xEcoLog1cDuk3Xx
xEcoLog1cDuk3Xx
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I'll agree with you to an extend; it's dumb to a 32m radius when after using your power, it's restricted from you in chase or mobility for 3/6s when you move slower than survivors but it's a necessity as you can travel 20/32m at a rate of 13.33m in 3.2s
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To be fair; Killer's lost Hex: Ruin which was a good early game slowdown perk, (Could've been better but totem spawns are bad on many older maps) Nurse is high mid-tier at best but not based on your skill alone and as the power restriction killed her & Spirit is still good it's just that she has many counter-play factors (which is good) and audio issues.
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Decisive Strikes' skillcheck should be like a BNP skillcheck. (ez)
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In my opinion the way BHVR should address gen speeds is by increasing the the total time by 20s to 100s / 1:40 or revert the Bad Perk: Ruin back to its original form.
But overall the game's in a good state, it's just a matter of the map your playing on and killer. (ez)
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I mained Nurse since mid 2017 until her "Rework" (secretly nerf) and i'll say no it's not worth learning her as of now, as there's so many factors working against you. Bugs since her release are still there, map designs & her 3 second recharge per blink.
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Just don't DC it's really not that hard. I'm pretty sure the devs 'might' have a system in place where is detects a player disconnecting from the game/match and you being forced to disconnect due to internet connection issues.
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Yep Hex: No One Escapes Death is a huge issue in the game compared to Decisive Strike and Borrowed Time.
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The only mori that needs to be tweaked is the Ebony memento mori; it should be you have to hook survivors 5 times then you can use it but with the loss of Hex: Ruin I can see why people are using mori's
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Keys are pretty much "Press one button and win" they have no real counterplay other than Franklin's Demise, but using Franklin's is kinda of a waste on a perk slot in today's current game meta.
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Let's just say both
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Although true, there are great alternatives to (Old) Hex: Ruin but you're ignoring the fact that it was core/meta because you can do alot in 60-120 seconds as a killer if you played correctly. The only reason Hex: Ruin wasn't as powerful as it didn't 'slightly' debuff people who can hit greats but tremendously did to people who can't hit greats also it was RNG based so it wasn't as consistent,
not to mention you wouldn't even have made this thread if you faced "Good" survivors every now and then. (Imagine trying to say that the Hex: Ruin nerf was a good change and yet you pretty much debunk your whole argument by saying "Coming from a no ruin killer main")
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Were basically back to square 1 except that the devs are even more (UN)smart'er
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Imagine calling yourself a killer main and yet you don't understand the reason most killers are bad is because of a penalty or debuff to the power...
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I thought this game was casual?!? Now survivors want to go competitive, I thought the reason the devs nerfed the killers strongest items was because survivors weren't capable of competitive play...
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Survivors are still ranting over killer perks after patch 3.5 ???
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BT has no counterplay (other than stealth killers wraith, pig and ghostface) no risk with the perk anymore, which is why the devs made the perk used infinity and gave it the deep wound. Honestly BT needs to get Legion'ed just pretend it's a perk but it has little effect
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I came back because there "was promising potential" in the year 2019. Reason i'm quitting again, because the devs are spoon feeding trash survivors wins. ie survivors are back to being braindead
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More nerfs for killers??? All the killers pretty much got nerfed since Hex: Ruin was nerfed because "Survivors say it's stressful and frustrating to play against" even though the game was meant to be stressful and frustrating....
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@John_Doe said:
https://forum.deadbydaylight.com/en/discussion/comment/1033588#Comment_1033588
And if you don't like borrowed time don't camp/tunnel it's a simple counter.
How am I supposed to do that when I'm either forced to camp on side of the map due to gen speed or they're farming eachother right in front of me?
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@thrawn3054 said:
https://forum.deadbydaylight.com/en/discussion/comment/1033391#Comment_1033391
Yeah I have 7 Ebony Mori on Doc. He's only level 39.
https://forum.deadbydaylight.com/en/discussion/comment/1033588#Comment_1033588
Hmm BT counters camping killers. Don't camp, and it's a non issue. Adrenaline procs when the game is nearly over. It's basically survivor Noed. If one is fine, so is the other. DS is anti tunneling. Don't tunnel and you'll rarely get hit with it. Though I'd argue it does need tweaking.
Survivors farm eachother and take hits for eachother hit BT in my face so there goes your whole "It's an anti-tunnel perk, just don't camp" point. Adrenaline activates when the hatch it closed and that's not an actual end game (I believe killer "end game" perks don't activate when hatch is closed) and you basically proved basically proved your DS statement wrong.
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@TicTokCringe said:
https://forum.deadbydaylight.com/en/discussion/comment/1033588#Comment_1033588
Your point? Adrenaline kicks in end game but it's totally useless when we get moried. Borrowed time won't help much because you could just chase the person unhooking, and Ds can't even do anything against a mori so 🤷♂️
You're someone who either doesn't have at least 1k hours on each side (both survivor and killer) or you're just a casual. (I'm not going to lie your comment tells me alot about you) Adrenaline activates end game sure but it also activates when the hatch has been closed and you'll more likely get to end game often since Ruin nerf. (PS it's not that hard to time and press 1 button)
Borrowed Time activates in a killers terror radius, even when you can't hear it and the timer never goes down unless you're just that bad (which most survivors are) Decisive Strike is basically a free second chance as the killer can't pick you up for 60 seconds, (which is 75% of generator completed) only 1 person needs to bring DS and that changes how the game will play out & if you enter a locker it's a guarantee escape.
Mori's can only be activated when you hook a survivor which is harder than it sounds, depends on map, rng and the players skill. Not to mention you must catch them again.
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@Mew said:
https://forum.deadbydaylight.com/en/discussion/comment/1033588#Comment_1033588
survivors: dont tunnel its boring
killers:....nah, we’re gonna tunnel
survivors: *bring perks to counter tunneling*
killers: >:( PlAy FaIr OmG
Well don't give killers a reason to tunnel you ie bm or toxicity. Imagine only thinking from a survivor POV :(
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@[Deleted User] said:
It was inevitable that this Ruin change would filter out the killers that don’t truly know how to play this game from those that never needed Ruin to begin with.
The upside I see is that BHVR will work on further map balancing. And any new players we get won’t be tarnished with an unhealthy perception of old Ruin.
You pretty much support that fact that the devs are pretty much killing their own game, old Hex: Ruin was a perk that allowed killers to win and it's was rng based on something called skillchecks "SKILLchecks" you had to actually be good and if you are you weren't phased. The only thing that hurts potato players is matchmaking system and how it works
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This is probably due to the fact that the devs gave us good players the middle finger and the result was 50% of the good players both survivor and killers are gone within the first week
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@ClickyClicky said:
https://forum.deadbydaylight.com/en/discussion/comment/1033530#Comment_1033530
How are DS and BT crutch? Thats the only real way for survivors to defend against killers that wait around the hook.
DH and Adrenaline sure.
DS gives the survivor a second chance when they dont deserve it and BT does the same. "these perks are the only defense survivors have against killers" Bruhhh have you ever heard or seen dropping a pallet or vaulting a window, it's amazing right.
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The devs catering bad survivor players such as yourself is the only reason you manage to reach red ranks
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Imagine trying to lesson the frustration on survivor side for new players and yet their still saying he's still frustrating, good one devs.
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@ppo8820 said:
https://forum.deadbydaylight.com/en/discussion/comment/1033582#Comment_1033582
Out gamed by a perk that requires no skill. Wowser. Who’s entitled? Lmao.
Lol same thing goes for Adrenaline, Borrowed Time & Decisive Strike these are the only perks I lose a majority of my killer games. Not the skill of survivors because anyone with a brain knows that 90% of survivors skill is pretty laughable, as of patch 3.5.0 i'm forced to use NOED if I want to get a 2k. (Imagine replying to a post that doesn't mean anything to everyone except you)
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Adrenaline, Borrowed Time & Decisive Strike nerf when???
Can't wait for survivors having to play with a brain, rather than being rewarded for being bad but it doesn't matter because you're using 1 of these 3 perks
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The devs pretty much cause most of these issues and of course content creators
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Imagine being this dumb and still dumb probably because you never touched a red rank killer game
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Freddy is in a good spot, he’s everything I should expect out of a killer power. Chase potential, Map presence & Potential to juggle all 4 survivors. The devs could’ve done something differently with the add-on nerf, but if the survivors have to put any effort & skill into winning it’s not fun :(
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Let's just nerf a killer perk that only lasts 45-100 seconds in high ranks compared to survivor perks that you can't get rid of until end game. Very logical BHVR :)
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@CrummyCookie said:
https://forum.deadbydaylight.com/en/discussion/comment/970696#Comment_970696
More people play survivor. There's 4x them in each lobby haha
Can you look at the bigger, without Hex: Ruin the games with go by in 5-7 minutes but guess what me and many other people actually sit through the BS survivor have and do while playing killer. Killers are what make up the game not the survivors, you remove a majority of killer players from the equation then survivor que times will be even longer than they are now.
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@DBDfan12 said:
stop crying about ruin. many games the totem is found within 60 seconds . stop being so dramatic
In those 60 seconds as a killer I could've at least gotten a down or 2 depending on which killer i'm playing and map positioning. Which means that there's 2 or 3 people not doing gens
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Imagine having such a bias towards survivor thinking that it takes a year to learn how repair a generator, cleanse a totem or drop a pallet. Not to mention survivors have perks that are either get out of jail free or no downsides and 88% maps in the game are survivor sided.
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@LustForBP said:
https://forum.deadbydaylight.com/en/discussion/comment/953571#Comment_953571
Why do you think? I’m not targeting anyone, I just really want to know where the fun is in such quickly finished games.
are they challenging themselves? Being trolls (especially the ones that best a killer and waste time t bagging at the exit)? Or is it challenges? I barely follow challenges or the tomes anymore.
As a killer main I understand where you're coming from. I don't think it's fair when I chase a survivor and I hook them approximately 2 gens are already done, Hex: Ruin doesn't phase people that can hit skill checks and is often cleansed within 30-60 seconds of a match and you have no influence over what happens during the match. But the good thing about a killer main is that you
adapt faster than survivors. You want to slow the gens you use Hex: Ruin, Pop goes the Weasel & Surge. Want to "Apply Pressure" you use Thanatophobia and Sloppy Butcher and want to give the survivors a piece of their own medicine use NOED.
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Yeet
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This is more of a question for the devs
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Self-care already fell out of the meta for survivors
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Playing at McDonald's gave me "Gamer" boost :)
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Just play with Ghostface using Security Camera add-on on either Lery's or Hawkings, hide behind a wall then when you hear or see a survivor(s) enters the basement go for a Lean stalk and down them. Make sure to use Agitation, Monstrous Shrine & Iron Grasp.
(This is how I did this challenge)
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@Tenebro said:
https://forum.deadbydaylight.com/en/discussion/comment/953523#Comment_953523
400 seconds if only 1 survivor does gens sequentially ... but there are 4 survivors who can do gen simultaneously, and because 1 is distracted by the killer, there are 133 seconds of absolute gen time. If all survivors know a bit of looping, and if they DO gens if not in chase (and not trolling around doing totems, chests, dealing with the killer, etc. etc.), a match can be finished in 3-4 minutes ... but it's boring, this is why we have games of 10-15 mins, and this is why many survivors dies (directly or indirectly). This pseudo-balance is frustrating both sides :(
All though this data is really accurate but I've tested that all the gens can be done in 2 minutes with Engineers toolbox with BNP's, Socket swivels and Resilience. I don't mind that games are 10-15 minutes it's the way a killer must "ApPlY pReSsUre" where it depends on the map, the RNG of your Hex: Ruin spawn, the killer you're playing, the add-ons & your perk loadout.
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DS needs more counter play options i.e Enduring, Juggling & the obsession is the only one that can use it to its full potential.
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@Thomasthetrain said:
https://forum.deadbydaylight.com/en/discussion/comment/953471#Comment_953471
Enduring doesn't need Spirit Fury to be good,Imo.
It's a great perk if you wanna try and go for a pallet hit,because you don't need to worry about being stunned.
The only change DS needs is the timer to stop once someone else is hooked.
Although yes the perk is decent on it's own where you take the pallet stun which is 1 second then kick the pallet which takes 2.7 seconds which totals up to 3.7 seconds at a pallet but with spirit fury it's only the 1 second stun once you got it built up. Let's be real it's far easier if enduring either go this QOL change or it went back to its original state in patch 2.6.0 then trying to have the devs implement something that will possibly complicate things.
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80 seconds or 1:20 minutes per gen is not long enough and multiplied by 5 totals to 400 seconds or 6:40 minutes without the any additive or multiplicative influence on the progression speeds. An average red rank game usually is 10-12 minutes which isn't bad but not healthy for the game.
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Here's 3 decent examples of strong killers over DBD's life period
1. Pre-nerf Nurse with double range add-ons.
2. Old Legion with Franks mixtape.
3. Wraith with a bell add-on and windstorm.
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@ImmortalReaver said:
Yeah it's totally BS. I think you should always be able to fast vault and there should be more safe loops and more pallets on the map. The game favors the killer too much.
This comment is 100% false and bias. Like honestly tell me which role has the better perks, which role does maps favor & which role received the most nerfs.
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I mean there's 3 different types of vaults in the game.
Fast Vault
If a Survivor runs straight towards a Window for at least 2.5 meters, they will quickly vault over the Window and continue running without losing speed. This vault will take 0.5 seconds
Medium Vault
If a Survivor attempts to quickly climb through a Window but they don't have enough momentum or do it at an angle, they will quickly climb over the Window. This vault will take 0.9 seconds
Slow Vault
If a Survivor walks up to a Window and climbs through it, the vault will be slow and quiet. This vault will take between 1.3-5 seconds
Hope this data clears some issues you had.
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@Thomasthetrain said:
That would make Enduring a must-have at red ranks; I don't like being restricted,tbh.
Also,Head On doesn't need a nerf. Like you said,it's annoying,but not OP at all; you can basically use it only once per match if the killer is careful enough.
In my opinion enduring affecting all types of stuns wouldn't be that big as you need another perk "Spirit Fury" just to make it better so a killer is practically wasting 2 perks slots. I'm pretty sure enduring will be in a better spot with this QOL change when you have far better perks combos such Thanatophobia & Sloppy Butcher or Nemesis & Play with your food.
Also that reminds me the devs only made this change to the perk because their precious DS was about to fall out of the meta.