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yermom

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  • @Fibijean said:

    The only thing that's wrong with endgame builds is that they're not very rewarding. I think people should be not only allowed, but encouraged, to use whatever tactics and builds they like to secure their objective. Variety is what makes games like this interesting.

    yes, please.

  • Seeing the same survivors game after game, only to have one match end in them being taken by the EGC, but the match doesn't end. It felt odd, like they had somehow manipulated the end of the match in their favor, but i had no way of proving that was the case. I sat afk waiting for them to leave, while they sat with crows flying around them, impaled by the entity from the EGC. They eventually left, but said a bunch of angry stuff at the end.

  • @Entity_Lich94 said:

    So for the longest time, it was pretty much commonly agreed that Nurse was the strongest and Freddy was the weakest. With both having been changed quite drastically, who would you guys say have taken their places.

    Personally I still think Nurse is only JUST the strongest still with Spirit on roughly the same level as her. But she's definitely lost her former God tier status.

    As for weakest, I would have to say clown. While his power can stop some loops and kind of kite survivors, he literally has no map pressure at all. While legion and pig are weak they can keep survivors busy with out having to chase them. Clown doesn't even have that. His ultra rare addon does make him better, but that's the problem. It's ultra rare

    I agree with you, the killer's that are the weakest are the ones that can't close distance in any fashion. Clown can slow people down, but the afterpiece tonic isn't as effective as a one-hit down, a hatchet, or increased movement speed.

  • @Letche said:

    https://forum.deadbydaylight.com/en/discussion/comment/1063306#Comment_1063306

    There is a big difference between words and actions.

    They can say they support it all day long (shame on them for supporting it verbally), but the emblem punishment says otherwise. It's not much of one if we're being honest, but it was implemented to deter people from camping within 16 meters of a hook.

    You get a little less points in one of the emblems and, subsequently, in blood points. It's not much, but it's there. If they thought well of it, why bother with the penalty? You can't have it both ways.

    Either they think it's okay and they remove the penalty that already exists to back up that claim or they don't and they're hypocrites. Pick your poison.

    they added the penalty to encourage newer killers from doing it. It's sort of an incentive, suggesting, 'hey, maybe this isn't a good thing?' Which ultimately, is beneficial to them because they will get a lot more done if they don't camp.

    However, if the strategy is more important than the rank, so be it. Sometimes it's better to eliminate certain survivors you are familiar with that are a part of an SWF you face regularly. Like, the ones that equip perks for increasing gen speeds, or that run borrowed time(some SWF only have one person run borrowed time).

    Either way, as a survivor, when the killer camps you can just go onto the next match and not worry about the previous one. Sometimes camping is worth it as killer. Especially since the ruin change.

  • I only play to complete the rift because I spent money on the premium rift, before they nerfed ruin. Whoever that guy is with painted finger nails... he don't know what he's doin.

    Overall, I find survivor boring. I will start to play it but then die because I don't have any interest in it, and my mind wanders. Like... ive started reviewing math concepts because I find them more interesting than playing video games. But, that's all video games, not just dead by daylight.

  • I'm really trying to respond here. I understand that you're non native, but I read your post like this:

    Many survivors will say that they will win 80% of the time, but I have played killer many times without ruin, and won. I used to use Ruin with surveillance with some killers, but now i don't, in comparison.

  • @Maníaco_da_garrafa said:

    No, op.

    Spirit is not one of the most challenging killers to master.

    Her power is braindead easy to use and the only technique you're required to master in order to become a good spirit is awareness of your surroundings, which is something you learn by playing as any killer.

    Mind gaming is easy. Right? That's your message? Ok.

    To everyone else, yeah, hillbilly is hard. Sometimes you turn moderately, whereas other times you turn extremely. So hard.

  • @thelioncid said:

    Game much survivor will say that 80% no load I have many more games won as a murderer and without used to ruin. I use it now for combo with supervision before with some killer, but little in comparison.

    • perfect games like killer 72
    • Perfect games as a survivor 44
      • they are perfect games not games won in total

    pd: sorry non-native english

    Sorry... this is really hard to understand. Even as someone who is trying to see past the whole ESL stuff.

  • @Letche said:

    https://forum.deadbydaylight.com/en/discussion/comment/1061891#Comment_1061891

    If you bothered to read, which obviously you didn't, I already addressed that in the last bit of what I'd said.

    People act like they've never heard of 'just because you can, doesn't mean you should'.

    If they wanted killers to camp, they wouldn't have implemented the negative emblem effect when you do. End of story.

    And did I really see someone comparing face camping to tea bagging and flashlight clicking?? These are the kind of people that defend camping, my guys. 😂 Buncha jokes for killers up in here.

    They have said it's a legit strategy, and they support it, I don't know what you're talking about.

  • yeah, there's only one strategy now, injure survivors while keeping track of each one. Oh yeah, and keep track of their decisive strikes, and their dead hard timers. Oh yeah, keep track of each gen that has been recently visited/worked on.

    I swear to god, it's like they don't hire mathematicians to do the balancing.

  • You guys had your BP upped to the level of killer, except there are four of you. stop whining and just buy another of those items.

  • @SurvJoe said:

    i would also nerf her addons especially red and green ones for speed and for recovery she is already quite strong without addons

    Because the point is to make this a game that isn't scary, and isn't a horro game. good job joe.

  • @Onyx_Blue said:

    It's been just over 2 months since Spirit's adjustments were implemented and i'm going to be raising attention to the same issue that I raised back then.

    Now, I have given it some time and felt it was needed to bring up once again; the issue of Spirit having cosmetics which remove the telltale sign of her entering phase within close proximity - her shard glowing. There are multiple cosmetics that do this: her Withering Blight, her Schoolgirl and her Kimono outfits.

    When equipped it removes all info needed for a survivor to make an accurate read on the situation and has to guess what the Spirit is doing. She could literally just be standing there watching them waiting for a survivor to make a move into a vulnerable position, and if they don't, she just phases and pops out where they were stood waiting and get a free hit.

    The point of this thread is to make notice of how a change would benfit her quality of life in this game. If the Spirit were to have a 100% visible telltale sign of her having entered phase, no matter the cosmetic worn. It would allow more interactive gameplay between the killer player and the survivor player being chased, onlooking at the Spirit etc etc. The fact that the survivor would now have 100% accurate info that the Spirit had activated her phase now opens up the path to new mindgames played on both sides.

    The Spirit now knows the survivor is aware of her activating phase so now can remain still while phase is active to see if the survivor vaulted into them or moved into a vulnerable position, away from the loop. The survivor can accurately assess whether or not using the pallet is going to have an effect on the Spirit (making her think the survivor ran through it and dropped or remained on their side). Currently these mindgames are all guess work on the survivors pov. Spirit currently is always going to be in control of the chase at loops since, as pointed out, the survivor has no clear indicator on most of her cosmetics wether she is phasing or not.

    The implementation of making her husk give a 100% accurate telltale could be that the Spirit emanates an ethereal glow on the outline of her model; or the husk has zero animation to it and is fixed completely still. These are examples I have come up with, but as always, Devs, the final product is your call.

    I raise this issue as an awareness of a glaring imbalance in gameplay when playing Spirit. Survivors are always guessing vs her; she is in control of most chases, mainly at loop areas.

    You should complain to the NFL that 'juking is unfair, each player should know what's going on at all times. even if i'm partially retartded, I should be able to tell.'

  • Making the game easier for survivors does not make the game easier for killers... It makes the game easier for survivors. Sure, they rank up more quickly, and end up facing more challenging killers. Sure they die more, but they aren't guaranteed to stay at the skill level that makes them easier to kill. They will improve, and the 'diluted' red ranks will become more concentrated with skilled players. Meaning that the ruin change hasn't made the game easier for killers at all.

    Also, while those survivors are improving, any killers that get closer to rank 1 are going to face many more SWF groups, which are excluded from the 'positive effects' of the ruin change. In regards to SWF, the ruin change has only served to make them more powerful, and make the game more challenging for killers.

    edit: I wanted to add that, what you're describing with your observation is that the newb players flooding red ranks artificially boost the kill vs escape rate in red ranks, which skews the kill vs escape rate statistics of red ranks. The less ksilled players who die, will make it look like killers are still successful, even though the most skilled players are in the same ranking bracket. This is another disservice to balance that favors survivors. "The kill vs escape ratios are balanced in red ranks, why do we need to change anything?"

  • @Peanits said:

    Thanataphabia. Got it.

    lol, nooooooooooo

    @TWiXT said:

    The pronunciation correction OP posted makes sense because its the fear of Thanatos a greek god of death. So you combine Thanatos (death) with Phobia (Fear) and you get Thatatophobia. What's funny about this is that Thanatos is the god of "Non-violent Deaths" (https://greekgodsandgoddesses.net/gods/thanatos/)😄, so being afraid of Thanatos is like saying you're afraid of dying from natural causes or disease.

    In other words, when a survivor gets ruthlessly murdered in game having Thanatophobia is less like them saying "Oh crap, the killer just butchered Dwight... hope I'm not next!" and more like them saying "Dwight just got killed, I hope I'm lucky enough to go out that way instead of dying of old age!"

    Despite this funny little origin of the word tidbit, the name still means "fear of death" and I guess we can let the "non-violent" part slide, especially since most depictions of Thanatos have him holding a weapon... so he can't be that much against violent deaths.

    <3

  • Newer players can totally get you killed! They just get so immersed, and you're dead before you know it. You don't realize until after you die, and you're spectating, that you must have looked dumb running around in the open trying to get gens done. Because, literally every other survivor is using urban evasion and crouching around the edge of the map, peering around boxes and whatnot, even though theres no heartbeat.

  • This might sound odd, but the best way to get better at any killer is to get good at survivor, or at least decent enough to know where to go to be safe. The point is to understand their perspective.

    As an example, consider that while working on a gen, most survivors will be watching the larger areas of the map if that gen is near a wall. So, if as ghost face you are scaling the perimeter of the map with night shroud active, and you come up on a gen ebing worked on. Chances are survivors aren't watching the wall behind them, and instead they're looking into the open, waiting to see any movement at all in the distance.

    With gens in the center of the map, it's a bit harder to stay hidden, because Survs have a 3rd person perspective that can see over obstacles.

    A lot of people who play ghost face rely on things like sloppy butcher paired with nurse's calling; it's really effective.

    Also, consider peeking around corners from far away. You are smaller and less likely to be seen. You can stalk from pretty far, too, btw.

    Also, consider using your power to mind game, and not just stalk people. As soon as the survivor has lost sight of you, activate night shroud and hide behind something, sometimes they will look for you, or think you left; you could run the other direction to cut them off too, or do the double fake and keep running in the same direction you were running in.

    When you're running around a loop, if the thing you're running around is high enough, crouch just before you switch directions to mind game; sometimes people will screw up their pathing around the loop trying to tilt their camera up to catch a glimpse of you. Which can give you just enough time to catch up to them.

    During a chase, if you hit a survivor, and hear a gen nearby being actively worked on. Activate night shroud and let the injured survivor run away, while you go back and stalk the person on the gen, who might assume you continued on with your chase. Sometimes this backfires and the injured survivor will see what you're doing and expose you.

  • It's really easy to rank up as survivor, so I assume that all the purple/green rank survivors are all red rank by now. The red rank is only an illusion...

    I've had one or two matches where I was against purple/green rank survivors and boy, do you feel bad for them. They all run in straight lines and throw pallets before you even get near them. It is refreshing to run into survivors like that every once in a while, but honestly, I'd rather have red ranks.

  • @DanteMorello said:

    These days a lot of players in online games are kids. That's pretty much the entire explanation. Often their parents don't even care and just put a computer or console in their room. Often even with their own bank accounts with pocket money....

    If you look at gamer demographics, people aged 18-35 make up the majority of gamers; nearly double that of people under 18. What you will find, though, is that the education level of a lot of gamers is on the lower end, with most having only graduated high school, if that.

  • @TheLegendDyl4n1 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1027629#Comment_1027629

    my matches would usually go pretty quick, i would always have someone downed or on a hook, and be on my next chase, due to how easy it is to find survivors with doc.

    iuno, i don't really care all that much, lol. it just seems crazy for anyone who has played lots of killer. I have as many hours as you do, but main killer and never have I had a whole day of merciless victories, especially with a base movement speed killer.

  • @Archimedes5000 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1027593#Comment_1027593

    Well, you just prove my point.

    If you get DCs in 3/5 games, then it is impossible to get more than 1 pip average.

    And if matchmaking takes 5-10 minutes, then matchmaking + match takes 15 or even more minutes... So 10 hours total...

    If it took you less than 10 hours, then maybe Doc is not OP, maybe you are just too good at this game...

    If his matchmaking took 5-10 minutes, with an average match time of 15 minutes. For 57 matches, he would have had to play for 23-24hrs straight.

    This is xbox though, I don't know how seasoned players are over therereree. Iunno why we're even going at this, lol

  • @TheLegendDyl4n1 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1023599#Comment_1023599

    ok, i dont need to do anything, its entirely possible to go from rank 15 (since i barely play killer, and have over 2000 hours on the game, but started leveling up my killers these past few months) to red ranks. idk why but i always got the 4k unless i let the survivors live.

    But but but

    Assume:

    • 1 minute for lobby time
    • 1 minute to load into game
    • Roughly 1 minute to exit the trial
    • Successful Doc games are on average 15-20 minutes, but optimistically, we will say 17 min including lobby/loading/exiting.
    • 57 pips to go from rank 15 to rank 3.

    At the least, you had to play 29 games, and at most 57 games.

    Assuming you got merciless every time, and your games on average were 17 minutes. At the least, you spent 8hr; At most, you spent ~16hrs. If match making takes any longer than my optimistic estimations, then you're looking at between 9 and 32 hours. If your games take longer than 24 minutes, you wouldn't be able to fit the worst case of 57 matches in the day. It's doable, I guess.

    Although, I have a few questions! What level did you start at, and what level did you end at? Did you have BP when you started? How much BP did you have when you stopped?

  • @dyingwaffle said:

    https://forum.deadbydaylight.com/en/discussion/comment/1027213#Comment_1027213

    Oni, plague, doc, leatherface, ghostface, spirit. All of them had frame issues

    Rebuild the database.

    • Turn your PS4 off completely
    • Hold down the power button until it beeps a second time, let go.
    • Plug a controller in with a USB cable, navigate to the option 'rebuild database'.

    It takes anywhere from 10 minutes to a few hours, but is like de-fragmenting the harddrive.

    Next, if you've never cleared your learning dictionary, you should. If you can live without it, you can just turn off predictive text, which is what builds the learning dictionary.

    To clear the learning dictionary:

    • Go to settings, click on 'Initialize' select clear learning dictionary.

    To turn off predictive text:

    • Go to settings > languages > input methods > uncheck Predictive text

    Clearing the learning dictionary is just as effective as turning it off if you clear it regularly.

  • @JayDoesGames said:

    I feel ever since the insta heal nerf Mori should be next. They break the game

    Ruin more than paid for the insta heal nerf. Next they need to take unlimited fast vaults, and unlimited uses of borrowed time, and using decisive strike from lockers.

  • @Aikanaro said:

    https://forum.deadbydaylight.com/en/discussion/comment/620967#Comment_620967

    How you counter Enduring? Corrupt Intervention? Thanatofobia?

    lol, "how do you counter a counter?" Enduring is a counter to pallet stuns, which you don't have to equip a perk to do. Pallet stuns are counters to hits. The pallet is then a counter to the killer stopping other gens from being repaired, if they continue to chase you.

    Corrupt intervention is a counter to gen rushing, but only applies to 3 gens, which means 4 other gens are available. You counter it by working on a gen that's not restricted. Or do as most people do, hide until it expires.

    Thanatophobia is countered with items which are really prevalent after the BP boost to survivors.

  • @AsePlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1027280#Comment_1027280

    "I don’t wanna hear anything from survivors unless you have something positive to say. If you think this ruin change is positive to the game then I don’t respect your opinion because you’re smoking something."

    Mmm yes of course. He totally was looking for constructive responses.

    If you take balance seriously, and really consider the issues involved, you should be able to see how Ruin was covering up an underlying issue with the balancing in the game. Now that it's gone, the problem is pervasive, and someone unwilling to acknowledge that isn't being reasonable. Meaning that, any responses that suggest the Ruin change is great is denying that there are imbalance issues, which is not constructive. This IS just a video game, but this kind of reasoning is essentially what motivates corruption. "It's ok to overlook issues that harm a community when the law or authorities say its ok, and it's totally constructive for me to agree with that, even if it's impact is mostly negative, overall."

  • @Endstille said:

    I stopped reading when you wrote requires no mechanical skill because that is where you are wrong. Hillbilly is next to nurse the only killer which do require any sort of mechanical skill in the game to begin with.

    Curving is something you will have to learn for tiles etc.. since you claim it is so easy to do and there is no requirement, i suggest you play now 50 matches in red ranks. You go 4k each game, only use the saw. Record and upload.

    I agree that hillbilly does require some skill, but if you dedicate time to practicing different magnitudes of turning sensitivity, you can learn him pretty quickly. As survivor, I find him frustrating, but not unfair by any means. What seems unfair to me is that survivors don't have any cool downs.

  • Honestly, just stick to high mobility killers. Not sure what to do if you're playing base movement speed killers, but they're going to be broken until gen speeds are fixed.

  • I have thousands of hours invested into this game and have spent a lot of money on content, and the changes they've made over the past patches are making all that time and money spent seemingly worthless. If I quit because the design choices they make, then in my opinion I wasted my money.

    Honestly, the problem isn't that Ruin was changed, it's the problem that Ruin covered up, and is no longer covered up. They unearthed this problem but did nothing to address it.

    What's frustrating people is that half of the killers cannot get around the map fast enough to be competitive, yet the developers don't seem willing to recognize that it's an issue. On the other hand, they change the game for survivors claiming that the game isn't fun, or they change the spirit because she's 'not fair' but as far as gen times are concerned, they aren't as concerned with that fairness. That makes people mad, because people feel like they're being tricked and taken advantage of.

  • @AsePlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1023697#Comment_1023697

    Well then what was the point of posting an opinion on an online forum if people aren't allowed to disagree with you?

    You can live perfectly fine in an echo chamber by keeping your thoughts to yourself, no?

    He didn't say anything about whether or not people could disagree with him. It's clear to me that he was looking for constructive responses rather than people simply nitpicking things and being negative in general, like what you're doing.

  • @Aven_Fallen said:

    @Negi

    Imagine Qutting because one Perk was changed. But talking about Crutch Perks on the Survivor Side.

    Yeah, goodbye, but dont forget to change your names ingame, otherwise people might see that you did not quit at all.

    It's not one change, it's the accumulation of changes that are biased towards pleasing certain members of the population. They're alienating the people who play killer, and I feel like they're exploiting the fact that most people who play killer are types who like to overcome odds. However, those same types of people, once they decide to quit, they quit for good. You can read about this kind of stuff in personality theory, specifically regarding commitment patterns. They stay because they commit to overcoming the odds, but once that stops seeming feasible, they move on to something that is feasible. Once they commit to something else, they aren't coming back.

  • It wasn't my intention to stress that changing ruin was bad, but more so to speculate on whether or not the game is going in the right direction for all players. Well, while also using another game developer's decisions as a comparison.

    Honestly, I agree that Ruin needed to be changed. I hated dealing with it as survivor, and hated using it as killer. But, even though, how they approached that change didn't make sense to me, I see Ruin as only part of the problem.

    My concern really, is with the accumulation of changes on either side, how they're distributed, and how they impact the difficulty of playing either side. For instance, consider the change to insta-heals, the change in their functionality is similar to that of Ruin. Except when the devs changed insta-heals they also updated medkits to be more effective, which I assume was to ease the loss of such a powerful tool. They didn't try to accommodate the killer role in any way when changing Ruin. Even though that change dramatically increased the difficulty for half of the killers that have no way to travel quickly. Granted, most players probably use high mobility killers. So, maybe the impact isn't as severe as I'm thinking.

    I was also concerned with people's attitudes toward the changes and how they were addressed. Now, I know that when they refer to killer mechanics as annoying they're saying that the mechanic they designed is annoying, like in a relatable way. They aren't saying it to alienate people who primarily play killer, but some people perceived it that way. They could have underlying insecurities, but what I assume, is that they do feel alienated by the number of negative changes made to the killer role as compared to the survivor role.

  • @NDwight88 said:

    https://forum.deadbydaylight.com/en/discussion/121656/some-potatoes-complaining-about-the-hillbilly

    Sounds like you feel threatened and are acting defensive. Do you really think it’s cool or tough to threaten random people that you, behind a screen, are going to bring in a fictional character, with fictional perks, to kill them because you’re mad? I love this forum lol

    I imagined all of this being shouted from within a locker.

  • The Oni has cooldowns to activate and deactivate blood fury, as well as demon dash, resulting in a lot of time being lost. The player could make up for that lost time by skillfully using demon strike from within demon dash, until the turning speed was changed. The turn angle doesn't seem to be helping this issue, either.

    So, I'm wondering what the development team is trying to address by changing the Oni's turn angle, instead of turn speed? Are there any plans to make the Oni's power more unique, and useful than it currently is?

  • I don't think there are any survivors that aren't in red ranks this late in the season. As survivor you can touch a gen and the bum of an injured survivor, then die, and still pip.

  • @johnmwarner said:

    https://forum.deadbydaylight.com/en/discussion/comment/988206#Comment_988206

    I keep hoping the next Chapter or mid chapter will see 30 seconds added on to Gen time or something, maybe 40 to take it to an even two minutes? But they could buff Toolboxes and that would mean less medkits in games? Just random guesses

    It's hard to say, but I think it should be pretty major if they're changing something they've left in the game this long. There might be a hint in the challenges in the archives, because in my opinion the archives' challenges were the cause for changing insta heals. But, changes to tool boxes could be nice, so would adding more time to gens. But, we might even see something like secondary objectives added.

  • @BadMrFrosty said:

    Supporting this game.

    Sometimes I stop and think to myself, "is this what the sunk cost fallacy feels like?" just before I load into another trial.

  • @johnmwarner said:

    Keep in mind, I am strongly against the change to Ruin. I think if it was changed to the new effect but was no longer a Hex that would be perfect. I also play about 50% survivor killer so I don't think I have any real bias. Again I am AGAINST the nerf.

    That being said, I feel like half of the people on forums claim they never ran Ruin anyways, and the half that did run it always claim "survivors spawn on my Ruin 9 times out of 10 so I don't even have a chance to protect it."

    If anything, shouldn't actually getting your fourth perk slot back be a buff to you as a killer?

    It would only be a buff if we didn't have the choice to use that perk slot for anything other than Ruin, and with this change to ruin we were being given the option to use a different perk. But that's not the case, you always have access to 4 perk slots. Ergo, it's a nerf because we no longer have access to the few times Ruin can be really effective.

    Ruin CAN be effective, and when it is, it's REALLY effective. But more often than not, ruin is destroyed within the first minute or so, meaning that you learn to play without it anyway.

    Honestly, I might not play until chapter 15 is released, because they might be adding a perk better than ruin with the upcoming killer. Lots of the really big changes made to standard perks come just before they add something better or introduce new balancing. The six weeks following the change to ruin will be a time to collect data for whatever they're about to release.

  • They've said time and time again that they don't consider coms cheating.

    It seems like cheating to me, but I don't think they will change it. It seems to me that DBDs success stems from survivors that play it and stream on twitch or youtube. People love to watch survivors 'outplay' the killer. If only those people knew how easy it is to loop any killer in this game.

    Sometimes I feel like a damn fool for playing as killer; it's like BHVR knows we're all tryhards, so they know they can buff survivors as much as they want, and we will keep playing. They neglect and punish killers all the time. I mean, consdering the differences; survivors get just as many BPs, but they get them for doing a lot less; they're not stressed while playing because there are four of them; they aren't restricted from coms. It goes on...

    I mean, when I think about it, this game can seem really stupid sometimes. It's clearly made to profit from the survivors that play it.

  • Killer - Checking areas too thoroughly (yay whispers); forgetting what my strategy is midmatch; trying too hard to mind game, i.e. leaving a chase to hopefully cut a survivor off elsewhere, only to end up all alone :(

    Survivor - Running for too long and not capitalizing on hiding when breaking line of sight.

  • @Seanzu said:

    We're all here arguing about the changes to ruin, but what would really make you be ok with it?

    The developers have already stated that an increase of gen time is unlikely, so throw your other ideas in here

    Firstly, * I think Ruin should at least increase the amount of skill checks, with the removal of required greats when ruin is up I think it would be fair to increase the amount you recieve, and while checks aren't hard, they still do get missed, and they still make an alert.

    Secondly, permanently make generator skill checks smaller, and decrease the size of great skill checks, as the boost from those is pretty significant if you get a lot, and they are no longer required to be large so you can hit them during ruin.

    and Finally, a toolbox rework.

    1. Remove the increased speed of generators
    2. Make it so it reduces skill checks/increases their size
    3. Make up for the removal of gen speed, by allowing them to break dull totems quicker, this prevents them from countering thrill/hexes but encourages people to go for totems to remove the chance of NOED, thus wasting time

    Addons can be reworked to make skill checks appear slightly/moderately/considerably less. BNP could remove the chance of skill checks up to 50% of the generator, it then expires. Keep all sabo features as they are

    Thoughts, ideas? Too little? What are YOUR ideas?

    Community Ideas:

    • *Obviously a bad idea, but is it a bad idea if the greats don't increase gen progression, then you just have to face more skill checks like you normally would but without the boost.
    • Map sizes are being mentioned a lot, I think the majority of us can agree that some maps need tiles removed, trim off the fat, offer more pallets (Unsafe & Safe) but remove dead space. Good examples Sheltered Woods, Rotten Fields, Thompson House, Disturbed Ward
    • General Reworks to some "trouble perks" DS often being mentioned (removal of protection after another has been hooked)
    • A rework of totem positions (possibly making them appear less obvious, less luminosity, smaller frame. Additionally just making them all dull as an option.
    • Possbily? Making ruin a non hex perk (For what it's worth I think having gens just permanently regress because someone isn't on it is far too strong.
    • Increased Toolbox Consumption W/ Ruin

    I don't really play with ruin anymore because it gets cleansed within minutes anyways. Although, I like your ideas lots.

    Personally, I would like it if all five totems lit up when even just one Hex perk is used, and as the totems are cleansed the hex perks decrease in power. Because their are five totems, make each hex perk tied to a number of survivors, or a percentage of efficacy. So, as totems are cleansed only 3 survivors are affected, then 2, etc.. For things like Ruin, make it's efficacy decrease by 1% with each totem cleansed.

    This way, totems won't be cleansed so quickly. I don't know about anyone else, but one totem only decreasing a perks power by 20% sounds a lot better than completely disabling it for, what, 20 seconds of holding the interaction button?

    As a side note, this allows a new variety of perks to be made, which would have to come later. But, we could have some interesting perks that change based on how many totems currently stand.

  • I got to rank 1 as Leatherface using Spies from the Shadows, Whispers, BBQ, and Ruin.

    It actually used to be better; Disturbed crows would create a loud noise notification 75% of the time. But a lot of people thought it would be better if it was 100% of the time. The devs changed it, but then randomly thought it was a problem 'being bombarded' with notifications, so they gave it a 5 second cooldown which made it worse than when you had a 75% chance to receive a notification.

    After playing the game long enough, though, you just learn to lookout for what crows are doing as you travel around. If you see one take off, you know a survivor is there, if you see one land, you know a survivor was nearby. Look around for other crows landing to get on their trail.

  • @PistolTimb said:

    I just want it to affect gens within 40 meters, and have a cooldown of 20 seconds. That's all it really needs imo. Current surge is almost worthless unless you're using specific killers with highly complimentary perks.

    Right? I'd even be happy with 30 seconds. So many times I down someone who gets greedy after recently downing someone and no credit, because the cool down, which has seconds to refresh. Although, maybe that's why they have 40 seconds? Would it be too powerful with less time?

  • If anything is skewing the stats at red ranks, it's the ease at which survivors rank up. Survivors that should be green/purple rank flood the red ranks and artificially inflate kill rates in red ranks. So, I doubt we know the real statistics on escape/kill rates of red ranks, which is supposed to be where all of the really good survivors are. The rank reset changes, and the difficulty of ranking up killer perpetuate this, and it gives us the perception that kill rates in red ranks are higher than they actually are.

  • @PistolTimb said:

    I just want it to affect gens within 40 meters, and have a cooldown of 20 seconds. That's all it really needs imo. Current surge is almost worthless unless you're using specific killers with highly complimentary perks.

    Right? I'd even be happy with 30 seconds. So many times I down someone who gets greedy after recently downing someone and no credit, because the cool down, which has seconds to refresh. Although, maybe that's why they have 40 seconds? Would it be too powerful with less time?

  • I felt the same way after reading this as I do after seeing a politicians ad to smear another candidate. It's misinformation, I tell you!

  • @Bigbootiejudy666 said:

    For the hell of it, nerf my mom

    I heard that, Judy!

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