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konchok

konchok

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  • What changes to Ruin, Lery's, or Doctor have you made based off of the Player Test Build feedback?

  • @Mew said:

    no, she can still be screwed over by rng and certain structures can be actual infinites against her (house of pain on lampkin lane and badham)

    imo, nurse is still the best killer in the game. she still ignores everything a survivor has to use in a chase so a lot becomes moot.

    Nurse is like clown in her current state. Strong in a 1vs1 and weak in 4vs1. She lost her ability to navigate the map, which is super important to be a good killer in DBD. Sure a good nurse can absolutely wreck a survivor, but so many things hard counter her now. Iron will, Sprint Burst, Stealth, Large Maps. A good nurse is about as good as a good clown. Playable at red ranks but only if you've mastered them. Nurse may just be the weakest killer in Dead by Daylight

  • How is that proof of anything. You could type "proof" in chat and I'd take that as evidence. as it stands that doesn't prove anything.

  • On Pig - Make your Choice, Nemesis, Furtive Chase, Monitor & Abuse

    This isn't a good build, but it was useful for learning loops - Open Handed, Windows of Opportunity, Bond, Quick and Quiet

  • I think it's a bit too complicated. Take Hex Devour hope as an example, it requires 5 tokens but has 3 different effects. Devour hope is currently the most complicated token based perk. Could you keep the same general behavior with 3 effects rather than 4?

  • I would love to see this in game.

  • @toxic_clown said:

    https://forum.deadbydaylight.com/en/discussion/comment/981565#Comment_981565

    rank 1 is so easy to get now its not even a measure of skill lol

    He sent picture evidence of his rank. Let's see yours.

  • I hope your ideas to buff Ruin is just 1 out of the 3 you mentioned. Otherwise that'd be OP. But yes, anyone single one of these changes would put ruin into a good spot.

  • Honestly I'm all for it, this PTB has shown me just how much of a problem it is having hex totems. For a perk to be worth it on a hex it has to be really powerful. But then it's a game breaking issue when the totem isn't found and cleansed immediately.

  • It's not stated, but I played 10 hours of spirit with stridor in the PTB. I could hear footsteps, the sounds were the correct loudness and I could hear people on the ground. Not once did I run into a sound bug. I know that you guys looked through the notes and didn't see it specifically mentioned, but maybe you should have actually checked.

  • In the PTB the sounds are fixed. Can we get off this discussion. Once the PTB goes live the fix will be live too.

  • Every game I've played with the Spirit sound has worked. I don't think you guys even bothered to test it before coming in and complaining on the forums.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/968750#Comment_968750

    There's also Pop Goes The Weasel, Thanataphobia, Dying Light, and others to help you out. The new Ruin also helps slow things down by regressing generators, although you'll need to put in some effort to keep them off the generators. Whenever you hook a survivor, people have to make the choice between leaving the generator and having it regress or committing to the generator and risk getting pushed off (BBQ, for example)/the hooked survivor losing a hook state. I'd strongly suggest giving it a try, it's actually very good.

    Every game I've played ruin goes down before my second hook. And the generator regression is not noticable from the first chase. It's been pretty close to useless.

  • @helix43 said:

    https://forum.deadbydaylight.com/en/discussion/comment/978991#Comment_978991

    I've been playing spirit with stridor for quite a while now, and half the time survivors have been making no sound while injured. They essentially have built in iron will that ignores stridor.

    I'm aware that's a problem in the Live build, have you tested it in the PTB? I was playing spirit in the PTB and I didn't notice any problems with sound. I'll check again.

  • @Peanits said:

    The worst that comes to mind is combining it with Surveillance. Any time a generator is being worked on, I would know. The instant you get off it, I'd know. Normally cleansing Ruin is the only way to counter that, so removing the hex aspect means that the killer always knows where you are and has no counter.

    The perk is complete garbage then. You can't keep it up long enough for it to get to a point where it might be useful.

  • I haven't noticed sounds being an issue in the PTB. What sound bugs have you guys found?

  • You become obsessed with one Survivor.

    You lurk in the shadows, eliminating your victims one by one.

    When your Obsession is hooked, Furtive Chase receives a Token, up to a maximum of 4/5/6 Tokens.

    Each Token decreases your Terror Radius by 5 metres while in a Chase.

    When a Survivor rescues the Obsession from a Hook, the rescuer becomes the Obsession.

    You can only be obsessed with one Survivor at a time.

    IconHelp obsession.png


  • The display of your Powers creates a whirlwind of panic that spreads throughout the land.

    You become obsessed with one Survivor. Hitting the Obsession with your basic attack causes the Obsession to emit a Terror Radius of 48 metres for 20/30/40 seconds.

    During that time, your Terror Radius is reduced to 0 metres.The Obsession hears the Terror Radius they emit for the duration.

    You can only be obsessed with one Survivor at a time.

  • Your lust for a kill is so intense that your connection with The Entity

    is momentarily lost, making you totally unpredictable.The Red Stain disappears after gaining Bloodlust Tier I and stays hidden until you lose Bloodlust and gain a movement speed increase of an additional 5%

    Gain 50/75/100 % more Bloodpoints for actions in the Hunter Category.

  • I'll start with a suggestion for overcharge, changing the condition in which it's applied to allow for more synergy and increasing the penalty for missing the skill check.

    --

    You are fuelled by your hate for progress.

    When a generator begins regressing Overcharge a Generator penalty will be applied

    The next Survivor interacting with that Generator is faced with a tremendously difficult Skill Check


    Failing the Skill Check results in an additional 10/12/15 % Regression penalty. Succeeding the Skill Check grants no progress, but prevents the Generator Explosion.

    IconHelp skillChecks.png


    IconHelpLoading generators.png


  • @TwinCrow said:

    I don't understand the change for ruin as to why the change according to the reasons.

    Ruin was to good against new players and bad players but Ruin was used no more than 45% of the games across all ranks while 80% in red ranks.

    But new players is the 1st issue despite its not really an issue considering the use of it. I think matchmaking is more of an issue having to wait 5+ minutes for games cause all the low level survivors 15-20 are playing swf with their rank 1-10 friends. Which hurts killer ques at 15-20 and survivor que times who aren't playing swf.

    But lets stay on Ruin discussion. The entire reason people use ruin is to prevent horrible punishing gatekeeper emblems. I can kill 4 survivors and either de pip or saftey pip simply because as a Plague I didn't M1 enough cause they never cleansed and they were able to do enough gens but still die.

    Pipping itself is horrible for killers. Not every killer functions the same. Even a trapper will get screwed with their own traps. You are also not very clear on the gatekeeper pipping change either.

    Currently, Gatekeeper's underlying points are scored as a number of points per generator remaining to be repaired multiplied by which minute the match is in. Additional points are scored for any remaining generators at the end of the Trial.

    that was the old way. You needed a lot of gens up for the 1st 9 minutes as possible and what ever you had left gave a nice boost buuuuuuuuuuuut. Devs...you say the wanted results is 2 survivors escape and 2 dead to be a balanced game but for 2 survivors to escape they have to do the gens. The old way PUNISHED killers hard if survivors blew through them gens even if all 4 didn't even escape.

    How does the new way impact it?

    If survivors are able to get all 5 gens and 1 or 2 gates up whats the worst possible outcome for a killer in gatekeeping and the best in pipping if 2 survivors die and 2 escape in red ranks for example?

    The new version of Gatekeeper is simpler: one point is scored per generator remaining to be repaired per minute for the first nine minutes. At the end of the Trial, if both Exit Gates remain closed, additional points are scored. With less focus on keeping seven generators up...

    But I need as many gens up as possible correct for the 1st 9 minutes (isn't that the same?) and my bonus after 5 gens are doing is assuming if both exit gates are closed where in a "balanced" game, 2 survivors should escape and 2 die but a gate has to be open for 2 to leave unless a key gets in the mix.

    You really should only be pipping if you did better than average. I feel that pipping is actually fine for killers, but it's a bit too easy for survivors. When a survivor hits red ranks the difficulty goes up for pipping but that difficulty spike should be at the purple ranks rather than red ranks. If that were to be done we would have pretty accurate ranks and better matchmaking.

  • @Maelstrom10 said:

    Im only hoping that they change this to be a non-hex perk

    i actually absolutely love this change to ruin. don't usually run it on any killers anymore unless im doing a super gen slowdown build. this will be interesting to see. i just see it as a problem that it can be cleansed.

    newer ruin rewards the killer for applying pressure, whilst old ruin gave free map pressure for absolutely no reason. it was ******** on both sides but with this change its actually interactive, so even if it is kept as a hex perk (Which i disagree with but eh) it will be way more interactive then the old style of ruin.

    @MandyTalk @Peanits if newer gen speeds become such a problem without ruin however, would a system where gens at the start of the match/game are done slower to prevent early game pressure from being lost be added? something like a passive behind the scenes debuff until a killers first interaction with a survivor (chase or hit?) or a slight behind the scenes debuff for all gens remaining in order to make them slower, and later gens slightly faster to make it easier on killers with early game difficulty such as the trapper with his set up time.

    I agree with you 100 percent. I love the changes, but when attached to a hex perk they seem a bit weak.

    Hex perks need to be ridiculously strong to be worth using. Now I have no doubts in my mind that Hex ruin was absolutely cancerous at lower ranks and was pretty balanced at high ranks. But why should BHVR balance for just red ranks?

    I think that removing notifications about hex perks would be a good change to make hex perks better in general. You need to realize that a perk is active without being told that, "hey you're under the affect of huntress lullaby, maybe you should be on the lookout for a hex totem"

  • @Rivyn said:

    https://forum.deadbydaylight.com/en/discussion/comment/970454#Comment_970454

    'Healthy for the game' would mean they looked at gen speed, made changes, and applied them WITH new Ruin. That would be healthy. Not nerfing Ruin because of their silly emblem change and low rank survivors finding skill checks 'frustrating.'

    The data is clear, the game is killer sided. With Ruin nerfed the balance between killer and survivor will get much better. Maybe with Ruin gone that will change. But if that's true all the more reason to change ruin. But it makes sense to nerf ruin without a buff to killer in the current state of the game.

  • @Rivyn said:

    Except PoP is useless while the new Ruin is active. And to get any use out of new Ruin, you need Surveillance/Discordance. That's two perk slots gone.

    Ruin isn't going to be a staple, it'll just be a part of a build. That's healthy for the game.

  • @Elegant said:

    I would legitimately quit the game if they gave nurse her base kit back. She either needs to stay as is or be reworked

    I think Nurse needs a proper rework. She's limited to what she is because of how good she is on PC. However, on console she's absolute crap.

    I would say increase her movement speed to 110 percent, give her just 1 blink and remove her fatigue after the blink.

    This would make her much easier to play on console while keeping her power from becoming too powerful. Basically increase her skill floor while reducing the skill ceiling. Her overall power remains roughly where it is now.

  • This is well thought out and I'm impressed that you've made a case for something that I thought I'd disagree with after reading the title.

  • I think she's not as RNG based as a lot of people make her out to be. And her traps give her slow down and is lethal in that it can kill survivors or she can ambush survivors at traps. However, I feel that she could do with the following changes.

    1. Slightly reduces Ambush Attack Charge time could be base kit and remove John's medical file as an add-on.
    2. Slightly reduces Crouch Activation time could be base kit as well and remove the combat straps as an add-on
    3. Remove Workshop Grease as a brown add-on
    4. Make Razor Blades ,Utility Wire, And Face Mask brown add-ons
    5. Add 3 new yellow add-ons.
    6. Yellow Add-on 1. See aura's of survivors wearing traps within 32 meters while crouched
    7. Yellow Add-on 2. Aura's of Survivors within 12 meters are revealed to The Pig while crouched.
    8. Yellow Add-on 3. Slightly increases Jigsaw Box Search time. Slightly increases Reverse Bear Trap Death timer.
    9. Change Amanda's Letter to "available Jigsaw boxes reduced by 3." There would be no other attributes.
  • Spirit is my favorite killer to vs.

    I feel like the chases are fun, she has jump scares, and it is fun to outplay the spirit. And it's not hard to outplay spirit. The most common way to beat a spirit is simply to know that phasing isn't possible. Phasing can only be done every 20 seconds or so, so if they've recently phased they're standing still every time. Also Kindred can be used to tell if they're phasing away from hook or if they're standing still.

  • @ABannedCat said:

    https://forum.deadbydaylight.com/en/discussion/comment/961735#Comment_961735

    Her lunge got heavily shadownerfed with dedicated servers. Its near enough non-existent by now. Just a quick example:

    https://i.gyazo.com/6a78ff35e56130dc0bd93c2763508ab7.gif

    Is this related to the wraith and spirit lunge bug?

  • I really think that it should reduce your terror radius by 8 meters per stack. That means that at 4 stacks all killers would not have a terror radius while in chase. The person they're chasing would still get the chase music. But then it would actually catch some survivors off guard.

  • @batmanscar said:

    the only way to fix looping is to add pallete blocks like vault blocks after you vault 3 times

    Or you could, i dunno, break the pallet.

  • @GrootDude said:

    https://youtu.be/L3AtH45BEOs

    This guy is pretty good with every killer.

    You could also watch SpaceEsports tournaments on twitch.

    Let me say right off the bat. This guy is a really good nurse and on console no less. So I want to say that he did really well. However, he was playing vs 4 potatoes. They constantly ran into walls and tried to block the nurse's pathing using pallets. This is the same kind of survivor who thinks it's a good idea to throw a pallet to block a huntress's hatchet.

    Their ranks confirm that they were potatoes. Not 1 purple rank or red rank, 3 green ranks and a yellow rank. And the killer himself is a purple rank. So what we can gather is that a purple rank killer can easily 4k a group of green and yellow rank survivors.

  • I've been having a ton of success with what I consider to be a meme build.

    Furtive Chase, Nemesis, Make Your Choice, Corrupt Intervention.

    The core synergy of this build is this, put your obsession on the hook. Obsession gets saved and the person who saves them becomes the obsession. Their aura is revealed to you for 4 seconds and they become oblivious to your terror radius. If you're further than 24 meters away they're a one hit down and because they've become the obsession you'll know if you're chasing them.

    There are other benefits to the build too. Once Furtive chase gets its stacks you will have a 16 meter terror radius in chase allowing you to get close to unsuspecting victims. It's pretty common to chase someone with pig who will run by someone who is trying to remove their headgear. I'll slug them and go back to chasing my original target.

    Nemesis triggers anytime someone makes you the obsession. For 60 seconds they become oblivious so you can leave them only to come back to them later and they won't hear your terror radius when they're opening a chest or breaking a totem or working on a generator.

    Make your choice will trigger whether or not they're the obsession. If they're not the obsession they won't be oblivious but you can crouch to hide your terror radius. Which is still plenty powerful.

    Corrupt intervention is useful because it buys you time to get that initial headgear on early game. And it's been more consistent for me than ruin.

  • At the very high end it's survivor sided, however, for everyone else it's killer sided. The reason for this is tactics used. Killers were given so many perks and abilities that remove stealth. Well this hurts survivors who rely on stealth. They're not bad survivors they're just not loopers and prefer to hide. However, because of this design decision many survivors learned how to run tiles. The skill ceiling for running tiles is very high, meaning that the more time you put into learning them the more you'll be rewarded. Most survivors cannot run tiles well and are often called potatoes. However a group of 4 survivors who have mastered tiles will win consistently with either 3 or 4 survivors escaping every match.


    Because this tactic is so strong more and more survivors are learning to run tiles and there's a divide in the ranks. Ranks below 12 cannot run tiles and then there aren't hardly any survivors between ranks 12 and 8. Ranks 8 - 4 are getting better with tiles and ranks 3-2 are pretty good with tiles and there's a world of difference in the strength of rank 1 players. But generally any group of rank 1s can beat just about any killer in the game.


    Overall the game is killer sided, but a few survivors are taking advantage of the one area that survivors can have an edge over killer.

  • @Almo said:

    You get a higher percent of rarer items in bloodwebs when you prestige. While it's nice to get the good addons and stuff, that means each bloodweb costs more to go through.

    I really dislike how this is implemented. You still get plenty of garbage browns. It just swaps out the green rarity for purple and pink rarity. And due to many of the recent changes, purple and pink rarity are the worst add-ons/perks in the game. Alex's toolbox is garbage. The new syringe isn't worth losing any medkit over, not even a brown one. New Part is garbage. Any of spirits purple and pink add-ons are garbage. I get more ebony moris in my bloodweb then I get the green moris. I want there to be less browns and more yellows and greens. Keep the pinks and purple at the same rarity.

  • @Zoldyar said:

    https://forum.deadbydaylight.com/en/discussion/116057/can-someone-post-gameplay-footage-of-the-post-nerf-god-nurses

    https://www.youtube.com/watch?v=LjpKv5sPbFc&feature=share

    People who usually complain about the new nurse are either not good or can’t accept the fact they can’t always get a 3k or more each game.

    OhTofu's job is to play killer. In the match watched. He would have gotten a 2k, if he hadn't given 3rd person hatch. This is someone who can easily win with any other killer, but can only pull of a 2k with nurse. Nurse has been so powerful for so long that people can't comprehend the fact that she's quite weak now. She can bypass loops, but her nerf really hurt her ability to apply pressure. Basically she has the same problem as clown, he's strong 1vs1 but weak 1vs4 I've seen a few killers 4k consistently with her, but it's always from someone who can 4k easily with any killer.

  • @PrettyFaceKate said:

    Bugs and beads rework aside, she's basically the same. People overreacted and many stopped playing her, which I definitely won't complain about, because she's just bad design like Legion was at release. Although, I admit it's fun to equip my Spirit whenever I see a SWF of neon Neas.

    I think most people, myself included, have stopped playing her because she's bugged. And I've gotten quite good a gen grabs with spirit and gen grabs are bugged too.

  • @FJSJ_Lunar said:

    https://forum.deadbydaylight.com/en/discussion/comment/939875#Comment_939875

    You're not though.

    Because rank 10 is literally nothing

    Not only that, but rank, for the last damn time, does not equate to skill.

    Rank 10 is not literally nothing. Due to how ranks work right now, rank 10 places me with 4 rank 5 - 10 survivors. If I am able to get better than 2 kills on average per game I am over performing. And that's just adding to my point. Killers have gotten used to easy kills. You know that you got to rank 10 easily as well. You were also able to pub stomp survivors. Which just proves my point even more. Killer is to easy.

  • @FJSJ_Lunar said:

    https://forum.deadbydaylight.com/en/discussion/comment/938598#Comment_938598

    Rank 10? Woahhhhh lmao

    Save some pussy for the rest of us lmao

    The point was not that I am some killer god. It's quite the opposite. It's that I'm over-performing as killer.

  • @FriendlyGuy said:

    https://forum.deadbydaylight.com/en/discussion/comment/938490#Comment_938490

    Do the same thing in two days from rank 10 to rank 1, let's discuss this topic after that again.

    Do you know what percentage of players who have installed dead by daylight get to rank 10?

    It's 10 percent.

    In 2 days, I was able to play and win against people who have hundreds and in some cases over a thousand hours in the game. IN 2 DAYS!

    You can see the entitlement that killers have when they feel they should be able to easily stomp survivors who have much more experience than them. I've likely hit my proper rank at rank 10 with pig and I doubt I'll get much higher.

    Balance is not me easily getting to rank 1 as killer because BHVR gives me an insta-win button.

  • I literally started to play pig yesterday. It took me 2 days to go from rank 20 to rank 10. Now, to be fair I really like the pig and the build that I've got on her. But give me a break if you think that playing killer is hard.

  • @PistolTimb said:

    I really adore it too. I've been running it with Furtive chase and make your choice. I hook my obssession, the unhooker becomes the obsession, they become oblivious and I can see them, and they become exposed. Honestly the cheesiest build I've ever ran.

    What have you been running as your 4th perk?

    I've had some success with pop, play with your food, and bbq. Play with your food really helps catching the initial survivor, Pop helps with slow down. However, I really feel their downsides. I'm torn between play with your food and pop. I feel like I can't overcome the gen speed without pop. But I'm having a hard time in the early game with what feels like a mountain of pallets. Maybe I'm missing something entirely.

  • I've been running , pop, make your choice, nemesis, furtive chase on pig. And oh my god is it a fun combo. Getting a zero terror radius, 1 hit on a survivor. Hook them and rinse and repeat. Furtive chase hits 4 stacks in no time. And having a 16 meter terror radius while in chase makes changing targets very effective.

    Edit: we'll make it is supposed to be make your choice. I'm a survivor main, so it's easier for me to remember survivor perks.

  • I like the changes. It has helped the matchmaking to be a lot more fair after rank reset. However, I agree with you that getting to high rank should be harder. What about something like, once you hit red ranks, you can't pip if you don't escape. This would allow people to get to rank 4 easily but would reduce the amount of survivors at rank 1.

  • Have it so that you have an overall killer rank and an individual killer rank. Your rank is then determined by taking an average. Rank 1 killer with Rank 20 Hillbilly = Rank 10. This is the rank that would be shown to survivors at the end.

    I would also say that you also get 1 additional pip to your individual killer rank if you received at least one pip and your individual killer rank is more than 5 levels below your overall killer rank.

  • Being able to see ranks isn't coming back. However, I would say. Killers should see a lobby without cosmetics and without names and without items.

    or

    Survivors should be able to see which killer they're going up against.

  • All killers are currently over performing. However, compared to other killers he is weak.


    Legion needs a buff to be more inline with the strength of other killers.

    Survivors need an overall buff to be able to perform better against all killers.

    Generator speeds need an overall nerf to allow for longer games, which is more fun for everyone, but again needs an overall buff to survivors to compensate.

    I don't play legion, so I can't give input into how he should be buffed.

    Suggested changes to the game

    -increased degree where a fast vault is possible

    -fast vaults are 10 percent faster

    -slow vaults are 25 percent faster

    -increase the number of pallets on all outdoor maps by 10 percent.

    -increase the number of pallets on indoor maps by 25 percent.

    -reduce generator speeds by 10 percent

    -reduce exit gates speeds by 10 percent

    -exit gate progress is not shown until it's at 30 percent

    -endgame timer is extended by 2 minutes

    -endgame timer is not slowed if a survivor is hooked or downed

    -generators regress 5 percent faster after being kicked


    What will this do to the game.

    1. Generators take longer to complete
    2. Chases take more time
    3. Vaulting through windows is less likely to result in a down for the survivor
    4. Games take longer
  • I was hoping this would get fixed before they left for christmas break. And even when they do get back I don't think that much progress will get done until after easter.

  • @gantes said:

    Just a nitpick for everyone here: in every single PVP game I've played the hardest characters to play have the lowest win rates, even if they're good. In League of Legends for example there are characters who historically have abysmal win rate in regular play and still are disgustingly good in pro play.

    If Nurse, with her high skill cap, had the same kill rate as a killer like Freddy who is absurdly easy, then we'd have a problem. She most definitely doesn't need a buff. The most that should be done for her is make her more accessible to increase her kill rate for lesser players while making her power level at a high level of play is unchanged, but that's a lot of work and the game has many more pressing issues.

    I agree that this needs to be done. It would need to be a buff in one way and a nerf in another to not increase the ceiling. The floor of the nurse needs to go up and the ceiling needs to stay the same.

    I think most people would disagree with me, but this is my suggestion. Increase her walk speed to 110 percent. Reduce her blink to 1 blink. Change her ultra rare so that she gets 2 additional blinks but can't blink through walls.

    This is all subject to testing. But this would make her much easier to play but would not change her power level overall.

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