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@AresBee said:
https://forum.deadbydaylight.com/en/discussion/comment/1016222#Comment_1016222
That means at least handful of moried survivors. That's good, crows need to eat too.
I like crows.
Are you a Fellow Spies lover?
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@AresBee said:
To be honest, I've seen MS store users only once in my life. Are they common in your case?
I usually get a handful in an 4 hour session... 1 or 2 in a 2 hour session
EDIT: So no they are not common, but they only last in my games for about 2 minutes
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Killer
- Huntress = BBQ, Nurses, Iron Maiden and Corrupt
- Piggy = Monitor, Whispers, Enduring and Brutal
- Spirit = BBQ
Survivor
- Spine Chill, BT, Kindred and Iron Will
- Spine Chill, Inner Strength, Head On and Quick & Quiet
- Lithe, Just Dance with Me, Quick & Quiet and Iron Will
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1006906#Comment_1006906
In the interest of trying to make the idea balanced:
1) Let's say it's a ritual that takes the same amount of time it takes for a Survivor to cleanse a Totem, but once the ritual is performed, it takes a bit of time after that for the Totem to become fully lit and reactivate.
2) Make it so Hex Totems can only be re-lit in the order they were cleansed. Say if you have both Ruin and The Third Seal, you re-light them in that order. As far as Haunted Grounds, you have three options: You manually have to light two totems, lighting a totem causes another one chosen at random to be lit, or you can just give Haunted Grounds an ability that prevents you from relighting that particular perk.
3) Let's say yes, but to balance it out, you have to wait a certain amount of time after a Totem is cleansed before you can light it again. Also make it so you can't gain stacks as long as the Totem isn't lit.
Not a bad start, however hex's are very powerful specifically if you are keeping their tokens.
- I like the idea of it being similar to cleansing it, but it should take longer, for example, its 14 seconds to cleanse a totem, slightly longer with Thrill. So I would say 30 seconds to light the totem with 5 seconds added per stack. So lighting a devour totem with 5 stacks should be a choice, it gives you a huge movement speed bonus and allows insta downs and a mori.
- I think they would have to make some sort of dialog, which I kinda hate the idea of, because Its going to be annoying to have to relight the thrill totem because you really want your 3rd seal totem up and running again. This logic would need some work.
- If you add the time to the lighting for each stack, I don't think you would have to add the delay mechanic, because taking 55 seconds to light a 5 stack devour totem is almost a full generator.
I like your idea though, its clever and gives use to dull totems doing nothing, it gives the killer a second object and makes survivors worry more about dull totems.
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It's kinda funny, because as a killer main, I find more things they do as toxic than I do survivors.
Like really the only annoying things survivors do to me are camp and drop pallets, just makes for a boring chase and Blinding me as I vault a window or break pallets.
I don't find the camping pallets toxic, just annoying, I do find the pallet/window blinds as toxic and will play toxic in return.
As for killer, 1 hook mori if there are more than 2 gens remaining, Camping, Tunneling the survivor, and running more than 1 slowdown perk. These are the somethings killers do that I find annoying or toxic, T
hey are all annoying, but really only camping/tunneling are the things I would consider toxic. Maybe a 1 hook mori, but I don't see them often enough to care. Maybe because my time split on DBD 80% Killer and 20% Survivor...
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How long does it take to light a dull totem?
How do I relight Haunted Grounds?
Do you keep your previous stacks? Devour, Lullaby, 3rd Seal...
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@Poweas said:
Can you please give me a good rework idea for it then? Since they both counter 'toxic' (although most effective in my eyes) playstyles. DS counters Tunnelling, and NOED counters Genrushing.
I see way too many people complaining about them, but instead of complaining, try to offer up a good rework idea. This isn't a rant, I genuinely want to see what people have in mind for a nerf/rework.
NOED is fine... Cleanse totems and you'll never see it.
DS should have the following changes:
- It deactivates once another survivor is hooked
- It can't be used within the exit gate (More than likely if you still have DS at this point in the game, the killer wasn't tunneling you)
- It should not tick down well slugged, this also means it shouldn't deactivate if you are down while another survivor is hooked.
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@Mellow7 said:
https://forum.deadbydaylight.com/en/discussion/comment/1006353#Comment_1006353
I'm confident in my ability to play well and kill the majority but the thing that bothers me when playing them is that they're very judgmental about the way you play or the strategies yoy use that's mainly the reason I've started avoiding streamers at all costs. I don't wanna deal with hate from their communities.
If you are that self conscious over the way you are playing, than you might want to look at how you are playing. I don't care how anyone thinks I play, but I also rarely get yelled at for how I play. If I do something that I would consider toxic, such as tunnel or camp, I have a reason for it and feel justified for it, so nothing anyone says is going to make me feel attacked for it.
As in last night, I tunneled a meg because she pallet blinded me at 3 pallets in a row. My general rule is, if you wanna play in a way you know people find annoying, then I am going to play in a way that I know you'll find annoying.
In End Game Chat, Someone asked why I tunneled the meg but no one else and I replied "She pallet blinded me 3 times in a row, if she wants to be annoying, then I'll be annoying" the other 3 survivors responded "Okay, makes sense GG"
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If I get a streamer, depends if I know them or not. If I know them, I bring a mori and mori them. If I don't know them I just play the game like I normally do.
I don't care if they stream, are in a SWF, or are solo. They are hopefully playing the game to have fun and so am I.
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That legit made me burst out laughing at work. Well Done. lol
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My killer build depends on who I am playing and what I am trying to do. Never is ruin required on any of them.
My mains are probably Huntress, Piggy and Spirit
- Huntress:
- - BBQ because I am a BP Hoe
- - Nurses because cool shots
- - Iron Maiden because I don't run extra hatchets
- - Extra Perk (lately its been corrupt because it usually lets me get 2 hooks before a gen is done)
- Piggy
- - Basically Scorpionz build (Monitor, Enduring and Whispers) with the last perk either Brutal and BBQ (See Huntress for why I run BBQ)
- Spirit
- - BBQ because I am a BP Hoe and that is the only perk I run on her.
When I play survivor my Build is basically the same no matter who I play as
- Spine Chill, cause [BAD WORD] Ghostface
- Kindred, causes it's a god-tier perk now
- Borrowed Time, cause WAY to many killers tunnel the unhooked survivor instead of the rescuer
- Iron will, cause I rarely heal and its annoying as [BAD WORD] to listen to myself moan for 10 minutes
EDIT Forgot a killer
- M1tress
- - Enduring, Brutal, Devour and Bamboozle with Iri heads and a toolbelt on the Hawkins map. But that is mostly a meme build, but its still a build I play fairly often. And No it doesn't count as an M1tress if you do not at least bring Iri heads (You are not allowed to use them, but you must bring them for it to count).
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To be honest, I am happy with the ruin change, never used it so it honestly doesn't effect me.
I personally don't have a problem with gen times as they are now, I generally get 2-4 kills a game in red ranks. I do however run corrupt, because it's easier to patrol 4 gens instead of 7 gens.
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I remember when a Bubaa basement camped me this one time and no one came to get me for the whole 2 minutes... They instead popped 3 gens all at once. He caught another person but they popped two more gens and made a borrowed time save and all 3 got out.
I basically had to put new boxers on.
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As a killer, I win almost every single game, but I am guess my understanding of winning is simpler than somes. At the very least I want my 4 stacks of BBQ even if I am not running BBQ I want to at least hook everyone once. Then I would like at least 1 death preferably 2.
As survivor, My definition of winning completely is defined by how the killer is playing. Are they running multiple slowdown addons, if so, I win if we get to 2 gens left. Are they camping, EZ win just do gens and don't go for the save (since I normally 4-man SWF) a camping killer usually only gets 1 kill, sometimes 2 if we screw up. Is it a trapper, while I accept that I die, because I am just magnetized to his traps for some reason. But as survivor the only thing I consider a win is if I had fun.
Like me and my friends died to a huntress at 5 gens, it was still one of the best matches of our life because the huntress was just so awesome hitting crazy hatchets. My friends and I don't care if we escaped, we just want to have fun.
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Trapper on the new map that came out with Oni.
I basically just got owned, no hooked by the time 5 gens popped. Opened on door and went to the other side and trapped the second door. Caught someone, assuming they tried disarming trap but because the game has crap for priority, they walked into the trap.
Before getting that person, I placed two other traps, went and grabbed this person and hooked them. 1 of the people left at this point. As I was hooking 1 person, a second walked into a trap, but was freed by the third before I could get them as I went to reset the door trap.
I get there just as they are freeing and hit the 3rd survivor, so all our injured now. They rush to pull the person off hook. I hit the rescuer. The saved person walks into one of the previous traps and the 3rd person gets caught in the door trap.
Basically I went from hooking no one all game to a 3k.
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They are probably holding off until they fix it. They were giving people a timeout even if you didn't disconnect.
As In I loaded into a match in which a survivor got disconnected during loading and I received a 5 minute timeout even though I never even DC'ed before.
They can't release that system, until those bugs are fixed.
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I've never used ruin or doc, so this patch literally has no effect on the game for me. I'll keep my ratio of 80% Killer 20% SWF
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@Dreamnomad said:
https://forum.deadbydaylight.com/en/discussion/comment/1002695#Comment_1002695
Have you done tests to confirm it is in fact random? If you play with the exact same 4 perks in the exact same order do they appear in different places from game to game?
Thank you, I was being stupid, I was looking at my video, but stupidly didn't freaking realize that I switched from demodoggy to piggy, which use the same build but in a different order... I really wish I could delete a post to hide how stupid I am... Its late and I am going to bed.
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@Dreamnomad said:
I'll be honest. I've never spent any time thinking about which perk slot corresponds to which location in the UI. I guess that I just assumed that there was some method to the madness. Perhaps there is. Maybe it is alphabetical or something. My preference would be for perk slot 1 to be on the left, perk 2 to be on the top, perk 3 to be on the right and perk 4 to be on the bottom. That seems the most logical. Though obviously it isn't a huge issue if I've never even noticed considering how long I've played.
They are just randomly placed, they wont be in the same spot from one match to the next, however this wasn't always the case, they changed something late 2018 or early 2019 that caused this to start happening. I would be fine if slot 1 was the left one. I just went with the clockwise method with the top one being slot 1.
And honestly, its not a bug, or something that needs to be address. It's literally a quality of life fix. Because to be fair, in all the hours I have played since this was introduced, it doesn't really bother me other than, it feels like its gotta be more code to randomize the position each time you load into a game, than to connect a loadout slot to a perk slot in game.
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Than than likely that killer was waiting a very long time and his queue just kept allowing higher rank players until it filled up.
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@GHOSTfaceP3 said:
https://forum.deadbydaylight.com/en/discussion/comment/1001949#Comment_1001949
There two completely different things when survivors die it’s on the most of the time but let’s say you play a killer like trapper on the plagues map against swf all toolbox’s no ruin your probably going to lose unless there all potato’s
You're supposed to lose that match unless you bring a mori or they are potato's.
Your basically saying why can't I win in a car race when I am driving a unicycle. Sadly the game is going to put you in matches that are going to be near impossible to win. It happens.
The problem here is your talking the 1 outta 5, 1 outta 7 matches. You don't need to win every single match, your going to lose a few, its just how games work. And if you are being paired with a 4 man SWF team with toolboxes every single match, while than BHVR hates you, go find another game.
I spend near to 20-40 hours a week as killer and I only get matches like that about 1 outta 7.
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I don't use ruin on any killer and the only killer that I struggle to get kills with is trapper. When I play him it seems to boil down if I get lucky enough to snowball, otherwise, I am just hooking everyone at least once, generally twice, but at least 3 to 4 get out.
No other killer do I struggle to get kills on in red ranks.
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@PeenutsButt3r said:
https://forum.deadbydaylight.com/en/discussion/comment/1001454#Comment_1001454
Are you memeing or what? I'm trying to find a lobby playing as solo survivor.
No I am fraking stupid and misread your post, I thought you were a killer lobby dodging for a group of solo queue survivors...
Sorry that is 100% my fault and me being stupid.
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EDIT: This post was based of a misreading of the OP's thread. My bad.
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Are you saying you a killer looking for a solo lobby? If so, are you honestly taking the time to check every single profile when you enter a lobby?
Honestly I play more killer than survivor and I rarely even pay enough attention to the survivors in my queues that I am surprised when I find out there is a [INSERT SURVIVOR] in the game.
But the game has always had a huge base of SWF players, because the game is more fun as SWF. Even though I play more killer so according to 80% of the people on these forums I am supposed to hate SWF. But I refuse to play solo survivor because its boring or annoying.
I want to play the game to have fun, and its more fun with friends. And I never worry about SWF when I play killer, if they are its whatever, if they aren't, its whatever.
To me the only time a killer should be concerned about SWF is if they are running 3rd seal. Because that perk is completely pointless against SWF.
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@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/999554#Comment_999554
That's the true issue..their balancing scheme is literally designed to put survivors in an overpowered state..they wont keep killer players around much longer with this ideal as they are getting competitors who promise a real power role to killers..last year already is getting the message
There numbers might suffer a small bit, but for the most part they are doing well. I personally find last year much less fun to play, though that was at launch. I am not sure what they have changed since then.
My concern is what do you mean by "Power Role"? 7 outta 10 games I have control, survivors escape more from my mistakes or out mindgameing in certain loops. Does that mean that I don't have games where I just get run for 3 gens... nope they totally happen.
I've always looked at the game being balance around a 2k and I more than likely 7 outta 10 games get my 2k if not a 4k, I lose some, which is fine, I would be way more upset if I got a 4k every single game or if I was choosing to let survivors leave every game. Because to me that, means the game balance favors one side.
Both sides should have fun and to be fair, if you were playing survivor and dying every single round, never once ever escaping... I can't see that as fun, I don't need to escape every game, but 1 outta 4 isn't a hard request.
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I mean borrowed time, DS (arguable either way), Insta-heals, the ability to kick gens, End Game Collapse... Those are all changes that made me feel much better about playing killer.
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@immortalls96 said:
It's a death sentance for slower starting killers..high strength killers can manage
Now this statement I can discuss... I do actually agree with you. However, I also believe they can't re-work those killers until they understand what needs re-worked.
And how do you learn that when 80% of them are using a perk that puts them above average at a kill rate... Because if your supposed to get 2k but the average kill rate is 3... Then statistically the killers are to strong as is.
Now if you take away the perk 80% of the user base is using and the kills drop down to 0-1 kills per game. They can go, okay trapper needs re-worked, he is not getting enough kills per game. However, there statistics currently are telling them this killer is getting more than they should be.
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@Mister_Holdout said:
Just wait till you get matched with optimal survivors.
I always loved this quote... Just wait until you get matched with the best of the best... You're not supposed to be able to 4k against the best of the best... You're supposed to get a 2k. Are you always going to get a 2k against optimal survivors, no. But guess what, sometimes your even going to 4k against optimal survivors.
You win some and you lose some... It's just how games work.
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Easy, Trapper... Always walk into fraking traps
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@Stitch7833 said:
https://forum.deadbydaylight.com/en/discussion/comment/998390#Comment_998390
true, it would mean reworking the hex`s but it would allow more builds without needing multiple slots to help another perk which i feel a few perks do to make them good/up to other perk standards such as nemesis. But in my case i would say yes the killer can see which is a hex, so they can go to it and trap it as they see fit, it might protect it even better, it might give it away that its a hex, or maybe the whole thing was a bait to make you wanna try get the totem for no reason or for it to be haunted grounds
I dislike the idea the killer can tell its a hex totem, I would personally prefer it an all or nothing kinda setup. Perk combinations are always a think. Rancor and Nemesis. Lithe and Just Dance With Me.
The idea of perk combos to me is exciting, yes it means you're giving up a perk slot, but in general for a very powerful combination.
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Have you ever played Trapper or Hag? Have you noticed how picky their placement of traps can be?
That is the same system that is going to be used to place totems if they ever went down the route. Meaning in a lot of places that have really good totem spawns like hawkins, your not going to be able to place your totems in that same spot because the game engine is going to say its to close to something.
Now what if we look at it another way, instead of placeable totems, what if the killer could light a totem and activate their hex. This way the can do it later in the game.
What if you want for 2 gens to pop and go, I want to activate my ruin totem now, but you can't find any totems to use because the survivors cleansed all the dull totems? would you be annoyed you lost a whole perk because you didn't place it quick enough?
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@Stitch7833 said:
https://forum.deadbydaylight.com/en/discussion/comment/998346#Comment_998346
I do get what you`re saying, i just dont like when things become "meta". personally i love playing different people with different builds, having every teachable makes the game more interesting but nothing is more boring than seeing the same killer with the same perks etc. Hex`s have never applied to me, at rank one they use to go fast or everyone could hit ruin so none was very effective. either idea is good tbh, yours allows them to know which is the hex but its blocked off for X seconds where as mine hides the hex for X seconds but can still be destroyed
You are correct that both are a good idea, however I don't see the dev's re-working how hex totems work. I think they would be more in favor a perk that affects totems, given that the only perk close to that is Thrill.
Also In your case, would the hex totem be invisible to the killer? Do they not know which totem's are hexed until the timer runs out?
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@Stitch7833 said:
https://forum.deadbydaylight.com/en/discussion/comment/998292#Comment_998292
It is a nice idea but that requires yet another perk slot to make hex`s useable which i feel is an issue, not to mention if you play a killer that can also trap the hex`s that timer is even longer as itd be trapped, youd also get lots of killers running devour, haunted ground etc. which in 80seconds i can get 2 hooks, so unless they get the right totem they will be exposed making it very easy. but if you use my idea the survivor cant see the hex for X seconds but appears as a dull totem for the duration so do they take the risk and leave it, or take time and destroy it sorta things. either way something should be done, i never see third seal, lullaby, devour etc. and with ruin change you probably wont see that much either
That is my point of the perk though. Yes it uses a perk slot, but in 80 seconds you can hook 1-2 survivors getting 1-2 stacks of Either Devour or Lullaby. You can hit 2-4 Survivors giving you almost all stacks on 3rd Seal.
Yes It seems stupid to run a whole perk to protect totems for 80 seconds, but even you admitted that would be strong in the amount of things you can do in 80 seconds.
I've never run ruin, never even unlocked it as a teachable after prestiging my hag. My favorite hex totem is 3rd seal (my only issue with it is, if I was unlucky to get SWF it's pointless).
If you go your route, for balance reason, totems couldn't stay protected for 80 seconds, you would be looking more at 15 maybe 30 seconds top. Otherwise it would make hex totem perks like devour extremely powerful.
The added bonus of my perk idea would be that it would also prevent survivors from using perks like Inner Strength, since they wouldn't be able to cleanse totems at the start of the game.
PS: mine would also give killers who can place traps time to get to their totems before a survivor can cleanse it.
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Surveillance will. The gens are considered damaged once the survivor leaves them, so you can't kick them to activate the other perks.
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@Stitch7833 said:
no, obviously with every map rework or new map the dev`s do try to make totem spot better like the new lerys rework as mentioned but personally i think a change to make hex`s appear as a dull totem for X amount of seconds so people cant just run around looking for them would be a nice idea. would allow some hex`s to get used more as they require alot of time to get going which you cant normally achieve as the hex gets destroyed in early game
Not going to lie, I like the idea of a perk like Corrupt but for totems. Basically:
All totems are blocked by The Entity for 40/60/80 seconds at the start of the Trial.
Survivors cannot cleanse the Totems for the duration [PERK NAME] is active.
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My general rule's for slugging is this and I've never been yelled at for slugging
- Do I know another survivor is near? This is a little tough, since you run infectious fright and it tells you. I dislike that perk because it in general encourages slugging.
- Was this survivor just off hook and accidently ran at me? If yes, I usually slug them, bad luck. I don't want to just leave them because that's a person on a gen.
- Did they get unhooked and start doing a gen right infront of me? Yes, I slug them, they have DS. If you wanna go for a chase, that's one thing, I'll chase you, but other than that I'll just slug you and move on.
- Once I have these questions answered, the next thing I take into account is the number of gens. If there are 1-2 gens left and someone is on death hook, I'll slug them, yes it seems counter productive, because killing them would mean one less person to do gens. However, a downed survivor is 2 people off gens, the one I slugged and the one going to pick them up.
- Lastly if its EGC and the person I ended up downing is on death hook, I slug that person to hopefully get someone not on death hook... If everyone is on death hook, I just hook the person and call it a game.
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Favorite: Nurse/Huntress
Least Favorite: Doc Only because he gives me a headache, excluding that its hard to pick because the rest is usually builds I hate to play against with specific Characters. For Example, Forever Freddy Or a spirit with 3 slow downs and Strider.
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Have you guys ever had a discussion about the tier up sound for the doctor? I a still not quite sure what sound effect you changed on him, but its made him unplayable for me either as killer or against him as survivor as after a long round 15 minutes plus or short rounds close to each other I start to get a headache.
I do know I am not the only one that this happens to, which is frustrating because when I bought the game this was never an issue. Something changed in his sound files and started causing this problem.
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@jordirex said:
https://forum.deadbydaylight.com/en/discussion/comment/997823#Comment_997823
Grim pantry is a pretty decent map for her. I actually like that map.
I have a love/hate relationship with Grim Pantry as huntress. Some of the shots she can make on that make me need to change my underwear, however the fact I have to run to the corner of a map to get more hatchets always ruins my enjoyment of the map.
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Her range makes her a very powerful killer, however, she is far from being top tier. Yes certain people are amazing with her, but I mean certain people are amazing with piggy.
Her problem is she is very map based. For example, the indoor maps make it hard for her to hit a hatchet as survivors can quickly duck into rooms. Maps such as Hadnofun has tall walls and vehicles she can't throw around. These type of maps drastically effect her power and turn her into basically an M1 killer. Which being one of the slowest M1 killers makes her weak.
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The problem is that rank 19 dude was probably waiting 30 plus minutes for that match. It just kept expanding his search until it got you guys.
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@Eye66 said:
https://forum.deadbydaylight.com/en/discussion/comment/997793#Comment_997793
I don't often play ruin but having it available for the 4 man swf that I encounter nonstop for hours helped
You do understand that your statement contradicts itself? Either you rarely play with ruin, or you are constantly playing with it because of nonstop SWF?
Also how do you even know if it is a 4 man SWF? Are you seriously taking the time to check everyone's friends list each and every lobby?
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@Eye66 said:
Self-care wasn't a core perk needed to make the game function, that's very different
Just because you and many others relied on ruin to play the game does not make it a core perk needed to make the game function.
I've never even unlocked the perk as a teachable perk (it's the only killer perk that isn't teachable and I own all the DLC's for this game). I still manage to get to red ranks each season (With the new reset, I'll never be able to leave them).
It's not a core mechanic, its a perk many have relied on and will have to learn to play without it, like many of us have already done.
Now if you play certain killers, like trapper, yes it's going to be harder, however after this ruin change, they can look into balancing killers and not have to worry about balancing them around a single perk.
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@Cetren said:
If you're insidious camping you'd be enjoying the game with 0 bloodpoints, because you're playing for kills and not bloodpoints. Enjoy being dead.
To be fair though, if they are insidious camping, at most they should get two kills. Survivors just need to learn, when another one gets camped like that, do the gens. If it's not bubba go for the save after the exit gate is open on the second person.
If it is bubba, just leave, nothing you can do.
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@Aneurysm said:
https://forum.deadbydaylight.com/en/discussion/comment/997554#Comment_997554
You don't have to play like toxic trash for survivors to DC after getting downed or suicide on first hook, believe me.
I do agree that people will still DC and die on first hook even if you don't play like toxic trash.
I know people that DC against Forever Freddy, because while they don't find it fun to play against. Or spirit with 2 slow downs, strider and another perk, because it removes her one outplay. Or doc because his sound gives them headaches. And that doesn't even include people who DC because they just rage quit because you found them first.
Are those all reasons to quite the game, not really, but once again, its a game we have invested money in, we want to have fun too.
However, I think I see a lot less DCing then some of my friends who play much more toxic than I do. For example I had 3 DC's last night and I think one of them got disconnected and didn't disconnect themselves (no sound). My friend who played, had almost 1 DC a match, but he plays toxic and camps and tunnels.
I think if you're playing toxic, you are going to see a much larger amount of DC's then if you don't play toxic.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/995904#Comment_995904
Meh, people do it to me when I lose, except when they do it they do it when I'm not even chasing anybody and they're all at the gate together. Now that is unnecessarily toxic.
Attempting to stress out the opponent will always be a tactic in my eyes. It's on the other person to not get tilted. It's why I have no real problem with people who teabag or flashlight click, though I admit I do find it satisfying to kill them. The mental side of the game is still a part of the game. There'll never be a PvP game that isn't stressful in some capacity, that's part of the fun.
The only reason I disagree with you is for the same reason I disagree with tunneling.
Even though it is a legitimate tactic to use, its annoying and makes the game unfun for the other side. You can play this game in a manner that is fun for both sides.
However I am never going to tell people to stop tunneling or jumping in and outta lockers, play how you wanna, just don't get mad when something unfun happens to you because your being unfun.
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@luka2211 said:
https://forum.deadbydaylight.com/en/discussion/comment/995998#Comment_995998
Stats are flawed,cause more than 80% of red ranks don't even belong there and have less than 200 hrs ingame. The immersed ones,that are somehow red ranks cause of the ######### emblem system but in reality don't belong there,and therefore ruin the stats, or better called the "potatoes" which is 80% of soloQ while playing
Which still brings me back to my point, they can't fix something until they get to a point where the stats they are seeing lines up with what they expect to be seeing.
So changes are bound to happen.
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@Synfralidro said:
https://forum.deadbydaylight.com/en/discussion/comment/996089#Comment_996089
Yes. And having to deal with a one sided scenario, 4 survivors to 1 killer, is already stressful on itself. When the game has been morphed to tell you you did badly at almost every turn, that doesn't add much to the experience, on top of the "developers" basically stating that your opinion is invalid because they have "their data". Data doesn't explain away everything. If it was just a few people here and there, you could call it anecdotal, but when it's a huge part of the community, and you still ignore it, that is a clear sign of bias and indifference.
I was mostly joking with Peanits because his comment was funny.
However, as someone who has never run ruin, the change does not affect me. I would like to point out, its hard to fix many of the issues the community complains about in regards to gen speeds due the fact that there stats say there is no issue.
If I remember correctly the devs at one point said the average kill rate should be 2k however there stats are saying most killers are averaging a 3k per game. However most killers at that rank are also running ruin. Does that mean ruin is what is causing the killers to get that extra kill on average? Or is it being cleanses so quick it doesn't matter?
You honestly can't tell unless you change the perk. However much backlash they are going to get. The next thing the developers should work on is what messages are displayed. You shouldn't see a message that says "Entity Displeased" or de-rank if you got a 2k if that is what the developers think is average.
These are all changes that have to happen one after another so data can be gathered between them. If you make it all at once, you have no idea what change causes what effects.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/996031#Comment_996031
Today I learned I do not play the game. Here I was thinking I've been playing the game for the past 3-4 years, but it turns out I was launching the wrong game all along.
I always thought you were an AI developed by BHVR. Are you telling me your a real human being, with a job and everything?