSE... well of course I lost my ruin got found right away.

    Tru is a good example, I mean he is a good player and generally wins anyways but if a Ruin gets destroyed he says immediately “this is gonna be a tough one, quick ruin.”

    he is giving himself an out if he loses.

  • And before anyone says insidious go easy, I tried... but they don’t understand when you let them off your shoulder so they run and hide instead of doing the gen you carried them to

  • @sorrowen said:

    Ruins nerf might not kill dbd all the way but this matchmaking might.

    You aren’t wrong, I haven’t played killer much in a while and I’ve been testing out new killers, weaker killers and weird builds so I’m hovering near 10-12.

    When I get matched up against Ranks 4-6 it’s actually a pretty fair game... but when I get matched the other way against 11-15 woe I feel bad like meerkat every game is 4K five gen even without ruin.

  • @Elegant said:

    The matchmaking is so terrible. I physically can't play survivor because i either get new players on my team or the killer is new. It's so boring and painful to play. It needs to be their #1 priority

    This! Games are so uneven, like you said all red rank survivors against a 15 killer...

    Or playing a killer and I end up as an 8/7 against 20 20 1 and 2 and no they aren’t SWF or a lot of people are lying to me

  • @youarewronglol said:

    you're confusing memes with reality

    I’m not, it’s reality due to how well red rank survivors know totem spawns there are only so many options. Toss in the chance for anyone to spawn literally in sight of it...

  • @korean_zombie said:

    https://forum.deadbydaylight.com/en/discussion/comment/987959#Comment_987959

    Purple ranks killers generally get red rank survivors. So I think his comments have the same merit

    True they do, but if he is really getting 3-4 kills consistently he wouldn't still be purple... pipping at purple is easier than red.

  • @arslaN said:

    I am also against the nerf but ruin is seriously almost a wasted perk slot against really good survivors and on top of that ,totem spawns and skill checks are RNG based. You had to be lucky to get some actual use out of it. I would have actually preferred it if ruin just made gens progress slower instead of relying on RNG based skill checks.

    That's what I don't get, if the biggest reason they changed Ruin was because of how frustrating it is for new players why not just take the skill checks away and make it slow down progress by 10% or whatever? It would be slower but not frustrating for new players, they could hardly tell the difference between 80 seconds and 90 on a gen.

    And I know, holding M1 is boring so we don't wanna do it all game as survivors, but meh.

  • @yermom said:

    https://forum.deadbydaylight.com/en/discussion/119666/everyone-claims-their-ruin-was-found-in-30-seconds-every-game-anyways

    It would only be a buff if we didn't have the choice to use that perk slot for anything other than Ruin, and with this change to ruin we were being given the option to use a different perk. But that's not the case, you always have access to 4 perk slots. Ergo, it's a nerf because we no longer have access to the few times Ruin can be really effective.

    Ruin CAN be effective, and when it is, it's REALLY effective. But more often than not, ruin is destroyed within the first minute or so, meaning that you learn to play without it anyway.

    Honestly, I might not play until chapter 15 is released, because they might be adding a perk better than ruin with the upcoming killer. Lots of the really big changes made to standard perks come just before they add something better or introduce new balancing. The six weeks following the change to ruin will be a time to collect data for whatever they're about to release.

    I keep hoping the next Chapter or mid chapter will see 30 seconds added on to Gen time or something, maybe 40 to take it to an even two minutes? But they could buff Toolboxes and that would mean less medkits in games? Just random guesses

  • @Alice_pbg said:

    Gray ranks always get into a game. Just depends on how long they waited for. There's no cap on rank. Afaik.

    It's not just gray, matchmaking is messed up. I keep getting matched up against rank 10-12 killers with all solo survivors rank 1-2

    Must be loads of fun getting 1-2 hooks, zero kills :-( I feel bad for them man

  • @Mr_K said:

    I find it hard to believe that people would remove a perk solely on its going to be nerfed. I expect the change to other builds after the update.

    If I were to guess, either you are paying closer attention to killer builds or those that normally play with Ruin have stopped playing.

    I'm paying closer attention to Ruin? You know within the first 30 seconds.

  • @Wubsyy__ said:

    Ruin was never necessary. I'm a purple rank killer and I play killers like wraith and legion without ruin all the time and still get 3-4k's. People who need ruin to slow the game for them are either getting outplayed by well-hiding survivors, chasing the same one person for too long, or not playing to their advantages

    It’s weird you’re purple rank and get 3-4 kills all the time but we’re almost at rank rest shouldn’t you be red by now

  • To add on to what I said, the idea of casual and competitive queues had been brought up hundreds of times... there’s a reason they’ve never implemented it

  • @TommyFredo said:

    https://forum.deadbydaylight.com/en/discussion/comment/984970#Comment_984970

    The same reason there are competitive game modes in other games. For ranking, for leaderboard placing, earn cosmetics, play the best of the best in the game. I've been a red rank survivor for a good amount of time and the game gets easier by the day. The best killers I play in today's mode can barely stop a 5 gen rush. So to make a game mode where I'm actually playing the best of the best will make somebody like me (that likes competition) very happy. Winning all the time gets old.

    You would be in the VAST MINORITY choosing playing this mode. Unless someone wants to tell me I’m wrong cosmetics and “bragging rights,” will not make people want to play against the top players. Especially killers, they will not want to choose a queue where they are going to play against sweaty survivors even with one less perk.

    Cosmetics, please there are so many that even unique ones for playing ranked wouldn’t draw much attention. Plus any game with that kind of thing inevitably ends up with players selling runs. Three man SWF could charge solo players to carry them to wins.

    Again, if people wanna chime in and tell me I’m wrong I’d be open to hear some feedback.

  • @Mushwin said:

    https://forum.deadbydaylight.com/en/discussion/comment/986862#Comment_986862

    yeah same, but when corrupt is on i do totems and well rummage in chests lol

    I had multiple games as killer yesterday where literally no one did any gens for the first two minutes... you are not alone

  • @Mushwin said:

    Killers are not using Ruin already, nearly every game in the past there was always ruin, it was rare thing that a killer didn't have it, but i mean already noticing killers are not using it....anyone else already noticing?

    Yeah, at least half my games at rank 1 yesterday saw corrupt instead

  • @Aura_babyy said:

    https://forum.deadbydaylight.com/en/discussion/comment/985642#Comment_985642

    This is not the same thing.

    They're both really decent when it comes to doing gens with Ruin. Thing is, I find that even with a solid team, I feel like the Killers that they go against that do not run Ruin were the ones they struggled the most with.

    The less you rely on the crutches of the game the better you are and the less it affects you when those crutches are nerfed.

    Why, why is it different? So good killers can win without ruin so we all should learn to do the same?

    But telling survivors to get good at skill checks if they wanna rank up is different somehow?

  • @scarslookgood said:

    I am super-crazy inattentive and easily distracted, so I use Kindred AND Bond (or Empathy, if I don't have Bond on a Survivor). Sometimes, I put on Spine Chill with it too and then have a 'floating' 4th perk, because I'm that bad at minding my surroundings.

    OMG it’s not just me? I started playing around with Spine chill and now when I try to take it off I get paranoid until I first hear that it’s a killer with Terror radius.

    @BadMrFrosty said:

    I don't equip bond or empathy for a very simple reason: if I see what my team is doing, it'll piss me off. Solo survivor is rough.

    Right? I never realized how little some players do until I started running these. I’m working on a gen when someone gets hooked and kindred shows me the other two teammates on the other side of the map, with gens blocked by Corrupt... or Bond shows me one teammate hiding in a long while I get chased and another following the chase around for over a minute with a flashlight that he has no clue how to save with...

  • @snowflake102 said:

    i dont care about ruin even though im not a great player:) i can deal with toxic survivors.

    But the devs really need to be careful not to upset the cart to much:)

    I think this is a big part of it, it’s not JUST Ruin. It’s all of the nerfs and the wording of their release about this PTB.

    I will switch from 50/50 to 100% survivor if it gets too annoying

  • @Aura_babyy said:

    Then explain how killer mains like Otz do well without Ruin?

    Explain how survivors like Tofu and Puppers work through Ruin without whining about it?

  • @Rex_Honeycut said:

    As a survivor main who dabbles in killer matches, I just want to thank all of you killer mains. The game in its current patch is heavily favored towards the survivors and you are all awesome for giving us games to play despite the one-sidedness. Thank you!!!

    We need more of this, I only play killer for the extra blood points or if queues are way better... both sides have flaws, OP perks, toxic things, etc.

    But we just need to stop with this Survivor main vs Killer main divide

  • @ABannedCat said:

    https://forum.deadbydaylight.com/en/discussion/comment/985057#Comment_985057

    The point is that survivors can completely nullify one of your perks.

    I'll take that chance.

  • @ABannedCat said:

    https://forum.deadbydaylight.com/en/discussion/comment/984877#Comment_984877

    Only helps Trapper or Hag. Versus every other killer, survivors can just hide and wait out the 2 minutes, making the perk completely obsolete.

    Only if the whole team hides, so only SWF really.

    If 1-2 hide it is even better for you, half the team doing nothing while you chase another survivor. You can get your first hook and zero work will be done on gens.

  • I've been running without it now too, and yes as survivor I got half of my games today against no Ruin... my teammates still didn't do gens

  • @TommyFredo I still haven't seen you tell us WHY we would want to play the competitive mode?

  • @korean_zombie said:

    -Weighting current pip system would be nice. If I’m solo que and there are 2 DCs in the match I should automatically safety pip

    -weighting current pip system. If I go against a rank 5 huntress as a rank 12 survivor I should safety pip, conditions for pip and double pip should be easier to achieve.

    -rank 12 killer against red rank survivors safety pip. If killer earns a pip, it should be a double pip.

    -rank 12 killer that 4ks 3 rank 16s and a rank 8 shouldn’t pip.

    so in general weighting should account for the matchmaking imbalances.

    gen progress should be weighted for survivors. Purple and red rank gene should take more time on gen. Say from 80 seconds to 100.

    disturbed ward main building should be nerfed.

    the meat packing plant, Hawkins, and lery’s should be deleted. they are terrible. No rework is necessary, cut your losses. Ormond tiles should be the same layout as Macmillan or coldwind.

    Interesting with that weighted scoring. Some sort of multiplier for each rank difference between killer and survivor, up or down.

  • @TommyFredo said:

    https://forum.deadbydaylight.com/en/discussion/comment/984380#Comment_984380

    there can be a ranking system, and queue times can easily be fixed by putting in maybe 1-10 ranks that are achieved by doing more than receiving emblems. Such as a buddy ranking system. Queue times are also going to be fixed by only allowing you to queue with one other person that must be significantly close in rank. This can easily be perfected by a good development crew. I'm just a DBD player. Regular DBD can still be there, queue times will be long unless new changes are made regardless of if there's two modes or one. So if there's a rank that can put your name on the map, including leaderboards, implementing cross-play for all platforms, then this idea can easily be put into fruition and perfected over an amount of time if BHVR really wants to put in the work.

    You didn’t answer what I get for playing competitive mode?

  • Anything that splits modes will cause queue times to be longer.

    Alos what benefit is there to playing competitive? Otherwise people will play casual and still be try hard sweaty.

  • @Mringasa said:

    If they leave, more matches for me. I love playing Killer, but the queue times are awful for the most part. The past couple days have been absolutely fantastic though. Less than 10 seconds wait tonight, and less than 20 last night. I haven't used Ruin since it was Pips for Bloodpoints, so this change affects me not at all.

    If you can't adapt to a change, too bad imo. Having a single Perk changed does not affect the game in any meaningful way. This is the result of a couple years worth of new Killers being told you have to have Ruin and BBQ or you will lose. Just wait til they come for BBQ next. All the "I only use it for the BP, but really I abuse the aura reading" Killers will be crying about that too.

    People just need to relearn the core skills that Perks have dumbed down. Patrolling, finding Survivors, chasing and downing them, in a reasonably efficient manner. You aren't going to 4k every game, but that's not balanced. 2k is their goal, and it's been that way for quite some time now. We'll see what other changes are coming after the Mid-Chapter Patch goes live, and they start prepping for the next Chapter.

    You think BBQ needs a nerf... okay done reading your opinions.

  • @ABannedCat said:

    Just play Survive with Friends with voicechat, and get them all for free. Why waste perkslots?

    Lol true true! But alas for now I am solo survivor

  • @HellDescent said:

    I prefer bond or kindred, depending on what other perks I'm running atm. Bond helps me not to lead killer to my teammates early game, see where killer is chasing someone when he's in range, watch useless teammates. Kindred lets me and my teammates genrush a lot more efficiently and see where the killer is going after the hook

    Yeah for now I have Kindred with DS, BT and unbreakable... I’ll do without adrenals for now

  • @ppo8820 said:

    https://forum.deadbydaylight.com/en/discussion/comment/942250#Comment_942250

    Each play style has its benefits and you don’t get to decide which is better. How about you do you and leave people the hell alone?

    Fair enough, I’m glad you won’t judge when I start using a late game build with NOED and blood warden.

  • @MarsAttacks said:

    https://forum.deadbydaylight.com/en/discussion/comment/942232#Comment_942232

    Time and place man time a place, just because we bring self care doesn't mean we immediately heal iron will is great but you're still in ohd state so better not get caught

    But a lot of people do, I know for a fact because I run Bond or Kindred every game. I’ll watch a teammate getting one hooked while a killer chases me because one player was self caring and one was in a locker

  • @Sonzaishinai said:

    https://forum.deadbydaylight.com/en/discussion/comment/983203#Comment_983203

    All the things you mentioned are in the game and therefore valued for testing

    They need to use counter-perks against a dokter during testing to see if that counterperk doesn't completly nullify a killer or that it actually gives some value against said killer

    What's the point of a ptb if you're not going to test every possibilty?

    Not to mention calm spirit and doktor ability work closely together so there is a greater chance a bug could happen with those 2

    Curious what bug do you think they had to check in the largest map in the game?

  • @bigbeefynacho said:

    There was no confirmation in that particular video from Monto that the survivors he played against were actual behaviour employees. Though, if they were? YOWZER! SMH

    For all the people that keep asking this, someone on Monto’s YouTube comment found that that they all are friends, all names end in BHVR, they are from Quebec, and have rank 20 survivors fully perked out... if you still wanna believe these are four people pretending to be BHVR devs on the PTB so be it.

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/983101#Comment_983101

    I didn't look at the offering screen, my bad - either way, they're rank 20 survivors they clearly play next to nothing and just wanted to go through the maps and play a little, and then everyone here is trash talking them because it's just assumed they make balance decisions.

    They know that a big map is bad for the doctor, they know calm spirit is a counter to the doctor, and they know that there is a very high chance they’re going against doctor because it’s a PTB mostly for doctor changes. They deserve criticism for their play when they came in trying to bully.

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