Siren
Siren
About
- Username
- Siren
- Joined
- Visits
- 105
- Last Active
Comments
-
At first I thought it was super broken, but after playing a good chunk of games on both sides:
Killer: I started off today around rank 13 getting paired with red ranks and was getting decimated. I'm awful at killer and generally only play for archive stuff. But I'm good enough to steamroll new survivors (sorry noobies) so I think that may be why my games started off the way they did. After a couple of losing games, I started getting paired against greens to browns, sometimes a purple thrown in, but all of the games felt very evenly skill matched and that I had a chance to either 4k or all of the survivors could escape if I messed up too many times.
Survivor: I'm a red rank survivor and started off by getting paired against actual rank 20s when the rest of my teammates were all red rank... Not sure why, as I consistently play survivor and stay up around red ranks the whole time. But either way, after a handful of games the matches started balancing out and again the matches started feeling much more balanced skill wise.
TLDR: I think this system might be working? But as someone else said, it's hard to give solid feedback if we don't know the hows or whys of the system.
-
First: I love DbD and I want to always support it, however. Please, please, please, please listen to the feedback you get from the PTB. The players that take the time time download the test build, sink time into it, and provide feedback from it are among your most dedicated players. There's no reason our feedback should be ignored until the update is released to live and then the public outrage causes you to have to save face. Why should we waste our time on your test build when you ignore our feedback anyway? All of this same feedback listed in this entire thread was given to you already back during the PTB.
UI: I don't mind it, but the survivor portraits are way off. I don't really like the fact that all of the elements have been spread all over the screen, but I'd get used to it. With the survivor portraits, I know that they aren't actually bigger than the old ones, but because they are spread so far apart in their vertical line and they're so far from the actual top/side of the screen, they feel like they take up such a huge chunk of the stream. Moving them closer together and more into the actual corner of the screen would make them much better. I find as a survivor that I don't look at the portraits that much, just a glance when someone gets hooked or to see who all is injured. I look a bit more now that there are hooked tally marks, but with them being so big and close to the center of the screen now, they're so obtrusive to the game.
The full color portraits are weird as well. If they were able to match the cosmetics being worn it would be a different story but I know that would be a huge undertaking. The colored portraits just don't match the "drawed" aesthetic of the rest of the UI. I do love the new injured status appearance though and I'm super happy that bit of feedback from the PTB was taken into account. I feel like if there was better communication with the community about why the portraits were changed, rather than the generic "this is for future things" excuse, it would be much better received.
Animations: I love most of the new animations. I like that the survivors stand up straight when still and are hunched over when walking rather than being hunched over all the time. It feels more realistic. I also really like the recovering and crawling animations, although I am a bit sad that I can't spin around in circles when downed anymore. The running while injured animation feels awful though. It reminds me of bugs scuttling around and not an injured person trying to move quickly.
Most importantly though: the hitboxes are so horribly broken. I know you know, but I'm going to repeat it. I was not one to complain about bad hits before, but with this update the hitboxes are so bad that I've been hit consistently in every game with about 2 or 3 survivor lengths between me and the killer. Every hit feels bad and they feel like they're coming from so far away. I just want to play and enjoy the new archive challenges and I just can't because there's no running from killers at the moment.
-
@Waffleyumboy said:
Apparently ranking up is just going to be a devotion that affects your matchmaking. They will probably say devotion rewards are enough.
Ranking will have 0 effect on matchmaking after they push the change through, as they stated in the blog post, no matter how high you climb or how low your rank drops.
-
It's not toxic. But people don't do it very often in games so the killers never expect it, so it is extremely frustrating to them when multiple hooks are sabo-ed. I tried to only do 3 hooks per game, but that's just my personal preference.
-
@illusion said:
https://forum.deadbydaylight.com/en/discussion/comment/1022822#Comment_1022822
Yes, you have to use your brain to play killer and make smart decisions. Sorry.That sounds like an insult, otherwise why would you apologize to me?
Now, i know that most popular streamers, that play killer, have not claimed that the new Ruin is very powerful, in fact it is just the opposite. They generally feel that it is weak and should not be a hex perk. Of course the survivor main streamers are in favor of it, but those with any amount of objectivity can see that it is a poorly implemented change. And of course the devs are going to defend it, so their comments are not worth much. It was clear that was what you were going by when making your comments. You were just restating what they said, as if it was a valid point. It wasn't when they said it, and it isn't when you repeat it. The devs don't understand the problem, so neither do you.
You can claim to have talked to anyone you want, it doesn't mean anything. The fact that you claim that they all think it works well, just makes your claims even that much harder to believe.
Also, if you know how a game works in DbD, you'll know that survivors generally spawn together and generally do gens together. It is very rare that you would find each survivor individually on a gen.They spawn together with offerings. They might do the first gen together, which will often get the gen completed before the killer even gets to that side of the map, which is certainly not a good thing for justifying the new Ruin. Even then they get scattered pretty quickly once the killer finds them. Besides, with out the old ruin slowing things down, and map pressure being a bigger issue, it makes more sense for survivors to be on different gens on opposite sides of the map. If you actually played killer, you would have noticed that. A single survivor can finish a gen on their own in a little over a minute. Even with the travel time between gens, they can be done very quickly by decent solo survivors. With coordinated swf groups it goes ridiculously fast.
You claim it is very powerful now. Prove it. You claim to have experienced it first hand, and that you know how to control the map to be in the right place. Show us how powerful it is, rather than constantly using survivor main talking points and making baseless claims. I'm not a killer main. I was a survivor main, now i play both. I'm open minded. Show me how powerful it it is against good survivors.
Sure, the killers I've spoken to in game must be delusional then and feeding me false info. We can run with that. I don't care if you believe me or not, cause I know what I'm saying is true. The fact that you're demanding such hard evidence with no consideration that it may be true, shows you probably won't change your mind no matter what I say or show.
Yes, how well Ruin works now is situational. It always has been, there's many factors to it. It's the same between the old and new. There's many situational factors to how all games will go.
You don't need an offering to spawn together. All 4 most likely won't spawn together, but more often than not I always spawn with at least 2 other survivors right around me. I don't know if you'd consider that something that should be changed or not to where the survivors always spawn separately from each other. Personally I think it's easier to know that I probably have to head to the gens farthest away from me first, as that's where they'll probably be, together.
SWF is a whole different ball game that the devs still need to look into for some kind of nerfing. A good SWF team will run around even the best killers in the game.
I have stated before, I don't have Ruin as a perk on killer so I have never used it. I've never cared what they did to Ruin, I learned how to play without it as a crutch to my game play, therefore I would have to record every single survivor game I play until I came across a killer using it and I honestly can't be bothered, because as stated before, some games the ruin is gone instantly and it's useless. Some games, the killer just doesn't apply a lot of gen pressure. Some games, you get completely slaughtered by the killer because they're good at gen pressure, with or without Ruin.
Besides, you don't need this "hard evidence" from me. You can go play your own games, you can go watch streams. I'm not bothering to provide you with info you can gather yourself. It'll probably be ignored anyway.
-
@illusion said:
https://forum.deadbydaylight.com/en/discussion/comment/1022396#Comment_1022396
Yeah, I'm glad you read about it and listened to streamers, though that is irrelevant. I love how survivors keep referring to it working well with surveillance (I guess I know what you've been reading), while ignoring the fact that Ruin is a hex that can be removed very early, and surveillance on it's own is not that great.
There are 4 survivors who can all do gens separately very quickly, especially with toolboxes. There is no way to be in the right spots for 4 different people.
I love the gatekeeper reference. More talking points from the devs. Clearly you do more reading of the one side of the coin. That is not what concerned people, and it certainly doesn't "fix the map issues".
I know my limitations as survivor, and as killer, very well. My ego is not tied up in the game. Insulting how I play the game without having any idea how I actually play, is the sign of a weak argument.
Also, based on your previous posts you are claiming to have skills that you don't actually have, so quit acting like you are an expert, and somehow better than the rest of us. If you want to claim that the new Ruin is powerful, make a video of you playing killer going up against top rank survivors. Show us how you are always in the right place. Until then, it's just talk.
I've asked other killers who run both perks when I come up against them how it's working, and they have always said it works well. I take info from discussion threads in here from regular players, dev posts, survivor main streamers, killer main streamers, and info I gather with questions I ask in the end game chat. I generally take the info outside the forums more to heart, cause the forums are generally the people who only have negative things to say and are blind to any positives.
Also, if you know how a game works in DbD, you'll know that survivors generally spawn together and generally do gens together. It is very rare that you would find each survivor individually on a gen.
I was not insulting how you play the game, I was assuming you'd had no experience with the new ruin. But that's fine, make it personal.
I'm not sure when I claimed to have skills that I don't have...? I have said, I am a purple rank killer who doesn't use ruin. Not red rank, not rank 1. I don't really care to sweat my way into red ranks, they're irrelevant really. I have plenty of games where I fail miserably and all four survivors escape, but it doesn't bother me, cause it's just a game. I rather just have a fun time and try to make the game fun for the survivors as well, a concept that some people seem to have lost sight of, but you're right, insulting someones game play is a sign of a weak argument, so kudos there.
-
@illusion said:
Calm down and learn how to apply gen pressure properly (yes I know, some maps are huge, but that's a map problem, not a perk problem.) Survivors have always brought tool boxes, you're just noticing it more now.Everyone knows that it isn't a perk problem. Clearly you don't pay attention to the actual discussions surrounding the Ruin change. The fact that killers so often used Ruin was a symptom of the underlying problems. The problem with the change is twofold. One, is that nothing was done to change the underlying problems before nerfing the perk. In fact the underlying problems were not even acknowledged by the devs. The second part of the problem is that the change was just poorly thought out. It is not anywhere good enough to be a hex based perk yet remains reliant on a totem that often gets placed right out in the open.
Stop with the "You just have to apply gen pressure" nonsense. People know what they need to do. You can't apply pressure everywhere at the same time. On the large maps you can't even get across the map without one or two gens popping. Gens can be completed far too quickly. Many maps are horrible for killers to try and patrol gens. infinite god loops make it ridiculously easy to evade the killer and waste his/her time, while the gens are worked on by others. SWF teams can just tag in and out on gens so they never suffer any meaningful regression. Repairs are at least twice as fast as the regressions. No other regression perks can be used with the new Ruin.
No, the new Ruin is nowhere near "super powerful". It wouldn't be even if it wasn't totem reliant, but it is, which just makes it useless. The regression is too small compared to how fast they can be repaired.
Again, I have to ask, why is it that only killers have to improve their gameplay? The ruin change was put in place to make the game easier for survivors. Good survivors had no problem completing gens with ruin on them, and could still do them very quickly. If they found the totem along the way, they removed it, otherwise they just powered through. Even I could power through them, and I rarely make great skill checks.
No one minds them changing the perk so that it was less frustrating, if it had been done is a good way, and the underlying issues were addressed, but it wasn't and they weren't.
Trust me, I've paid too much attention. I've read everything. I've listened to the streamers talk about it. With all the info I've gathered, I agree with the side of the coin that it's just average players needing the crutch perk, who now can't stand on their own two feet cause they've either never learned or forgotten how to properly play without it.
Yes, maps are an issue. This has come up time and time again. We all know. There are ways to get around the map issue though, especially with the Gatekeeper emblem change, if you're worried about your emblems and points.
No, you can't apply pressure everywhere, it's about applying pressure at the right spots. Using things such as Surveillance (couples nice with the new Ruin), Discordance, etc. It's called map presence and monitoring. Yes, you have to use your brain to play killer and make smart decisions. Sorry.
Yes, the new Ruin is very strong, I have first hand experience, others have confirmed. Would assume you haven't used it properly yet or are among the masses who aren't even giving it a chance.
Did you miss my whole first half of my original post about how survivors also need to stop bitching and learn how to play well as well? Both sides need to learn how to actually play the game. I won't go over it all again, you can go back and look.
Min maxing perks is how we've arrived at this whole big debacle anyway. Survivors rush through gens, so killers play scummy to win. Killers play scummy, survivors rush gens or DC. Killers complain about survivor perks. Survivors complain about killer perks. It's literally the same old story, every single time.
-
@HazeHound said:
@Siren If you think that by slugging and camping youre going to have huge succes you haven't face survivor with brain it seems.
Red rank survivor, I've seen the success it can have, if you don't cause half the survivors to DC from it.
Purple rank killer, I don't slug/camp/tunnel when I play killer unless a survivor teabags, so I can't vouch from that side either.
-
@Eye66 said:
https://forum.deadbydaylight.com/en/discussion/comment/1022127#Comment_1022127
That's how survivors got all these killer nerfs in the first place, it's heavily encouraged because they listen to it
I include both survivors and killers in my statement. Everyone should learn how to be decent without crutch perks, survivors should learn to do other things such as cleanse totems rather than holding M1 on gens the whole game, and killers should learn how to apply pressure without having to camp/tunnel/slug.
-
@HazeHound Eh, ranks haven't meant anything for so long already. It's easy for killers to get to red ranks by just playing scummy and slugging everyone. And red/purple ranks have been full of crap survivors for a long time as well. Corrupt doesn't really do much but push you towards the killer, it only blocks the three gens farthest from the killer. shrug
As far as the killers go, it seems the Doctor is the newest trend. Which I don't mind right now, as I need to learn how to play against the new changes.
-
@Snitz said:
https://forum.deadbydaylight.com/en/discussion/comment/1022127#Comment_1022127
Except "doing better" is securing hook states, proxy camping, tunneling when you can and slugging.
I mean sure if you play Billy, nurse, spirit, Freddy there's no excuse, but play any other killer and toolboxes are going to lose you the game.
Not really. I play Legion in red/purple ranks and don't even have Ruin as a perk. I don't camp, slug, or tunnel unless a survivor teabags me and I do just fine. You just have to keep the pressure on and learn how to keep up with mind games to end chases quickly.
-
@Zeidoktor said:
Another thought that occurs to me, if map sizes are an issue and given the changes to the Gatekeeper Emblem, would it be worth simply letting those generators go? Sacrifice a couple generators you can't readily defend anyway, keep an eye on the ones you CAN, and any emblem points lost in the first gens being done can be earned back, if I'm remembering how Gatekeeper was changed correctly (I could easily be wrong there, I didn't look at it as closely as Doctor or Ruin)
That's actually what I do on some maps that have a disadvantage to gen set up. Keep pressure on one end of the map, force them into three gen-ing, sometimes even four gen-ing themselves, and then they're frankly kind of screwed.
-
Hit the nail on the head, Behavior isn't killing their game, people's crappy attitudes are. I've never seen so many people think that the better option to a change is to whine and cry and throw temper tantrums, rather than just saying "well that sucks, but I'll just have to learn to do better." It's super cringey.
-
@Zeidoktor said:
Now I'm beginning to wonder what gen speeds and such were like before the Hag/Hex: Ruin were even introduced.
You know, I've been thinking about that a lot too. What did the killers do back then, just lose all of their games?
-
@HazeHound said:
Truth is this change (ruin) affects only worse players (survivors who wasted time searching for totem and didn't even tried to work through it/ killers who didn't realise how crap ruin is in reality). But this will affect ranking, in one week r1-3 will be full of medium killers who shouldn't even be r8. In two weeks red ranks will be mix of every kind of player like it was back when ranking up was easy.
I'm a bit confused, are you saying the Ruin changes are going to be more beneficial to average players then? I've seen most who think the higher ranks will actually be a better place full of better players now with the change.
Personally, I don't really care much about rank. Any killer get get to rank 1 by playing scummy, but it doesn't mean they're good at the game. Same with survivor.
-
@Nikkiwhat said:
https://forum.deadbydaylight.com/en/discussion/comment/1021900#Comment_1021900
Map balance, Totem placement, matchmaking and certain Killers have/can suffer from the changes to Ruin.
I've been using new Ruin on Pig and I have been loving it. I still have other Killers to test out New Ruin with, that used old Ruin (Plague, Freddy, Trapper, Leatherface, certain Michael Myers builds and Clown)
Yeah there's many different factors that contribute to how the games go, but that hasn't just become a thing with the Ruin change. I can definitely see it working well with all of those killers.
-
@Yung_Slug said:
https://forum.deadbydaylight.com/en/discussion/comment/1021893#Comment_1021893
Exactly my point. They should have fixed the game before they removed Ruin. If maps were balanced, killers wouldn't need it.
I'm still stuck on how you keep saying they removed Ruin. It's not removed. Removed means gone, non existent. They simply changed it. And if you think about it, it does the same exact thing as old Ruin, except it reverts gen progress instead of just slowing it down. You just, you know, actually have to do things as killer to make use of it.
-
@Eye66 said:
Strong because you don't know to just stay on the gen? Why even bother with the totem that regression is still so slow there's no serious penalty for leaving
Or strong because some people know how to play killer and keep survivors off of gens? Do you often have killers that are okay with you just sitting on a gen in front of them? Man I want to play against those.
-
@Eye66 said:
The new ruin is so bad it's not there, anyone saying it's stronger is biased or delusional, come on
False, I've played against it at red ranks and it's still strong. Gens just don't get done if you actually play killer properly. Gens regress at 2 TIMES the normal speed with tier 3. You just want to complain.
-
@Yung_Slug said:
https://forum.deadbydaylight.com/en/discussion/comment/1021810#Comment_1021810
A lot of killers can't patrol gens on the larger maps. If you get azarov's resting place or red forest, survivors could complete the first gen before you can even walk over there.
Again, that's a map issue, not a perk issue.
-
@Yung_Slug said:
https://forum.deadbydaylight.com/en/discussion/comment/1021749#Comment_1021749
But it was, which I think is a problem with the game rather than the players. Ruin definitely should have been changed, but removing it without fixing the game balance was a bad move.
It wasn't removed though... Have you tried actually using it since the change went through? I swear to you, the perk is stronger now. Use it, and patrol your gens, and they will never get done. And as I've said many times now, if it gets cleansed in the beginning, then you're in the same boat as with the old ruin.
-
@Eye66 said:
It's not great, I swear some people defend bhvr's bad balance decisions like they're in an abusive relationship
No, we're just able to look at the bigger picture of the game, or just don't care at all, like most of us with the Ruin change, because the performance of killers should not be based on one single perk, ever.
-
@Lucama said:
https://forum.deadbydaylight.com/en/discussion/comment/1021652#Comment_1021652
Why would people be in an uproar when the issue that Ruin was seen as a temporary fix to, insane gen speeds, were fixed in the same update as a Ruin nerf? I'm sure some people would be upset, no doubt, but without the issue of killers being unable to even get a foot in the game before 3 gens pop far fewer would see this an an ill-conceived change.
Because the player base always throws a fit with any big change? Ruin turned into a crutch perk for average players to help boost them into thinking they were better than average. Even if gen speeds were reduced, with that mindset they would have continued to use Ruin after the nerf and would have still been dependent on it being what it was and being useful, so they would've complained either way.
-
@Lucama said:
Aight, let's break it down:
"Ruin is why people are mad". No, ruin is just the proverbial straw that broke the camel's back. The game has for a while now been getting changes that ignore the killer experience and focus the survivor experience. Ruin was changed because it feels bad for the survivors to go up against, Doctor was changed because he feels bad for survivors to go up against, Spirit, Nurse, Legion, etc. The last two major survivor changes were Insta-heals and BL, insta-heals were the equivalent of if Iri huntress heads were hitscan and BL was overtuned compared to the other exhaustion perks, and created insane/infinite loops on some maps. These were well overdue balance changes.
In the last dev notes even when they tried to talk to the killer experience about Ruin, they missed the mark. Ruin isn't there because "boo hoo muh emblems", you still got silver emblem with Ruin, Ruin was there because it bought that precious few extra seconds in the early game to allow you to set yourself up in the game, to get a down without hearing Ping Ping Ping and seeing that 5 drop to a 2. When talking about Doctor, one of the weakest killers in the game before his rework, the focus was on how it felt for Survivors to go up against him, no mention for the Killer experience of playing Doctor, which was awful.
"They needed to remove Ruin to take a look at gens". No they didn't. Let's not kid ourselves, no they didn't. They might claim that's what it was, but in reality they could pull data for ruin-less games from so many sources, there's been many showcases of how stupid gen speeds are, it's evident to anyone with functioning eyes and a brain that some of the maps are simply too big to be effectively traversed by anyone but Billy, Wraith and maybe Freddy, I would say nurse but without addons she's barely faster than a 115% killer. If they were gonna ship a major change to the only perks available to stem the bleeding that is the insane gen speeds in the early game, the worst idea was to ship it raw with how the game is in its current state.
So your first point. I don't think they worded the doctor changes correctly tbh. These changes were definitely made in the interest of killer players, not survivor. He's much, MUCH stronger now, so to continue being upset over some writing seems a bit silly at this point. I still stand by the point of ruin was such a crutch to most players and they still need to just learn how to play without it. Also, my point of the fact that ruin is still a strong perk, still stands.
Second point, if they wouldn't have changed the perk now, they would've changed it later, after gen speed had been looked at, and most likely people still would have been in an uproar over it. Was a lose lose for them really.
-
Sitting at rank 4/5 atm, queue times are ranging from instant to about 30 seconds at all times of day in the Central timezone for US for survivor. Haven't tested the killer queues yet. Doesn't seem to be a problem for everyone.
-
Don't get me wrong, there are a lot of bugs that I wish they would fix sooner rather than later and matchmaking is still pretty bad, but I'm just tired of seeing the whole "ruin nerf killed the game" thing over and over again.
Also, let's not forget that changing a perk like that could properly allow for generator speeds to be reworked. It's all a process that requires patience and adapting. *Shrug*
-
@Carlosylu said:
https://forum.deadbydaylight.com/en/discussion/comment/1020837#Comment_1020837
It's not just you, and as I can see you played against him, try using him...
http://30.media.tumblr.com/tumblr_lqkkt2owfS1r0p9wno1_250.gif
"I'm not The Doctor, I'm the Flash"
Lol, unfortunately I don't own him or I'd give him a shot, but it's good to know I'm not going crazy.
-
Oh good, it's not just me that thinks he's super fast now. I thought maybe I was just imagining it, but I feel like he just gains on you super fast. Even if you see him coming at a distance and start running, within a few seconds he's just already on you.
-
I'm seeing a lot of people saying they had longer survivor queue times, but I've had the complete opposite with almost instant queues as a survivor? Games have been about the same. Killers might be a tad bit more aggressive, but it's manageable.
Matchmaking is indeed still broken, poor baby killers getting rank 4/5 survivors, that should be something that's a priority fix tbh.
Killer hasn't changed for me, I've never needed the ruin crutch to "win" as killer, won't need it now.
I've actually had a few games lost because of ruin. If you can't find that totem, and the killer knows how to apply gen pressure, you're actually screwed. If survivors find the totem, well, you're just in the same boat as before with the old ruin when it was cleansed early. This ruin is actually much stronger than the old ruin, I love it.
-
@anormalman said:
Nice Survivor biased question
I specifically said in my original post that I wanted both survivor and killer perk builds and there have been so many people posting their killer builds.
-
Mangled means it will take longer for the survivor to be healed. Exhausted means if they are running any exhaustion perks (balanced landing, sprint burst, head on, adrenaline, etc.) then those perks won't be able to activate and be used.
-
@monstermaster42 said:
https://forum.deadbydaylight.com/en/discussion/comment/987955#Comment_987955
There was a supposed leaked killer power emblem on Imgur i think, it does look like a Siren or a Banshee of some sort, and with the info from the rift about a new killer being a female who lured and killed men i immediately thought Siren lol
ohhhh I had not heard about that! That would be super cool. I could imagine some kind of siren song ability that would maybe work something like the Clown's gas or the Doctor's shock.
-
@monstermaster42 I kinda doubt it, lol. I'm not sure how that would work, though it would be cool! Siren is just what I've been known by for years :P
-
Survivor: I'm not the greatest with chases. Sometimes the stars align and there's enough pallets and windows set up that I recognize a decent loop and can run the killer for awhile. But generally, I'm good at not getting found by the killer till the end of the game when there is no more pallets left so I don't get much practice at actually looping the killer. I suppose the solution to this would be to purposefully put myself into chases to practice, but meh.
Killer: I get super frustrated when a survivor infinite loops me and it carries into the rest of my game, and I just get more and more angry with every little thing a survivor does to try to survive. I need to learn to relax and just enjoy the game.
-
I've run this outfit on Kate for awhile now. I like the default shirt over the biker jacket cause it shows off her tattoos. I also like the hair cause it's the same style as mine IRL, :P
-
I don't ever use it. Yeah there's always those times when you have a ######### tunneling killer, but more often than not the killer is just making use of the situation of the game. If you don't want to get downed so quickly in a row, don't farm people and remove yourself from the area once you've been saved if the killer is there.
-
Do you mean their ratings from their player base or their actually business ratings?
Because Behavior is actually an award winning company. You can see it all on their website, so business rating wise they're pretty good.
What the player base will tell you is probably entirely different, but any opinion given by the player base should be taken with a grain of salt really lol
-
@myers_obsession The nodes are all the master challenges, and those are usually the ones that have the lore attached to them, if they continue the trend from the first tome.
@YaiPa The problem with that is these characters span across three different chapters, so that wouldn't work. Putting the specific characters on sale would work better.
-
@Fibijean said:
That's understandable. Personally, I think it would be best to have the characters unlocked temporarily for the duration of the Rift, so that everyone is on a level playing field.
I have all the characters so it's not an issue for me personally, but I imagine that even though you don't need to do those challenges to get to the epilogue and even though the Tome isn't time-limited so technically you can unlock the lore whenever you want later on (after acquiring the relevant characters), it still sucks to feel excluded. Not to mention there's 2+ tiers worth of Rift progress in the four character-based challenges alone.
Or maybe they could put them at a discounted price, both for auric cells and the shards. And yeah, now that I know I'll need those characters, I'll start saving up my shards to purchase them, but it will take awhile to do that and I won't be able to complete those challenges for awhile. And I know I could always look up the lore bits online but that feels super cheap to me. I would rather accomplish getting them myself.
-
@myers_obsession said:
You can still go through the archive without the chars. the chars are not in the way to get to the epilouge. You need to play more to get the 70 levels.
From my first post: " I understand that you would not have to complete these nodes to "finish" the tome, but I'm sure they'll have the pieces of lore attached to them, and I kinda feel like the lore is the most important part of the tomes?"
-
Also to add, and a bit for the elephant in the room, I understand Behavior is obviously trying to use the archives/rift to get money out of their players, it's a business move, but it would be nice to see it at least 50/50 for those of us in the community who enjoy playing the game but are poor souls.
-
@Nobody95 said:
https://forum.deadbydaylight.com/en/discussion/comment/969401#Comment_969401
It will be of little use because people currently prefer to do "gens before friends" not forgetting the premades that will communicate so that the generator does not lower
I disagree, I see more often people stop gens to get people off of hooks. It's more beneficial to keep your teammates in the game.
-
@Hex_KillerMainBTW said:
https://forum.deadbydaylight.com/en/discussion/comment/969401#Comment_969401
So, basically you can't use surge for extra regression unless someone is injured on the gen and you down them with an M1. So all they have to do is get off the gen, and surge doesn't count for it. Second question is do you even get brutality points for it..lol. I was hoping it would be a saving grace for surge to combo with it. But I suppose thrilling tremors is what you'll need.
I'm not sure actually. It may cancel it out, or it may stack with it. The only way to know is by testing it on PTB tomorrow.
-
@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/969191#Comment_969191
Ive got mixed feelings. On one end, its good to not rely on something that is a gamble. On another end... Seeing perks get completely buried by a nerf only serves to minimize build choices as well as alienate killer players that currently DO use it. Its unlikely that alot of people are gonna wanna queue up anymore when theyre currently stuck at red ranks and new rank reset would make it several months before they can get to a comfortable "non-ruin" lvl so they can get use to playing without it.
I play at red/purple ranks and have never used Ruin so. I don't want to sound rude to anyone, but being a good killer is more about relying on your own skills than perks. So if you truly cannot contend at higher ranks without ruin, maybe you don't belong there, I don't know.
-
@Kagari_Leha said:
https://forum.deadbydaylight.com/en/discussion/comment/969144#Comment_969144
Ah f-
Does it mean Surveillance will work all the time while Ruin is active ???
Yes, a dev has already said it combos with it extremely well.
-
@Hex_KillerMainBTW said:
https://forum.deadbydaylight.com/en/discussion/comment/969231#Comment_969231
That is literally my question. Is it regressing normally (like a kick) or is it just a passive regression...these are questions that need answering. Because if it's passive, surge could combo well with it
From what Peanit has said, it is a passive regress. Meaning: A survivor is working on a gen, and then stops to go save someone on a hook. As soon as that survivor lets go of the gen, the gen itself will start regressing without being kicked. It is a passive regress, so you will not have to take the time to kick the gen.
-
@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/969133#Comment_969133
I actually missed that part myself when I first read it. Peanits gave a decent idea with using it with survallence. You could do a lap around the map with Billy to scare survivors off the gens, then know which ones theyre on. Would be similar to discordance, but youd know which gens have even 1 person on them. Big downside is Pop would probably be useless until Ruin is broken.
I can see it also being paired well with Thana as long as you're putting on good map pressure and keeping survivors injured.
But I'll be honest, I don't really care at all about ruin, I don't ever use it in my killer builds, I would rather rely on my skills with map pressure than one silly perk that can be destroyed in the first 30 seconds of the game. I also prefer perks that make chases more in favor of myself, such as Enduring.
-
@HellDescent said:
Also they said "if a Generator is not being worked on, it regresses at [1/1.5/2] times the normal regression rate." 2x0 is still a zero until the gen is kicked, since there is no regression unless the gens are damaged.
The devs have responded saying you WON'T need to kick the gens, they will automatically regress themselves once a survivor stops working on it.
-
@S_Panda said:
https://forum.deadbydaylight.com/en/discussion/comment/968980#Comment_968980
Supposedly it either will once you stop working on the generator, or you'll see the sparks right away even though the killer kicked it. Therefore you'll know when it matters - when you're the 1 survivor out of 4 being chased off 1 generator.
Did you get than info from a dev or form someone assuming? I wouldn't take any info as true until we see it for ourselves on the PTB.
-
I would like to see if Ruin will still give you the hex notification as before. I think it would be more beneficial if it was like Devour Hope where you didn't get that notification till later in the game, once you've hit exposed. Survivors don't think to look for totems unless that red mark is on their screen.
Other than that, I'm interested to see how it will fit into the game now with other perks. It seems to me it may flow better with other perks than this one. People are too quick to complain about it because they've become so reliant on it rather than learning how to properly pressure the various maps.
