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To address people defending ruin changes.
- The PTB is a bad place to test balance, people aren’t playing legit and are either testing things or using ultra rare stuff since they don’t lose it. It’s purpose is to find and squish bugs before release, which it even rarely can do that.
- Ruin is ok with surveillance until it is broken, whether it is useful enough is TBD
- Killers before this nerf could do fine without ruin, however most are either playing a viable killer, sweating their butt of to win, or they got low rank survivors out of chance because the ranking system is a joke. In 90% of these situations, the killer isn’t having the most fun time, either playing the same killers over and over, or stressing out the entire game.
- The change in the end might not be bad but the survivor bias in this entire mid chapter patch is very concerning for the future of the killer playerbase. The killers that don’t want to play the meta killers or sweat all day to 4K will either be forced to play sweater every game, or be forced off of the killer role.
- The things that will force them off are either going to be escaping the stress or high queue times at the low ranks, killer queues at brown rank are already 10min plus, if more killers get deranked to lower ranks queues will only get worse.
Those are the things that I have seen people defend ruin changes with and why in the end they will guaranteed not help the game in the long run.
Comments
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I feel people aren't as much upset/mad about ruin getting changed, but are more upset with the fact that the actual issue of why it was being used so often did not get addressed in anyway. I really can't begin to understand how they came to conclude that the frequency of Ruin was caused by killers wanting their gatekeeper emblem to be a higher tier.
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a lot of people fail to realize that ruin was necessary for playing on big maps like ormond. especially as a slow killer
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The fact they cited that is beyond absurd. I cannot grasp the logic there. How could people possibly have so little understanding of their own game. I will say why because it seems someone has to. Killers run Ruin so they have enough time to win the game and so the survivors don't all leave in 5 minutes.
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My problem at the moment is gen speed, as well as ruin to be a viable perk, you have to use a second perk slot. That just shows how much it's dropped.
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The issue though is that we're in a situation that a perk like ruin, which effectively isn't you playing better, but in actuality is a coin flip on whether or not it's found, is the most impactful perk in the game. Games based on skill of any measure should not be decided on a coin toss. That's not to say that a perk like ruin old or new SHOULDnt exist. But it definitely shows that killers as a group are in a rough position if their best chances lie in a perk that is effectively an artificial speed reduction that isn't based on their own actions.
I'd love to see more perks like PGTW. Because that at least involves killer interaction and smart play to use it to it's fullest potential. Ruin just.. IS. It's not a skillful play on the killers part. It's not an interesting mixup secret perk to keep survivors on their toes like ARGUABLY every other totem. Ruin is an expected hinderence that people have accepted. Hexes need to function more like a Hearthstone secret. It needs to be a scary surprise to see a totem lit. That usually means shits about to go down. Ruin isn't scary. It's boring.
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a lot of the killer base will probably leave once the ruin nerf goes live. the survivors will feel it in their Q times and the killers they get will tunnel, camp, mori, etc. this will be the outcome for nerfing ruin without addressing the reason why ruin was used to much
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