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Acetyr

Acetyr

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Acetyr
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  • @TheBus4K said:

    https://forum.deadbydaylight.com/en/discussion/comment/2270528#Comment_2270528

    Buffing the base regression speed and not nerfing Ruin will give scenarios in which literally leaving a generator for a very short period of time will cause it to drop to 0%, after all Ruin, even if it is a perk Hex, is very good. Not nerfing it just because "it's easy to find" I don't see as a valid argument.

    And 3 quick skillchecks I see too much, just for new players. The best thing would be a simple skillcheck, after all the skillcheck is not to fail, but to avoid that with just one click they can stop the regression.

    https://forum.deadbydaylight.com/en/discussion/comment/2270542#Comment_2270542

    It's excessive. Go to an area with a generator, hit it, while you leave the generator you see that the survivor returns to the generator, you hit it again, in total in just a few seconds you have reduced the progress of the generator by 10%, basically with that mechanic you prevent that the survivors can touch the generators. I just see it too excessive.

    Buffing the base regression speed and adding a skillcheck to stop the regression is a much healthier change. Having a base Pop has no strategy whatsoever, but increasing the regression speed does.

    Ruin at max rank is only 200% of a slow regression speed and should absolutely reward killers for applying pressure on survs.

    Also "its easy to find" is a perfectly logical and valid argument in the age of Detectives Hunch, Small Game and Counterforce as well as maps.

    Skillchecks are easy to get good ones even for rank 15s. They literally just exist so that survs dont fall asleep holding M1.

  • @TheBus4K said:

    To give you an idea, a gen needs 80 charges to be repaired (that is, 80 seconds if the survivor is alone, the equivalent of 1 charge per second).

    Hitting a gen takes 2 seconds and the regression rate is 0.25 c / s, which means that a 99% gen takes 5 minutes and 20 seconds (320 seconds) to return to 0%.

    If there are people who think that regression speed is fine, they are simply main survivors.

    What they should do is buff the base speed of the regression and nerf Ruin.

    I think giving us a base "Pop" as suggested by @GoshJosh isn't a good idea, because if a survivor touch the gen, we can already apply a -5% regression, I see it somewhat excessive.

    Ruin, in no way, needs to be nerfed. It is a hex totem that can be easily found. Boost base regression speeds for kicking and make it so that when survivors try and start to repair a regressing gen they have to do 3 rapid skill checks before any progress is made.

  • When starting a gen you get hit with 3 rapid fire skill checks before any progress is made. Any one of those skill checks that fails is 10% regression.

  • I will give BHVR so much money for a slinger scorpion skin that says "GET OVER HERE!" if you get the hit.

  • Any comment about Deathslinger needing any kind of a nerf will be regarded as trolling. The guy has a strong 1v1 but his 4v1 game is weak. Also dodging the shot is not that hard to do at range. Mind your positioning and use dead hard.

  • I routinely have 1-2 DCs minimal per game when I play killer now. I make an effort to not camp or slug as well. Some people just cant handle failure and have no problem with screwing over their teammates.