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Don't you just LOVE it when your hex totems get cleansed 2 seconds into the game??

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Comments

  • NMCKE
    NMCKE Member Posts: 8,243

    Nailed it. 😁

    Yes, you can potentially deactivate any Hex Perk before it activates, but let's be real here, destroying all totems before someone gets cursed is near impossible. I mean if you do, then I recommend you buying a lottery ticket since if you're that lucky to witness that happening... You minus well go all the way.


    By the way, NOED would be buffed as well... Since you don't get cursed until someone is attacked and thus it remains hidden. Pretty cool.

  • mouse0270
    mouse0270 Member Posts: 849
    edited May 2021

    But why do you need so much gen regression in the game? For example, to help prove my point this morning. I played Demodoggy. I've played 9 rounds so far. My build is BBQ, STBFL, Corrupt and Ruin. I usually run BBQ, STBFL, Corrupt and StarStruck. However, I am running ruin and corrupt together because corrupt basically tells me when 2 minutes in the game has passed.

    In 9 of those rounds ruin was cleansed before corrupt ran out twice. In both instances there was a pink map brought. I can't say if the map user is the one who cleansed ruin or not, Those are just the observations I've made this morning. That means out of 9 rounds ruin lasted more than 2 minutes in 7. As a side note I 4k'ed every game I played this morning so far. Though to be fair, I usually 4k a good 80-90% of my games.

    EDIT: At 22 games with 5 games where ruin was cleansed before corrupt ended... So in about 22% of my games... Thats still 78% of games where ruin lasted more than two minutes.

    Now this is way to low of a sample size to draw an accurate representation of how quickly ruin is cleansed, however it is slowly proving my point. Ruin last much longer then people expect in most games. We as human beings tend to focus and remember the negative impacts. So if you play 30 games and ruin got cleansed in the first 2 minutes of the match 5 times... You'll most likely remember those games most often and not the ones where ruined helped you get a 4k at 4 gens.

    So I pose this question to you... What do you want the devs to do? Remove hex perks and let them last 100% of the game... Because ######### NO... I would just never play survivor again if someone could have ruin always up all the time. Do you want them to create better spawns? Because thats what they have done with a lot of the new maps and some of the map reworks (not all, some are still pretty bad). Even if they do this, its only a temporary solution. Better totem spawns only last until players learn totem spawn locations, which takes me maybe 4-5 games to do.

    Post edited by mouse0270 on
  • SpookyPumpkinPiez
    SpookyPumpkinPiez Member Posts: 278

    BRUHHH one time I started a round right infront of a hex. I felt so bad for the killer but I cleansed it right away. Turns out it was haunted ground and we were all downed and hooked. Such a short round

  • onemind
    onemind Member Posts: 3,089

    It's not as common anymore because ha ha gens go Brrrt. But I still die a little when it happens

  • DwightFairfield
    DwightFairfield Member Posts: 1,246

    Just don't get sent to a map with bad totem spawns 4head go to The Game... wait, no that maps bad too.

    All the maps with good totem spawns have god awful pallet spawns.

    Its a lose lose

  • Magikazam
    Magikazam Member Posts: 182

    First, We need ''so much gen regression'' cause our base regression is extremely trash and require us to lose pressure while survivor can stop it so fast with no effort or risk. Our perk (except ruin) requires us to work to get a result from them. That not bad in itself until you realize survivors on the other hand don't have that drawback when they use gen speed/exhaustion perk.

    Take DH as an example. it not bad when you use it to dodge a hit. that up for the killer to try and bait it and that fine. But when you use it to gain distance to make it to the next loop, that just a free 15 second of chase at worst.

    So when the game start, survivor got all pallets up, easy to use perk that can get free time and no pressure from the killer.

    We can't make gen take longer to complete, that make face camping stronger. so we either need to nerf survivor perk like DH to put some requirement that matter or you give killer better base regression.


    It just weird how much survivor got control over the game when the killer is the power role.

  • bibibib8
    bibibib8 Member Posts: 843
  • Pulsar
    Pulsar Member Posts: 20,793

    I was more referring to Ruin, as its the topic of this discussion

  • DemoFrog
    DemoFrog Member Posts: 193

    they should just fix totems so they don't:

    -Spawn in the open next to a tree.

    -In the open in the cornfields.

    -Inside shack in plain view.

    -Directly next to generators.

    -Or directly in the open in general.

  • Nathan13
    Nathan13 Member Posts: 6,714
  • DemoFrog
    DemoFrog Member Posts: 193

    But they're still just sitting in the open for all to see. They're entirely unreliable half the time and they need to fix it.

  • dnj510
    dnj510 Member Posts: 438

    If it glows, it goes.

  • HR_Helios
    HR_Helios Member Posts: 189

    Funniest thing every was on yamoka estate against a blight with ruin undying and both me and my duo spawned on both totems. They popped immediately and the blight dcd. I don't even blame him lmao

  • gibblywibblywoo
    gibblywibblywoo Member Posts: 3,772
    edited May 2021

    Oh yeah, that's a freddy main.

    Jokes aside, thats the risk of the perks. Some maps have incredibly good spawns (mainly badham and the indoors ones) that you striaght up aren't finding without perks or a map. However some, like Mcmillan and Crotus have really bad ones.

    Btw if 4 gens are popping you literally aren't chasing anyone.