Kill Switch update: We have temporarily Kill Switched the Forgotten Ruins Map due to an issue that causes players to become stuck in place. The Map will remain out of rotation until this is resolved.

http://dbd.game/killswitch

Devs, DO NOT TOUCH THRILLING TREMORS!

I've caught wind that the Developers are planning to adjust Thrilling Tremors so that when its active, blocked generators will not regress with Ruin.

This combo is already niche enough; both the Hex Totem needs to be up and you need to down a survivor to even get use from it. That's not even mentioning Thrilling Tremors having a 60 second cooldown between uses. But the synergy is useful enough, and it gives Thrilling Tremors a bit more of that bite when it activates.

The nerf with Ruin was bad enough. Now we have to deal with the developers obliterating any sense of synergy between perks? Is fun allowed in this game?

Why should the Survivors be given a chance in this case in particular? They refused to cleanse the Totem, and they lost a chase; you're telling me they can't take a small hit on gen progress -when they aren't being worked on mind you- for a 16 second period?

They weren't kidding, they really do treat the Killers like NPCs. I'm glad I uninstalled when I did, because I wouldn't want to play with this and more on the horizon.

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Comments

  • Warcrafter4
    Warcrafter4 Member Posts: 2,917

    You misread what they said:

    It wasn't a planned it was clarification of what already happens:

    Aka It NEVER worked with ruin.

  • Rezblaze
    Rezblaze Member Posts: 843

    So was it never meant to work with Thrilling? Or was this a change that already occurred?

  • Mandy
    Mandy Administrator, Dev, Community Manager Posts: 24,673

    It's never worked with Ruin, TT blocks the gen but the regression pauses whilst the gen is blocked.

  • Rezblaze
    Rezblaze Member Posts: 843

    That seems odd to me. Why would blocked generators remove the regression? There isn't really many gen-blocking perks that can be used mid-game that would make it a significant issue.

  • Warcrafter4
    Warcrafter4 Member Posts: 2,917

    If I am remembering correctly blocked generators cannot regress regardless of the source sense the beginning.

    What I think happened is that the passive regression is so awful no one could ever tell it didn't work due to how unnoticeable it usually is in most games.

    Gen regression:1 charge(Second) on a regressing generator time is lost for 4 seconds its regressing(2 with ruin).

  • Mandy
    Mandy Administrator, Dev, Community Manager Posts: 24,673

    It doesn't remove the regression, just pauses it whilst the generator is blocked - there's nothing anyone can do to prevent the generator from regressing whilst TT is active, which is probably the reasoning behind it.

  • Prex91
    Prex91 Member Posts: 764

    It's not good the combo doesnt work. It would be nice, not OP, and have a good sunergy for a build. Why devs have this bad idea to not make the combo working. Is not a passive thing like old ruin, you have to grab a surv (downed or not). Is a reward , and also have a countdown. Instead of survelliance/pop/overcharge, survelliance/ruin/tremors would be a nice alternative.I know they doesmt want gen build, but with the map/gen problems now they think nerfing ruin they will obligate killers removing gen builds, instead many killers will put at least 3 gen perks amd noed.

  • Rezblaze
    Rezblaze Member Posts: 843

    Yes, but as I said, the circumstances surrounding Thrilling Tremors and Ruin rely on both a Hex Totem and you downing/picking up a survivor, and being unable to do so for 60 seconds.

    If the issue is player agency, then they should address the Dying state, which is what I see survivors complain is the 'most unfun aspect' of playing a survivor. Same concept there; the player involved has no agency.

    Overall, the circumstances surrounding the perks means it would otherwise synergize well, but it requires a few specific conditions to be active first. It balances itself out by being a bit more niche, and the payoff being beneficial but not game breaking (16 seconds of Ruin activation would almost be null, it just gives Thrilling a bit of extra bite).

  • SnakeSound222
    SnakeSound222 Member Posts: 4,467

    They should work together. It would be strong, but not OP and give Killers more perk combos to run.

  • RobMeister88
    RobMeister88 Member Posts: 351

    Unfortunately they never synergized because they don't want killers to be 'too powerful' when the killer is supposedly meant to be the power role. Gotta love the Devs' take on what balance is. Almost all survivor perks synergize (even exhaustion perks, talk about balance). But powerful killer perks synergizing? Oh no, we can't have that. It'd be too overwhelming, and 'stressful' for survivors to deal with. Meanwhile exhaustion perks, DS, BT, toolboxes, and keys are nothing to worry about. Feelsbalancedman.