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Remove ruin, make gens harder to do.

Balance the gens, I dont wanna use Hex Ruin every time I reach red ranks, without that RNG perk I finish games in 5 minutes.

This perk is RNG perk unfun for both killer and survivors, but YOU HAVE to use it in red ranks, why?

Please do something about it.

Comments

  • se05239
    se05239 Member Posts: 3,919

    How'd YOU balance the generators to make the removal of Ruin manageable?

  • idanasd149
    idanasd149 Member Posts: 6
    edited July 2019

    You have the balance team, it's their job to make the game balanced, the fact probablly hex ruin usage % is higher than 60% in red ranks is stupid, every surivor game, every time I play killer I know I need to use that perk, without that perk I lost.

    So yea, I have no idea how to fix that issue, but it's not my job and anything I will say probablly wont make sense.

  • prettyf
    prettyf Member Posts: 442

    hey, devs are not a god

    pointing something "without" idea is more nonsense than pointing with nonsense

  • George_Soros
    George_Soros Member Posts: 2,270

    I think OP is onto a real problem here. Whenever I'm in a masochistic mood and play a weaker killer in red ranks, 90% of the time the game goes down like this:

    • no Ruin: genrush, 3-4 escapes.
    • Ruin spawning in a bad spot: gets cleansed within 60 seconds, genrush, 3-4 escapes.
    • Ruin spawning in a lucky spot: slowed gen progress or a lot of repair time lost when survivor look for it, 2-4 kills.

    None of these three outcomes are in any way due to skill or lack of it, by me or by survivors. Pure luck. And I actually appreciate the honesty of idanasd149 when he says he has no clear idea how to fix this. It doesn't mean the problem is not there.

  • EAX
    EAX Member Posts: 5

    Well if you cant fix sth its better to just remove it.

    I personally dont even see the Hex itself as the Problem, its a combination of Mapdesign, Killer chosen and map to be played.

    The absolute Worstcase Scenario is, the Killer has Hex, the Map has no proper Line of Sight breaks, so the killer can look from one side of the map to another.

    Im yet to figure out how to Win Swamp in Example when theres 4 Gens in a Radius of literally 10 yards, one is on the broken ship and the killer can observe all of them - the Hex at that case would be my least problem, the problem for me would be the Map and Generator Placement in the first Place.


    But Overall most of all the Issues come down to the massive RNG this game is dealing with, if you cant even choose the Map (or atleast know what you will be playing on), then you arent able to pick the right things anyways.

    By that means you could nerf Hex:Ruin and people will quickly come up with something else that is broken and i personally think its easier to talk about the things that are not broken in this Game since that List would be way smaller, than the actual broken things.


    Games where you are 2 Survivors Remaining and cant finish another Gen because they are to easy for the killer to roam around.

    Games where you are alone and the killer closes the hatch and then puts traps in front of every exit powerbutton - like all these things are broken and by broken i usually mean in an unplayable or completly unenjoyable state.


    Also one big question is how you want to balance anything anyways, random survivors have no communication tools as premade teams have - its drastically different gameplay experience - you wanna balance for Premades, so the game is unplayable for randoms? Or the opposite around and Premades keep making the killer quit?


    All those Things come directly from the drawing board itself and if i had to balance anything first, i would straight up start with the broken Maps and make them equaly fair in the first place, before i would waste any more time fixing stuff that isnt even responsible for most of the issues.


    Fix the Fundament of the Game and the very basics first, before you can do something properly.

    Like if you work in a Kitchen and the food is terrible, you fix the cook first, not the food - because the food is the result of the bad cook.

    And i see the issue in the need of Hex: Ruin in the Mapdesigners making bad Maps in the first place and the resulting "food" would be the Killers and the musthave Perks.

    Like Yamaoka, Ormond, Springwood, Backwater Swamp, Autohaven Gas Heaven, The Temple of Purgination... if i had to make the choice, i would straight up hotfix remove those maps first and start reworking them to fit the game better.


    MacMillan and Coldwind Farm seems to have the best maps, the other maps i personaly think are totaly messed up in alot of different ways.

    From the Exit Gates, to Hatch, Generator or even Hook Placements - i just cant even think about all of the issues without spending another 6 hours writing this comment.

  • Mat_Sella
    Mat_Sella Member Posts: 3,557

    i think the devs can make the theme of rushing more thematic. Rushing leads to more mistakes.

    Toolboxes now all decrease the size of Skill Checks, with the higher speed toolboxes having lower and lower sizes to compensate for the speed they offer.

    All perks that can increase gen repair speed, reduce the size of the skill checks at double the value.

    The game itself also checks for how fast gens are being repaired, and will automatically adjust the difficulty depending on whether or not you're clearing gens like speed demons.

    Great Skill Check sizes are also decreased (as i believe they are unaffected currently?)

    Like this, perks and killers that make performing skill checks more difficult increase in value as well, shaking up the meta.

  • Captain_Doomsday
    Captain_Doomsday Member Posts: 175

    The issue with gen speed is that toolboxes speed up gens.

    Controversial, but may I suggest:

    -Toolboxes instead speed up totem destruction

    -Base totem destruction speed is decreased

    -Ruin stays, but is just actually easier to get rid of if you have a toolbox