Cymer
Cymer
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- Cymer
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@Zeidoktor said:
Plus didn't they implement a change where you get higher rarity items more often at higher prestige?
Well, if you play a character with bad higher rarity items but good and fun lower rarity items you basically are getting nerfed.
Before that you could decide on your own what is worth to you and what fits your playstyle the best.
Now a the choices are gone and all that remains is grind for specific items, add-ons etc.
With no way to upgrade or trade in useless add-ons, offerings etc.
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I think an easy "fix" for camping would be:
While the killer is within x meters of the hooked survivor and not in a chase the hook progress on the hooked survivor is halted.
That way if a killer face camps the rest of the team can finish all the gens and cleanse all the totems and 99% the gates and then bomb the hook without stress.
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Do you know how the devs could punish face camping? By making the hook timer stop when the killer is camping you unless EGC has started or you are the only one left of course.
Is this really so hard?
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Ironworks of Misery, God window.
How long is that loop an infinite and known? Why can't we get a door there? Or more openings?
Since how long is it there?
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Getting farmed of the hook in front of the killer.
Being abused as bait and then die on the hook by a 3 men SWF.
Doing all the gens then dying on my first hook while the other survivor is camping the hatch. I can see you. You know?
Not make it out alive because the teams are doing stupid challenges instead helping or doing gens.
Having not a single option to just play the game because of the Rift I don't like.
Other survivors never played a killer and so don't know nothing about their powers and add-ons then crying hax in the chat or DC.
Survivors DC on the first down, especially those who run into the basement and get grapped of the chest.
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@Almo stated that in DBD there is no clear win condition.
Every player defines it a bit different.
For some is to escape other play for max BP, other go for the 4k other want to pip and climb in rank etc.
Just play the way, you have the most fun.
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Was nice to the survivor only to get tbagged and then flamed in chat.
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Over altruistic behavior rewards camping and perks like MYC amplify that.
If you can pressure 3 survivors by being near the hook, that's fantastic.
Especially if you hook them in a death zone or have a territorial killer like Trapper or Hag.
If you then manage to slug or hook a second survivor, all 4 need to go for a rescue or it is gg.
Congratulations, you snowballed of a single hook!
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@Samwise444 said:
I want to be the first to say that I am quite aware that there problems with this game. I still love playing both sides despite the problems. I do have a problem with the new atmosphere in the community since the new patch in regards to one thing. I recently was offering advice to someone on here regarding what killers to look into when someone straight up told them not to play.
I have no problem if people want to express their concerns and frustrations as there are frustrations I have as well. What I don’t appreciate though is people on this forum hijacking threads to to discourage or scare people away. I would hope that we can answer the persons question in the forum and if we have our own concerns to start your own thread to express them. It is not fair for people legitimately asking for help and guidance to steer them in a direction that suits your narrative. Would be happy to discuss this with others in a mature manner.
Can you blame them, when even the devs tell the players just don't play or try Civ?
They set the example.
I personally agree with you 100% but I can understand where the other comments come from.
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It is a waste of a perk slot. Old Ruin on its own got you some value, even if it was just a Survivor cleansing the totem at the start and not just right away hop on a gen.
Now you don't get any guaranteed value out of Ruin. And if it get cleansed you lose the core reason of playing the combo.
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Clown needs map pressure. So how about him being able to teleport to a throw bottle like Sombra? Puff of smoke and suddenly a fat clown is in your face.
If it's too OP, just give a delay on the teleport and or a timer how often he can teleport.
Rewards amazing skillshots, planning and manipulation of the map.
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@pandorayr said:
I guess...it's just a thought to the devs nerf any perk-meta used for 80% players on both sides
what do u think? I think is also annoying perk for new killers players.
You don't get it. Survivors are 80% of the player base. If something annoys them, it has to go! They bring their friends, spend money on cosmetics to be "cool" and peer pressure their friends to do the same. The loner killer not so much, so why give a #########? They don't bring in the big money. Catering to them is a waste of time and resources aka money. Their will always be enough killers, because DBD is the only game with that feature. So their is no where to go.
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@Only1alt said:
https://forum.deadbydaylight.com/en/discussion/comment/1036357#Comment_1036357
Im sorry, i dont know who that is, but no, its a different person entirely
In the young days of DBD, the devs used to stream regularly and a lot. Mattieu Cote is the game director at BHVR and in one of the stream he suggested to play CiV to get away from DBD.
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Well, the stream came and went, I still am lost for a straight answer from the devs...they either don't read/see my question or don't care to tell me their vision of the game.
All I got from the stream was, they want to focus more on the Rift, a feature I never cared about and still don't understand its reason beside more greed for money.
What has drawn me initially to DBD was the horror and survivor-killer dynamic.
During the stream it has become clear, they try to cater to the survivor experience more, logically, there are more survivors so more possible income.
I have written in another post to @Peanits about how nerfing toolboxes is stupid an nonsensical. Toolboxes either still will be viable an used, so any nerf would just be a placebo nerf or they go overboard and make other items more viable during a match. But I cannot imagine that. Tweaking gen-times on the other hand would really solve the issue of too fast of a game.
I still don't understand why the killer is on a clock and the survivors basically can dictate the pace of the game, even can decide to not play the game, take it hostage and force the killer to dc, given a big enough skill gap. With the current matchmaking not that hard to accomplish.
I rather see the EGC starts from the beginning and the survivors have to complete the trial within 10-15 min. Now we would get a fast paced game where survival is really big stake. You need to finish gens, have to decide, do you have enough time to cleanse totems, go for the unhook, bodyblock or get chased or will you eventually run out of time?
Such a horror game I would love to play and be a part of, but instead we have a glorified bully simulator.
I really love the game, but I can no longer justify my $120+ investment into BHVR.
It really hurts me to let go. It was a fun time...but now making money seams to be more important than the great game it could have been.
If they just would have stayed true to the initial game, I would have gladly supported them with my money to no ends!
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Event cost money to make and not earn money.
Investment that not translates into maximized earnings will no longer be tolerated by BHVR Exes.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/1001354#Comment_1001354
In the very distant past, yes, though it has taken a lower priority over other features.
Other features like the controversial battle pass?
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I can use Franklin's if I have an issue with toolboxes and it will apply more map pressure, because the survivors have to run around more to get their items back, minus some charges.
But right now, there is nothing I can do against gen times and as the Umbra Clip has shown, it is possible to run straight to the survivors and lose a gen without a chance to contest it.
I rather have a fighting chance, than nerfing items and add-ons.
Nerfing toolboxes wouldn't change anything. They either will still be good enough and be used, or become insignificant, a joke and will be replaced by other items (Medkits, Keys, Flashlights).
So the worst thing the devs could do is nerfing toolboxes.
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Shh, don't spill our secrets!
We played the hag successfully for years, just out of sight of the public. Just as we like it, so no one would pay too close attention to her and start crying for nerfs.
Truth is, the hag is one of the strongest killer in the game, but requires a specific mindset and gameplay. You cannot simply m1 hunt your prey down and except to win. Not a lot people enjoy that playstyle.
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In my opinion the devs wanted to relieve some frustration from new survivors and survivors in general about Ruin and simultaneously create a more active gameplay for the killer to use a perk and not just fire and forget.
The issue most in the community right now have is, without Ruin, there is a lack in options to stall the early game long enough, so most killers can come online. Ruin in particular was the only option within the game to slow down gen progression. That's now gone. Without any form of compensation.
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The biggest issue of the 3 gen strat is, the killer can defend the gens indefinitely and there are pressure on the survivors to complete the gens.
If 4 survivors are alive and you have to defend 3 gens you cannot afford to commit to a chase, because if you do, you will lose the game. On the survivor side, if you commit to a gen you get hooked and die, so it becomes a stalling match. Unfunny for all involved parties.
In the most cases then either the killer or survivors give up or it will result in a hatch game.
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@sneakymeghead said:
Devs should ban killers who camp too much if at least 3 survivors complained about their delinquent behaviour
So every salty 3+ SWF group could just outright delete players?
For what? Playing an approved playstyle by the devs?
And how would they help you during a match? There would still be nothing that would prevent killers for camping you.
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@Psypho_Diaz said:
https://forum.deadbydaylight.com/en/discussion/comment/1000506#Comment_1000506
Take blood points away. Make the leveling grind that much harder.
Doesn't work. And what about killers, who already have everything?
Even if they would actively lose all BP, they would and could face camp and you would suffer.
That's in no way a solution what so ever.
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@Psypho_Diaz said:
So proxy camping can arguably be necessary as survivors often are already in the area waiting to unhook. Especially with a good headgear and the sound of pitter patter near by as you hook.
But I literally just had a doctor sit face to face with his first victim in The first hook of the game until they died which gave us time to do gens (minus his buddy who sat and waited like a potato.
Does some camping on the second survivor he finds, until the 3rd went for the save and then chased him. I fixed 3 gens and cleanse 3 totems. Get downed by NOED and die on hook. Only one made it out alive.
I did my best to get work done while he was occupied but I wasnt running with a tool box and I'm not the best at finding skill checks when they move, but I didn't get to really do anything to earn bloodpoints that match. Altruism was a bunk since the killer sat right in front of his hooks and my only boldness was the totems..... Or standing near the killer which is a water of time.
Not only does face camping destroy the camped survivors fun but greatly hinders the other survivors from getting points as well. At the end of the match the killer some how accured 25k bloodpoints whole the surviving player only got 17k. I was at 13k and again I did majority of the gens. This literally makes it look like the killer is awarded for such a gameplay when he did nothing while everyone else playing smart are penalized. Is it so hard to subtract points from like brutality or hooks when they are 0.1m away from the hook staring at it? Or at least giving the hooked survivor some distraction points (altruism)?
I don't think killers should be able to earn above 15k when they are face camping for so long. It really just ruins the game.
What kind of penalty would you like to see implemented?
Anything besides teleporting or stunning the killer wouldn't change a thing. And if you start teleporting and stunning the killer for unwanted actions...you better design AI killers, who plays "nice".
Right now we got Kindred and BT as well as DS to help against Face camping.
What you personally can do is teaming up with a friend. Alternative check out the forums or discord for a group to play in.
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@Accullla said:
I've read someone say that the DBD team counts years from birthday to birthday, so until the next anniversary your best reference is still the 4th year roadmap. Also, at the next anniversary I'd expect them to cover topics around year 5 and the future of DBD in general.
Here's a link to the current roadmap:
https://cdn.appuals.com/wp-content/uploads/2019/05/D77W0S2WsAEkudU.jpg
Thank you for your effort.
Unfortunately this roadmap is outdated and we all are aware that dedicated servers, matchmaking etc still need a lot of improvement and I still are not able to extrapolate the devs overall vision for the game, from this map alone.
I just want to tune in, listen what they have to say and then decide for myself if I want to be a part of it and actively want to support them or if they go in a direction I personally don't enjoy that much, what is absolutely fine, and focus my energy else where.
I just seek some clear answer so I can make up my mind and make an informed decision.
Cymer
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@snowflake102 said:
https://forum.deadbydaylight.com/en/discussion/comment/988579#Comment_988579
what made em change if they were once really good?
I can only speculate.
I think, they once had a really great vision of the horror game, they wanted to create.
Then it got off, more than they expected and suddenly had to deal with a lot of ######### and things were getting expensive. Especially now with dedicated servers that requires more maintenance.
With a bigger company and success of the game, they needed to set priorities, and getting themselves and their staff payed as well require enough funding to keep the game running became a big, if not the biggest one.
Now working on the game itself becomes more of a pet project than the main focus, and that's frustrating, I imagine. Now every decision have to be run by a "is it lucrative?" thought, and not just, "is it fun and cool?".
Personally SWFs, specific voice also killed a lot of the original vision of the game. If you watch early gameplay footage of the devs, you see, they play pretty immersed. They are not flashlight in your face, tbagging, 360, moonwalkers.
But reworking every information perk and "hidden perk" would cost a lot of time and money with no revenue.
They try their best, by gradually reworking killers and maps, but there seems to be a very tight timeline.
SWFs and survivors are their biggest crowd by default, and they bring in the money, so decisions had be made.
I don't blame them entirely. It's just a natural process, but the way the game is evolving, is simply no longer a game I can support with my money.
I loved the dynamic between killer and survivors, the fight for survival and hunt for the prey.
I know, it is pretty egoistic of me, to want the devs to forgo some revenue and focus on the game health (maps, timers, interactive secondary objectives) and make some QL-changes.
A big turn off is surely the toxic swamp we, the community, can degrade when we get caught up in screaming matches about survivor or killer side, despite we all love the game the devs have made. That's why some of us fought so fierce and get so frustrated.
Yeah, that's about it, I tried to keep it "short" but got lost in my thoughts. My apologies.
So far
Cymer
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I think, they once were really good. I enjoyed my time with DBD, exploring the game and the close exchange with the devs. I still have found memories of not_Queen and MCote answering my questions live and directly during their frequent devstreams.
We really could ping ideas around and you really felt the excitement and engagement of the devs.
Now it has become much more corporate. Questions get selected and filtered/censored, the mods admittedly pay most attention to the loudest crowd and the monetization is becoming more dominant and for my taste disgustingly annoying.
Base game plus all dlc over 120.- plus cosmetics plus season pass. Yet old and known issues are getting ignored rigorously. God window at ironworks of misery, no 2 trap Trapper base, address the grind and make the game more accessable for new players etc.
There are a lot QL-changes that would make the game so much more amazing, but are not lucrative for the company.
I feel, the devs are now out of touch. Dedicated Servers and broken matchmaking on top of high map rng made the game unplayable/unenjoyable for me right now.
The recent Ruin changes just confirm that the priorities has shifted and now other values are more important to the company than the game and "veteran gamers".
To answer OPs question.
In the beginning I would have given 8-9/10 and now I am at a 1-2/10.
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@Eleghost said:
https://forum.deadbydaylight.com/en/discussion/comment/978769#Comment_978769
It really wouldn't surprise me that much.
Marketing department of BHVR: quick! Write that down! What else could we do?
Loot boxes? Nah, they don't like that term.
How about Loot chests? Or Survivor Kit?
Yeah! Survivor Kit! That's doesn't sound like loot boxes at all and who doesn't love some surprise mechanics?
We could sell them at 20-25k BP and put some shiny items with 2 add-ons on it in them.
I bet they will love those purple flashlights, toolboxes, rainbowmaps and red keys!
But couldn't they just grind the Bloodweb for them?
Well yes...but we guarantee something shiny with flashy lights and animation! They will love them!
Ok. I will call the design team.
Ah, while you are at it, could you get me the balance team? They love to clicky with their flashlights and it's stupid that just showing off and have fun with the flashlight would drain their battery. They should only drain, if they blind a killer! And I got a nice idea what we can do next.
What do you mean?
You know the Halloween flashlights with the pumpkin projection? Let them all get a chance to have some Survivor Kit exclusive flashlights that projects cool logos! Maybe they can even tag walls with them to mock the killer, eh I mean, express their love for the game!
Ah yes...what about the killers?
Hu? What do you mean?
Well...don't they feel left out?
Don't be silly! It's a SURVIVOR Kit not Killer! And all the items in the Survivor Kit can be useful for every Survivor, but with all the different killer powers, dlc exclusive killers etc that would be a nightmare and totally not feasible.
Good point. Ok will be done!
Next Patch: We listen to the community and now releasing new and exciting Survivor Kits!
Get yourself some shiny Items with 2 add-ons guaranteed! Unlockable with Bloodpoints, Shards and of course Auric cells! #nopaytowin
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@Eleghost said:
No, those get buffs. Duh.
Maybe they create a red rank bundle with all the meta perks for a premium price. You know, so that new players can join the ranks faster. That's what you all always wanted right?
You still need to grind them in the Bloodweb of course.
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@Peanits said:
The worst that comes to mind is combining it with Surveillance. Any time a generator is being worked on, I would know. The instant you get off it, I'd know. Normally cleansing Ruin is the only way to counter that, so removing the hex aspect means that the killer always knows where you are and has no counter.
SWFs or any survivors with voice com can tell where the killer is at any time even without the use of OoO without any counter for years.
The killer need multiple perks and an active playstyle to achieve something mediocre to that.
What's your point?
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Can someone explain me the devs to me?
We see 80% are using Ruin in RED ranks
New players have trouble hitting great skillchecks...
How are new players in red ranks?
Most killers are using Ruin, because they get gen rushed and are not mobile enough to pressure effectively all the gens. That's why most killers are using Ruin.
The new nerfed Ruin favours mobility killers, as if they needed it in the first place...
Instead of addressing the reason why the community feels the need of using Ruin in 80% of their games, they make Ruin enjoyable for the survivors and harder for the killers.
I myself don't use Ruin. I prefer to sacrifice 2-3 gens and setup my hag then terrorize and pressure the survivors. But not all killers are capable of doing so.
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@Resurrect said:
https://forum.deadbydaylight.com/en/discussion/comment/952279#Comment_952279
I wasn't going too . . .
Though I couldn't help pointing out the lack of response to your post.
- No disrespect to the developers 'Almo'
- No disrespect to the trustees 'Fibijean'
I had too . . .
Point out how the 'powers that be' always respond to the safe posts.
Such as those which are
- Half-baked . . poorly written
- Easy to dissect and detract from the argument being made
While I can appreciate developer and trusted members taking time to respond, if they only respond to posts that can't hold a candle to the structured and well thought out posts of others then whats the point?
We want . . .
Meaningful dialog with developers and the like with those who have the knowledge and forethought to have a noteworthy conversation.
We don't want . . .
Developer responses to posts that are
- Poorly written
- Half-baked
When it's hard to articulate what one writes in a post, even if we get the gist of what they are trying to say and you chose that post to respond too . . it's a bit of a slap in the face.
Many forum goers respect developer and trusted member responses. You can't and shouldn't respond to everyone, but at least respond to those that have some substance.
No disrespect to anyone ! ! !
Everyone has a right to post their feelings and thoughts, but the cherry picked responses are truly aggravating.
- Bonus - even when Peanits posts. Don't bother responding because 9/10 times you won't get one back.
Point being when a developer decides to respond you can't miss it. Within should be an eye opening "Aha" moment to gain some sort of insight of where the developer is coming from.
Usually, it's a post structured in a safe way to prevent any kind of backlash, which usually means a mundane response, but even when clever members poke holes in what a developer says you next to NEVER get a response.
TL;DR
Developers please
- Stop cherry picking and only responding to trivial posts
Not saying Cymers post is the best example, but it was structured with well thought out points and I couldn't wait to see the developers/trustees response since multiple posts within this thread were addressed a few times . . . Not surprised this one was 'overlooked' /s
Thank you for your kind words, but this behavior from BHVR is almost normal now, sadly.
I also asked in the past, if we could get insight into the vision of the devs, regarding the Legion. What they want to achieve with him, what is the development process, what are the boundaries they have to work within, so we as a community not only could understand their decision making but actively and constructively help them with amazing, realistic ideas and solutions. But I never got an answer.
To be honest, I miss the old days, where BHVR used to have the devs streams regularly with Queeny and Cote and you could directly ask them questions via chat.
Nowadays everything gets filtered and selected by the mods and a paraphrased version presented to the devs.
Almo even admitted, that topics with the biggest, loudest and most outcry have the best chances to get heard.
Single well written and structured post on the other hand, probably get overlooked or disappear in the depth of the forum.
The only time a post of mine really got heard and reacted to, was the red flash pallet stun, that caused nausea to a lot of players. But that's only because of our angels Patricia.
I am not sure why this is happening, are they just going more corporate and cannot or are not able to care as much like before? Or are the burned out?
For a long time now, we are asking for more communication and transparency, because we love the game and want to help and understand.
But the recent year I have more and more lost my passion for the game, because the biggest outcry tend to win and the horror of the game gets thrown under the bus.
So far
Cymer
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@Almo said:
The meter does not deplete while: A) mending B) running. It's not tied to being chased any more as it was at launch, nor is it based on being outside the Terror Radius as it was after the first update.
So you can run around, doing gens or totems and just start mending in the last second.
During this time you are immune to the killers power.
It's also amazing for stacking MoM if someone still runs that perk.
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@Thomasthetrain said:
Unpopular opinion: but I think No Mither is a good perk.
With resilience you're gonna have a 9% increased action speed for the whole game.
And with No Mither you'll be able to use Dead Hard anytime you want; not caring about a killer's oneshot ability/perk.
Not to mention that you can use it to save a teammate that is being chased; you can bodyblock the killer and you'll crawl away (after being hit) and recover or they are kinda forced to pick you up ,letting the other survivor escape.
It's also a godlike perk for sabo squads.
Yes, and if you face a half decent killer he just would hook you and build his setup around you, knowing that one injured guy (the one he chased before you throw him a freebie) needs healing and only one guy left for the rescue.
So, as long you don't play in a sabo squad, you are as good as dead.
And if you are in a sabo squad, you just prove once more how op coop is in this game.
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You hate playing against the Trapper, so your brain subconsciously register games against trappers more vividly, it's called confirmation bias.
What is it, that you dislike so much about the trapper? do you have issues with seeing the traps? because otherwise he is just a m1 killer.
He need some setup time.
He is territorial, so don't play into his cards.
Don't 3 gen, but that applies to every killer.
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@Thomasthetrain said:
The thing is:
if you balance only around high ranks,new players are gonna find themselves not having a good time and that would send away potential customers.
Devs said they try to balance for all ranks.
That being said, I think Oni needs the last fix to his flick reverted.
That would be a good start. 🙂
Yeah, hard to play killers definitely was the most annoying part start playing this game, not the massive grind to catch up. Grinding perks, killers, survivors, add-ons and offerings to the point where I finally could experience the full game and start testing out different build instead running BBQ and farming for BP. +1
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@Almo said:
But in doing the update, we focused on making him more fun to play as well as against.
LoL is littered with changes they made due to characters being annoying to play against. Most notably Darius, who had a 60% ban rate, but a 48% win rate.
Yeah, and LoL is a free game, a MOBA and doesn't have base game plus dlc with a pricetag over $120.- plus micro transaction and season passes.
Their income rely entirely on cosmetics and optional game boosts. No champion is behind a mandatory paywall nor is a summoner spell. They even provide free, rotating, champions. As a good player you even can earn free chests and key and eventually get almost every skin, emote, ward etc for free. Just recently got my medieval twitch skin from being an nice teamplayer. A skin otherwise not even obtainable anymore with money.
Why is DBD not free with all it's micro transactions and season passes?
Why can't every killer and survivor be bought with shards?
And in league there will always be some "annoying" champion that are great at noob stomping in lower elos, but as soon you invest a bit time in the game, you figure out how to counter them.
Can we still play all previous Doctor playstyles to the same extend like before?
Max TR Doc?
Sniper Doc?
Madness King Doc?
BP-Farming Doc?
Why is 2 trap Trapper not base already? Would it kill the game?
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Because m1 simulator is boring and not exciting.
If the survivors would have some interactive and exiting (not another hold m1 and watch the bar fill up) task, like collecting repair parts etc. the game would slow down naturally.
But as it is now, how long should a survivor hold m1 with the optional skillchecks, to complete a gen?
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/942038#Comment_942038
Ruin is a big problem if people literally have to adjust their playstyle around it. The grind isn't an issue you can get meta in 3 days. Maps are an issue you finally got something right. Solo and swf gaps aren't as big as people think, definitely a smaller problem than Ruin or poor killer performance. The second biggest problem next to maps which take forever to fix is something that can be fixed at any time: the ranking system. Disagree? Tell me why.
This mentality is the real problem. Yes, you need to adjust your playstyle and cannot brainafk play the game on autopilot. But that's exactly the point of the game! Each Perk and Killer should bring something unique to the table, to play around different strength and weaknesses.
Otherwise you are better off, playing KYF with 4 other buddies over and over again.
Isn't it the fun to understand the opposite site and adjust, outplay and outsmart the other player?
Why are you even playing, if you are unwilling to learn, grow and adjust to the game?
If it's still fun, then why do you complain?
If it's so unplayable, than better uninstall and look for a game better suited to your taste.
If you ask for help about a strategy, perk or killer, but are unwilling to try any solutions, why do you even ask?
And how can you be serious about saying, a squad of 4 SWF and a single solo are mostly the same?
You get so much more information and options as a 4 men SWF squad than if you go in solo.
Ranking in DBD doesn't mean a lot. It reflects who can invest the most time into the game and usually, if you have a growing mindset and are willing to learn and adjust, you will get better at the game and deserve your place at the top, but it takes some time, sadly more time than just ranking up.
I still think some maps need some work done or are simply too large for a game like DBD.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/942012#Comment_942012
Nice attempt at trying to hide your bias. Ruin is overused and discouraging for newer players to face. It's not something you should just deal with like camping or tunneling.
How is there a bias?
Getting better at hitting skill checks is a natural progression within the game, if you really want to get better with the game.
And it is a fact, that there are a lot of perks, items and add-ons that can help you work around Ruin.
I personally think, people need to be more willing to adjust their gameplay according their weaknesses and desires. The game offers plenty of variety and if you chose not to use them, it's your own fault and stop complaining.
You can hit greats, you can look for the totem or if you really have to you can even gentap, all this without changing your loadout.
If you address that it is discouraging for newer players, I would rather take a look at the insane grind within the game to get to a viable and fun point and less just get hooked up by one Perk.
In my opinion the biggest issues aren't single perks, not even DS or Ruin, but the maps, gap between solo and SWF and gap between new players and veterans (grind).
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Ruin is a shoot and forget type of Perk that works against inexperienced and unskilled survivors.
The perk itself isn't that strong and there are really good alternatives, but requires some more gameplay.
Why do you complain about the killer is gambling on playing with 3 Perks?
Be happy, learn to hit great skill checks and do bones if you come across them.
If you need some assistance, there are Perks and toolbox add-ons that can help.
Small Game, Detectives Hunch, Maps, play with some friends on com. Pick your poison.
Good luck in the fog!
Cymer
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I didn't buy him. I was considering buying him with shards, because at the current state of the game I don't want to support the devs with my money. I am glad that I waited, now that they nerfed the fun parts of the Oni.
I will wait for Nemesis to show up in the shrine and that's it.
Blood Echo and Tactics aren't worth using in their current state.
Tactics are maybe useful for new players...so why put it behind a paywall is beyond me.
And Blood Echo is good for high mobility killers, that can get on top of the injured survivors after hooking one...but those high mobility killer didn't had a problem with this in the first place so why bother wasting a slot?
Yui is fun, but don't fit my playstyle.
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@StrodeWins said:
https://forum.deadbydaylight.com/en/discussion/comment/921688#Comment_921688
I knew this would come from a hag main avatar.
No.
Fun fact: I don't play with Ruin. I rather sacrifice 1-3 gens to spin my net and keep the survivors busy with healing, unhooking and Franklin's to collect their precious items, naturally I trap them. Than relying on a RNG perk that lets me play with only 3 perks after a minute.
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Why not both?
Regular Hex Totem with a timer after destruction.
Like a lingering curse.
20-40s at max would be more than fine.
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@Peanits said:
While I understand where you're coming from, this is a live game and everything is subject to change. We made it clear in the known issues section of the patch notes that you could turn further than intended the day the update released. It's not unusual for something to change shortly after release, it's somewhat of a regular occurrence. If you're worried that something might change after being, I would strongly suggest being patient and holding out for a few weeks, and I would never suggest buying something just because you think it's really powerful.
Unintentional bugs, exploits etc. in videogames have a long history to become features in the games, because a majority really liked it, from rocket jumping in Quake or the Spy from TF2 and there are plenty of other bugs and exploits that have become a staple feature in games over time.
Is the Oni flick so oppressive and unhealthy for the game, that it needs to be removed or is it a form of skill expression and below the power curve if the game? If yes, why remove it?
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@Dilophomos said:
I'm gonna be honest here, some killers are WAY better than others when it comes to powers. There are so many options to choose from when it comes to playing killer but most of them are unreliable.
Let's compare Hillbilly and Legion as an example. Legion runs fast, can vault pallets and can't down survivors with their power. Their power also has a cooldown and missing an attack from your power stuns you. Hillbilly runs FASTER, destroys pallets and insta-downs survivors! The chainsaw has no noticeable cooldown and missing a chainsaw attack is less punishing than missing a Feral Frenzy attack. All killers should be reliable. At this point the game is screaming at you to use Hillbilly, Spirit and Nurse. I feel like BHVR doesn't pay attention to Killer mains.
Some killers are clearly weaker than other.
Hag vs Trapper are common comparison but sadly wrong.
Both killers are territorial, but their trap mechanics are fundamental different. The Trapper can hurt and disable survivors with his traps, therefore need to be a bit more difficult to setup.
The Hag can build map presence with her traps, but still needs to teleport to each trap to apply that pressure.
We always should take context into account when comparing killers and powers and when you play Hag or Trapper like a Hillbilly you will be disappointed and frustrated and would think they are garbage.
Find your playstyle and compare similar killers to find your fit.
What can be argued, that some killers have a concept that doesn't work in DBD/the current meta. Killers like Legion or Plague, because survivors tend not to heal against them so their concepts lose half of their impact.
Also powers like Ghostface stalking can be frustrating, because it depends on the awareness and abilities of the survivors. Great survivors can deny you the use of your power completely.
I believe a more diverse skillpool and option for counterplay and skillexpression would be amazing!
BTW make 2 Trap Trapper base please! #2trap
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I think they should have thought of the consequences of using this perk and the counterplay.
As a killer you can press R and drop the survivor to chase away the "taunting" Breakout user. Slugging is such a fun playstyle...-.-"
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People stuck in lobby simulator, because not enough are playing at all time or the matchmaker don't pair them fast enough, only the devs can tell, but probably won't.
People stop playing DBD, because of long lobby.
Less player. More waiting...rinse and repeat.
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I think Moris are fine and fun.
You either get a fast game or an easy game. Move on.
You don't "win" with a Mori. You lose on BP and are more likely to de-pip. (Derankers win I guess?)
Devour Hope, Rancor and Tombstone Myers with Nemesis can let you Mori everyone without offering anyway. Can work on every killer. So all Mori Add-ons and Perks should also be reworked?
Moris and Keys are like easy mode in DBD, fun for the 4k/ escape but not really rewarding. (Personal power fantasies not included)
No Mither, perkless without add-ons would be hardcore mode.
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@StrodeWins said:
https://forum.deadbydaylight.com/en/discussion/comment/901164#Comment_901164
it was a plague. i was NOT running decisive (stupid on my part, but i usually run it to prevent this, as i don’t have it on Yui yet), but i WAS running iron will, BT, dead hard, and breakout.
no gens got done because she had ruin and thanatophobia, and the sacrifice process goes fast compared to gen progress with these two perks (@AvisDeene)
the perks i was running has nothing to do with it though. nothing justifies being camped so early on. whatsoever. yes, i should have had decisive, but wanted to play Yui for breakout.
Ruin isn't that big of a deal if you can hit greats and with a camping killer that totem should be found really fast. As long as she didn't hooked you in the basement with Monstrous Shrine, you have 2 min on the hook, if you struggle. That's plenty of time to get the ruin, get you off the hook and do some gens.
You know, you can earn BP and level a character without playing them if you want the teachable perks?
It's faster and easier to farm BP on your main, killer or survivor, and pump the BP into Yui.
You usually play your favorite survivor skin or your set of killers. Killers are amazing at BP farming, especially with BBQ and take a killer that can max the categories really fast. It doesn't even matter if you get the 4k or not.
Give it a try and have fun in the fog!
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As long as we reward the killer with stupid overaltruistic behavior, camping will not go away.
Do gens and run Kindred, newly nicely buffed, BT and DS.
If you really are a mad lad, buff yourself with the Medkit, run in, take a hit, unhook the poor guy with BT please and then GTFO!