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Take Ruin off a Totem

Wraff
Wraff Member Posts: 162

Its basically worthless at Red Ranks. So just take the thing off a totems.

Survivors: No! Its so powerful and what about lower ranks!

You'll get over it and learn to get better at skill checks

Comments

  • PinkEricka
    PinkEricka Member Posts: 1,042
    Nah, that’s would be unnecessary. Survivors just need a second objective. Maybe equip something else other than a hex?
  • PinkEricka
    PinkEricka Member Posts: 1,042
    Wraff said:

    @PinkEricka said:
    Nah, that’s would be unnecessary. Survivors just need a second objective. Maybe equip something else other than a hex?

    I do and Gens are done within less then 3 minutes. This Heal nerf was the Dev's to 'solve the speed of the game'. Figures that not actually addressing the issue directly wouldnt work.

    @Wraff They are planning to add more objectives. lol the healing nerf wasn’t the solution...
  • PinkEricka
    PinkEricka Member Posts: 1,042

    I love the survivor reply "Nah, we like it the way it is. Just stop using it(we like that even more!)"

    The thing is Ruin isn't that intimidating. I used to be intimidated by it when I played survivor now not so much. I just power through. Even so leaving it as is AND taking it off of a hex might be a bit much. Maybe it's power should be linked to how many gens there are left. Either it starts strong and gets weaker the more gens they do or it starts weak and gets stronger the fewer gens are left. Or just make it's effect not quite as intense.

    @ZombieGenesis They are adding more objectives to the game to try and fix gen rushing. 

    Strong how? If the skill checks were any littler, it’ll be almost impossible to hit them.
  • DeadByFlashlight
    DeadByFlashlight Member Posts: 1,642

    I think this fits pretty well in here:

    https://www.youtube.com/watch?time_continue=67&amp=&v=rJqFxk8U0OY

    and the devs reaction to it:

    https://clips.twitch.tv/PluckyEagerAlfalfa4Head

    That was 7 months ago, nothing has changed so far

  • GrannyonAcid
    GrannyonAcid Member Posts: 476

    Yeah. I hate everything about ruin. I run it just because if you don't... The game doesn't last long enough to really have a chance. But it'd be great to see ruin reworked. Maybe just make it so the ruin effect lasts 3 minutes into the game then disables itself. Really wish there was a way they would rework the whole thing. I hate playing against it and I feel bad using it.

  • This content has been removed.
  • Condorloco_26
    Condorloco_26 Member Posts: 1,714

    I honestly would recomend you to not even bother with Ruin anymore. To make it slightly more effective you can throw in Jigsaw or Yamaoka offerings, but I think it's too much of a waste of a Perk slot, and an offering one.

    None of my killers have Ruin in their loadouts. Make your choice, Bitter murmur are incredibly useful in the red ranks IMHO, if you want to try them instead.

  • Chrona
    Chrona Member Posts: 245

    @ZombieGenesis said:
    I love the survivor reply "Nah, we like it the way it is. Just stop using it(we like that even more!)"

    The thing is Ruin isn't that intimidating. I used to be intimidated by it when I played survivor now not so much. I just power through. Even so leaving it as is AND taking it off of a hex might be a bit much. Maybe it's power should be linked to how many gens there are left. Either it starts strong and gets weaker the more gens they do or it starts weak and gets stronger the fewer gens are left. Or just make it's effect not quite as intense.

    The problem I have with ruin isn't that it's a hex, that it effects everyone, etc etc etc. I have one issue: skill checks can trigger while the generator is still in that 3-second no progress phase. Meaning it can very easily snowball and get 3 skillcheck back to back and undo literally all your progress.

    Honestly, if they made it just so that another skillcheck couldn't trigger while the progression is stopped from the ruin effect, that would solve most of my issues with it.

    Though having it scale its power to how many generators are left is an interesting idea.

  • Blueberry
    Blueberry Member Posts: 13,671
    edited October 2018

    @DeadByFlashlight said:
    I think this fits pretty well in here:

    https://www.youtube.com/watch?time_continue=67&amp=&v=rJqFxk8U0OY

    and the devs reaction to it:

    https://clips.twitch.tv/PluckyEagerAlfalfa4Head

    That was 7 months ago, nothing has changed so far

    That clip is exactly why I lost faith in the devs, especially the work he puts in. Admits the game isn't balanced and just doesn't want to do anything about it. He could've at least lost the sarcasm/smug attitude and responded in a productive manner that shows they are trying to fix the problems instead of an essential shoulder shrug/whatever attitude. Not good PR at all.

  • Dreamnomad
    Dreamnomad Member Posts: 3,965

    @Wraff said:
    Its basically worthless at Red Ranks. So just take the thing off a totems.

    Survivors: No! Its so powerful and what about lower ranks!

    You'll get over it and learn to get better at skill checks

    How about not. Good talk.

  • DarkWo1f997
    DarkWo1f997 Member Posts: 1,532
    Wraff said:

    @PinkEricka said:
    Nah, that’s would be unnecessary. Survivors just need a second objective. Maybe equip something else other than a hex?

    I do and Gens are done within less then 3 minutes. This Heal nerf was the Dev's to 'solve the speed of the game'. Figures that not actually addressing the issue directly wouldnt work.

    Ever since the patch dropped I’ve noticed that my matches last significantly longer. Equip whispers and keep up the pressure during your patrols. It really does work wonders. 
  • Wraff
    Wraff Member Posts: 162

    @PinkEricka said:
    LMAO. Y’all would rather go through my comments voting “LOL’S” when y’all have yet to contradict me on what I’ve said.

    Thats just classic. 

    Increasing the healing time wasn’t meant to solve the speed of the game, they specifically said they plan on adding a second objective to help out with that but y’all continue to sit up and whine about it.

    To be fair. They "Plan" a lot of things. Fixing the Hatch, Buffing Freddy, and the DS rework. None of which has shown any progress

  • PinkEricka
    PinkEricka Member Posts: 1,042
    edited October 2018
    Wraff said:

    @PinkEricka said:
    LMAO. Y’all would rather go through my comments voting “LOL’S” when y’all have yet to contradict me on what I’ve said.

    Thats just classic. 

    Increasing the healing time wasn’t meant to solve the speed of the game, they specifically said they plan on adding a second objective to help out with that but y’all continue to sit up and whine about it.

    To be fair. They "Plan" a lot of things. Fixing the Hatch, Buffing Freddy, and the DS rework. None of which has shown any progress

    @Wraff The DS rework was planned to make it to this patch but the results were unsatisiying. They’re trying their best to make it balanced.

    However, for the hatch, I honestly see no type of fix. I’ve thought of everything and looked at everyone’s ideas on it and I see no type of balanced outcome for it. Hatch rework is gonna have to take play on one sided favor whenever they like it or not. Freddy buff is coming soon too.

    Maybe live up to the word “patient”.
  • This content has been removed.
  • brokedownpalace
    brokedownpalace Member Posts: 8,813
    How about this? No longer a hex..

    0 or 1 gen complete - Ruin is active for all 4 players

    2 gens complete - Active for 3 players

    3 gens complete - Active for 2 players

    4 gens complete - Active for 1 player

    The tiers would instead alter how much extra progress is lost for missed skill checks and how much is lost for non-great skill checks. Which player is no longer affected after each gen is random, but it will NOT be a player in the dying state or on a hook. If one of the affected players dies, it doesn't jump to someone new. If they DC, it does jump to someone new.
  • brokedownpalace
    brokedownpalace Member Posts: 8,813
    Ohh OR 3/4/5 gens are affected by Ruin at the start of the trial. They remain affected the whole trial. When completed, new ones don't become affected.
  • Wraff
    Wraff Member Posts: 162

    @brokedownpalace said:
    How about this? No longer a hex..

    0 or 1 gen complete - Ruin is active for all 4 players

    2 gens complete - Active for 3 players

    3 gens complete - Active for 2 players

    4 gens complete - Active for 1 player

    The tiers would instead alter how much extra progress is lost for missed skill checks and how much is lost for non-great skill checks. Which player is no longer affected after each gen is random, but it will NOT be a player in the dying state or on a hook. If one of the affected players dies, it doesn't jump to someone new. If they DC, it does jump to someone new.

    Why would it get weaker the more gens they complete?

  • brokedownpalace
    brokedownpalace Member Posts: 8,813
    edited October 2018
    Wraff said:

    @brokedownpalace said:
    How about this? No longer a hex..

    0 or 1 gen complete - Ruin is active for all 4 players

    2 gens complete - Active for 3 players

    3 gens complete - Active for 2 players

    4 gens complete - Active for 1 player

    The tiers would instead alter how much extra progress is lost for missed skill checks and how much is lost for non-great skill checks. Which player is no longer affected after each gen is random, but it will NOT be a player in the dying state or on a hook. If one of the affected players dies, it doesn't jump to someone new. If they DC, it does jump to someone new.

    Why would it get weaker the more gens they complete?

    Because it would be too strong otherwise. So you prefer it possibly getting cleansed two seconds into the match instead?

    This would last the whole game. You could possibly sacrifice or kill one of the survivors not affected so it lasts longer. It makes the early game guaranteed to give you more time to find and hook survivors rather than the possibility that it literally never affects the survivors at all because it was immediately cleansed.
  • redsopine1
    redsopine1 Member Posts: 1,437
    Ohh OR 3/4/5 gens are affected by Ruin at the start of the trial. They remain affected the whole trial. When completed, new ones don't become affected.
    That would work more with overcharge then ruin
  • Boss
    Boss Member Posts: 13,616

    It would actually be very horrible on low ranks, not just a case of "git gud", it'll be very unfun for them.

  • Seanzu
    Seanzu Member Posts: 7,525

    @Boss said:
    It would actually be very horrible on low ranks, not just a case of "git gud", it'll be very unfun for them.

    Exactly, I'm all for balancing but some people absolutely disregard new players because "they'll just get better" or "they need to get better". If I came into an online game and there was a mechanic that was making it stupidly hard for me to help my teammates out I'd quickly dip as to not ruin their game.

  • Gamzello
    Gamzello Member Posts: 828

    @Wraff said:
    Its basically worthless at Red Ranks. So just take the thing off a totems.

    Survivors: No! Its so powerful and what about lower ranks!

    You'll get over it and learn to get better at skill checks

    Okay, I understand your frustration but...with this new patch gens literally take a bit longer to be than before. With self care taking even longer, esp from 12 to 16 seconds plus sloppy butcher slowly coming into the meta which would take a good 30-40 seconds(?) it would be literally impossible. This seems so unbalanced and broken, and you'll eventually get bored of getting 4 kills every single game. Sure you'll feel unstoppable but eventually it just doesn't even make it challenging at all.

    Not to mention the fact that hitting those skill checks aren't really that easy. Lots of killers would literally add ruin as a "must include this perk" if the case were to ever be like that. Doing gens with ruin on already takes so much time.

    Super unnecessary, keep it as the way it is or make ruin hexes a bit harder to find at least.

  • Tsulan
    Tsulan Member Posts: 15,095
    Boss said:

    It would actually be very horrible on low ranks, not just a case of "git gud", it'll be very unfun for them.

    You mean like encountering 4x DS as low rank killer?
    Why is it ok for one side, but very unfun for the other one? Shouldn't it be equally for both?
  • Boss
    Boss Member Posts: 13,616
    edited October 2018

    @Tsulan said:
    Boss said:

    It would actually be very horrible on low ranks, not just a case of "git gud", it'll be very unfun for them.

    You mean like encountering 4x DS as low rank killer?
    Why is it ok for one side, but very unfun for the other one? Shouldn't it be equally for both?

    Wha-...
    Where did i say both are okay?
    DS is my most despised Perk in the entire game, i have no fun, whoever wields it, whoever i play as.

  • kimukipi
    kimukipi Member Posts: 137

    The best solution I heard yet was that survivors will start trial with -25% decreased action speed and every positive action like completing a gen, breaking a totem, hiding in terror radius, breaking chase etc would grant a +5% action speed increase to all the survivors and it has no limits. Meaning survivors potentially can gain action speed of 120 or 130% etc towards the end of the game. So the game would start slow giving killers some head start and would pick up pace eventually.

  • Terrortot
    Terrortot Member Posts: 423
    Chrona said:

    @ZombieGenesis said:
    I love the survivor reply "Nah, we like it the way it is. Just stop using it(we like that even more!)"

    The thing is Ruin isn't that intimidating. I used to be intimidated by it when I played survivor now not so much. I just power through. Even so leaving it as is AND taking it off of a hex might be a bit much. Maybe it's power should be linked to how many gens there are left. Either it starts strong and gets weaker the more gens they do or it starts weak and gets stronger the fewer gens are left. Or just make it's effect not quite as intense.

    The problem I have with ruin isn't that it's a hex, that it effects everyone, etc etc etc. I have one issue: skill checks can trigger while the generator is still in that 3-second no progress phase. Meaning it can very easily snowball and get 3 skillcheck back to back and undo literally all your progress.

    Honestly, if they made it just so that another skillcheck couldn't trigger while the progression is stopped from the ruin effect, that would solve most of my issues with it.

    Though having it scale its power to how many generators are left is an interesting idea.

    Stop touching the generator.
  • Tsulan
    Tsulan Member Posts: 15,095

    @Boss said:

    @Tsulan said:
    Boss said:

    It would actually be very horrible on low ranks, not just a case of "git gud", it'll be very unfun for them.

    You mean like encountering 4x DS as low rank killer?
    Why is it ok for one side, but very unfun for the other one? Shouldn't it be equally for both?

    Wha-...
    Where did i say both are okay?
    DS is my most despised Perk in the entire game, i have no fun, whoever wields it, whoever i play as.

    Well, 4x DS is allowed. Even while playing against new killers. But a totemless Ruin would be to much?
    See the problem?

  • DeadByFlashlight
    DeadByFlashlight Member Posts: 1,642

    @PinkEricka said:
    Wraff said:

    @PinkEricka said:

    LMAO. Y’all would rather go through my comments voting “LOL’S” when y’all have yet to contradict me on what I’ve said.

    Thats just classic. 
    

    Increasing the healing time wasn’t meant to solve the speed of the game, they specifically said they plan on adding a second objective to help out with that but y’all continue to sit up and whine about it.

    To be fair. They "Plan" a lot of things. Fixing the Hatch, Buffing Freddy, and the DS rework. None of which has shown any progress

    @Wraff The DS rework was planned to make it to this patch but the results were unsatisiying. They’re trying their best to make it balanced.

    However, for the hatch, I honestly see no type of fix. I’ve thought of everything and looked at everyone’s ideas on it and I see no type of balanced outcome for it. Hatch rework is gonna have to take play on one sided favor whenever they like it or not. Freddy buff is coming soon too.

    Maybe live up to the word “patient”.

    Just like the hatch closing mechanic and the SC rework have been scheduled for the clown patch / midchapter patch, but suprisingly both of them were "unsatisfying" too and we never heard abotu them again.

  • Boss
    Boss Member Posts: 13,616

    @Tsulan said:

    @Boss said:

    @Tsulan said:
    Boss said:

    It would actually be very horrible on low ranks, not just a case of "git gud", it'll be very unfun for them.

    You mean like encountering 4x DS as low rank killer?
    Why is it ok for one side, but very unfun for the other one? Shouldn't it be equally for both?

    Wha-...
    Where did i say both are okay?
    DS is my most despised Perk in the entire game, i have no fun, whoever wields it, whoever i play as.

    Well, 4x DS is allowed. Even while playing against new killers. But a totemless Ruin would be to much?
    See the problem?

    Yeah, the problem is with how ridiculous DS is and that the nerf didn't go through.

  • Tsulan
    Tsulan Member Posts: 15,095

    @Boss said:

    @Tsulan said:

    @Boss said:

    @Tsulan said:
    Boss said:

    It would actually be very horrible on low ranks, not just a case of "git gud", it'll be very unfun for them.

    You mean like encountering 4x DS as low rank killer?
    Why is it ok for one side, but very unfun for the other one? Shouldn't it be equally for both?

    Wha-...
    Where did i say both are okay?
    DS is my most despised Perk in the entire game, i have no fun, whoever wields it, whoever i play as.

    Well, 4x DS is allowed. Even while playing against new killers. But a totemless Ruin would be to much?
    See the problem?

    Yeah, the problem is with how ridiculous DS is and that the nerf didn't go through.

    This game needs a casual mode and balance around rank 1.

  • Boss
    Boss Member Posts: 13,616

    @Tsulan said:

    @Boss said:

    @Tsulan said:

    @Boss said:

    @Tsulan said:
    Boss said:

    It would actually be very horrible on low ranks, not just a case of "git gud", it'll be very unfun for them.

    You mean like encountering 4x DS as low rank killer?
    Why is it ok for one side, but very unfun for the other one? Shouldn't it be equally for both?

    Wha-...
    Where did i say both are okay?
    DS is my most despised Perk in the entire game, i have no fun, whoever wields it, whoever i play as.

    Well, 4x DS is allowed. Even while playing against new killers. But a totemless Ruin would be to much?
    See the problem?

    Yeah, the problem is with how ridiculous DS is and that the nerf didn't go through.

    This game needs a casual mode and balance around rank 1.

    If i had to balance the game, i'd make Survivor bots. :p

  • Tsulan
    Tsulan Member Posts: 15,095

    @Boss said:

    @Tsulan said:

    @Boss said:

    @Tsulan said:

    @Boss said:

    @Tsulan said:
    Boss said:

    It would actually be very horrible on low ranks, not just a case of "git gud", it'll be very unfun for them.

    You mean like encountering 4x DS as low rank killer?
    Why is it ok for one side, but very unfun for the other one? Shouldn't it be equally for both?

    Wha-...
    Where did i say both are okay?
    DS is my most despised Perk in the entire game, i have no fun, whoever wields it, whoever i play as.

    Well, 4x DS is allowed. Even while playing against new killers. But a totemless Ruin would be to much?
    See the problem?

    Yeah, the problem is with how ridiculous DS is and that the nerf didn't go through.

    This game needs a casual mode and balance around rank 1.

    If i had to balance the game, i'd make Survivor bots. :p

    Bot can´t simulate the behavior of real humans. Doesn´t matter how often they teabag.

  • Boss
    Boss Member Posts: 13,616

    @Tsulan said:

    @Boss said:

    @Tsulan said:

    @Boss said:

    @Tsulan said:

    @Boss said:

    @Tsulan said:
    Boss said:

    It would actually be very horrible on low ranks, not just a case of "git gud", it'll be very unfun for them.

    You mean like encountering 4x DS as low rank killer?
    Why is it ok for one side, but very unfun for the other one? Shouldn't it be equally for both?

    Wha-...
    Where did i say both are okay?
    DS is my most despised Perk in the entire game, i have no fun, whoever wields it, whoever i play as.

    Well, 4x DS is allowed. Even while playing against new killers. But a totemless Ruin would be to much?
    See the problem?

    Yeah, the problem is with how ridiculous DS is and that the nerf didn't go through.

    This game needs a casual mode and balance around rank 1.

    If i had to balance the game, i'd make Survivor bots. :p

    Bot can´t simulate the behavior of real humans. Doesn´t matter how often they teabag.

    " :p "

  • PinkEricka
    PinkEricka Member Posts: 1,042

    @PinkEricka said:
    Wraff said:

    @PinkEricka said:

    LMAO. Y’all would rather go through my comments voting “LOL’S” when y’all have yet to contradict me on what I’ve said.

    Thats just classic. 
    

    Increasing the healing time wasn’t meant to solve the speed of the game, they specifically said they plan on adding a second objective to help out with that but y’all continue to sit up and whine about it.

    To be fair. They "Plan" a lot of things. Fixing the Hatch, Buffing Freddy, and the DS rework. None of which has shown any progress

    @Wraff The DS rework was planned to make it to this patch but the results were unsatisiying. They’re trying their best to make it balanced.

    However, for the hatch, I honestly see no type of fix. I’ve thought of everything and looked at everyone’s ideas on it and I see no type of balanced outcome for it. Hatch rework is gonna have to take play on one sided favor whenever they like it or not. Freddy buff is coming soon too.

    Maybe live up to the word “patient”.

    Just like the hatch closing mechanic and the SC rework have been scheduled for the clown patch / midchapter patch, but suprisingly both of them were "unsatisfying" too and we never heard abotu them again.

    @DeadByFlashlight Would you rather have a balanced rework or no balance at all..?
  • DeadByFlashlight
    DeadByFlashlight Member Posts: 1,642

    @PinkEricka said:
    DeadByFlashlight said:

    @PinkEricka said:

    Wraff said:

    @PinkEricka said:
    
    LMAO. Y’all would rather go through my comments voting “LOL’S” when y’all have yet to contradict me on what I’ve said.
    

    Thats just classic. 

    Increasing the healing time wasn’t meant to solve the speed of the game, they specifically said they plan on adding a second objective to help out with that but y’all continue to sit up and whine about it.
    
    
    
    To be fair. They "Plan" a lot of things. Fixing the Hatch, Buffing Freddy, and the DS rework. None of which has shown any progress
    
    
    
    @Wraff The DS rework was planned to make it to this patch but the results were unsatisiying. They’re trying their best to make it balanced.
    
    However, for the hatch, I honestly see no type of fix. I’ve thought of everything and looked at everyone’s ideas on it and I see no type of balanced outcome for it. Hatch rework is gonna have to take play on one sided favor whenever they like it or not. Freddy buff is coming soon too.
    

    Maybe live up to the word “patient”.

    Just like the hatch closing mechanic and the SC rework have been scheduled for the clown patch / midchapter patch, but suprisingly both of them were "unsatisfying" too and we never heard abotu them again.

    @DeadByFlashlight Would you rather have a balanced rework or no balance at all..?

    Currently I see no rework at all, i.e. the situation stays as it is.
    The same applies to gentime, to SWF and to ranking.

    The devs claim all the time that they are doing sth, but nothing really happens.

  • alivebydeadight
    alivebydeadight Member Posts: 1,559

    @Wraff said:
    Its basically worthless at Red Ranks. So just take the thing off a totems.

    Survivors: No! Its so powerful and what about lower ranks!

    You'll get over it and learn to get better at skill checks

    SO MANY DAVID TAPPS TAPPING GENS

  • alivebydeadight
    alivebydeadight Member Posts: 1,559

    @Wraff said:
    Its basically worthless at Red Ranks. So just take the thing off a totems.

    Survivors: No! Its so powerful and what about lower ranks!

    You'll get over it and learn to get better at skill checks

    also they really need to buff hex totems

  • PinkEricka
    PinkEricka Member Posts: 1,042

    @PinkEricka said:
    DeadByFlashlight said:

    @PinkEricka said:

    Wraff said:

    @PinkEricka said:
    
    LMAO. Y’all would rather go through my comments voting “LOL’S” when y’all have yet to contradict me on what I’ve said.
    

    Thats just classic. 

    Increasing the healing time wasn’t meant to solve the speed of the game, they specifically said they plan on adding a second objective to help out with that but y’all continue to sit up and whine about it.
    
    
    
    To be fair. They "Plan" a lot of things. Fixing the Hatch, Buffing Freddy, and the DS rework. None of which has shown any progress
    
    
    
    @Wraff The DS rework was planned to make it to this patch but the results were unsatisiying. They’re trying their best to make it balanced.
    
    However, for the hatch, I honestly see no type of fix. I’ve thought of everything and looked at everyone’s ideas on it and I see no type of balanced outcome for it. Hatch rework is gonna have to take play on one sided favor whenever they like it or not. Freddy buff is coming soon too.
    

    Maybe live up to the word “patient”.

    Just like the hatch closing mechanic and the SC rework have been scheduled for the clown patch / midchapter patch, but suprisingly both of them were "unsatisfying" too and we never heard abotu them again.

    @DeadByFlashlight Would you rather have a balanced rework or no balance at all..?

    Currently I see no rework at all, i.e. the situation stays as it is.
    The same applies to gentime, to SWF and to ranking.

    The devs claim all the time that they are doing sth, but nothing really happens.

    @DeadByFlashlight Or you can just be patient... They’ll come in-time, they have other stuff to plan ahead.

    Why are you talking about SWF though? They’re not making any changes to that, it’s the source of their income. lol that’s not going anywhere.
  • DeadByFlashlight
    DeadByFlashlight Member Posts: 1,642

    @PinkEricka said:
    DeadByFlashlight said:

    @PinkEricka said:

    Wraff said:

    @PinkEricka said:
    
    LMAO. Y’all would rather go through my comments voting “LOL’S” when y’all have yet to contradict me on what I’ve said.
    

    Thats just classic. 

    Increasing the healing time wasn’t meant to solve the speed of the game, they specifically said they plan on adding a second objective to help out with that but y’all continue to sit up and whine about it.
    
    
    
    To be fair. They "Plan" a lot of things. Fixing the Hatch, Buffing Freddy, and the DS rework. None of which has shown any progress
    
    
    
    @Wraff The DS rework was planned to make it to this patch but the results were unsatisiying. They’re trying their best to make it balanced.
    
    However, for the hatch, I honestly see no type of fix. I’ve thought of everything and looked at everyone’s ideas on it and I see no type of balanced outcome for it. Hatch rework is gonna have to take play on one sided favor whenever they like it or not. Freddy buff is coming soon too.
    

    Maybe live up to the word “patient”.

    Just like the hatch closing mechanic and the SC rework have been scheduled for the clown patch / midchapter patch, but suprisingly both of them were "unsatisfying" too and we never heard abotu them again.

    @DeadByFlashlight Would you rather have a balanced rework or no balance at all..?

    Currently I see no rework at all, i.e. the situation stays as it is.
    The same applies to gentime, to SWF and to ranking.

    The devs claim all the time that they are doing sth, but nothing really happens.

    @DeadByFlashlight Or you can just be patient... They’ll come in-time, they have other stuff to plan ahead.

    Why are you talking about SWF though? They’re not making any changes to that, it’s the source of their income. lol that’s not going anywhere.




    I have been patient for quite a while now and nothing has happened

    I am not asking for a swf remove, I am asking to balance the game around swf instead of pretending that everyone still plays without voice comms 
  • Wraff
    Wraff Member Posts: 162

    @DeadByFlashlight said:
    PinkEricka said:


    DeadByFlashlight said:

    @PinkEricka said:

    DeadByFlashlight said:

    @PinkEricka said:
    
    Wraff said:
    

    @PinkEricka said: LMAO. Y’all would rather go through my comments voting “LOL’S” when y’all have yet to contradict me on what I’ve said.

    Thats just classic. 
    

    Increasing the healing time wasn’t meant to solve the speed of the game, they specifically said they plan on adding a second objective to help out with that but y’all continue to sit up and whine about it. To be fair. They "Plan" a lot of things. Fixing the Hatch, Buffing Freddy, and the DS rework. None of which has shown any progress @Wraff The DS rework was planned to make it to this patch but the results were unsatisiying. They’re trying their best to make it balanced. However, for the hatch, I honestly see no type of fix. I’ve thought of everything and looked at everyone’s ideas on it and I see no type of balanced outcome for it. Hatch rework is gonna have to take play on one sided favor whenever they like it or not. Freddy buff is coming soon too.

    Maybe live up to the word “patient”.
    
    
    
    Just like the hatch closing mechanic and the SC rework have been scheduled for the clown patch / midchapter patch, but suprisingly both of them were "unsatisfying" too and we never heard abotu them again.
    

    @DeadByFlashlight Would you rather have a balanced rework or no balance at all..?

    Currently I see no rework at all, i.e. the situation stays as it is.

    The same applies to gentime, to SWF and to ranking.

    The devs claim all the time that they are doing sth, but nothing really happens.

    @DeadByFlashlight Or you can just be patient... They’ll come in-time, they have other stuff to plan ahead.

    Why are you talking about SWF though? They’re not making any changes to that, it’s the source of their income. lol that’s not going anywhere.

    I have been patient for quite a while now and nothing has happened

    I am not asking for a swf remove, I am asking to balance the game around swf instead of pretending that everyone still plays without voice comms 

    Clearly the game should have a voice coms. If the survivor talks then the game transmits their audio. even if they dont want too

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  • projecteulogy
    projecteulogy Member Posts: 671

    @Wraff said:
    Its basically worthless at Red Ranks. So just take the thing off a totems.

    Survivors: No! Its so powerful and what about lower ranks!

    You'll get over it and learn to get better at skill checks

    You'll get over it and use a different perk. Just like I evolved into not needing SC, not using DS, and other meta trash.

    Red ranks will normally power through it. You must be new here.

  • Wraff
    Wraff Member Posts: 162

    @projecteulogy said:

    @Wraff said:
    Its basically worthless at Red Ranks. So just take the thing off a totems.

    Survivors: No! Its so powerful and what about lower ranks!

    You'll get over it and learn to get better at skill checks

    You'll get over it and use a different perk. Just like I evolved into not needing SC, not using DS, and other meta trash.

    Red ranks will normally power through it. You must be new here.

    Survivors do power through Ruin or just destroy it. Not taking it will result in a game being done in less then three minutes.

    But you must be new to Killer.

  • serabeth90
    serabeth90 Member Posts: 100

    @Wraff said:
    Why would it get weaker the more gens they complete?

    Because it rewards the survivors for doing gens with more people being affected.

    It's a good thought, but I feel like this would be too strong vs. SWF (as would most things). They could easily assign the affected people to do chases and saves and the unaffected people to do gens, so it would negate the perk.