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Survivor favortism for ruin undying combo
So we want to solve the problem of survivors having to cleanse up to 5 totems sometimes but the devs conveniently ignore the numerous times both totems are gone in under a minute due to awful totem spawns?
Survivor bias yet again, they've been at this for nearly 5 years they don't just overlook thinks anymore.
Also why were we nerfing the most viable slowdown combo to combat swf's when playing as any killer but freddy, nurse, and spirit? Balancing for green ranks again BHVR? You make sure the end where survivors are weaker which are in the lower ranks is properly balanced, *which you really don't btw because you offer no practical tutorials to teach the newbies how to actually survive and face camping and tunneling is insane down there* but higher ranks where survivors are oppressive and over powered you don't even bother to balance for half the time.
c'mon BHVR if you want to make dbd a party game then do it and go crazy, if you want to make it a competitive game then do it and balance the game. stop sitting in this lukewarm middle ground where you are trying to do both, you have events like with ninja showcasing this game as some spooky but laughing fun party game but wanna make balance changes that go against that by making things weaker and not more fun to use. Yet you don't try to really support competitive play either and make horrible balance changes... sooooo... what's the deal? Make up your mind already
Edit: If you are going to be biased like BHVR and not even address the problem with ruin undying functionality pre and post nerf which was it still being able to be found at terrible totem spawns and cleansed under a minute, then don't bother to post here, the ignorance is annoying to read
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using ruin/undying as base for your "survivor bias" argument isn't convincing. everyone knew that ######### was disgusting.
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Honestly I have found if undying goes, ruin goes within the minute as well; or both stay up like almost all game.
So I've started just running ruin and pop instead of undying.
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As much as I think there is a survivor bias when it comes to devs (Original Ruin Nerf, Pop Nerf, Breakable Walls that shouldn't exist, Nerfing Mori's before Keys and not at the same time), Undying was a big problem for solo players against high mobility killers like Spirit, Billy, Freddy, Blight and Onii-Chan. It needed to change, it just made the games more miserable than ever and would have resulted in people just leaving the game after getting frustrated.
What we have now is better overall and don't forget that DS is going to be nerfed in the next patch so survivors can't abuse it any more and OoO is getting looked at to be more fair for killers. The problem with the devs, I think anyways, is that they're just soooooooooo slow to do anything to the killer side. Poor Trapper has been waiting forever to get 3 bags as base-kit and it doesn't seem like its going to happen any time soon.
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Honestly, the combination was FAR too strong. If the survivors had bad luck, they would find themselves cleansing all five totems on a map with good totem locations, making them waste SO much time.
It was too good and it's now in a better place. They just need to fix totem placements and make them harder to find, since it's ridiculous to have a totem next to a generator, or in the middle of nowhere clearly visible.
There are games where my ruin stays up, because the totem placements are good, it's sadly just down to RNG how long it will stay up for.
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No one here yet actually answered my question as to why the devs wanted to address what made the combo so strong yet conveniently no one speaks on why it also can be so weak, great to see even the comments have the unbiasedness of a twitter raver.
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You know totems perks are meant to be risk reward right? You bring the best slowdown perk in the game(ruin) and if it goes down early well that’s the risk of bringing it
undying gave you pretty much no risk and all the reward
ow it’s a second chance for your totem like it should have been
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To be fair most of your responses were from killer players.
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That argument is old and tired, risk reward isn't supposed to be survivors just stumbling upon the totem at spawn or heading to a gen and seeing it RIGHT next to the gen, they should have to use effort to look for it which is hardly ever the case.
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Because sometimes/often it was far too oppressive and everyone survivor would stop playing if that ######### was allowed to continue. Does that address why they didn't care that 1 in 6 games it did you no good?
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Killer players that can't seem to see how BHVR ignored the whole other aspect of why totems are awful and inconsistent, they also completely forgot that ruin undying made low tier killers stand an actual chance against swf's
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where did you get that metric from? I have plenty of games then and now where it was gone in less than a minute flat. But go ahead keep being biased and ignoring my entire point
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Listen, I never had any problem with ruin undying combo. I am a survivor main but I honestly think hex perks should be really strong. Also, I run small game in most of my build to counter, you guessed it hex totems. I also ran it cause I hate trapper and hag a lot lol.
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Undying was good even if it protected your totem once, it was OP if that protection lasted 5 times.
The only thing they messed up was not replacing the aura reading with something useful/better as that part of the perk is almost useless.
i honestly think they need to switch TOTH and undyings effects and rework TOTH to be a tracking perk much like old undying was and undying as a stalling perk so it has an effect at least related to what it does.
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Ruin isn't even that effective, it's just convenient because it doesn't require you to kick gens, but the actual regression on it is awful if you can't actually get all the survivors away from a gen. Base regression is 1/4 of a survivors repair speed, so Ruin is half. For every 10 seconds of regression, it only takes one survivor 5 seconds to negate it.
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Most of my games it stayed up most of the time despite myself running perks dedicated to finding totems. But go ahead and keep being biased with your experience that doesn’t reflect the vast majority of players when ruin undying was meta.
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Good suggestion, if they actually gave the perk better totem defense and awareness like TOTH then there wouldn't be as much of a problem besides awful totem spawns, i feel totem perks will always be inconsistent until they fix totem spawns
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New ruin is amazing and the regression works well enough, you are rewarded for applying pressure and don't need to bother playing with an archaic game mechanic that does nearly nothing and wastes time.
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I'm not saying it SHOULDN'T have been nerfed, i'm saying it SHOULD have been changed in other ways that made it more CONSISTENT to use. But again, you can't see past the veil of only survivor problems so why am I trying to reason with you?
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I wasn't talking about the alert that TOTH has just the stalling bit, in my eyes the reworks would be like this.
Hex: Undying: When another hex totem is cleansed it replaces this totem and keeps all of its tokens. For each totem in the trial cleansing speed is reduced by 5/10/15 %. (21s)
Hex: Thrill Of The Hunt: While this hex is active when a survivor is within 5 meters of any totem their aura is revealed for 2/4/6 seconds. When a survivor cleanses any totem their aura is revealed once more for 10 seconds. As long as this Hex persists gain 50% more bloodpoints in the hunter category.
Undying should simply be for keeping your totem alive as long as possible but i don't think it needs to alert the killer when it is being cleansed, i actually don't like that aspect of TOTH so i think replacing it with pure aura reading even for hexs would make this perk worth running and better at defending totem/finding survivors.
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I do think aura reading on hex's for undying should come back, especially since they wanted to try and gut the perk
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Ruin/Undying was not oppressive the way it was before. As a survivor, totems are a secondary objective. Personally I ignored ruin/undying unless the killer was getting substantial pressure and the team wasn't getting gens done. I treat devour hope the same, once I see it activate i stop gens and hunt for the totem. The original undying design was not oppressive it just increased the priority of totems. Now survivors ignore all dull totems and do gens.
The nerf I thought made sense was getting rid entirely of the aura around totems. If you want to know when a survivor is cleansing a totem then run thrill of the hunt.
But imo they need to nerf swf. One of the ideas i like best is -% action speed based on number of ppl in the group. Since they nerfed undying the gens have been flying. I've noticed this on both killer and survivor sides. I play survivor at red ranks and killer at purple. honestly, i won't play killer except to get challenges done though just b/c survivors are generally ######### in swf since i hit like rank 10. Ruin is usually gone in the first minute and 2-3 gens get done before i get my first hook. sometimes i can get 2 hooks in. This is probably why as a red rank survivor i'm seeing mainly nurse and spirit killers only the last couple weeks. every so often i see a billy, bubba, or freddy.
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Says the survivors main who obviously had a bias to want it gutted with nothing to keep it viable, but you know run your 4 crutch perks and complain how they need to remain unchanged and that they are "fair"
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Thank god it's gone. I'll be biased like Behaviour if that's what it means.
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They are nerfing ds into the ground also. If you couldn't see that ruin undying was utterly ridiculous and completely overpowered, you were getting carried by it far too much. I played a few games with it, and I'm like this is stupid mode, I couldn't do it I felt guilty.
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uuuuuhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh
so no matter what you have three perks all game
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Nerfing DS into the ground, how so? the change i saw coming only says if you heal or repair DS deactivates. That makes enough sense to me
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It's such a huge nerf that Noone will use it anymore. Is that not nerfing it in to the ground?
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To be fair, undying doesn't do anything for you either besides giving ruin a second lease on life, so it's essentially using three perks as well
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Oh ffs...
Dude, the pendulum of balance swings both ways
Survivor bias my ass.
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The ruin undying combo was never that good. Most of the time you're only affecting a single survivor in Chase meaning you get ruin on one gen. The fact that it was nerfed because finding totems is too hard or needing to do all of them was difficult was unwarranted and encouragement for survivor laziness.
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I'll still use it lol it's a strong perk. I honestly don't see its use dropping just b/c it deactivates after you are not in chase and able to heal and start doing gen work again.
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Does it though? I thought totem cleansing was most consistent with swf... If anything it should lessen the chance of it being effective long enough to win a match against them.
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Oh the devs didn´t ignore it. They made the totem spawns easier to spot. Placing them next to gens or on top of a hill.
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says the killer main who lost his precious crutch build :( feelsbad.
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Its pretty useless. How often do you get straight up knocked down right off the hook? 1 in 20? Might start happening more when killers play more like douches because Noone is running ds anymore though.
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Survivors got it ez mode, have you never played swf? You have 4 people against underpowered "killers" where you put them against the clock not you against the clock
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And killers have it way easier than it's ever been but you still complain.
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You have to be kidding.
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Easier or more fair? Mad you can't loop as many unmindgameable tiles for 3 gens anymore? Mad about no more god windows? Mad the devs are looking at your numerous crutch perks and making them fair?
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Nope, killer has been easier than its ever been.
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I don't really care about god windows, I rarely use them anyway and only did if the killer was playing like an #########.
And where the hell did you get me being mad that I can't loop certain tiles? That doesn't matter when bloodlust exist.
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What is exactly easier? 3 gens completed by the first hook?
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Ruin undying was even more unfun to deal with than DS/UB, while the combo could be destroyed instantly due to RNG it could also become a free win due to RNG.
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Nah indoor map totems and saloon totems actually have good spawns the problem is the outdoor map totems are usually trash unless its a huge map like red forest not to mention the devs started putting cooldowns on hex perks which makes no sense imo
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