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AnthrAdorableBoy

AnthrAdorableBoy

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AnthrAdorableBoy
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  • Holy **** this thread is a stale echo chamber. Do all of you guys on here really think that these guys are just callous business robots whose only dream is to make money off of one game?


    I'm not gunna rant about " oh they work hard " cuz it's not like I know. But at the very least I don't waste my time *****ing and moaning online in their forums about the game thinking that my nihilistic take is gunna do anything. Being bitter online solves nothing. Dehumanising people because you don't like how they balance a game is insanely petty. If you don't like things about a game, move on. Play something else. When their player base dips they might reach out and try to fix things. But by virtue of you continuing to play and engage you're just showing them that you still like what they're doing.


    I'm just so tired of seeing people in this community repeat themselves and spout ' money hungry business ' as the main reason " BHVR Sux ". If they were money hungry this **** would be a gacha game. People would be rolling boxes for the top tier killers. Thank ****ing god we're not living in that world.

  • As someone who's played a lot of hag, I'm wondering how hard this'll even her out. Before hag was a strong as she has a now, bloodlust was one of the few things that helped her out on maps where she struggles ( ie wide open maps, corn, etc). Those maps can make playing hag feel like a wet mop and you end up wasting a lot of time on poor chases simply because they're aren't a lot of great places to leave traps. That's not to say hag players relied on bloodlust; it's more that in instances where the hags power is lackluster due to map design, bloodlust kind of filled in the gaps so that you had a chance. I'd love to see how hag players perform on maps like rotten fields without bloodlust.

  • I think it has more to do with the recent trend and change with killers win condition, and how the post game lobby and pip reward system in turn gives feedback to the killer. Currently playing killer feels bad not because you don't 4k every match, but because games where you did the best you could have, earned a 2k and/or at least 24k bp, you're still barely black pipping or even in some cases, depipping on a 2k. The requirements for high rank killer " wins" vastly out weigh the requirements for high rank survivor " wins" .


    And I only say wins in quotations because that's implying you treat a win as getting a pip. Some people don't see that as a win per se, but I'd at least consider it positive feedback on your play.


    Killers are getting the rest of the real on feedback. I think the rank disparity is really just.. people who used to be closer to red and purple ranks, but don't put in the extra legwork to eek out that extra pip value. Whether that requires making one survivor have a less than fun game by focusing someone, tunnel or not, and trying to make it a 3v1 asap, some people don't like playing that way. It isn't about the fun of the game since you're deciding right away that this person doesn't get to play. Not necessarily due to their mistakes, but because the killer decided it to be so.


    Pipping and ranks really just reflect someones general knowledge of the game. Not how good they are. They know what gets them to that rank. They know what it takes. Does that make them a good player? Not necessarily. It just means they play a way that works really well In the system, or they play a killer that the current system/ meta favors ( like legion. Literally free pips. Long games, mostly 2k's, but free pips nonetheless )


    Hopefully we can see something addressing this at some point, because I don't really think that these rank 10~ killers facing ranks 8-1 survivors have always been low rank. I know I used to float rank 4 as killer. Didn't sweat too much. Don't use ruin. Rarely used moris. I'm no expert but I know how to pressure. I just think that killers now just aren't getting the same positive reinforcement from the post game screen. Even if it's just placebo, I think it means more than people think.

  • @ProfessorDunwich said:

    https://forum.deadbydaylight.com/en/discussion/comment/978797#Comment_978797

    The fact they cited that is beyond absurd. I cannot grasp the logic there. How could people possibly have so little understanding of their own game. I will say why because it seems someone has to. Killers run Ruin so they have enough time to win the game and so the survivors don't all leave in 5 minutes.

    The issue though is that we're in a situation that a perk like ruin, which effectively isn't you playing better, but in actuality is a coin flip on whether or not it's found, is the most impactful perk in the game. Games based on skill of any measure should not be decided on a coin toss. That's not to say that a perk like ruin old or new SHOULDnt exist. But it definitely shows that killers as a group are in a rough position if their best chances lie in a perk that is effectively an artificial speed reduction that isn't based on their own actions.


    I'd love to see more perks like PGTW. Because that at least involves killer interaction and smart play to use it to it's fullest potential. Ruin just.. IS. It's not a skillful play on the killers part. It's not an interesting mixup secret perk to keep survivors on their toes like ARGUABLY every other totem. Ruin is an expected hinderence that people have accepted. Hexes need to function more like a Hearthstone secret. It needs to be a scary surprise to see a totem lit. That usually means shits about to go down. Ruin isn't scary. It's boring.

  • I have browsed these threads a lot but just now have made an account for this post. I used to be a killer main pretty confidently. Been playing the game really actively since before Pig release, and I used to play a lot of pre-buff hag ( back when her add-ons had downsides ) . I find killer harder now than back then, and I was able to hit rank 1 the one month I ended up trying to. No ruin. This was pre Pop, pre corrupt intervention, pre a lot of the Gen slowdown mechanics that we have now. But the biggest issue we have now is easily what people have mentioned before; killers are overwhelmingly going against groups at least 5 tanks higher than their own.


    That isn't always to say that the skill level Gap is incorrect though. I just think that our arbitrary pip system favors patting the backs of survivors more right now. That's coming from someone who's SINCE dropped killer and now floats ranks 2-6 ok survivor, depending on how active Ive been. It's kind boggling how for killers you could be playing fine, in a winning position, someone dc's and you now safety pip. Or if the survivors down near one another ( which c'mon, we've been living in a patch where all 4 spawn in a clump about 30% of the time anyway lol ) and they push a Gen done within 50~40 seconds as a group courtesy of toolboxes and a prove thyself.


    There are hidden punishments being dished out that are out of the killers control. I find that WAY more demoralizing than the rank disparity. I also don't want to be shoehorned into running the same meta 8 perk rotation as the other guys. People who claim that ruin will break red rank killers don't understand that in this current rank system, the only people who got red ranks, were people who didn't have to rely on ruin ( or used an egregious amount of moris, you know who you are ;] ). Killer is just easier with it. Without it you have to just be more efficient. The new ruin will have a place, it just won't be as brainlessly oppressive. It takes 0 effort to add ruin to a build. That's not something you're actively doing as killer. I support the ruin change. And I welcome a more interesting and interactive replacement perk in the future.