ImMrBloo
ImMrBloo
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I have a similar post on the forum regarding this topic however there were aspects of Hex Ruin that were too much for what it was supposed to do.
Most people have it in their heads that it was supposed to "slow the game down just a little bit" because of content creators saying it.
Hex Ruin was supposed to just ruin skill checks.
Imo having the zone be super small and missing to cause regression was too much & getting a greater skill check to give no bonus progression was also too much when combined.
I'm of the opinion for newer players and older players drop the smaller zone but don't allow it to give bonus progression. However, if you have proper perks you'd see the current version of Hex Ruin is absolutely just as powerful to an extent as the previous version was if not more powerful because of its godlike synergy with Surveillance. The combination between these gives complete and total map control when using any mobility based killer like nurse, billy, freddy, spirit, legion, Oni, demogorgon, Etc.
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@SenzuDuck just in case you didn't get the above message I'd still love to know what you think :)
Also I updated for the Disconnect Penalities as I believe my system idea is much better than the current implemented one :)
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/1130662#Comment_1130662
You could edit you original post with Edit: Added etc, you're clearly only adding these "Edits" as comments to "stealth" bump your post.
I've added that in the message as well @SenzuDuck already. Is it against forum rules to mention on a thread when something is updated? Afterall it's new content being added and not the same content existing as I've been doing large-scale edits every time I've added stuff. Also since you commented, what do you think about my ideas? ๐
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Updated to include Nurse & Oni
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I have several other things I'll be adding to the post later today
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Added an additional suggestion
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@Fengmin200 said:
And the Nurse ??
I chose not to bring up the nurse as I believe she has been well covered with all of the bugs going on by both the playerbase, and the devs commenting on it, and streamers making videos about it. What I hope to achieve is bringing a light on other things that have been discussed but haven't had balance in mind for survivors or killers at the same time. If you were asking me my personal opinion on the nurse though I'd say she has the second most overpowered perk set for a killer (hag wins that). I think all of her perks are great for her.
One thing I would work say that should have balance though is not the amount of blinks a nurse can do but the distance while doing the blinking. For example why not just give her one ability meter and she can choose one incredibly long blink or up to 3 shorter blinks before it goes on cooldown for 2 seconds and comes back up. That imo gives killers the surprise for an even longer map jump, allows them to close chases with shorter blinks. But also lets survivors have an idea of how far the nurse can go based on what's being charged and how many blinks she has remaining guaranteed.
As for the perks that do some of those things they should be changed to effects instead, a slowing effect for one perk(to replace the charge speed) and an exhaustion causing effect until 1 second after nurse next blinks for the other perk(so instead of multiple blinks it just stops a survivor from being able to dead hard the next blink but also lets the survivor have the distance and chance to get away and the effect goes if nurse misses the next blink attack. Would work perfectly seeing as nurse would never catch someone walking so the disabled exhaustion wouldn't even matter in that right. :) Thoughts? @Fengmin200
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posted one last one @Demonl3y :)
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You'd need to remove a lot of survivor add-ons if that were the case
self healing => borrowed time => insta heal bottle & needle => brand new part
or limit 1 person on the team to bringing a toolbox only, 1 bringing a medkit only
that's the only way that scenario would balance itself out because so many of the survivor perks are beyond broken when there's 4 of them in a match that's running.
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The above ^^
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4. Three Gens pop around the time of the Hook
that's the issue right there as to why Killers do it. It sucks for you, but imagine how they feel when they block off a portion of the gens, get someone almost immediately and hook them and bam 60% of the game is over before the intervention even runs out. At lower ranks it doesn't always happen, but at higher ranks it's a gen-rushing fest where 9/10 the survivors don't even go for the totems.
Other day I ran a full totem build
haunted ground, devourer hope, thrill of the hunt, ruin
and not a single survivor went to take any out, they just gen rushed it and tried to escape because at the end of the day, what's it matter to them?
They rushed their points before the killers build could get going and when it started to get going instead of wasting more time cleansing every totem they just left the guy I hooked to die
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Added an additional suggestion
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@Demonl3y said:
Those one where the killer could keep his add ons is the best one i think. I just have many matches where i use urltra rare offerings and addons and dont get back the points because the survivors always DC if i one hit them with my hatches or if i mori them. :(
Yup I know what you mean, although in my suggestion it would require the killer to get a merciless and afaik 9/10 using mori's will only at most give you +1 pip unless you double hook to start and play normally instead of going for the uber beatdown lol
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Okay I've finished my entire post now, time to sleep ๐
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@Demonl3y Glad some of it sounds good to you, I hoped to achieve that, I'll be writing a more in depth version of other changes I believe would be good in the post below in a little bit. If you think it's good be sure to "vote up" so that the devs have a chance of seeing it.
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Bump - realized it's against forum rules mb
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Bump - realized it's against forum rules mb
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Updated with an additional suggestion
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@Peanits can I ask your opinion on the above ideas? Specifically and most importantly the SWF one and the generator one :p. I think especially the SWF would be healthy for the game..
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I think what was nice about old ruin wasn't really the smaller area to hit. Any survivor skilled enough could do it with little practice. What was good about old ruin was the no generator boosts for greater skill checks which are massively easy to get. If that part of ruin stayed I'd be of the opinion there's no reason to complain about ruin because it offered the gen slowing effect killers want but also would offer survivors the effect they want for it to be easier to go against ruin and hit the zones. 80 second base is fast enough. That part of the revert is the balance for both sides imo