kurgan8282
kurgan8282
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- kurgan8282
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I generally dont but using bbq sometimes i see survs approaching and in that case it would be simply stupid to move too far from the hooked person,I generally tend to leave space for unhooking,tho
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@Exxodus21 said:
https://forum.deadbydaylight.com/en/discussion/comment/1010924#Comment_1010924
Yeah something like that. I never use it so I don't really have a good idea on when/how it should be available. I just know that being able to see the killer anytime you want is OP.
it is but also makes you really exposed, it's one of those perks that can spoil you if you re not super skilled, also depends on map.
If you end up at mcmillian and you have this perk you're f****d
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@PapiQuentin_ said:
https://forum.deadbydaylight.com/en/discussion/comment/1010888#Comment_1010888
How would just simply seeing everyone's aura Ruin the game's balance? I'm not suggesting nerfing anything. Since the game even began people have asked for kindred to be basekit.
I didn't agree until today, this stuff happens way too often in solo. I don't know how much you play or if you're just lucky, but playing Solo usually results in this.
I even had a good chase beforehand but of course nothing got done because they were too scared of Ruin.
Scenarios like this are just frustrating
actually happened to me just some times, happens that i get on 2nd stage if im hooked in basement and the killer doesnt go too far, but dying on first hook has neen pretty rare actually. what s your rank?
And yes, would unbalance big time, would basically nullify the "sense of isolation" that devs thought regarding survs, same reason as why mic dont work, they meant to make the game realistic in the beginning,unline for example friday the 13th in which u can communicate by default.
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@PapiQuentin_ said:
https://forum.deadbydaylight.com/en/discussion/comment/1010881#Comment_1010881
Dude. You just said that it's me being unskilled for dying on first hook in your comment before.
i was talking in general, people continuously asking for nerfs to make the game easier and avoid any kind of challenge (or bad luck, because yes, there should even be some luck).
what is the point to have a perk (even a pretty good one) for free to prevent something that happens once in a while?
You thought about how it would mess the balance of every game?
I dont know about you but personally I dont feel any satiafaction in winning a non-competitive game.
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@PapiQuentin_ said:
https://forum.deadbydaylight.com/en/discussion/comment/1010866#Comment_1010866
Yeah cause dying on first hook because of lack of information for my team =/= skill
it happens sometimes, it's the risk of playing solo, happened to me too but doesn't mean a perk should be a basekit for something which happens once in a while.
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these guys amuse me, they want for free all that they can't reach with some skills, this game has already become ridicolously easy due to those nerfs, if it is still too hard they should simply move to something else
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@NDwight88 said:
https://forum.deadbydaylight.com/en/discussion/comment/1009746#Comment_1009746
Yes but for every red rank dinosaur who leaves, there’s a new rank 20 killer who will one day get to red ranks with game as is. It’s simple evolution. So killers leaving isn’t that big of a deal, and it’s not the cause of lobby times.m, despite how killer mains are clinging to this mentality to prove their point.
with those game changes new killers will never be as good as old ones, rememeber that game was made much easier to meet this new generation "needs".
The challenging level has already gone down
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And in the meantime, every killer is.abandoning the game, now the hardest thing in this game is finding a lobby as a survivor.
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Imo it's thenonly rework that went for the better,actually.
I was Freddy main even before and,after some months of break, I found it totally changed, and loved those changes.
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@CosmicGuy said:
I'm posting this again, so we can all discuss it while trying to keep this post alive.
Greetings:
I have been playing Dead by Daylight for aprox three years now. I fell in love, made a latin america community, helped new players and old alike and continously support it. However, I cannot deny that the current changes and old flags are getting annoyignly unfair, making the game not fun at all. I will try to list what I think down bellow.
1) Pip system simply does not work properly for killers
Countless games I have been penalized because one or two survivors decided to rage quit by giving me the "brutal killer" score screen, giving me silver and gold emblems because, through the current system, I didn't get to hook them one final time, so that counts as me not having a "proper" game.
Same goes with playing efficiently. Last night, I played The Oni. Killed everyone in less than 3 minutes. THEY messed up, didn't unhook other survivors and chases ended quickly. Still, I got bronze and silver emblems, because I notice the system seems to work for survivors; as a killer, YOU are the responsible for making their game fun. If you are efficient in doing the whole purpouse of the game, well, you get penalized, again.
Now, I understand that this responds to the very design of the game. Before, you had to get at least 3 kills to get a decent ammount of bp and pip. This produced tunneling, slugging, etc. However, this does not justify what I've specified above. Playing killer is getting annoying, hilariously unfair in rewarding you for playing "well".
2) Changes aimed to new players, ignoring veterans
Yes, I'm talking about the recent nerfs. Changes like the one you did with The Spirit are great, because those are generalized issues that the vast majority of players have been discussing. However, the Ruin change is totally survivor biased. While I can understand that you are focusing on improoving the game for new players, you just can't ignore the ones that are in lower ranks, playing between people who KNOW the game.
Many experienced killers will know that Ruin IS for early game. If you were lucky, survivors wouldn't find it in the first minute, so it gave you an advantage to hook one or two survivors before that happen and avoiding getting 2 or 3 gens done within your first chase.
It's not a coincidence that streamers and experienced players alike find this change ridiculous. Th new Ruin works in theory, yes, but it has no point for lower ranks, as survivors won't stop doing the first gens (not going deeper in survivor behavior. If you are in a chase, three others are working on one already) Like many have stated, this will encourage to use area control killers: Billy, Nurse, Freddy with other perks and other killers will slowly get totally unplayed, unless you are a masochist.
Yes, I've played without Ruin and if you don't get a SWF group, you can have excelent games. However, the problem resides exactly there; SWF tends to be the issue, always. There are alternatives that work pretty fine: Dying Light. Sloppy Butcher, etc, but again, it's more likely to get genrushed if you are playing against and experienced SWF group and the game limits you to take advantage of survivor's mistakes rather than rewarding you for being efficient, again.
3) At the long term, this will affect both sides alike
As I mentioned above, the old issues will come back. Less killers playing, and those who will play, will use tactics to compensate those points. You will probably see more camping and tunneling until the point that killers are going to be nerfed so they work alongside survivors and finally hook themselves. Survivors will likely encounter the same killer over and over, because other characters (like Wraith) are just non-viable in higher ranks.
So, what is it going to be like? I don't know. Behaviour has not dissapointed me in these three years. I have not always agreed with his opinions and changes? Of course, but these ones are getting annoying for me, and I know, for many others. I just hope you just don't ignore older players and don't just dedicate every effort to make the game more "fun" to newer ones through making it unfair to the killers, because there's currently nothing to keep you playing in red ranks. It's better to de-rank on purpouse and play with more unexperienced survivors so you can really enjoy the game without the annoyingly issues I've mentioned.
I hope that you get to read this and consider it as feedback instead of a ranting. Please, don't try to convince me otherwise because I know these things are facts. If you believe otherwise, please, I encourage you to read and watch other players's arguments and concerns about this topic. I'm just writing my personal views on this, as I know I'm not alone having this issues. It IS a problem and I hope it doesn't get ignored. I love the game, and I really want to invite new players to it. Hope this year it's a great one for us all.
Have a nice day and thank you in advance.
i agree, we all love this game.
But the only way to keep the game alive is keep it challenging.
If new kids complain, they will complain for a little while till they learn the game,like we did.
The state in which dbd now is terrible ,games are unfun for both side (at least if u need a challenge to have fun), and I start to feel the interestest is going down.
Sadly I am sure the way to get the game back is not what the devs are doing.
We already lack good killers, they are abandoning it really fast.
I keep on hope for a change of direction.
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@Shaai1 said:
https://forum.deadbydaylight.com/en/discussion/comment/1008259#Comment_1008259
Play killer, insta lobbies.
yeah but means nobody is playing killer, I like to play both but this way I lose tue mood to play at all.
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why not trying to learn to play better,instead?
Freddy got nerfed already,like most of the killers abilities...
what you guys want? be 100% sure that killers can't kill?
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@Mushwin said:
Like, can we remember games are meant to be fun, yes there will be people giving me a list of the game is not fun because of this and that and the other. I guess the saying that finds me here is, "when the fun stops, stop" sure it's for gambling but it's sort of the same thing given gaming is addicting. But can we just remember this is a game, to least have some fun, be a bit more positive, give things time if we can do? I enjoy and have fun with my swf peeps, we aren't serious at all, we laugh, we die, we sand bag one another sometimes, but it's fun. Yes I myself get stressed as a killer so I rarely play it, so I don't since I don't overly enjoy and just play either solo surv or swf.
i'd love to, but it's not easy to have fun if you need to wait nearly 30 mins to get into a game and once you finally find it, you go against a rank 13 killer ...
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these new players simply seems to lack the patience to learn, now I get why the devs keep on nerfing.
When us "seasoned" players were noobs this game was at least 5 times harder than now. But was so much more fun and challenging.
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all you need to do to win in a decent swf with friends in a map, for example, like coldwind, is having two hands.
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never.
Even if tue killer is super toxic i never dc, that disrespectful for team mates and can spoil their game.
Even if the killer is being an a*****e, it's anyway 10 mins that I can endure
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@Aesthetiks said:
It doesnt matter, but ive decided instead of just being angry about BHVR and DbD in general as a killer only main, that i would take the CMs advice and just go play another game
on league now instead of here, and Ill just keep an eye out to see what happens after all the dust settles
see you guys in the fog in after a little while of some balancing
this is certainly one of the hardest moment dbd is going thru.
It seems lots of aspects are collapsing, from the endless queue times to the terrible.match making system.
Yesterday in 4 games I havent faced a killer higher than rank 10, and I ak rank 4 as a survivor.
I just think,we all got fun for years with this game, abandoning it at the first difficulty seems unfair.
Ofc if this situation goes on for months it couldnt be avoided, but i feel like giving them credit
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@Lanterns said:
Survivor Part: Hour long wait for a boring five minute game where I win.
Killer Part: Not playing anymore.
that is the risk, right now.
will ofc keep on playing, unless the game becomes very easy and very predictable.
But this nerf came at the worst moment.
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@NeaJovovich said:
No.
The Killer shouldn't be able to see the items cuz they quickly leave the lobby they've created.
It's annoying.
Killers are abusing a game mechanic and it needs to be removed.
Ya feel me on this one?
no.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/1004332#Comment_1004332
I'm more or less of the same opinion, barring 4 toolboxes (often with BNPs). Same goes for tunneling as well. There's a difference between the killer choosing to go for the same guy and getting unhooked and doing a gen, then expecting them not to go for you. They both get thrown around a lot and it really starts to make them lose all meaning.
true that, often I feel like going mad cos the killer runs after me after I got unhooked then I remember it's the same of me hurrying up to gens or trying to hold them in a loop.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/997927#Comment_997927
Again, I don't mean to say that nothing should be done, but you can't know how much needs to be done when the supposed issue is being hidden by a perk. It's hard to say for sure. While yes, a lot of people use it, there's also killers out there who don't use it and still do just fine. Adding extra time to objectives would only stand to be a massive buff to them.
I've seen the gas suggestion a few times. I'm a bit of a fan, personally, but my only concern is that it removes points of contention from the game. Right now, if I'm not chasing a survivor, I know I can go between generators until I find someone. If I instead have to search every inch of the map looking for people who might be scavenging for gas as well, suddenly I lose my best way to find survivors.
I just wonder, could not you guys check the actual matches without ruin to find out where the problem was before nerfing a perk that (sadly) right now determines the balance (and fun) of a big amount of players?
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they got nerfed into survivors.
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@Almo said:
At the risk of getting into an argument, I'll point out that when I was a new player (so speaking for myself, not anyone else), Ruin would have really thrown me for a loop.
For my first... I don't know... ten games or more, I couldn't even reliably find generators. I just assumed everyone else knew where they were because they had memorized the maps. I didn't know about the procedural map generator.
I am certain that in the panic that ensued when the Killer approached I would not have noticed that little "zap" effect when you leave a gen under new Ruin. I did not know generators regressed over time; I thought a kick caused instantaneous damage, not damage over time.
So I stand by my assertion that many (maybe even most) new players (let's say for their first 10 games) will have trouble with new Ruin, partially because they probably won't even know it's happening. At the very least, they'll underestimate its effect.
It's very easy to forget as an experienced player how shallow* the learning curve is for this game. It's especially easy to misunderstand how hard it is to learn for some players if you're an exceptional type who read all the perk text on the tally screen their first couple games and came up to speed more quickly. :) I regularly see posts like "Man, I been in this game for 2000 hours and I just figured out that the perks are alphabetized in the menu!" (true story, that one)
Even so, this was not the only reason we changed Ruin. Let's recall that I gave three reasons in the dev notes. Two of them were "The passive nature of the gameplay pressure it provides means that there is a huge amount of potential with very little effort or risk on behalf of The Killer," and "Its inconsistency due to the random nature of the appearance interval of skill checks."
*When people say "Steep learning curve", that's backward. Learning curves are time spent on the X-axis, and skill on the Y-axis. If you have to play a long time to get good, then the improvement line is not steep. If it is steep, it means you get good with little time investment. :D
no getting into arguments, it's discussion :)
10 games means means first day of playing!:)
when I got that game for first time I played it like all day long! so that already takes away a big portion of potential for this new ruin.
On the other hand, there is the high (but oet me add also middle) ranks.
Usually games between the green on purple ranks are the more balanced (in the meaning of a kill/survive ratio), now everything will become extremized. Like big portion of those people (mainly survs) ranking uo to red ranks and some depiping pretty fast, punished just for choising a killer which has nit enough map pressure.
About having ruin from the beginning when I purchased the game the ruin was already implemented so I can say I grew up dealing with that perk :D
if it would have been a factor to let me quit playing ,i would not he here in 2020 still caring about dead by daylight.
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@Almo said:
I'll just repeat that when we say we wish to "reduce frustration" against X, that does not mean "make X easier to play against." Less frustrating is not necessarily easier. Often it means shifting the focus from a mechanic to a strategy.
Notably new Ruin is actually really hard on new Survivors. They have no idea what's happening.
but they get notification that there is ruin going and see gen regressing the moment they stop doing the gen, it will be really simply to find out,just tap the gen see what happens and then go cleanse totem in couple minutes to remove something that is not even so strong, basically this ruin, as it is now,is basically a non-perk...especially it being an hex...
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Yes the matchmaking situation is becoming quite crazy, here i post a screenshot of a match as a survivor and one as a killer...we got quite mixed up...
IMG_20200115_212103_358.jpg IMG_20200112_023246_753.jpg -
@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/997962#Comment_997962
It's definitely a factor. Any time you make something that affects generator speeds, you need to think "But what about Ruin?" Being able to balance around a single constant speed is much easier to do, and that way you don't have to worry about leaving the people who don't use it behind while making it excessive for those who do. It's the same philosophy we apply to the solo vs. SWF gap, where we're gradually bringing the two closer together so we can better balance around everyone without leaving people behind.
that makes sense actually, even if we don't have to forget that RUIN is an HEX, I mean, me and many others that play since 2016 (maybe early 2017 for me) learned to play and get good with RUIN on, that perk taught us to hide, get better in skillchecks, look for totem and even learn how to hold the killer longer.
Now ofc ruin has become necessary for low mobility killers in high ranks, we re going to have killers like trapper,clown, myers and bubba just disappear at high ranks, and it's a sin.
My question is, new kids can't do like us? learn to become good thru a more challenging game?
If an update of ruin was needed, it was not by replacing it with a perk that simply can't do nothing good, and especially nerfing it before assuring that gen rush would not make the game unfun, resulting in a deep unbalance untill a solution will be found, and at the risk to lose many players before it happens.
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@Kreatya said:
https://forum.deadbydaylight.com/en/discussion/comment/1001429#Comment_1001429
Tbh, it only works against noob and mediocre survivors. Very rarely bamboozle can catch good survivors. If you hate all god windows, then yeah it’s good. Usually windows are places where you want the survivors to make a play and try to get a hit. If you deny the windows, it’s just gonna be a pallet drop or running towards the next loop.
well, i usually play with Freddy, his traps are anti loops, combined with bamboozle it makes me catch survs much faster
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@newavitar said:
https://forum.deadbydaylight.com/en/discussion/comment/1000725#Comment_1000725
Demo would be terrifying cause he's animalistic. Not even a chance of an inkling of mercy
exactly, not that other guys have shown some mercy actually but being destroyed by a creature like that would definitely be terrifying
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yes and it's crazy how good it works, an amazing perk actually.
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@PhattyBubbacake said:
I am just gonna insidious bubba in protest. Been saving up fast saw add-ons.
Insidious, whispers, NOED, and BBQ. You took my ruin, I take your fun.
that is the most scary thing about the near future, many killers will do this if adjustments wont be made shortly after this patch.
As a killer I play as Freddy so it would not do any good for me but I can imagine all killers with no gen pressure will start to tunnel and use insidious
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@GreezyWeezy said:
It seems to have gotten so bad lately I just want to uninstall and never look back. I kept going against red ranks and getting mercilessly trashed with 0-1 kills, gens all being done and egc in an average of 6 minutes and sometimes getting less points than the survivors. Now I'm rank 15 and with the reset still going against pretty strong 5-8 ranks that were probably purple or reds. I stopped using ruin so I can get used to not having it, and never camp or tunnel. I have more fun as survivor but can only play survivor in the late mornings and then it becomes a 15 minute average wait. I play Trapper, Clown, and Wraith.
thuth is that, against a pre made team and in certain maps, there is just nothing to do, actually the fact that 4 people can voice chat and coordinate makes you in a too weak position.
It's sad but it's how it goes
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Demogorgon because no humans could stand a chance against such a beast.
But also Freddy, the idea of a dream killer imo was simply a work of genius, how can you defend yourself in dreams?
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I'd love to receive an answer about this, after the new ruin will pop in the game, it Will be matter of days (if not hours) to realize how unbalanced will turn the game.
So if this will be the case, in how long time you would eventually plan a patch to re-balance it? because i am 99% sure that there will be an urge to fix this.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/997980#Comment_997980
I don't know about that. Even a Commodious Toolbox with Socket Swivels and Instructions makes you repair 30% faster, and it'll typically last you the whole game (if your teammates are helping with gens). That'll bring a solo generator down to ~61.5 seconds. An Engineer's Toolbox will take it down further to ~57 seconds, though it'll run out much faster.
If you end up in a match with several toolboxes, that's a lot of time to knock off of your main objective. I wouldn't undersell how much they can do.
the issue is that gen rush happens even without toolboxes, every swf team can coordinate and repair gens in 2 or 3 people while the killer is in a chase.
I genuinely think you are trying to do the best for the game, and yes, ruin might have needed a rework at some point, but that was not the time imo, the game simply isn't prepared for this, this will just unbalance the game.
My question is, if it will show up (and it Will) to spoil the fun so much, what you will do? leave it like this till there will be a rework at some point in the future?
this worries me because, while you will think of a balance change, many players will grow tired
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as a killer I main Freddy, but when I deal against him he's totally the killer that kills me the most.
I also particularly suffer the huntress, that's because she is the perfect killer to drop my style of play as a survivor
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hahahahaha yes only play clown in coldwind against a pre made!! aren't you ashamed to pretend to kill survs???
XD
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@csandman1977 said:
Other games have done console to pc so they should be able to do it. Im just hoping for console to console soon. Though we'd have to get dedicated servers on xbox first
yes I think they won't be able to enable it untill each platform has dedicated server
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@VSLl said:
The game will only be between pc and pc players (Steam and Microsoft Store now), also consoles and consoles. There will be no games with participants with consoles and pc.
it will still be easier to find a match, would be cool imo
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@GorgonDorgon said:
At this point I hope it happens. Ps4 wait times are a drag :| I think it’ll happen though since they’ve enabled it through steam and windows I think, which is kinda going in that direction right?
yep I noticed that too and think it is the direction they're going, I'm sure it's not the easiest job tho so it might take a bit
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rank 2 surv
rank 6 killer
37 y.o.
like said before by someone else, rage is not for ruin itself, i personally play much better combining thanatophobia and dying light, what is wrong about this nerf imo is the fact that devs missed the point of why it was used so much in high ranks
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I just think that, as much as I hate the new ruin on both sides perspective, untill we dont see it rinning for at least 1 week we can't know if and how will affect the high ranks games.
Imo it is going to take off a lot of fun and challenge to the point to.make the game unfun, yesterday we got three matches without ruin and being all from 4 to 2 rank, we completed gens really quickly, but I am open to see it first.
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He is potentially a great killer imo, just harder to master than many other killers.
He needs lots of practice and patience
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what I noticed yesterday was a big amount of slugging and general more camping, I think killers are trying to get used this way, can't blame them
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As a killer I tend to get stubborn on chases and it leads me to waste time and not pressure gens as I should, also I sometimes rush too much to hit when it's not the right moment.
As a survivor I tend to loop when/where I shouldn't (at least once every game) and end up by giving free hits to killer
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@Alice_pbg said:
https://forum.deadbydaylight.com/en/discussion/comment/984558#Comment_984558
Too strong for a regular perk. Too weak for a hex.
Since it's a hex, the perk is too weak.
I would double it or at least make it a 3x regression to keep it a hex.
It's too weak early game, which is where you want your hexes to be strong, because they get cleansed.
And in the late game, it either makes a losing situation take longer, or a winning situation shorter. It will never turn the tides in your favor.
exactly, they thought of a perfectly unusable perk, basically.
Wont do nothing good to increase killers time in the beginning and will be cleansed when it can start to be useful.
I hope to be wrong, but I can't believe they are unaware about it, i just think that they believe it will be more profitable to make the game friendly for new users.
What I see,on the other hand, is a 25 mins long queue as survivor, and 5 seconds queue as a killer...if this is not an alarm signal....
We can discuss for decades but I doubt they change their mind. We are forgetting a simple point...it is an HEX...can be cleansed, nothing that can be cleansed easily needed a rework.
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@SunderMun said:
https://forum.deadbydaylight.com/en/discussion/comment/983903#Comment_983903
I'll give you that. Those maps are awful. Earlier on I was trying to play Legion of all killers, and I got rotten fields, purgation, Sanctum of wrath (times 3) back to back. Unplayable as hell.
yeah dont tell me, made 3 games with Freddy and got 3 rotten fields...thought it was a joke XD
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@DBDfan12 said:
https://forum.deadbydaylight.com/en/discussion/119255/toxic-survivors
i'm a survivor and ive never understood toxic survivors. its so unnecessary and as soon as they get caught they DC lol . just weak people in real life.
exactly, I can call myself a surv main as I play at least 70/30 %
But never felt the need to act toxic.
Yesterday I had a guy calling me with flashlight, trying to loop me and as soon as I put him down he dc.
Another one assumed he won cos he was playing with a pre made team on coldwind and stop in front of the gate, when I put him.down and used mori he wrote me telling me that i shouldnt kill when i clearly lost the game.
It amazed me on an athropological level. :/
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@csandman1977 said:
Like any change made in this game, the forums have devolved into an us vs them display of micro dick waving. Every opinion is met with hateful responses like "cry-baby killer" or "entitled survivor"
So in this thread i am going to try to reasonably describe why killer players are unhappy at the new changes. I may be wrong, i may miss a few but these are the reasons as i see them.
1) Killers saw ruin as the only answer to gen speeds. They feel like being able to delay the game as long as possible gives them an advantage. And they aren't wrong in that thought.
2) New ruin is a completely opposite perk in its implementation. Since the game has come out killers have been conditioned to defend generators. That having generators pop early is losing. The emblem system reinforced this. Even survivors got to the point where they thought they won and deserved to escape when the last gen was popped. End game build are considered toxic, and those who run end game perks are crappy killers who need to 'git gud'.
You cant change 3 years of conditioning overnight without backlash. Good or bad it just cant happen.
3) Killers were calling for a ruin change. They wanted it more consistent. Instead, they made it an end game perk, tied to totems. The inconsistency in ruin wasnt affected. People see lit totems they cleanse. Hence why haunted grounds works. Ruin is still going to be cleansed within a minute of the game starting only now it wont have made a difference in the game at all
If they made ruin weaker and removed it from the hex then the backlash would probably have been much less.
4) Killers have been saying 2 things; gen speeds too fast, totems too inconsistent. Developers say, ruin is unfun for survivors so here's the change. It feels like a slap in the face to killers.
Again, this isn't about whether or not the perk is useful or not. Just trying to open a dialogue into why there is such backlash on this change
you said it completely right, as survs, I guess now we will all get used to see killers more tunnel-friendly or even camping, and at same time I see lots of end game builds happening!
Basically,as killer, i d stick to my build replacing ruin with CI, but as surv, I wouldnt blame anymore a killer who tunnels or run NOED or whatever, nor that I did that much anyways, after all, a killer has to kill.
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@SunderMun said:
https://forum.deadbydaylight.com/en/discussion/comment/981146#Comment_981146
In red ranks we have a tendency not to bother looking for the totem unless it's something like devour hope. Likewise, it would be more efficient to stick to a gen early game than to get off and look for the totem with new ruin.
Don't get me wrong, I do think something needs to be done about the way hexes work; (especially if we're going to go down the route of strong late game hexes) I don't think totems are the way to go. But I have no better ideas atm.
Often I leave games alive with Ruin still up, and as killer I get the same, with gens being worked on as if it wasn't there, so I don't even run it as a rule because it has almost zero effect on the survivors I go against on a regular basis.
personally I look.for totem just after a while, when I play as surv, after 3 years into the game i learned to hit skill checks decently so i let someone else go look for ruin or other totems :)
the real issue they dont (or pretend not to) consider is that this nerf will make any game in a big map, or in a "surv sided map" like coldwind, simply impossible for.killers, especially against a pre made team.
Don't get me wrong,I myself play with a team often and get fun from it, but it doesnt mean it's fair or balanced.
If they want to make this a standard, i'm pretty sure there will be a quick lose of interest in this game
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if there is so much talks and discussions and even outrage, it is because we all appreciate the game :)
doesn't take off the fact we like to see it mistreated like it is happening lately