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johnmwarner

johnmwarner

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  • @MysterTal said:

    I'm not really "on the devs' side" when it comes to some of their balancing decisions, but I can't believe I'm actually going to defend the devs here.

    Ok, so, first of all - like some people already pointed out, you don't have to be a great player at a certain game in order to be qualified to design or balance it.

    I don't think some of you guys appreciate that these guys work on the game, it's their literal job to work on it. They're not sitting in a fun gaming room playing all day - they work all day, on this game. You should probably be amazed that some of them even want to hear the words "Dead by Daylight" after about 10 hours of working Dead by Daylight.

    Being great at the video game also doesn't make you a perfect judge of it. Again, this was already said here but I'll repeat it.

    There are a lot of high-skill streamers in this game (Fungoose, ScottJund, Zubat, OhTofu and so on) who have thousands upon thousands of hours in DBD and their skill kind of skews their views of it.

    In his recent video about the Ruin change, Scott said that he knows he's probably going to be fine without old Ruin (he will) but that he recognizes it's not a standard that you can apply to every Killer out there because he literally plays this game for a living all day.

    There are other streamers with insane hours and high skill who don't have as much clarity. They'll readily state that something is too strong because they have it too easy while it's a struggle for anyone who, y'know, isn't them.

    Devs also don't have the time to become God Gamers and demanding that they do before they have a right to balance the game is very, very detached from reality.

    They also don't make their decisions in a vacuum, so tying up Mat Walker to a gamer chair and forcing him to play DBD for 14 hours a day for three months isn't going to result in him immediately jumping out of the chair to rework all the maps (in just an hour, right?) on his own accord.

    You do know that no balancing decision is one Rank 20 Survivor Main going "I want this" and the rest of the staff going "right away, my lord"?

    I also like the "they have QA? wouldn't have noticed with how broken the game is!" argument.

    Like, you have no idea how broken it was before the QA got to it. You don't know what bugs and issues QA found that never made it to the live version.

    Also, there's deadlines and unforseen things that crop up when take something live because they weren't there in the tests.

    Again, can't believe you guys are having me defend BHVR, but here you go.

    I’m not saying be great at the game or a pro or have thousands of hours. I’m saying have a general understanding of the gsme

  • This game is taking a route similar to World of Warcraft, the devs making ridiculous decisions and not understanding balance of their own game.

    Except WoW is still alive because it reaches millions of players at one point... DBD does not have a cushion like that. One big mass exodus would be hard to recover from.

    No I don’t believe all killers will quit, but I think a large amount will either stop playing or switch to only survivors.

  • @AvisDeene said:

    https://forum.deadbydaylight.com/en/discussion/comment/983015#Comment_983015

    I’m pretty sure the broken matchmaking isn’t a bug nor is it broken. It is intentional. When it was working the way it should work, queue times were too long, now that ranks are all jumbled, queues are shorter. It’s why they want to hide ranks on the tally screen and it’s why they haven’t addressed questions about matchmaking on the forums.

    If that’s the case, if the range of 6 ranks either way still made matchmaking take too long then fine switch it. But at least tell us and not claim you’re looking into it.

  • @Sonzaishinai said:

    For all we know it could have been the design team. If they even really where BHVR people

    Everyone can put that behind their name tbh

    Also Monto is a player who plays this game for a living, he can make anyone look bad

    Monto plays for a living he can make anyone look bad, fair point.

    Yet people are making the argument that Monto, Tofu, Otz etc can 4K without Ruin and using that as their defense we don’t need ruin.

    Picking and choosing it’s almost like politicians in the forums.

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/982967#Comment_982967

    Because things become way more obvious when you have 20,000 people checking your game, sure bugs get through but none of them are really game breaking (besides the basement one, which was fixed faster than most).

    We went through at least a month of randomly not being able to heal other players... how is that not game breaking?

  • @Sonzaishinai said:

    For all we know it could have been the design team. If they even really where BHVR people

    Everyone can put that behind their name tbh

    Also Monto is a player who plays this game for a living, he can make anyone look bad

    Watch the game, I’m not kidding when I say they literally saw a pallet and a dead zone and chose to run the dead zone.

    @samination said:

    I know this may sound crazy, but hear me out. Just because they are game devs doesn't = pro gamers. And yes, that includes their own game. They probably only play it for the fun factor and not as seriously as some of you.

    They play it for the fun factor, who’s theirs? Representatives of the company, no matter what department, bringing the biggest map addon against a killer who is partially based around terror radius... and a perk that almost no one runs but is a direct counter to Doctor, that sounds like loads of fun.

  • @Umbrae_pk said:

    https://forum.deadbydaylight.com/en/discussion/comment/982915#Comment_982915

    no they can’t, they just say these things to make the developers look bad after they did something that they didn’t like.

    So you’re saying four people changed their names and profiles to impersonate BHVR?

    Then Monto, who is good friends with dog whisperers posted it on YouTube without confirming they were in fact BHVR and risk any sort of fallout from that?

    Wow that is a lot of mental gymnastics I hope you stretch first.

  • @TragicSolitude said:

    It seems in poor taste to play with Calm Spirit, burn an offering for the largest maps, and bring toolboxes (one with a BNP) on a PTB with a Doc rework and Ruin nerf.

    The fact that they lost seems kinda secondary to their intent to make the killer they went against miserable, which reflects poorly on BHVR.

    That’s what I thought too, I hate to throw around the word toxic but yeah...

    Unless you can tell me that they regularly run calm spirit on their survivors...

    Its almost like stream sniping and seeing the person is going be playing as Plague so you run all perks that work while you’re injured.

  • @gantes said:

    https://forum.deadbydaylight.com/en/discussion/comment/982831#Comment_982831

    Yeah I agree with that. It just tilts me to oblivion when people say "DEVS BAD IN GAME WHY THEY DECIDE BALANCE" like dude, I'm absolutely certain many people that are great at several games should never even step close to a balance team meeting.

    They don’t have to be good, but they should have a basic understanding. The fact that they go down in 5 seconds because they run AWAY from a pallet means they’re basing their decisions on that short of a chase. Even a bad survivor who camps pallets or drops them instantly would have lasted longer.

  • @gantes said:

    There's this common misconception that people need to be good at the game they made for their decisions to be valid.

    No, they don't. They absolutely don't. A lot of great players in many games have absolutely awful takes on game balance, and a lot of bad players are good analysts. What they need to do is 1. get good analysts and 2. appropriately listen to feedback from reasonable members of the community. No one needs to be good at a game to design it. In fact,I don't even think it's healthy for you to continuosly remain so involved with your job at home.

    When their post said specifically they tested it out in house and are happy with the changes, then actually yes their gameplay ability does matter.

  • @Almo said:

    https://forum.deadbydaylight.com/en/discussion/comment/977319#Comment_977319

    I'm sorry you think that. It's not at all how any designer on our team operates. New Ruin went through hours of testing with players ranging from brand new to having thousands of hours in the game. Every designer on the team had feedback on it, plus several programmers, and other people in other disciplines. No fewer than 10 people on the team took a serious look at Ruin before we settled on the current design, but it's probably more like 15.

    This is not to say I think people are wrong for disliking it; everyone has different views on this kind of thing. But these changes were not made lightly or in a hurry. This design was first documented in August of 2019. Usually I've already discussed a design with 4-5 different people on the design team before the first documentation, so it likely had its genesis around June or July of 2019.

    It's understandable with the way these things drop out of nowhere from the community's perspective for people outside the team to think they are sudden. But I assure you they are not. :)

    Hours of testing with a dozen ish players? None of who despite their thousands of hours are as good as the true rank 1 players.

    Again, your very own matchmaking and ranking system being so bad had lead to this point.

  • @gantes said:

    https://forum.deadbydaylight.com/en/discussion/comment/981452#Comment_981452

    But it's the same for killers. How many killers in red ranks don't know when to drop chase? When to slug? When to patrol hooks or commit to chasing?

    The decision making for most red rank killers is atrocious, just like the survivor gameplay. That's why ranks can't be taken seriously in this game and that's why there's no point making Gatekeeper "more forgiving" when literally everything else about the emblem system is garbage.

    EDIT: I see what you mean perfectly because I'm rank 1 in both sides and as of right now I think I deserve it but I've been there for months and the first time I got it I was absolutely horrendous at this game, and stayed that way for a while, still mantaining red ranks.

    True, although I think killer is a lot less forgiving. A killer who spends too long chasing one person should get one kill at most... but survivors generally feed these killers by being overly altruistic and wanting to get all four out every time.

    But yes a lot of killers do not belong in red, the thing is with bad survivors in red those bad killers will remain in red as long as they don’t have an extremely long streak of games against sweaty four man SWFs which are rare.

  • @gantes said:

    https://forum.deadbydaylight.com/en/discussion/comment/981134#Comment_981134

    I mean, when matchmaking works properly red rank killers go against good survivors who can hit most skill checks.

    I agree with people are saying in this one. I think Ruin should eventually get changed, but I also think survivors who can't hit great skill checks don't belong in red ranks, as much as killers who can't apply pressure.

    Unless we're talking about keeping the horrid matchmaking logic that pairs one red rank+3 yellow ranks vs a red rank killer, which is just a bigger problem than most things in this game.

    I think that’s the key, a large percentage of the red rank survivors don’t belong there and I count myself as one of them.

    I am not a great looper at all, I play smart though and make good saves, I play efficiently and hit maybe half of my ruin checks. I probably belong in purple ranks?!?

    The thing is with the stupid emblem system you almost never actually depip so getting to rank 1 is just a matter of playing enough, doing okay to maintain your rank, and getting an occasional lucky or good game to pip up.

    Then problem is players don’t want to admit they don’t belong in red ranks, don’t want to admit they aren’t good enjoy to play against good mind gaming killers, won’t admit how much they hurt their team not being able to do gens and wasting five minutes urban evading the map for totems.

  • @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.

    your arguments are so survivor sides it’s absurd @Peanits

    In another thread you made the statement about killers, stating if they can’t win without Ruin they’ll derank to an appropriate level.

    Shouldnt the same be said about survivors, if they can’t hit skill checks and never learn then I guess they’ll stay at an appropriate rank?

  • @DawnMad said:

    https://forum.deadbydaylight.com/en/discussion/comment/981052#Comment_981052

    Uhh no? I never said I was quoting devs. How do you think new players who are still getting used to hitting normal skill checks feel when they face Ruin? They feel useless since they cant do anything but run around to find a totem while they have no idea where it could spawn. Ruin was too frustrating for new players, but again it should have been compensated for high ranks.

    I agree, but other things bother new players too and should have been at least the same or higher priority than Ruin. Not all low rank killers will have Ruin either since it a Hag only or teachable.

    I would almost argue new Ruin, if it wasn’t a Hex, would be a great perk and teach new players to just stay on gens. How many times do you see players just crouching around the entire map or hiding in lockers for no reason.

    I’m not arguing Ruin isn’t bad for new players, I’m saying there are plenty of things that would instantly turn me off if I was a new player. Vaulting a window and being hit literally 4 seconds later would be enough to make me call the game unfair and be done.

  • @Actually_Jesus said:

    https://forum.deadbydaylight.com/en/discussion/comment/980511#Comment_980511

    At red ranks, you don't.

    Pipping at red ranks vs purple/green vs. yellow/brown is completely different. I can kill nobody at yellow ranks (recently tried this on my alt steam account) and still pip as long as I hook a few people and kick some gens, and get some chase.

    That's miles away from even a black pip at red ranks.

    Survivor has different supposed requirements too between ranks, but theirs are far more forgiving.

    I agree, if you do anything at all you basically black PIP at least. The only time I depip in red ranks is when I get hard core tunneled or camped from the start.

  • @goat10em said:

    I play on PS4 as well as PC and I honestly don't understand who got the whole "you got dedicated severed" thing going. PC and it's servers are not special on the bullshit hits when you're well past a window vault. Or the huntress hatchets traveling through walls.

    How about being halfway through the grab animation and then seeing the survivor 5 meters away uninjured?

  • @ABannedCat said:

    https://forum.deadbydaylight.com/en/discussion/comment/979933#Comment_979933

    They could make a system where the dedicated servers regulate and mange the matchmaking, and lobbies, and once the game starts the player host takes over during the loading screen.

    That way you get the benefits of both, the fluid matchfinding of dedicated servers, and the fluid gameplay of P2P.

    You put a lot more faith in the devs that I do, there are at least a dozen major bugs right now.

  • I won’t say worse, but I won’t say much better either. You aren’t alone

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/978783#Comment_978783

    If you want to interpret that from what was said I can't really stop you, but all they've actually said is they were happy with how the perk ran during their internal testing. It's true that the Ruin changes weren't asked about in the survey, and honestly I don't know why that is, but there is still the feedback subforum.

    Yes, it is entirely possible that they're going to push the changes through regardless of what the players say. But too many people are treating that like it's already confirmed and not just a possibility. The fact is, we don't know what they're going to do until they've done it. In the meantime, if we want change to happen, all we can do is use the avenues available to us, like the feedback subforum, to make our opinions heard.

    Ruin wasn’t asked about in the survey, I don’t know why that is.

    Are you really that naive? Like others have said to reinforce the topic title, the Ruin decision is set in stone. Killers could literally get zero kills in every single PTB game for the next week and it would still go live.

  • @Elvenmonk said:

    https://forum.deadbydaylight.com/en/discussion/comment/978784#Comment_978784

    Because he said after a new/fixed ranking system. Which they have said they are making.

    It a hard reset would be chaos for a week or two and then balance out. Because right now if they left it as is then you'd have all the people who just gamed the system in red ranks.

    People just want a fair ranking that matters

    Assuming they ever implement this new ranking system they’ve been talking about for how long now? That hardly matters when matchmaking is busted and rank 1 get matched against rank 15, and no I’m not talking about SWF.

    You have an awful lot of faith that they’ll fix these issues, based on their track record I’m not so sure.

  • @Sylorknag said:

    I'm rely curious to see if any dev/mod will comment on this.

    What about the new killers getting looped to oblivion???

    Doubt it though. They have their head to far up.

    They commented on a few earlier but pick and choose parts of the post, selected phrases to make an argument it’s sad really

  • @dont_ask_me_again said:

    https://forum.deadbydaylight.com/en/discussion/comment/976971#Comment_976971

    The problem with this “select group” is that there’s been players with just as many hours as them washed on the side because they may be more free being critical of the game... me and other ex-players, depip squad/other tourni players, and tydetyme aren’t exactly in this select group which seems to be more casual favoured.

    Dunno if the devs are just fed up of competitive players but it feels that way... just about every competitive player has agreed generators are busted/survivors control too much of the outcome but at the same time survivor needs to be more fun by having more to do that’s interactive.

    Changing ruin really does require doing something about generators at the exact same time of a change... and ruin needs to be stronger than what’s on the ptb. Ruin was basically not picked in tournaments because of how fallible it already was... but it makes (made) games far less stressful to killers over the massive amount of games played where it works and has an effect.

    Playing without ruin is incredibly stressful for the killer and depends on the survivors not falling for any kind of tricks. Tricks become learnable and counter-able though.

    Survivors clearly in control, you see people doing 200 escapes in a row all the time, I think I’ve seen one killer so a 4K streak

  • @StevePerryPsychOut said:

    https://forum.deadbydaylight.com/en/discussion/comment/978061#Comment_978061

    Strong overused perks get nerfed, that's the environment we're in now. People cry and point their fingers at each other and nobody shows any sympathy for the other side. That's the meta we've created. If it was a survivor nerf, I would have changed the poem to reflect nurse, spirit, and freddy.

    Fair enough, I play both sides 50/50 at least for right now. When anyone says either side is the only one to get nerfed it's a fair guess they only play that side. Both survivors and killers have been nerfed, both still have some really strong perks/addons/offerings.

    This us for them philosophy almost becomes like real world politics at some point. Once someone has made up their mind any sort of discussion is just for show.

    With that being said, a survivor is currently in the White House.

  • @Resurrect said:

    This is very true.

    Sure they MIGHT change a major bug during the PTB.

    When the basement bug was first introduced comes to mind. It was beyond game breaking, yet it was released into the live version.

    PTB is only a chance to see what bugs are inevitably going live.

    PTB at the core is useless.

    • If 80%-90% of bugs were ironed out within the PTB it would serve a purpose
    • PTB is a commercial for a product the consumer has no sway or say in before release

    This is the thing, they see new bugs and they still make it to live. Heck, they haven't even fixed half of the current bugs.

    But man, did you see all those cosmetics!!!

  • @StevePerryPsychOut said:

    https://forum.deadbydaylight.com/en/discussion/118337/bhvr-already-said-theyre-happy-with-how-new-ruin-ptb-is-playing-out-uhm-how

    First they came for borrowed time,

    And I said nothing, for I do not run borrowed time.

    Then they came for decisive strike,

    And I said nothing, for I do not run decisive strike.

    Then they came for balanced landing,

    And I said nothing, for I do not run balanced landing.

    Then they came for ruin,

    And there was no one left to speak ruin.

    BT apply to both was stupidly OP, and almost anyone who plays either side.

    DS was nerfed yes, but it’s still arguably the strongest Survivor perk in the game, can you say that about Ruin?

    Balanced was sort of normalized to not work at all when exhausted, but I agree that may have been too much.

    You failed to mention Nurse (deserved nerfs,) Spirit (they went to far,) and forever Freddy which requires two addons and at least three specific perks... something using that much synergy should be freakin strong.

  • @RakimSockem said:

    The game is much easier for beginning survivors than beginning killers. Technically beginning killers don't have Ruin anyway unless they get Ruin from the Shrine or immediately purchase and raise the Hag to 40 before playing any other killer.

    That's kind of the reason I only use Ruin on killers who NEED it (Trapper, Hag, Michael). For everyone else, it's just a crutch that can be compensated for by knowing how to end chases quickly (whether that be by catching the person or switching to an easier target)

    That's not to say that new killers don't struggle. But new killers do MUCH better than new survivors and EVERYONE with any experience in this game will agree to that at least.

    I’m confused you say new killers do better than new survivors, but you started by saying the game is much easier for beginning survivors than killers?

    Also I won’t agree, and I have lots of hours as both role and have reached red rank as both (for what it’s worth anymore.). New killers have no help and must juggle 4 players.

  • @DawnMad said:

    https://forum.deadbydaylight.com/en/discussion/comment/978018#Comment_978018

    Ahaha, thanks mate but keep it.

    You have a point, BHVR does have the track record of not fixing problems before updates go live. But I am still expecting them to make changes with all thats happening.

    I try to be positive and give benefit of the doubt, but I feel and I may be wrong, but I feel like they worked on this so long they’re set on it

  • @DawnMad said:

    Can we not come to conclusions not even a day after PTB is released? They said the Ruin was fine and not gonna have a change a few hours after PTB was live, so they were mostly based on their internal testing and the complaints in the forums was something that always happened after meta perks like DS had gotten nerfed anyways.

    Now that they saw the actual outrage, when the PTB shows how the killer performance actually is with the Ruin changes, they can balance it accordingly. If its something different than the tests they have done, and it will most likely be, they will likely do something about it.

    If the Ruin changes don’t go live exactly like this I’ll buy you a DLC or cosmetic of your choice and you can legit DM if they do

  • @USELESS said:

    https://forum.deadbydaylight.com/en/discussion/comment/977997#Comment_977997

    The range is his terror radious, and the shock therapy is basically the brown add on to increase the range

    So shock therapy doesn’t get affected by his terror?

  • @USELESS said:

    https://forum.deadbydaylight.com/en/discussion/118504/has-anyone-who-is-complaining-actually-played-the-game-in-the-ptb

    I'd love the new doctor, his secondary power helps u to find survivors and with whispers it's incredible

    What is the range of his power, and his original shock therapy

  • @BDS22 said:

    https://forum.deadbydaylight.com/en/discussion/comment/977797#Comment_977797

    Your response makes absolutely no sense considering one of the main reasons ruin was changed was due to new players coming into the game brand new. How do you expect them to hit those skill checks? The red skull checks are gone and that will definitely help them gain new players and with the new Xbox and PS5 arriving at the end of the year it's a smart move because they will definitely port the game and will make the game more friendly to new players. So instead of calling people a "potato" how about you give the game a chance and if you can't seem to succeed without ruin (one perk out of how many killer perks?) you might want to evaluate how you play the game.

    I could say the same, new killers will struggle to catch anyone before all gens are powered. How about learning to counter one perk, see what I did there?

  • @ppo8820 said:

    These vent posts are getting long and a bit pathetic. “ I’m uninstalling” , “ I’m going to Mori and noed all survivors”. Please tell me these are 12 year old raging at home and not actual adults.

    Also, how many of you who complained have played the game on the ptb? I saw the map and it looks so good. Clearly the devs put some time and energy into this but as with every change, everyone complains.

    So if you’ve played. What do you think? I don’t care what anyone else is ranting about. Thanks.

    Doctor is meh, maybe worse maybe better, I never played him much.

    The mapnis great, looks wise and gameplay wise so far.

    Ruin is the big change, and that’s going to be the focus of this entire patch, I still think it was unneeded to go this far.

  • @White_Owl said:

    https://forum.deadbydaylight.com/en/discussion/comment/977880#Comment_977880

    The devs explained their reasons. It's evident that, from their pov, in low ranks survivors struggle against Ruin much more than killers against gens. Also having 45-80% of matches with Ruin makes the game feel stale.

    Low rank survivors also suffer from being matched with red rank players, but they still haven't fixed that?

    Low rank killers struggle with BT, DS, Adrenaline and Dead Hard just to name a few and they are sick of seeing it over half their games.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/976257#Comment_976257

    Naturally. But if that's the case, those who can't play at a high level will derank to a place where they're more comfortable. That is the point of a ranking system, after all.

    By that logic if you left Ruin as is wouldn’t players who didn’t learn to hit checks derank to a more appropriate rank?

  • @White_Owl said:

    https://forum.deadbydaylight.com/en/discussion/comment/977833#Comment_977833

    What tells you that isn't what happens? High rank survivors can power through because they spent time in lower ranks learning.

    So high rank killers can win without Ruin and high rank Survivors can win against Ruin... tell me why Ruin needed changed then?

  • @Endstille said:

    https://forum.deadbydaylight.com/en/discussion/comment/976451#Comment_976451

    You should check out why new players actually do drop the game, take a look at steam reviews and filter just for the negative ones, you can do the same on metacritic if you like.

    The reasons are -> bugs, camping/tunneling killers, dlc/paywall, poor optimization

    Eliminating ruin, is increasing the pace of the game which leads to killers doing exactly that why new people who can not deal with that leave the game.

    This, I have said this a dozen times and so have well known players, I know of ScottJund for one. Now in order to complete killers will have to tunnel and camp, they can no longer "play nice," and go for the game where they give all survivors 3 hooks before death.

    So new players will get even more of what they don't like, this game won't grow, the killers who leave won't be replaced, and in what one or two years the golden goose will be dead.

  • @Peanits made the comment that if you can't win as a killer without Ruin you would find yourself deranking to an appropriate level for your skills.

    I find it funny that we could say the same thing about survivors, if you can't work through Ruin you would find yourself deranking to an appropriate level until you practice and learn. But of course he didn't say that because you know...

  • @White_Owl said:

    So dur dur you should just get better at hitting checks.

    That's literally what high rank survivors did.

    Then just get better like them... otherwise you’ll be dropped to a rank more appropriate.

  • @Simply_Ghostface said:

    Dont be a potatoes and apply pressure to gens and you'll be fine. I've noticed that most people have been ignoring hex but imo new Ruin shouldve just been a regular perk than a Hex. This is still gonna pop early game if survivors are good.

    Don't be a potato and just hit great skill checks and you would be fine against the current Ruin.

  • @Holdonholdon said:

    https://forum.deadbydaylight.com/en/discussion/comment/976695#Comment_976695

    I've actually had this happen alot. I think it's when its swf, the high rank survivor with his low rank "friend". it's like a tag along type deal. Hes here because I'm here. that sort of situation.

    No, that's not it. I am talking four separate solo survivors all red ranks, and the killer is 12 or higher. That is more than 6 rank difference, when I get games like this I feel bad the killer barely manages 1-2 hooks and never gets any kills.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/976361#Comment_976361

    I don't want to be that guy, but ranks haven't been removed from the tally screen. You'd have known that if you gave it a try first.

    I don't wanna be that guy, but you totally ignored a rank 15 killer being matched against four red rank survivors. Accident or intentional @Peanits ???

    If you don't believe me watch some of your Fog Whisperers' streams like Tofu or Puppers to start.

  • @PistolTimb said:

    https://forum.deadbydaylight.com/en/discussion/comment/976271#Comment_976271

    I like how the one dev who shows up to comment compeltely ignores the post itself to respond to a random comment about deranking. Bloody brilliant, man.

    I think he means they will naturally derank to people of their skill level, but like I said with matchmaking pitting rank 1 against rank 20 (watch their very own fog whispers to see examples) it doesn't matter.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/976257#Comment_976257

    Naturally. But if that's the case, those who can't play at a high level will derank to a place where they're more comfortable. That is the point of a ranking system, after all.

    This would work if your matchmaking system wasn't so bad. As a rank 1 solo survivor I routinely get games with all rank 1-2 survivors against a rank 12 killer. Is he playing against people and feeling comfortable @Peanits

  • @crossboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/976109#Comment_976109

    If you think people who *develop* a game barely play it, you clearly don't know what you're talking about

    https://forum.deadbydaylight.com/en/discussion/comment/976190#Comment_976190

    This makes literally no sense. Obviously they'd advertise getting a deal with a major franchise like Stranger Things, this is extremely major. But "we nerfed ruin" is only influential to people who already play the game. It means nothing to people who haven't played it. Has nothing to do with marketing

    Watch them play, they play like beginner's so it's no shock that is who they balance for.

  • I notice how new player experience isn't an issue when my girlfriend who is a rank 19 killer literally CANNOT get a game.

  • @arslaN said:

    They said that they were happy with their internal tests, not the ptb

    So they're glad how it turned out for, no offense intended a bunch of people who barely play and play very casually, instead of their customer base.

  • @NoShinyPony said:

    https://forum.deadbydaylight.com/en/discussion/comment/974139#Comment_974139

    It feels like they got a new boss who got impatient that the playercount has been stagnating for 1.5 years and decided that game changes should now absolutely focus on what makes the main audience happy.

    Exactly, without figuring that the ridiculous amount of bugs is the reason the game can’t grow.

  • @Clevite said:

    Yeah it would be nice if we could combine them. At least you would have more control over gen regressing. I guess we will have to see how fast they actually regress.

    You think this will increase tunneling. At least to get that first guy out of the game?

    I have enough Moris already plus I’ll stock up so I n can use them over and over and over

  • @JackaloMoss said:

    https://forum.deadbydaylight.com/en/discussion/comment/974121#Comment_974121

    I play both survivor and killer pretty equally at red ranks, but there's no point playing either now.

    Killer is frustrating and annoying to play, and will obviously be even worse after this change.

    Survivor is boring, not just because it's stupidly easy but also because I have to wait about 15 minutes for a game.. And obviously again, both will be even worse after this change.

    Someone at BHVR did the math that since their are 4 Survivors and 1 killer that making the majority happy is the way to go. But this is about more than Ruin, it’s the way it’s worded and so clearly a change for survivors. And how they keep catering to survivors.

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