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MarsAttacks

MarsAttacks

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MarsAttacks
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  • Just stop, the legion doesn't move that much faster to dramatically effect chase times. It barely effects it all.

    Your ability is to find people by landing ff hits, unless you're on the last person and no one else is close enough for you to detect/run to fast enough the deep sounds changes are a nerd to legion. No count down while running and they decreases the time to get out of deep wounds.

    You're not the first to try and say he's stronger and you probably won't be the last, but he's not and I actually liked legion unlike most people

  • Bet it happened more often than you think lol. It's easier to progress to mid tier as killer than as survivor because new survivors can't loop worth a crap.

    Throw in old rank reset and voiela you can get survivors with a bunch of meta perks paired up with barely competent killers with few perks.

  • Lol they don't need to or are you forgetting that match making has been trash forever now, furthermore there was still a big problem with people intentionally deranking SPECIFICALLY for rank reset.

    This is absolutely precious you're so latched on the fact the a new person could run into this scenario that your brain has imploded

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/942372#Comment_942372

    How would you be so new you don't know what Adrenaline is and yet the survivors are hardened veterans all running it. Calling bs right here.

    Lmao guess you already forgot about old rank reset I mean the new change has only been out for one reset now ๐Ÿคฃ๐Ÿ˜ญ๐Ÿ˜‚

  • Yeah pretty rare bordering on non existent but even I have had trash games particularly when I first started and didn't even know wth adrenaline was.

    But go ahead and keep grasping for straws

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/942351#Comment_942351

    No it just appeared that you often let 4 survive until end game lmaooo

    That's weird I don't see anywhere in my statement where I said I often let 4 survivors get to end game. Must be invisible messages caused by amnesia.


    Oorrrr maybe I named a RARE circumstance where adrenaline is especially annoying....nah couldn't possibly be that, not at all

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/942326#Comment_942326

    4 people making it to end game is bad enough news already bud.

    ๐Ÿ™„ No ######### ya don't say, woulda never guessed that.

    You just go looking for arguments? Lol

  • @xEa said:

    https://forum.deadbydaylight.com/en/discussion/comment/942311#Comment_942311

    Yea, seams to be your opinion and your great experience is outdoing mine.. If you dont want to understand my argument and you think they are lacking, thats fine. Stick with your opinion. Still, i will try to enter into your arguemtents, even tho i think it should be obvious by now.

    Your goal as a survivor is to escape the trial, right? By that, you have to do gens. All gens can be done within 3 minutes of the game if the team is optimal. There are different things you can do as a survivor to help to reach this goal.

    • Do the Generator (Top Priority)
    • Distract the Killer (Top Priority)
    • Cleanse Ruin (Some Priority)

    Everything else does not help you to get Gens done. Still, preparing for the endgame can be considered at some point to be very important. And that is mainly healing up and maybe cleansing totems.

    Healing up is done best by Adrenaline or by different Teammate(s). And if it has to be something else, Inner is still better. Also dont forget we still might get have a Medkit, way better then SC.

    SC can be useful in super rare situations ( e.g. You called it, somehow 3ppl are on the hook... but then i have to ask, how it came to that scenario... were you selfcare somewhere instead of picking up your slugged teammates? :P ) but other then that, all other options are better.

    You dont agree with my logic? Good.

    By your logic why heal ever? I've already addressed both the adrenaline and inner strength arguments. Not that I don't think they are good perks, but I have stated exactly why SC can trump both

  • He woulda have been better bully if they left him where he was in his current state billy is better


    Having to earn your ability, then losing a chunk of it when picking up a survivor is ridiculous.

    His charge is AMAZING to bad his club is BOOTY CHEEKS like straight up. If he's charging at you literally just cut left or right you'll avoid him like 90% of the time. And if he's just using the club just run directly at him running left and right you can make him miss a huge chunk of the time doing that as well, and if you're by any walls or objects you can basically turn him into M1 killer even with his ability up


    . Prior to the nerfs he would have been a way better Billy he just would need to earn the ability.

  • @ZtarShot said:

    https://forum.deadbydaylight.com/en/discussion/comment/942264#Comment_942264

    Survivor perks are meant to give slight advantages in certain situations so they can attempt to have the upper hand. Killer perks do the same thing, and some could be as "annoying" to some as you deem borrowed time and exhaustion perks.

    No idea what you're on about. There's a difference between a slightly annoying perk and perks that literally have ZERO downside ala DS

    Exhaustion perks have the most minor of downsides with the biggest one being balanced

    Adrenaline this one is annoying but I think it's fine cause it only activates after the last gen is completed. Although it's pretty annoying when you see a whole team running it and you just see all 4 people immediately go to full health lol just like

    Crap well this games shot.

  • @xEa said:

    https://forum.deadbydaylight.com/en/discussion/comment/942248#Comment_942248

    None of your arguments are actually "countering" anything. Maybe by your own logic, but many people would disagree.

    I am not assuming anything, beside that you try to use it optimally. It is still just a waste of a perk slot on higher levels and i told you why. Stick with your SC, makes live more easy for me as a Killer ;)

    Lets agree we disagree.

    Kind regards

    Yeah but you're wrong and I already told you why and you're arguments are quite lacking.

    Adrenaline is never guaranteed because you don't know if you will be found again or not, survivors are not guaranteed to come to your generator, strong survivor looping long enough for you to to do a gen and heal yourself means you can immediately make a play if you need to.

    And if you get booty team mates and 2 get hooked or god forbid 3 get hooked now you have no team mate to heal your and unless you're already on last gen and it's almost completed you're definitely not getting adrenaline, and better hope you haven't already ran out of your medkit ASSUMING your brought one instead of a toolbox lol. Granted if it gets to that point probably going to lose the match anyway but you can still heal yourself and at least attempt to save the game haha

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/942253#Comment_942253

    It's not worth risking playing without an exhaustion perk for me personally, at least with DH I can remain efficient and control when my perk is available. SB just isn't my playstyle (waiting for carefully timed opportune moments to abuse it instead of one last desperate dash). Just an opinion I guess.

    DH can be baited out or even lag hit, SB can't I like both but i still say sb edges out in usefulness you can even negate the minor drawback by running fixated which basically walking urban evasion lol

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/942114#Comment_942114

    Sprint Burst literally prevents you from running or else it's wasted and you go without an exhaustion perk for 40+ seconds. I get what you're saying about being slugged but the fact is that the survivor can't do gens and needs to be rescued.

    Okay so you can't run everywhere less you waste it that's a personal choice. As soon as you see the killer you can SB away you literally don't even have to wait till they are by you. (Never understood that line of thinking to begin with) so they can either chase you and try to make up ALL that distance or they can abandon chase in which you wait 40 seconds and youre good to go again


    If you're going to say getting slugged vs getting actually hooked is not a benefit then we're just going to ha e to disagree. Just because you can do gens doesn't mean you didn't benefit from the DS.

    That's like saying that because you get broken status from deliverance that you didn't get a benefit. You did you got to save your team mates the trouble if coming to get you.


    Likewise 60 seconds of being slugged is more than enough time to get all the way up to 90 and again you're avoiding a whole hook state

  • @xEa said:

    https://forum.deadbydaylight.com/en/discussion/comment/942213#Comment_942213

    Strong survivor can loop long enough even injured. Thats no argument at all.

    Teammates dont have to be with you, you simply pressure gens if you dont run into one. You are not looking for teammates activly.

    I could also say using Selfcare takes away a perkslot. I value a perkslot as high as an Item.

    Adrenaline.. you will get it, if you rush gens instead of wasting time SC in a corner.

    "The people saying it's not top tier don't realize the over arching picture of how useful it actually is."

    The people that say its top tier are probably not very good survivors sorry. Try to run SC vs a strong 5K hours killer, and you find out how absolutly useless it is.

    Considering end game is where killer is most likely to camp it actually is am argument.

    Yeah, I'm constantly at rank2 survivor and I can safely say there has never been a killer that was so good that I thought SC was useless.


    Again you assume that just because we bring sc were IMMEDIATELY healing. And yes you can sit at a gen and HOPE a survivor comes to your gen and HOPE that it's not your gen the killer comes to


    Sorry but you just sound like a content creator follower cause I've seen all these same arguments and I've countered them all .

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/942227#Comment_942227

    It barely increases medkit efficiency. The point is that while a survivor is self caring they are being pressured. Imagine 2 survivors are injured and self caring. No problem that's only 64 lost generator charges. But combine this with one dead mate and one hooked mate on top of regressing gens and you'll wish you brought Iron Will or Resilience instead.

    Time and place man time a place, just because we bring self care doesn't mean we immediately heal iron will is great but you're still in ohd state so better not get caught

  • The trick is to get to the last 2 slug until you find the fourth then bring him to the basement. Then bring your slug in.


    I found the hardest part about the challenge was DCikg survivors not really the actual challenge itself. Luckily it took only 3 games first two lost because of DC third one I got , thought for sure last guy was going to DC lol

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/942213#Comment_942213

    Survivors can do a lot in 32 seconds and sitting there healing won't buy you enough time against many killers. I can see Self Care seeing niche use early game but during mid game a health state will not buy you the extra 16 seconds or perk slot. Late game Self Care is actually very good so I'll give you that much. Self care isn't worthless but it also isn't even A tier.

    Guess we'll have to disagree on this.

    It's strong at any point in the game , doubles the use of any medkit you're using, if survivors get pushed off healing you cause the killer comes by you can finish it on your own. (Of course that is dependant on if he comes after you or not) very strong for end game saves/survival

    I already know most are going to disagree but that's fine for me SC is easily A tier and that's even in red ranks.

  • @xEa said:

    Since Selfcare is not considered a Top Tier perk by most people it can not be overrated aswell.

    Selfcare is for sure not the worst perk, but it is also not a great one.

    Personally I can not think about any option that is not better then Selfcare. Medkit, Teammate, Adrenaline, Inner Strenght.. everything outclasses SC. Those 30 seconds are an eternety in DBD.

    While you experience this your way, i do it in a completly different one. The best, athing that can happen to you as a killer is when people are healing up instead of pressuring gens. That gives you so much more time to do something. All the pressure they might had before is instantly gone.

    And SC is the crown prince of giving up pressure.

    Strong survivors can loop long enough to it make so self care is worth while to use.

    Team mates have to be by you to heal if you're self caring that's one less survivor healing you, that's less time spent LOOKING for a team mate if you're even looking for them. If you bring a medkit you're not bringing a toolbox, map, flashlight, or key. Which I'd argue all are more valuable than a medkit.


    Adrenaline is one time use at the end of the match, you gotta get to that point. Inner strength is a good option but you got a cleanse a totem first and once you use it you need to cleanse another one. Most totem spawns are terrible and there are only 5 so you might be good to get two inner strength price but probably not going to they more than 2 very often

    I still say self care is a top tier perk not having to rely on other survivors makes efficiency go up you can get near a gen heal yourself then repair the gen with your tool box

    The people saying it's not too tier don't realize the over arching picture of how useful it actually is.

  • Pretty much in agreement with you it's a good perk. The 32 seconds is easily made up im your next chase since a whole health state can double or even triple your chase time if you're familiar with the map.

    The people who say it's useless are probably strictly going off of what content creators are saying which in this particular case I'm just going to say they are straight up wrong

  • Chupacabra! Moth man! Abominable snowman! Ummmmm NESSY ๐Ÿคฃ

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/942139#Comment_942139

    It's a mobility problem not because of killer move speed but because of map size. We all know many maps need fixing.

    Fair enough I can agree with you on that.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/942127#Comment_942127

    Then it's a mobility problem as usual and not a problem with the perks themselves.

    Disagree because you can't just UP the mobility of all killers. To make perks viable for all of them. The devs have already stated they want perks not to be killer specific and to synergize with other perks. So IF it was a mobility problem then you'd have to up the mobility on all the killers that are slow which would break all balance in the game and we KNOW that's not what's going to happen. So it's definitely a perk problem and not a mobility problem.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/942096#Comment_942096

    I don't think that's the right way to defend totems. Obviously you run Thrill so you can simultaneously pressure generators and prevent survivors from popping your totem.

    You're missing the point though. Because survivors get a notification that you have thrill of the hunt they could literally just tap the totem and leave. And unless if you cut off mid chase because you're trying to get catch them out if position, too bad they weren't ACTUALLY trying to cleanse it they just wanted you're attention.


    And against any coordinated SWF they'll know if they can actually cleanse it or not. The hex defense perks are just terrible and the hex perks themselves are bad. There's a reason you really only saw super high mobility killers running all hex builds lol.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/942093#Comment_942093

    Free unsafe unhooks are there to make camping and tunneling weak. You talk like killers always go after unhooked survivors but this trend disappears among higher ranked killers. Being slugged means not doing gens or helping your team recuperate. Sprint Burst is situational like you admit because like you say, you have to walk around. About desperation, only desperate killers will crawl back to the hook instead of maintaining momentum and applying pressure on generators.

    Being forced to walk around isn't situational you can either use it to go to a gen nearby faster or your can hold it till you see the killer then Sprint burst away that's a choice which is not the same as situational.


    I can grant you the lithe statement, but I don't consider a situation that rarely happens as situational. I just consider it unlucky. Honestly how often do you NOT get to use your exhaustion perk? Because unless you're using balanced I'm going to assume the answer is not often at all


    Being slugged is just that being slugged, you aren't being hooked which is ultimately how the killer actually gets kills aka PROGRESS since you need 3 hooks for a kill. If you didn't get hooked because he slugged then you just got an extra "hook" for all intents and purposes that IS value

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/942083#Comment_942083

    How will you not be able to hook survivors by keeping track of your totems?

    If you're defending totems you're not defending gens you might get a single kill and I say might cause you also have to be close enough to actually do something about them cleansing the totem. Once they see you have thrill they can literally just tap the totem then go away keeping you distracted

    (Why they get a notification that you're running thrill is so mind boggling lol)

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/942075#Comment_942075

    You just admitted DH is situational. Lithe is situational because some pallets can't be vaulted safely. DS does depend on how desperate the killer is because if they have good momentum they will not need to tunnel. You admit bt is not abusable because the unhooker can be hooked. Please try to name more "braindead" survivor perks I'm quite amused by your attempts.

    I don't consider a situation that happens less than 15% of the time situational. I Rarely ever don't get to use my exhaustion perks again barring bl all the other ones I almost always get to use.

    I also noticed you skipped over Sprint burst, how convenient even though it's not even the only perk you have yet to properly address.


    Desperation has no barring on DS and I literally already just stated every possible situation on why.

    If he ignores you cause thinks you have it. Then you just got a free borrowed time, if he downs you and picks you up get free escape, if he downs you and slugs that's a free minute to heal yourself up for someone to get you. If he slugs and camps you that's a free minute for other survivors to do gens.


    You ALWAYS get use out of DS

    You've already agreed to my premise on adrenaline.

    Being able to get a free unsafe unhook is abuse, it doesn't matter that you traded places. You didn't do anything to earn the unhook and if it's etc good survivors know how to use the BT to take a hit for the unhooker lol.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/942066#Comment_942066

    Why do people complain about hexes? You know there are perks to protect them right?

    There's a total of 2 perks for protecting totems.


    Haunted grounds, and thrill of the hunt. Haunted grounds doesn't even protect the totem it simply puts additional totems out there as distractions. Hope you get lucky and one gets done while you're chasing a fresh survivor so you actually get value out of it. Also hope you get lucky and they don't break the correct one right off the bat wasting your haunted ground.


    And if you bring thrill well then might as well run all hex perks because if you're trying to defend JUST ruin you're not going to do much hooking

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/942052#Comment_942052

    I agree about Adrenaline but you didn't mention it before. DS is dependent on how desperate the killer is and BT doesn't stop the unhooker from getting hooked. All exhaustion perks are situational, only BL is extremely weak due to map dependence.

    Dead hard is not situational you can always use it with the exception of a ohd. If the killer baits it out by being patient them you can use it for distance. Lithe works works with Windows and pallets if you can't get to at least one of those you probably don't deserve to get to use it. Sprint burst is completely free yeah you have to walk around of you don't want to use it for no reason but you still get to choose when you want to use it.


    DS doesn't depend on how desperate the killer is. If he ignores you off the hook because he thinks you have it them you basically just got free BT.

    Bt doesn't stop the unhooker from getting hooked but should he be allowed to get the hook in the first place if he can't even wait till TR is gone?

    Hell as long as he waits long enough he should still be able to loop like normal even if the tr isn't completely gone .

  • Already mentioned but pop is borderline useless for gen slow down you need to get a hook, know which gen is most worked on walk over to the gen than hit it congrats you've slowed ONE gen out of potentially three that are near completion depending on chase length.

    CI as already stated just hide till it runs out proceed with the game as normal


    Ruin isn't even that much better than the mentioned perks and honestly is arguably worse most of the time I think it's just a go to because POTENTIALLY you can get strong value out of it. But that's very unlikely it feels like habit for most killers to bring it because most of us know it's terrible lol

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/942049#Comment_942049

    OoO is broken but the others are situational. I think you're just naming perks you don't like to face.

    The ONLY exhaustion perk that is situational is balanced lol and there's enough variety in the maps that you should still be able to get use out of it most of the time. Bt is a free unhook with zero drawbacks. Also let's not forget adrenaline another freebie. Last gen goes off instant health state AND Sprint burst get a 2 for 1 special with adrenaline for literally doing nothing lol.

    DS isn't situational you ALWAYS get use out of it you either get a free full minute to heal yourself up enough for a survivor to get you or the killer eats your DS and now you can continue the chase without ever having to do anything for it at least MoM you have to EARN your free hit lol


    And if he camps you till the minute is up well that's potentially 3 Gens that are 80% done if people aren't just sitting around like a bunch of nub cakes lol. You ALWAYS get value out of DS

  • @GoddamnBananas said:

    I do hate Ruin in particular, but the other perks I'm fine with. Cause it feels like you need some skill to get good use out of the others. Whereas Ruin is just "here you go, free value for doing nothing." It's bad game design. I wish Ruin was weaker and perks like Thanatophobia were stronger, tbh.

    That's funny, same could be said for dead hard, DS, bt, any exhaustion perk actually. OoO

    Ruin isn't free value either lol, ruin is more like oh I feel like only running 3 perks this game.

  • @CashelP14 said:

    This is now the third time I've asked but I would really like someone to do this for me if they could.

    Could someone design my perk icons for my chapter idea?

    I can't draw at all otheriwse I would have done it. I'm not expecting something amazing, just something that looks like it would be in the game. All I can offer is credit for your work on the chapter page.

    P.s. Please don't say you will do it if you can't do it. This has happened twice now which is a little annoying but I understand people can be busy.

    Thanks for reading

    ... why?

  • @NMCKE said:

    My main problem is how most players don't take into consideration of other player(s).

    Recently, I got Lรจry's as the Nurse and did very well, but they rotated hooks states well enough to power all generators.

    Okay, fine, you won, GG. ๐Ÿ˜

    Nope, they had to spam me with notifications and clicked their flashlights/tbag me before they escape.

    Typically, I don't let that bother me, but as a human, you can only take so much, so it definitely kills the mood for me to play Dead by Daylight. ๐Ÿ˜ญ

    I get a feel for the survivors in the first minute of play if I think they are toxic I make sure to tunnel and face camp the crap out of them. I don't even care if I depip. And god help them if I have a ohd Ability because I'm going to make sure I have it ready to pop whenever they come nearby.


    I even keep a Mori list at this point just to make sure that I can end the toxicity in a hurry.


    Survivors are a highly entitled bunch for how brain dead easy their role is.

  • @AshleyWB said:

    I bought him and played him about 3 times, wasn't pleased with him but I haven't played since he got changed/fixed.

    He's not fixed don't waste your time. Just run at him and cut an angle if he's charging. Or keep objects between you and him and force him to be an M1 killer even when his power is up. The ONLY time I feel any kind of fun with him is the rate times I'm coming back to a hook and get a double down because of the way his smash works. Outside of that his ability is laughably bad and arguably worse than billies due to the fact he doesn't permanently have his ability

  • @DBDIT said:

    https://forum.deadbydaylight.com/en/discussion/comment/941843#Comment_941843

    I agree 100%, but then according to them you're "bad and shouldn't have gotten caught" - but still no ones doing generators and you're too busy being scared while your actual teammate is being chased by killer! The only thing worse than a "rando" being too altruistic is one that is too scared to play the game. It's why I run kindred when I run solo because I kid you not 9/10 EVERY single one of them come running for the save Eben if they're doing gens and then 5 minutes later only one gen is done -_-

    I like when survivors bring kindred because I often just assume that AT LEAST one of my team mates is hyper altruistic so I'll stay on my gen instead onice he's about half way to second state if no one has gotten them them I'll make a dash for it. But with kindred I can get a good idea abiut whether or not I need to make a play.

  • @RepliCant said:

    https://forum.deadbydaylight.com/en/discussion/comment/941905#Comment_941905

    And in conclusion, Ruin is actually a bad perk and you're better off synergizing your build and getting more value from consistent perks that works for your Killer.

    Game has evolved, ruin's been in it for 2+ years now. Change the totem spawns? We'll memorize them each and each patch and just find them. Totems still up? High rank survivors can hit Ruin skillchecks anyway. All Ruin is, is annoying for both sides.

    Pretty much, I very rarely ever run hex perks they are just too bad I'd rather run thanata and dying light over ruin. At least that way I have some consistency with my gen slow down. Put on a sloppy butcher and nurses or pop at least now you get some good delay. Even if you have to work into it. Could maybe put surge or CI in there instead of pop too.

  • Is it though, I mean. Lets be honest the game isnt exactly deep in it's skill skill cap. I feel any player that pays enough attention can get to a "high level" of play, especially as survivor, in a couple days of playing and if they watch a couple yt videos on how to run loops.

    This game has one of the highest transferable video to in-game skill conversions because as long as you know where to run and what loops are strong/safe the only thing left is getting the timing of skill checks down for greats and understanding the little quirks of the killers. But most of the skill involved is in the chase and has little difference fr killer to killer. There's only a couple killers that really even affect the chase game at all.

  • @FriendlyGuy said:

    Adjust gen times accordingly to rank, gg.

    Not a good idea, the idea of increasing gen times regardless of the method is not something much of the community killer or survivor are for. Doing gens is boring.

    Hell I put up an idea that would have helped mitigate the gen rush a little bit(not a lot) and even put a skill aspect into it and people were STILL against it even though it literally didn't increase the time of doing gens. So any direct just straight up time increase is never going to fly with the community

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/941920#Comment_941920

    This would be awesome if solo players had the same info as swf. Would also be cool if they fixed the maps but that's probably gonna take a year or two.

    Yeah I don't have much hope for map reworks or much needed balance issues in the game. Especially since I believe they stated they don't want to balance the game around SWF and just want to bring solos up to SWF strength (similar but not the same)

  • @Aztreonam78 said:

    https://forum.deadbydaylight.com/en/discussion/comment/941905#Comment_941905

    You mentioned that.

    RNG, this is the most annoying aspect of all Hex Perks.

    As I said, it is also annoying for Killers. Playing with 3 perks, Ruin stands but Survivors ignore it completely and repair all gens in a short time.

    Its probably the most unreliable and unstable perk in the game, I don't think it should remain in the game as it is.

    Well that is something we do agree on. Ruin in its current state is a terrible perk, I've had this similar discussion a few times. Hex perks I'm general in the current state of the game are just unreliable.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/941912#Comment_941912

    Sorry just something I noticed for the first time. Let me guess, you're here to complain about swf? If so, why?

    My only complaint is that the game should be balanced around the SWF not the solo player. It's an asymetrical game a 4 v 1. Balancing around the solo experience would be the equivalent of making all the hunters in evolve able to single handedly take on the monster. Not a good design for am asymetrical game


    But nice assumption I guess.

  • @DBD_Pinhead said:

    Having the game balanced around SWF is not balance at all, which is why this purported road map's goal is to somewhere down the line buff killers up to be viable. Of course solo survivors are still higher on the totem pole so we'll see where this lip service goes. But while these changes are going on, apparently there are less and less people willing to put up with the matchmaking and survivor catering on console. Hopefully, they'll have killer players left on console when that time comes but I wouldn't hold my breath.

    Again asymetrical, saying balancing around swf is not balance at all is pretty ridiculous. Asymetrical means you are SUPPOSED to be playing as a team against the killer balancing around the SWF experience is the most logical thing to do.

  • @Waffleyumboy said:

    Looking at this thread I notice the age difference between pc killers and console killers.

    Looking at this post I notice the lack of any useful input.

  • Skill checks are absolutely an experience thing I can very consistently hit great skills checks with ruin up so can most high rank survivors.

    Totem spawns are terrible ask any killer what their AVERAGE use they get out of ruin or any hex totem is for that matter and the majority will probably tell you something under a minute.

    Gen tapping is another solution you already mentioned to deal with ruin, so now not only can you negate it by being good at hitting your skill checks you can simply just keep gen tapping.

    Let's add on to the fact that skill checks are completely random and I've had gens go with zero skill checks happening. So if it's happened for me I know it's happened for other people. Ruin and any other hex perk for that matter is a much bigger gamble for the killer than the affect that it gives against survivors. Which is sad considering the state of gen completions in this game

  • @Warlock_2020 said:

    https://forum.deadbydaylight.com/en/discussion/comment/941860#Comment_941860

    LoL, I'm hearing lots of excuses and short comings, but no real tangible arguments here. If you struggle to pressure the map, you are not doing it right. Too many try to pressure the whole map and that is why they fail. If you can't figure out how to properly peel off of a chase at an opportune time, then I'd recommend watching more high tier killers. That's how I learned it.

    I guess this can be chalked up to a difference of opinion. You keep denying map pressure exists, I'll keep pressuring maps with my low tier killer. lol

    Lol dude I'm rank 2 killer pretty sure I know when and where to peel off. indesputable fact you can NOT chase more than one survivor at any given time, you can split off and change targets but that is not chasing two people nore is it "pressure" you're changing one target for another. That is a FACT not an opinion. You can never be at more than ONE generator at ANY given time, that's is a FACT not an opinion, now if you force a 3 gen then you might be able to bounce around fast enough to MITIGATE progress. But you're still only ever at one generator at any given time. Furthermore there are maps where unless you run one of a few specific killers you basically have to give up at least one gen unless you want to spend an absurd amount of time on a god loop, that is a FACT not an opinion.


    In short no, this is not a difference of opinion what I have stated is simply a fact, map pressure does not exist.

  • @Johnny_XMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/941856#Comment_941856

    @MarsAttacks

    I don't wanna toot my own horn, but I am pretty proficient in finding ruin right away 95% of my matches. Mostly due to playing killer alot and learning ruin spawn locations, there is a reason my friends call me a Hex Hunter. xD

    I just go ahead and get it out of the way. Of course if it is one of those cases where it's just hidden really well I will give up on it. It just seems like many players just aren't good with Ruin and they feel as though they need to just give up because they are only giving their position away because often take too long that the killer will find them or they will miss a skill check entirely.

    So for me, it's sort of a gray area. If you are really good at hiding but you can cleanse a couple of totems (at least in the beginning) I'm fine with that. Just do something. This way if they are not good at running the killer than at least they aren't getting in the way of the other players who are actually better having to save them off the hook, constantly.

    Well I mean the vast majority of totem spawns are trash to begin with, the amount of times I've had a totem spawns next to a survivor across the map is absurd.

    Or next to a generator, or literally out in the middle of the map lol.

    It's why I hate hex perks because it's not even high risk high reward for most of them, it's high risk EXTEMELY LOW reward for them lol. Third seal is barely useful because of swf teams, ruin past a certain rank is a non issue same for lullaby, devour would be good if it didn't take 3 hooks to actually get you to the point that it's worth while to run, I RARELY get devour past 2 tokens before it's broken so to me hex perks are probably the worst perks to run as killer. To high risk for too little reward vast majority of the time.

  • @Warlock_2020 said:

    https://forum.deadbydaylight.com/en/discussion/comment/941851#Comment_941851

    You lack map awareness. If you are chasing one survivor for too long, you are losing map pressure. Never be afraid to dip out near a gen being worked on, or when survivor breaks line of sight. Slug a survivor that is near a gen that is close to being done. Move to that gen, kick it, pursue the survivor working on it. Now you have 3 survivors off gens. One laying on the ground, one moving to heal them, one being chased.

    Map pressure is real. You have to pick your area of the map, you can't defend big ones with low movement killers. With Trapper, I isolate an area of the map that has 4-5 gens. I trap the tar out of it and keep pressure up. 90% of the time, it works out with a 3-4k. That 10%, when you get a really good group, likely SWF, you get owned. It happens. I can honestly say I probably hung on too long on some chases during those matches, or did not get creative with trap placement.

    It happens.

    Yeah no, relying on them to run you to a gen is not map pressure, that's called being lucky, and if you're lucky they'll be ballsy and stay on the gen, so then YES you can go for hit. But if they're smart they'll abandon ship a move to a different gen away from the chase. Unless of course it's almost done.


    I already addressed your "abandon chase" comment which you clearly ignored, im quite aware that the longer a chase goes the worse things are for you. That doesn't make my statement any less true.

    Consider me a skeptic but I highly doubt your 3k-4king 90% of your matches as trapper especially against teams with ANY level of competency in the game

  • @Johnny_XMan said:

    My best advise is learn the maps and the totem locations.

    Nowadays I just cleanse ruin if I am in a solo match. Why? Because I don't trust my teammates will touch a gen otherwise. This is in red ranks, so it's not just happening in lower ranks.

    See I'm the opposite, in red ranks I just do gens because they will either so them with me or spend half the match looking for the totem. Besides after a while of going against ruin you get pretty good at hitting great skill checks so the perk is pretty much useless against any competent survivors

  • @BillyAndStu said:

    https://forum.deadbydaylight.com/en/discussion/112258/ive-had-enough-no-more-rift-for-me-no-more-tomes-sick-of-it

    Some of them i agree are obnoxious but really? The botany knowledge one is easy af. Run empathy and botany and thats it. You can see them anywhere in the map and with a good enough med quick its so quick its like having We'll Make It for the duration of the item.

    I wouldn't waste my time man, if he's having trouble with THAT challenge and the flashlight challenge there's not much that can be said to him.

  • @Warlock_2020 said:

    https://forum.deadbydaylight.com/en/discussion/comment/940414#Comment_940414

    If you have not learned how to pressure the map vs toolbox-wielding SWFs by red ranks, you don't belong there. Keys are the only thing I get concerned about at Reds. I'll load Franklin's and hit ready.

    Lol pressure the map. There is no such thing as map pressure, ESPECIALLY on big maps.

    You can only ever be chasing ONE survivor if you're chasing a survivor theres three other ones doing gens, if you abandon chase to "pressure" the map you first have to know which gen they are at and hope you've come at them from an angle that they don't see you and you can get a hit in. Mean while the person you have abandoned if they are ANY good at all will IMMEDIATELY be on a gen repairing.


    So as I said there is no such thing as map pressure.


    Saying pressure the map is like saying chase all four survivors at the same time.

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