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CyberianFaux

CyberianFaux

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CyberianFaux
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  • @Emeal said:

    Its okay to like some killers and hate others, but I don't think BHVR should stop making Killers of certain designs.

    How about I rephrase, they need to make more of other design philosophies. Designs that are straightforward, healthy, and people want to play to bring back some variation and fun to the game.

  • Singularity most definitely doesn't suck. If I wanted to, I could go on a massive win streak the likes of which are only seen on Blight. The problem is that I don't enjoy Singularity as he emphasizes my most hated parts of being killer. Mind you, I don't even play killer much anymore. The problem is that people don't know how to properly utilize his ability to control at least 2 survivors at once similar to knight but more directly involved. He requires a high amount of information processing to do well with, I will give you that. His skill ceiling is extremely high BUT he was extremely strong before the buffs. The buffs just raised his skill floor.

  • @Dec4y said:

    "I feel like matches need breaks in the action to feel fun."

    Sounds like the killer’s entire match. Hooking a survivor, moving into the next chase, keeping generators in check, tracking everything survivors can do, etc. Any breaks for them? Also, sitting on a gen while waiting for a guard to appear or a crow flying isn’t "being pressured." You still have plenty of time to react, and you don’t have anything to do anyway. If your argument was about watching for a Ghostface, constantly rotating your camera 360° to cover every angle—sure, that would be pressure. But even then, you only need to do that when nobody is in an active chase.

    "Blight's power base kit shouldn't break pallets."

    Sure, let’s just hold W, wait for him to start rushing, and pre-drop the pallet. I agree that Blight is far stronger than most other killers, but this should be the last thing they touch. It would limit his power to just zoning and using two rushes into a hit. No more rushing outside of loops, except for traversing the map.

    "I specifically mean killers like Blight that can down you without breaking pallets very easily."

    You don’t play killer—especially Blight—do you? Sure, let’s "outplay" gyms, safe loops, god pallets, and every round or crooked tile with his ability. It's as easy as holdin' Shift+W, let me tell ya.

    "I feel that killers with strong chase powers should only be strong in other minor areas instead of things like gen control and resource depletion. Otherwise, I believe they are an unfun design."

    Your examples of gen control don’t make sense to me. Artist, Singularity, and Knight all have to sacrifice their chase power to "control gens". Survivors, on the other hand, can both chase efficiently and passively progress the game through teammates sitting on gens. For them, chase time = gen progress.

    I do play killer or rather used to play exclusively killer. I got tired of the constant tiresome information to track, infer, and manage as I just do not have a good mental capacity anymore for things like that. This is a result of dealing with information overload on a daily basis in my everyday life. I want to play games to decompress and I don't feel like I can do so while tracking too much information that ultimately doesn't matter. I then switched to survivor exclusively about a year ago because I want a relaxing experience from what I consider my party game. The only exception where I play killer anymore is when I stream it to my friends as the social aspects of not being killer otherwise are too great and enjoyable. The things I mentioned distract from what I consider to be the fun of the game. I enjoy being chased, I enjoy sitting on gens afterward to settle down, and then I like to be chased again.

    I dislike feeling like I got chased, tunneled until they leave me, and then getting on a gen looking for any killer power to find me to be tunneled again by a chase heavy killer on their own merits outside of this. Then the cycle starts up again with less resources on the map because they can tunnel me out with less issues. By the time I am dead, sure 4 gens are done but so am I with playing the game because I never decompressed between chases.

    Chaotic swings in down time is fun. Constant pressure isn't fun.

  • @Devil_hit11 said:

    none of this need changing. there is simply what you dislike playing against. I dislike playing against fast-zoning killer & killers with mori mechanics that feel unearned.

    What killer are these? Michael Myer's Tombstone add-on's, Pig and Nurse. Pig is unfun because you get punished for a single down. a single down can result in you dying to reverse bear trap in which you have little to no control over because your reverse bear trap can be 4 search trap. a pig can camp last two boxes and you'll die with no agency. Tombstone Myer's moves at 130% m/s with PWYF. He can force stalking by stalking little bit by little bit until he immediately kills you. He also has some of the most notorious hooking camping in the game with his Mori. Nurse zones by sheer existence. Nurse can miss like 3 times a row blink in a row but in such a way that you get cornered into the map. Most zoning in the game is highly preventable or skill-based. For nurse, it is not preventable if nurse plays it right and when your in close proximity of her blinks, it takes very little charge time for her to blink on top of you where it is hardly possible to avoid her blink. This issue is further exaggerated by nurse's ability to utilize aura reading perks such as Predator, Flood of rage, Darkness revealed, Human greed.

    Should Nurse, Pig and Myer's get changes because i find them unfun? Likely not

    Whether or not it needs changed, it should also be known that it is unliked so the philosophy of brand new strong chase killers overtuned outside of chase isn't expected to keep being common. The game is slowly drifting away from fun and I feel that this particular set of gripes of mine are likely very common.

  • @Memesis said:

    If you don't like killers that are good in chase, good at controlling gens, or good at dealing with pallets, then you find all "strong" killers unfun. If you only have fun against weak killers with no mobility or chase potential then why play at all

    I never stated this. If you fully commit to reading my admittedly massive feedback post, you will realize I stated I hate strong chase killers that have bleed over effects into being too strong in other areas of the game. For a killer to be fun for both sides, they need to be strong at chase or strong on gens not both.

    They need to be strong at chase or strong at deleting resources, not both. Take Hillbilly as an example of good design that is an exception to this, he is strong at chase, can destroy resources, and can instant down too but there is something that you can do outside of chase with pallets to avoid said instant down. You can use windows, trees, junk, barrels, etc. to have some opportunity to avoid said instant down. His resource destruction is limited as, while he can destroy pallets, he has no direct counterplay to windows. The other resource destruction killers I have a problem with can dominate you at windows.

  • Thanks for letting me know!


  • @DaddyMyers_Mori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3492883#Comment_3492883

    It doesn't matter if players use it or not. There just needs to be valid options.

    I really like HUD icons, it's great tool that improved soloQ a lot imo. But you need to pay attention to it.

    Your mechanic has one kinda logical flaw. Why have strong gen spawns when you can ignore them in each game?

    There are weak and strong gen spawns on basically each map.

    You should keep weak gens to late game and focus strong gens early if possible, when survivors are at their strongest.

    Your mechanic makes it so you don't have to care at all about what gen you work on. Even if you screw it, game will fix it for you.

    I concede it can eliminate thinking through what gens you do unless the killer holds a four gen. I do like the idea of the information being provided even if no one uses it as you suggested regardless of other changes. Mind you, not all killers can hold a 4 gen, just the strong ones. Even Skull Merchant falls just short of being a 4 gen killer as one drone pickup would break that strat now. Perhaps my idea is too simplistic but it was the first one I could think of to address all possibilities but that also means it probably overshoots.

    A very bandage fix type of way of using my idea is to just add the mechanic to Skull Merchant directly so it functions when she is in the match.

  • @DaddyMyers_Mori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3492854#Comment_3492854

    If killer is holding 3-gen from start, then you have to hope you were lucky and other survivors know how to beat it, but that's unlikely.

    That's more of an issue of soloQ tho, same as camping and tunneling against soloQ.

    But wouldn't better fix be buff for soloQ rather than nerf for killers?

    There need to be tools for players (information), if they fail at using it, then it's skill issue.

    Your mechanic is basically baby sitting.

    I would like to see chat wheel for example with some premade options. Easy to use and quite effective.

    Other methods are flawed. Chat bar wastes time, you will lose many games for it.

    Voice chat will not be used by most and abused by others (time to mute everyone).

    Those are very fair arguments. Thank you for trying to see one of the specific situations I was talking about is almost impossible to break yourself. While I may not agree that information being provided would be enough to fix it (for instance the hud update is still not utilized by a large portion of the community properly), I just think it is important to do something about the possibility and any option is better than nothing.

  • @DaddyMyers_Mori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3492816#Comment_3492816

    You can do it yourself, no need to rely on other players.

    We finished one gen on this side, so it may be good idea not to work on another gen, but instead walk to opposite side and work there.

    Start with center gen.

    Know some map has evil 3-gens, try to break it as first gen (saloon, RPD).

    I would say it's more about knowledge and paying attention (finished gens location). You don't need SWF for this.

    How can you break a 3 gen by yourself if the killer is guarding it from the start of the game? I seriously don't understand how you expect to do that while being the only one inside the 3 gens being guarded so killer just focuses on killing you out first. This isn't a 1v1 game and survivor isn't designed to be able to do that with the killer.


  • @sanees said:

    https://forums.bhvr.com/dead-by-daylight/discussion/384663/idea-to-permanently-fix-3-gen-server-timeouts

    the only problem with 3gen is sm, for 7 years in a row, early destruction of 3ge was considered a good game for survivors, and for a killer, competent protection of 3gen

    Just because 1 problematic killer spawned and you didn't want to take potential energy doesn't mean survivors should auto-win on 3 generators

    It isn't an auto win, just an automatic rearrangement of generators to account for bad map design, killer designs that are good at guarding areas (perhaps too good) and nothing else. This would allow killers like Skull Merchant to not be problematic in the way they are implemented.

    If enough survivors are alive and only 1 gen is left, you have lost anyway without an end game perk or two. 4 survivors alive during 1 gen is basically a free survivor win, 3 alive= <50% chance of win, 2 alive is almost always a game over except hatch/gates after hatch close in killer favor suggesting a fast chase, and 1 is straight up a killer win because they finished a gen to get only one left and gave away their location instead of finding hatch.

    Look, I understand if my idea is bad but something has to change so this situation cannot be made possible again in the future even after Skull Merchant is fixed/changed. What would you guys suggest instead? I want game health to be improved and prevent this going forward from ever being a concern that Knight first highlighted before Skull Merchant.

  • @DaddyMyers_Mori said:

    What about fix base gen spawning instead?

    So survivors still have to use some brain and spread on gens.

    Counter argument: most players are solo queue and you cannot account for 4 separate people to try to break 3 gens. You also have to account for the only people knowing about the upcoming 3 gen being the ones chased so they can't break it.

  • @Seraphor said:

    If you don't want to use your mori power, it technically is a buff, you get to teleport more.

    But the mori is unique to her, without it she's just a weaker Freddy.

    It would be nice if her mori was more like Pyramids, in that it was more reliable to use instead of a third hook.

    Maybe each hook should 'lock in' 2-3 stacks of Condemned or something.

    You get to teleport LESS as it used to be instant and the only downside was the tvs being turned off but you could fix her to be good fun using her iri add-on to get around that. I had an entire dedicated build around her strengths that no other killer can pull off using floods of rage, lethal pursuer, make your choice, and shadowborn.

    A complete, no slowdown build that was actually effective while just fun to use and comfortable to play (with shadowborn). The cooldown not only ruins that but makes her feel more clunky and slow to do what you want. You have to commit to slowing the game down directly now using the condemned teleports and gen defense.

  • @AhoyWolf said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3484481#Comment_3484481

    Maybe all other Totems could become blocked for 60 seconds after breaking a Hex, similary to how Hex: Plaything does it.

    The description could go like:

    Shattered Hope

    • You are able to break Totems.
    • Breaking a Totem this way reveals all Survivors within 32 metre radius for 6/7/8 seconds.
    • Breaking a Hex Totem blocks all other Totems from being broken by the Killer for 60 seconds. (Visually they're blocked like Plaything Totems, Survivors can still cleanse the blocked Totems)

    This might be a WAY better way of going about it. I like this.

  • @AhoyWolf said:

    Instead of only boons being destroyable, make it so any totem can be destroyed (including Hexes), so it's at least usable if the Survivors don't bring any boon perks.

    Just imagine the fun builds with things like Haunted Grounds or Retribution!

    I just made a discussion about this very same thing yesterday I believe. I gave some possible restrictions on it such as making it so the broken hexes only work at half effect if they are worried about potential OP perk abuse with haunted, retribution, and finally pentimento. Also, they could limit the amount of hexes you could destroy to a set number like 2 or 3 to prevent permanent pentimento as soon as the game starts.

  • @Akumakaji said:

    So the only reason to run it would be he very limited aura reading effect? And you would get this by getting rid of one of your own Hex perks? But you couldn't use it to proc Pentimento or Hunted Grounds? And its also limited to 2 uses, when the max you could use it anyway were 3 times due to perk slots?

    Sorry, but that would make the perk probably even worse. If you could snuff one of your own perk in order to expose all survivors in range, even then it would be extremely risky and situational, but just aura reading? Why not run NowhereToHide then and keep all your hexes?

    No, you could proc haunted grounds yourself at half the effect. You could proc pentimento yourself at half the effect. Also, you could only get two pentimento stacks for the whole match instead of being able to make a full hex build, destroy them all yourself, and then make permanent pentimento (as this would be broken so it had to be accounted for).


    Numbers and downsides could be changed but the idea is that it is a perk that lets you destroy boon totems and the new effect allows you to also destroy hexes at half the effect of a survivor destroying them. It makes the perk have another use if you decide to run it and boons aren't present. It is an objective buff but whether or not it is enough is the question.

  • @GensByDaylight said:

    The DC penalty should actually be raised.

    Starts at 15 instead of 5.

    Even though bots replace survivors who DC, it doesn't mean the killer will enjoy chasing it around.

    It doesn't start at 15. Earlier I got a DC penalty (I won't get into why) for the very first time and it was only a minute. It unironically penalized my ability for matchmaking less time than it takes to get into a lobby once you start searching.

  • Another bug that is missed here is that sometimes switching to charlotte leaves you in the slow part of regaining control of her permanently. This means you can barely walk, black is around the edges of the screen, you can't vault, you can't pick up survivors, you can't switch to victor, and your only remaining action left is "lunging" and, by lunging, I mean hold your swing in place for several seconds without barely gaining distance.

  • @ThiccBudhha said:

    https://forum.deadbydaylight.com/en/discussion/comment/2889946#Comment_2889946

    I will have you know Dowsey beat Otz's swf with an afk and someone who got Condemned without being pressured on the best killer map to prove his placement. You are out of your element here.

    Oh, you are being sarcastic? I didn't realize the first bit that you were making a joke due to it being hard to tell that in text. Some people genuinely believe her to be nearly "S Tier" by disregarding Circle of Healing.

  • @ThiccBudhha said:

    Sadako is actually a tier as long as you play a hit and run style, everyone knows this.

    Hit and run doesn't work in the current healing meta with Circle of Healing. The Circle of Healing nerfs that still haven't came out still won't fix this unless they remove the bonus healing speed from it as all survivors heal before you make it back to them to down. There is a reason that Sadako is considered weak by most. I still thought she had enough potential to be put into below average tier near the top though which was higher than a lot of people I know would've put her.

  • I also understand people will have differing amounts of hours in the game which will shift perception sharply. I have currently 3k hours but only play about 3 times a week now after starting to feel burnt out back at 1.5k.

  • @deKlaw_04 said:

    https://forum.deadbydaylight.com/en/discussion/318040/my-tier-list-for-killer-strength-balance-currently-before-ptb-patch

    The only thing I agree with is that ringu chick is below average the rest I disagree with Lmao

    Please make your own here as I would love to see what you personally think. I love seeing how other peoples' experiences shape what they think about this: https://tiermaker.com/create/dead-by-daylight-killer-tier-list-patch-260-4483

  • @Sumnox said:

    Nurse goes to broken, and Blight goes to top tier.

    Most of your "Below average" belong to average.

    Blight can make sense at top tier. I will definitely concede that. Which killers do you think I unjustly put in below average? I put Sadako there due to her non teleport abilities being fully counterable at high level or nonexistent effect wise on survivors. Demo I put there due to his loud stomping destroying half of his kit and making him worse at loops than even some short 110% killers.


  • @GannTM said:

    Nurse and Blight in broken tier.

    I debated putting Blight higher due to exploits you can do to intentionally slide off of walls or bounce on near nothing but I decided against it due to him also being rather buggy in a negative way so I put him lower than Spirit as she is very consistent. Also, Nurse isn't broken (imo) due to her just being a reflection of the player's prediction abilities, muscle memory, and game awareness.

    I don't think a character that is between the worst killer in the game when a noob plays them and by far the strongest due to the strength being a reflection of player skill can ever be called broken. I just think she has a massive skill ceiling that allows the player to be as strong as they are mentally capable of being in the game.

  • I should likely clarify that, when I say that average killers can lose to those of lower skill I mean due to luck such as maps, map offerings, certain RNG mechanics such as which windows/pallets spawn, etc.

  • Forgot to mention what I was running: Corrupt Intervention, Call of Brine, Scourge hook: Floods of Rage, and Discordance.

  • @sanki said:

    she is so strong...

    https://us.v-cdn.net/6030815/uploads/583/5B2GP0WJ0CYF.jpg

    Maybe she is stronger than me, at least her legs are.

    hahaha maybe

  • @last_hoes said:

    they just need to tone them down a bit and add some booty and they will be perfect

    Agreed! It shouldn't be hard to change them a little bit I hope

  • @DingDongs said:

    I wish she leg lock me around my neck

    I can respect the honesty xD

  • @ProfoundEnding said:

    https://forum.deadbydaylight.com/en/discussion/comment/1201960#Comment_1201960

    Honestly I'm still upset Kates pigtail head has a different skin tone then all of her bodies. Even though it's barley noticeable.

    I can excuse that because it could just be a shade darker of make-up foundation or something (though I still don't understand how they sometimes get clean clothes and make-up in the entity's realm). Thinking of it that way can make sense too. I wish I could say the same for Yui's legs though as I don't know anyone who puts foundation on their entire legs and nothing but the legs...

  • @ProfoundEnding said:

    I'm pretty sure they use the same skeletal model when making new cosmetics so I'm not sure how they could mess this up. Skin tone sure but the actual body? I kinda doubt it, they don't make new legs every time they make a leg cosmetic, they use the base model and add to it.

    This tells me that Yui's model below the waist has been kind of strange since the start, which they may have covered up with the pants customization to hide it away. I just hope this gets addressed so that we can expect more cosmetics than repeats of different pants styles for her.

  • Honestly, I am extremely grateful for all of you interacting with this post because I was worried it would get buried in the discussions, which would lead to this not even being slightly addressed. If the devs decide to keep this, I understand but I just want someone to acknowledge this post was seen, you know? I really like the idea of this outfit but the shorts alone may convince me it isn't worth it to me due to these legs not making anatomical sense and I would just be getting the rift pass for this outfit and the Kate one without being able to bring myself to use the bottoms.

    In other words, I would opt out of paying for this rift pass which is something I don't want to feel like I have to do. If this gets addressed, my choice will change to a must buy.

  • I hope they change it as well. I would understand if she was a bodybuilder type of character but she just isn't and the people outside of this usually have genetic conditions that don't stop muscle growth which would show in a couple of other places at the very least.

  • @Helevetin_nopee said:

    Her thighs look nice and beefy, but her ass is so flat compared to her thighs

    Not only that, but the shape of them are unnatural too. I have met way smaller men with way more prominent "backsides" than that shape-wise and the ones I am speaking about don't have really any muscle definition or mass amounts of fat. It is just a little confusing and doesn't fit her body above the waist and below the knee (though, even then her calves are more realistically muscular for the rest of her body).

  • @White_Owl said:

    https://forum.deadbydaylight.com/en/discussion/comment/1199375#Comment_1199375

    It's not about dedicated routines though. I do absolutely nothing for my legs, they are just this way for no reason.

    And I understand that but, in Yui's case, it is more likely that this would be required to develop such a body type. This is especially likely when you consider that female humans develop way less muscle mass naturally than men even while physically exerting themselves yet her legs are most consistent with male bodies.

  • @White_Owl said:

    To me they seems ok. Body/leg proportions are not the same for everyone. For example I'm tall and usually people of my height have skinny legs, while mine are "bulky".

    I hope I didn't accidentally give off the impression of being insulting for people who may have body types like this but rather I was trying to point out that this type of body isn't just extremely rare and mostly unnatural but requires a certain type of dedicated routine that would be more harmful than beneficial and Yui just doesn't fit that imo because of the rest of her body and lore.

  • It would be nice to know the response of others and their thoughts on this so definitely feel free to let me know what you all think btw

  • Of course, no matter what, I am grateful for the top if I decide to buy the rift pass but I would honestly only be buying the pass for Yui's cosmetics as a set (without the legs making sense to me, I probably will not buy the pass). Strangely enough, her legs being changed may determine if the rift pass is worth it for me as I don't really play the game anymore (I only play about 20 hours every 2 weeks down from what used to be way higher) but this upcoming update (good gen changes and infinite deletion) as well as the Yui cosmetic may be able to bring me back into the game.

  • @Peanits said:

    I'm failing to see where the math was actually done wrong. It seems as though you came up with the same numbers we provided.

    In any case, please wait until you try it on the PTB before making any conclusions. It's a little to early to say that it won't be enough. It's not meant to stop gens from going off period, it's meant to stop them from going off before you can possibly get there.

    It's also worth noting that with a 20% reduction, it would actually be faster to repair a generator with three survivors than it would be with four.

    Couldn't you get around this by making the first additional survivor add 20% and every following one adds a decreasing additional debuff (for instance 2=20% additional, 3=15% on top of previous 20%, and 4=10% debuff on top of previous 35%)? This would mean 4 people on a gen would be done in the same time as right now on PTB but 2 people would be slower as that is the most common pairing. I cannot do the math at the moment but that may offset it enough while punishing two man gens (most common occurrence when a team stacks on gens). Also, there are very few generators that allow 4 people on them and most high rank teams would never stack that many survivors. I am not going to complain about the change being to 15% though as I have to see how big of a difference it makes first.


  • @Mistikus said:

    but im happy she got not motorcycle skin

    Yes, I am too but I just want her to be portrayed honestly. When looking at the shorts closely, however, it seems even worse than I thought. Her "backside" isn't flat, or large, or muscular, but rather nonexistent which makes no anatomical sense if she works her legs all of the time and barely anything else (which would be necessary as otherwise this body type makes no sense). She needs it to at least be muscular and larger or to have her thighs reduced in prominence with her "backside" made to be more fatty.

    Her body type isn't that of a female body builder above the waist but it is below the waist above the knee (her calves are too small as well for this if that is the intent). I just feel like the artist who made her legs is someone in the art department who doesn't understand female anatomy. When a woman becomes more muscular, there is a certain anatomy to things that is just missing here even if they won't ever reduce her leg's muscular structure. I hope they can get some reference photos for muscular women with the body type she has above the waist and at least improve her.

  • @indieeden7 said:

    I mean...maybe she just has muscular legs? Maybe Yui hasn't once skipped leg day.

    They aren't even the same skin tone as her body so it feels like they are from another person...

  • @Keezo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1194735#Comment_1194735

    (That was a joke correlating to BHVR's insanity fyi) 100% agree with you, i personally dont believe Wraith is top tier like Tru3 does, but i do believe he is a god tier Wraith, same goes for you and Leg. There's a Demo main out there that's better than a god Huntress, it's just that nobodies documented their existence.

    Honestly, my experience with Legion mirrors this person's. I don't think it is because we are god tier legions either but rather that people underestimate the usefulness of interrupting every single survivor on gens using their power at least some of the time during the match and the ability to get the first health state of survivors for free. I just believe legion is good at setting up potential snowball with the injures and whether people heal from it or not just helps legion because most run Thana and Dying Light together. Unlike some of the other killers though, you have to be just as good at being a M1 killer for long enough to capitalize off of this.

    Not going to lie though, I find legion boring because of how well I do with them and I start feeling like their power isn't flashy enough to retain my attention. Also, I would've never mentioned how I felt about legion's strength if it wasn't for this post because I understand just how much it seems you are swimming upriver with this topic.

  • I have always heard the statement "Just pressure the gens" but you will realize how ignorant this statement is the more you play the game. I think this comment from Otzdarva's newest video sums this up the best:

    "Just pressure the Survivors, but make sure you never slug because they'll have Unbreakable, make sure you're never near a hook when a save happens because they'll have BT, make sure you never try to chase anyone for 60 seconds after they get unhooked because they'll hop in a locker and have DS, and make sure you never make a single mistake at a loop (or try to punish their mistake at a loop) because they'll just Dead Hard to the next loop. And make sure you're pressuring extra hard because they can just bring 4 green toolboxes with BNP and finish Gens in about 30 seconds."

  • @Almo said:

    https://forum.deadbydaylight.com/en/discussion/comment/972538#Comment_972538

    It doesn't combo with Surge at the moment. This is something that's being debated.

    https://forum.deadbydaylight.com/en/discussion/comment/972565#Comment_972565

    It's 0.25 charge per second, not %. A gen is 80 charges, so it takes (at normal speed) 80 sec to repair it, as normal repair rate is 1 charge per sec.

    So if you repair a gen for 10 seconds, and leave it to Ruin for 20 seconds, it will be at zero again. Ordinarily after a kick it would take 40 seconds to regress all the way.

    So... the new ruin that most people in the community hates for replacing ruin due to it being required (gen speed too quick)... counters other killer perks... why?


  • @eeevelyne said:

    The perk change in itself is highly unnecessary. In its current state, its a strong perk but only in the first few minutes, when the totem wasn't found yet. Since survivors often spawn next to those spots or know them already by heart, its just a question of time when they'll stumble over it. Atm its a stomper perk for noobs and a slight delay for experienced survivors.

    The change...this change will make it low threat, high risk, low reward. Why searching for a totem and delaying the game if I just need to keep sitting on a gen no matter what? (Which experienced survivors already do. They'll repair in a killers face and risk to be downed to finish it, don't you worry). If its a totem on top of it, its not only weak, its basically a meme.

    I get this for sure but I feel like these changes should be made to force the devs to see the data on gen speed vs average down times without current ruin. The devs need to understand why 80% of people brought the perk instead of assuming it was just for emblems as early game is already hard for most killers that aren't top tier. Perhaps the devs will actually look into it and change gens to require us to find an item first to begin repairing it where you have to find a gas canister or something so it can be started then repair it at current speeds. This would mean that gens cannot be repaired until they are fueled and there will be limited amounts of fuel to go around where you have to wait until a filled gen is repaired for more fuel to spawn.

    That is just an idea I saw someone come up with a long time ago so they don't have to touch gen speed directly btw.

  • @humanbeing1704 said:

    what I don't get is why it's 2% why not just the current 5% for the new ruin

    Fair point but there is still the problem of it being a hex perk that will be cleansed before it is useful.


  • @Dennis_van_eijk said:

    https://forum.deadbydaylight.com/en/discussion/comment/933873#Comment_933873

    No ranked mode?

    How do you get you rank than i wonder? 🤔

    If you want to dc/kill on hook because you can't play against or don't want to play against a certain killer than i don't think this is your type of game.

    It's all about adapting to a certain killer and playstyle, goes the other way around as well.

    I completely agree with the person who posted this topic.

    It's very annoying when you go for a rescue and they kill themselves on hook.

    Or the game only just started and 1 survivor F'ed up and goes down within a minute,kills himself on hook.

    Now it's a 3v1 with little chance to do something.

    Not impossible but no fun tho

    Exactly, they aren't "just quitting" but rather ruining the experience of not only the killer but their survivor teammates who waited a long queue time just to play with someone who quits when they are doing bad instead of learning the game.

  • @SkeletalElite said:

    You can't make people play if they don't want to. You could make it litearlly impossible to get out the game by any means without a penalty other than being 3 hooked by the killer and people would just AFK

    That's my point. AFK'ing is already reportable and, by extension when done enough, bannable.

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